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Enthusiast Gaming $EGLX.ca – Canadian teen #HaydenKrueger wins $1.2M in #Fortnite World Cup #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:31 AM on Monday, July 29th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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Canadian teen Hayden Krueger wins $1.2M in Fortnite World Cup

‘I wanted to do something different with my life,’ so he practises up to 12 hours a day

Zulekha Nathoo · CBC News · 

  • Canadian Hayden Krueger, 17, finished third on Saturday the first Fortnite World Cup, scoring a cool $2.4 million.
  • He’ll split that with his competition partner, who goes by the name Ceice.

In the New York tennis stadium where the U.S. Open is played every summer, Fortnite players — many not old enough for a driver’s licence — competed this weekend for a $40 million prize pool in a first-of-its-kind tournament.

Like many professional sports, video game competition is dubbed the World Cup. Like many professional athletes, the competitors warm up, train and scrutinize their strengths and weaknesses for hours a day.

“In football and basketball, they’ll go over film of their game,” said Canadian contestant Hayden Krueger, 17. “So every night, we’ll do like an hour of film. And we’ll watch over our films to see what we did good, what we did bad and then just apply it the next day.”

Krueger is better known in the gaming world and to his 20,000-plus Twitter followers as Elevate. He beat 40 million hopefuls to become one of a handful of contestants in the lucrative three-day finals.

He finished third on Saturday, scoring a cool $2.4 million for the ranking, which he’ll split with his competition partner, who goes by the name Ceice.

The winner of Sunday’s solo category will take home $3.8 million, the same amount tennis champions Novak Djokovic and Simona Halep each scored at Wimbledon this month.

Practising eight to 12 hours a day, Calgary-born Krueger, who now lives in the U.S., says he stands to make about $150,000 US in earnings this year from other tournaments. That doesn’t include sponsorship deals or streaming revenues. 

“A traditional job gave me anxiety,” he told CBC News in a Skype interview from his hotel room in New York after his win. “I didn’t want to show up to my cubicle every single day and take my pay cheque. I wanted to do something different with my life.”

Krueger, 17, says he practises eight to 12 hours a day as a professional video gamer. (Steven D’Souza/CBC)

The teenager has a rigid, albeit unconventional, routine.

“I wake up at like 1 p.m. or 3 p.m. and then I’ll play until 3 a.m. into the night,” said Krueger. “It’s like the same hours if not more

[than a 9-to-5-job]

, like eight to 12 hours of this game. It’s pretty scheduled for me.”

The commitment â€” and its payoff â€” is enviable enough that players have fans turning up in droves to watch them perform. Competitors, who range in age between 13 and 24, are often stopped between rounds to sign autographs or pose for selfies.

The award-winning battle royale game, which has become a cultural phenomenon since it was released in 2017, involves 100 players being dropped onto an island to compete for survival. It’s free to play, but part of Fortnite’s internal currency allows participants to make upgrades and purchase add-ons for their avatars, such as “skins” (costumes) and “emotes” (signature dance moves).

Fans filled the stands at the Arthur Ashe stadium in New York and stopped competitors for autographs and selfies between rounds. ( Sarah Stier/Getty Images)

Eyes on the prize

It’s left some parents torn between trying to indulge their child’s interests and wondering whether their kids are spending too much time and money on the product. Kim Jeffords, who made the eight-hour drive from from Niagara Falls, N.Y., for her son, Nick, to attend the event, said she’s spent at least $25 a week on game-related purchases for him.

“I really don’t want to add it up because it will probably scare me,” she laughed.

Nick, blond and sporting a Nike T-shirt and polarized Wayfarer sunglasses, said he plays the game “at least 12 hours a day.”

“I don’t take breaks,” he said with a smile.

Kim Jeffords says she spends at least $25 a week on Fortnite-related game purchases for her son Nick, left. (Steven D’Souza/CBC)

At 11, his skills qualified him for the week-to-week round robin action. He was just too young to enter the finals.

“It is easy to get lost [in the game] because you want to become the best,” said esports journalist Victoria Rose. There are a lot of games with that issue.”

Among them, she says, are Grand Theft Auto, Dota and Starcraft. Rose says serious players will often switch to home schooling or take classes online to leave more time for the game.

“It’s mostly these very well trained, very educated players who know how to play efficiently, who know how to balance their work life to become the top players,” she said. “Just being here is a $50,000 guarantee. It gives you eyes to have sponsorships, to have a future.”

While Fortnite is still enjoying widespread popularity and massive revenue, some data suggests the game might be experiencing a slight decline in interest compared to when it burst onto the video game scene two years ago.

Fortnite, which came onto the market in 2017, is a battle royale game that drops 100 players on an island to fight for survival. (Johannes Eisele/AFP/Getty Images)

‘Astronomical’ prize money

The World Cup, launched for the first time this year, could be another way to keep the game top-of-mind. Epic Games, which created Fortnite, has pumped more than $100 million in prizes over the last season of tournaments which is “astronomical in terms of esports,” according to ESPN sports host, Arda Ocal.

“This [event] is a massive deal, if not only for the giant prize pool itself, but also the amount of viewers that this entire season in competitive esports has had,” said the Canadian-born broadcaster. “For Fortnite, this is a great way for people to continue to know and learn about their game but also get engaged and be motivated to play the game after watching it.”

The first World Cup is one way for Epic Games, the creator of Fortnite, to ensure fans stay interested in the game. (Sarah Stier/Getty Images)

Krueger says it’s natural for parents to be reluctant to let their kids get too involved with the game, and his were no different. But they came around, he says, after seeing his detailed plan of how he intended to achieve his goals. His mother has also recently decided to shift careers and return to school to study law.

When asked if Krueger might be able to help with her tuition, he laughed: “Maybe.”

Next month, the Dota 2 esports tournament will surpass Fortnite‘s prize pool, offering over $40 million â€” the largest pot for this kind of competition.

Source: https://www.cbc.ca/news/entertainment/fortnite-world-cup-2019-1.5227778

Enthusiast Gaming $EGLX.ca – Global #Esports Market Recent Study Including Growth Factors CAGR of 18.58% by 2025 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:00 PM on Thursday, July 25th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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Global eSports Market Recent Study Including Growth Factors CAGR of 18.58% by 2025

  • Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion and is projected to grow at a CAGR of 18.58% in the forecast period of 2018 to 2025.

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Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion and is projected to grow at a CAGR of 18.58% in the forecast period of 2018 to 2025. The eSports preferred as “Electronic sports”. The sports that connect with the electronic system and all the functions are followed human – computer interface. It provides the customer an experience for several types of games including tournament, ladder, and league through single system.

eSports are connected though electronic system that can be available on numerous platforms comprising social media, where as traditional sports are still fight overtake the traditional mediums including print, radio & TV. Capability to stream on non-traditional platforms, growths in gaming technologies, rising in awareness about eSports due to consideration given by worldwide publishers, investors & broadcasters and growth in number of eSports supporter are the major drivers responsible for rise of eSports market. In addition, it’s played by professional gamers who are usually participating of sporting organizations, or they are sponsored by business organizations.

eSports is the most relevant, unique, fair and creditable global market research report which is provided to the valuable customers and clients depending upon their specific business needs. eSports market report helps uncover the general market conditions and tendencies. Along with competitive analysis of the key players, this eSports report also serves with complete and distinct analysis of the market drivers and restraints, detailed analysis of the market segmentation, key developments in the market and details of research methodology. Excellent practice models and method of research applied for this eSports report unearths the best opportunities to succeed in the market.

Major Market Competitors: Global eSports Market

The renowned players in global eSports market are Bungie, Inc, KONAMI, GungHo Online Entertainment, Inc, Kabam, Inc., Rovio Entertainment Corporation, Zynga Inc.,  GAMEVIL Inc. Wargaming Public , PandaScore, ESP.bet, Unikrn , Riot Games , HI-REZ STUDIOS, INC. , Activision, BLIZZARD ENTERTAINMENT, INC. , Electronic Arts Inc., Activision Publishing, Inc. , infinity ward, Take-Two Interactive Software, Inc., King.com, Vivendi, Bethesda Softworks LLC,  and many more.

Market Segmentation: Global eSports Market

  • By Revenue Streams (Media Rights (Subscription & Online Advertisement ),Tickets And Merchandise, Sponsorship & Direct Advertisement, And Publisher Fees),
  • By Geographical Segments (North America, South America, Europe, Asia-Pacific, Middle East And Africa)

For achieving an incredible growth in business, this eSports market research report plays very central role. This report lends a hand to make out how the market is going to perform in the forecast years by offering you information about market definition, classifications, applications, and engagements. This market report describes the strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the Electronics industry. You can request an analyst call or drop down an enquiry to get detailed eSports market report.

Market Drivers and Restraints:

  • Increasing demand for video games and growing awareness about eSports.
  • Betting & fantasy site are increasing demand in eSports market.
  • Rising demand for investments from sponsors and advertisers.
  • Difficulty in managing all the fraudulent betting.
  • Lack of outdoor sports considerations.

About Us:

Data Bridge Market Research set forth itself as an unconventional and neoteric Market research and consulting firm with unparalleled level of resilience and integrated approaches. We are determined to unearth the best market opportunities and foster efficient information for your business to thrive in the market.

Contact:

Data Bridge Market Research

Tel: +1-888-387-2818

Email: [email protected]

Source: https://www.tribaux.com/2019/07/24/global-esports-market-recent-study-including-growth-factors-cagr-of-18-58-by-2025-applications-regional-analysis-key-players-and-forecasts-to-2025/

Enthusiast Gaming $EGLX.ca – Las Vegas #Esports arena evolving with latest gaming trends $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:00 PM on Tuesday, July 23rd, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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Las Vegas Esports arena evolving with latest gaming trends

  • “It’s almost like an actual sports stadium feel,” General Manager Nico DeGeorge said. “We want people to have that awe-inspiring moment like when they go to Yankee Stadium or Fenway Park.”

By Lukas Eggen Las Vegas Review-Journal

Prior to the opening of the Triple Crown Royale at the HyperX Esports Arena at Luxor, employees were buzzing about a new opening hype video.

The video showcased not only the arena’s production capabilities but was a step toward proving this isn’t your ordinary video game gathering spot.

“It’s almost like an actual sports stadium feel,” General Manager Nico DeGeorge said. “We want people to have that awe-inspiring moment like when they go to Yankee Stadium or Fenway Park.”

When the HyperX Esports Arena hosted the Triple Crown Royale, it featured three of the most popular battle royale games, Fortnite, Apex Legends and PUBG.

Several professional gamers took part in the event, as well as local players and gamers from across the country.

“We wanted to make it open to the fans,” NewEgg’s Vice President of Marketing, Mitesh Patel said. “Yet, we also wanted to leverage our relationship with so-called influencers and give people the opportunity to play with and compete against these professionals. The arena allows us to give gamers a chance to play with professionals on the same type of equipment that the professionals play with.”

The tournament featured two groups of players that competed in each game.

Organizers pulled out all the stops, including commentators, multiple cameras and giveaways.

“Right now, we see esports on more of a local, community level,” DeGeorge said. “Now, the broad focus is broadcast in general, being more content driven.”

Since its opening, the arena has held several events.

“We’re putting more effort into the content space and it’s also helping make people more aware of esports,” DeGeorge said. “We have people walk in here every day and try and figure out what’s going on. Events like this can be something fun and informative as well.”

Source: https://www.reviewjournal.com/entertainment/las-vegas-esports-arena-evolving-with-latest-gaming-trends-1808750/

Enthusiast Gaming $EGLX.ca – The boom in #Egaming / #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, July 21st, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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The boom in egaming/esports

  • Industry analytics house Newzoo forecasts esports (organised gaming at a professional level) to be worth $US1.1 billion in calendar 2019, rising to $US1.8 billion by 2022
  • The broader video games market is worth many billions more.

by Tim Boreham

For those who have never heard of Fortnite and are thus showing their advanced age, video gaming (egaming) has become a multi-billion dollar industry sector, which in its organised professional form is attracting serious sponsorship and advertising from mainstream consumer brands.

Egaming isn’t the preserve of vitamin D-deprived joystick jockeys in their dank bedrooms: it’s also a mass spectator sport with attendances at live tournaments eclipsing attendances at AFL football matches (the Adelaide and Essendon clubs have even acquired their own esports teams).

Professional esports teams tour the globe like rock stars, attracting a similar cult following as they pursue serious prize money. The site esportsearnings.com lists Germany’s Kuro Takhasomi as the sport’s biggest earner, having pocketed $6.2m in prize money from 98 tournaments.

Australia’s own Anathan Pham clocks in at number 11 on the esports rich list, reaping $4.15 million from 22 tournaments.

By the way, Fortnite is a Hunger Games style survival game that involves combatants dealing with adversaries such as zombies by, well, shooting them. While older game titles such as League of Legends and Dota2 remain popular, Fortnite’s popularity – especially among teenagers and even younger kids – is proving to be a game changer in heightening investor awareness.

Industry analytics house Newzoo forecasts esports (organised gaming at a professional level) to be worth $US1.1 billion in calendar 2019, rising to $US1.8 billion by 2022. The broader video games market is worth many billions more.

According to Esports Mogul (ESH, 1.3 cents) 20-25% of the broader population have played a mobile game. About half of 16-24s have watched esports and even in the crustier 45-65 year old bracket, 5% have done so.

 â€œIt’s evident the investment community is really only just coming to the fore of how big this sector is,” says Esports Mogul CEO Gernot Abl.

There’s also a strong element of ‘co-opetition’, with the companies executing a number of intertwined deals.  “We all know each other and support what we are doing,” Abl says.

Esports Mogul’s core focus is on a tournament platform called mogul.gg, which enables amateur gamers to hook up and test their wits out on each other.

The company this month hosted the Australian Apex Open Tournament on its platform, with 3850 gamers slugging it out for $35,000 or prize money.

Esports Mogul was also the exclusive platform provider for the Australian Esports League’s Girl Gamer festival, a global jamboree held in Sydney last month.

Meanwhile the South Africa based Emerge Gaming (EM1, 2.3 cents) has announced a string of collaborations, including  May’s memorandum of understanding with US games developer Digital Circus media to launch its products in North America.

These products include its GameCloud game streaming platform.

In June, Emerge teamed with Viacom International Media networks Africa to develop a kids-focused esports tournament platform called NickX, using Viacom’s Nickelodeon gaming content.

The company believes that as the professional market grows, so too will the market for amateur games based around a central hub.

 â€œMonetisation will be through brand take-up, premium subscriptions, in app subscriptions and advertising across the platform,” the company says.

In March, Emerge Gaming also signed a mobile gaming deal with ASX counterpart iCandy International (ICI, 3.8 cents), to broaden Emerge’s ArcadeX tournament platform. ArcadeX has been dubbed the “Netflix of gaming” in that it allows instant streaming of hundreds of 3D video games.

 iCandy will promote the offering to its 350 million global users. Separately, iCandy also plans to set up its own esports division, with first revenue by the end of 2019.

iCandy has also partnered with Animoca and Alibaba subsidiary 9Games to expand iCandy’s mobile game Groove Planet into the $29 billion mainland China market.

Perhaps not surprisingly, there’s a blockchain theme to the sectoral wheeling and dealing as well. In late June, Animoca said it would buy the US company Gamma Innovations, which enables gamers’ idle processing power to be used to ‘mine’ the cryptocurrency ethereum. The users are rewarded with loyalty-style points that that can be used to play their favourite games.

Despite the hype, the three smaller the ASX proponents have a long way to posting meaningful revenue. In the March quarter, Esports Hero turned over $20,000, “mainly by experimenting with subscription and sponsorship models.”

 iCandy generated $289,000, including from digital advertising and merchandising as well as the games themselves. Emerge had no revenue for the quarter but managed $129,600 of turnover in the December half, mainly from sponsorships of its online tournaments.

Animoca posted revenue from ordinary activities of $13.46 million in calendar 2018, up 107% and reduced its loss to $2.58 million from $8.26 million previously.

According to Esports chief commercial officer Jamie Skella, most of the value of the sector resides in sponsorship, advertising and media rights.

A professional Counter Strike and Cyberathlete League player, Skella sees emerging opportunities are in hosting micro tournaments (including merchandise) and holding ticketed live events.

Skella says egaming used to be the preserve of industry-focused advertisers such as hardware providers Razer Incorporated and Gigabyte Technology; now it’s attracting the interest of mainstream brands such as McDonald’s, Burger King, Coca Cola and the telcos.

 â€œThe 18-34 demographic is increasingly hard to reach but it’s a market segment of super high interest to advertisers,” he says.

All in all, the industry has gone a long way since the 1980s, when organised events for games such as Space Invaders, Pacman and Donkey Kong emerged. Online connectedness means combatants can play another competitor anywhere and at any time.

But for local investors, the reality is that the sector is in its infancy here.

At last glance, Esports Mogul, Emerge and iCandy had market capitalisations of $21 million, $15 million and $13 million respectively. Animoca is worth a less febrile $127 million and its shares have gained 75% since the start of the calendar year.

So while investors might be warming to the macro egaming story, it remains to be seen which stock will step up to the console with a serious winning manoeuvre.

Source: http://www.switzer.com.au/lifestyle/weekend-switzer/issue-188/the-boom-in-egamingesports/

Enthusiast Gaming $EGLX.ca – Modern Times Group (MTG) makes $11m investment in gaming & #Esports start-ups $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:28 PM on Wednesday, July 17th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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MTG: $11m investments in gaming & eSports start-ups

  • Investments in H1 2019 amount to a total of $11 million (€9.8m) including capital commitments and span start-up and growth companies in the US and Germany.
  • MTG has to date made 20 investments in 16 companies totalling $21 million thus far from its VC fund to complement its majority stake investments in companies such as ESL and DreamHack in esports and Kongregate and InnoGames in gaming.

Modern Times Group (MTG), the Swedish operational investment company focusing on, eSports and gaming entertainment opportunities worldwide, has revealed its latest VC Fund investments ahead of the company’s Q2 2019 financial report.

  • Investments in H1 2019 amount to a total of $11 million (€9.8m) including capital commitments and span start-up and growth companies in the US and Germany.
  • MTG has to date made 20 investments in 16 companies totalling $21 million thus far from its VC fund to complement its majority stake investments in companies such as ESL and DreamHack in esports and Kongregate and InnoGames in gaming.
  • MTG has its HQ in Stockholm, Sweden, and operates through itself and through its portfolio companies in 30+ countries worldwide.

Among the investments are Redwood City-based Dorian, Austin based game developer Tonk Tonk Games, gamer rewards platform Playfull from Los Angeles, German game studio Sviper founded by Ex-InnoGamers and San Diego-based GoMeta, totalling $11 million in H1 2019.

MTG owns 100 per cent of Swedish DreamHack and over 82 per cent of German founded ESL, the two largest brands in esports worldwide. Its largest VC investments in terms of estimated value are BITKRAFT fund LP positions, AppOnboard, Phoenix Labs, the Play Ventures fund LP position and Sviper. It also owns majority positions in San Francisco-based game studio and publisher Kongregate and German game developer and publisher InnoGames, famous for its hit game Forge of Empires launched 2012 that recently surpassed €500 million in lifetime revenue.

“Gaming and esport is the future of entertainment, and we are excited to invest in what we believe are seven of the most promising early stage startups with excellent teams, products and ideas”, says Jørgen Madsen Lindemann, President and CEO of MTG.

MTG AB complements its majority stake investments with seed and series A round investments in early stage start-ups in gaming and esports through the MTG VC Fund. The ambition is to make eight to 10 deals per year: 60 per cent in gaming, 30 per cent in esports and 10 per cent in AR/VR through lead or co-invests with other top VCs. Since the launch of MTG’s VC Fund in November 2017, the fund has made 20 investments in 16 companies.

“We are already seeing attractive valuation upticks based on latest financing rounds in our investments, such as Phoenix Labs, AppOnboard and the BITKRAFT seed fund. Deal flow and value creation opportunities continue to improve now that we have established MTG as a leading games & esports VC in the West”, says Arnd Benninghoff, EVP esports and games at MTG.

Phoenix Labs recently released its first game in Epic store, AppOnboard recently acquired a no code game creation platform and the BITKRAFT seed fund recently realised an attractive exit of portfolio company The Esports Observer.

In 2018 there were about 2.4 billion video game players in the world, but industry analysts expect that number to grow to 2.9 billion as early as 2022 (Source: Newzoo) – and the global esports audience reached 395 million in 2018 and is expected to grow to 645 million by 2022 (Source: AT Kearney).

Source: https://advanced-television.com/2019/07/17/mtg-11m-investments-in-gaming-esports-start-ups/

Enthusiast Gaming $EGLX.ca – #ASUS and #ESPN Partner To Advance Competitive #Esports Gaming $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:09 AM on Monday, July 15th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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ASUS and ESPN Partner To Advance Competitive Esports Gaming

  • Esports is big business. Some estimates claim the global esports economy will exceed $1B this year and it shows no signs of slowing down.
  • Viewership it up. The prize money at key events continues to increase.
  • And all sorts of gaming and sports-related entities are finding ways to get in on the action.

Just yesterday, ASUS – or more specifically its Republic Of Gamers group – announced that it has partnered with ESPN to be the official hardware sponsor of EXP, an esports gaming series created by the network.

“We’re thrilled to have ROG as a key sponsor of our first-ever EXP esports event series,” said Kevin Lopes, director of business development, ESPN. “Together, we’re able to serve both the athletes and fans with a unique and high quality playing and viewing experience, and we look forward to continue doing so for the next two events at The ESPYS and X Games.”

ASUS ROG Desktop At ESPN EXP Pro-Am

ESPN

Republic of Gamers (ROG) by ASUS had already sponsored ESPN’s inaugural EXP event at the Collegiate Esports Championship, which took place in May of this year. Moving forward under the new partnership, ROG will supply competition-ready gaming hardware, namely the ROG Strix GL12CX gaming desktops and ROG Swift PG248Q gaming monitors, for upcoming tournaments happening over the next few weeks.

The ROG Strix GL12CX systems that will be used at the events are liquid-cooled and factory-overclocked gaming desktops, powered by NVIDIA’s Turing-based GeForce RTX 2070 GPU. A high-end GPU like the RTX 2070 is necessary to push high framerates out to the display with popular esports titles, to help keep input lag to a minimum. Speaking of the display, the ROG Swift PG248Q is a purpose-built gaming monitor with support for NVIDIA’s variable refresh G-SYNC technology and refresh rates up to 180Hz, when overclocked. The display also features a 1ms grey-to-grey response time, to minimize any blurring or ghosting during fast-paced action.

Gamers Will Use The ASUS ROG Swift PG248Q Gaming Display.

ESPN

“Competitive gaming is a passion at ROG,” said Vivian Lien, Global Head of Marketing for the Gaming Systems Business Group. “We were founded in order to innovate and create elite equipment for serious gamers. Our hardware is engineered to compete at the top level, and there is no better place to see it put to the test than at a tournament of upcoming and established esports champions.”

Esports fans can watch upcoming events live online and on the ESPN app. The ESPN PRO-AM is happening July 19 – 20 and the EXP Invitational Apex Legends event is going down August 2 – 3 at X Games Minneapolis. Marco Chiappetta   Source: https://www.forbes.com/sites/marcochiappetta/2019/07/12/asus-and-espn-partner-to-advance-competitive-esports-gaming/#69b9bfe37d39

Enthusiast Gaming $EGLX.ca – It’s the real deal, millennial driven #Esports is the next big thing $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:30 PM on Thursday, July 4th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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It’s the real deal, millennial driven eSports is the next big thing

  • In 2018, the global eSports market revenue reached US$865 million. According to Statista, global eSports market revenue is forecast to reach US$1.79 billion in 2022, growing at a CAGR of 22.3%.
  • The number of eSports enthusiasts worldwide was estimated at ~168 million in 2018, and for total global viewers, the forecast for 2019 is ~453 million.
  • Enthusiast Gaming (TSXV: EGLX)/Aquilini GameCo Inc./Luminosity – The merged group will now include seven eSports teams (including management of the Vancouver Titans Overwatch League franchise), 40 eSports influencers, 80+ gaming media websites, 900+ YouTube and Twitch channels

Matthew Bohlsen | July 03, 2019

Think of eSports organizations the same way you would see any other mainstream sporting organization, for example, the New York Yankees or Manchester United. eSports organizations operate similarly by building their brands in the e-gaming ecosystem versus the traditional sports ecosystem.

A brief history of eSports and how the revenue is distributed across the industry

The first eSports event happened all the way back in October 1972 at Stamford University where students competed on the video game Spacewar. In more recent years the industry has become professional and involves large eSports tournaments, prize money, and media deals.

Source: Newzoo Market Report

The eSports opportunity

In 2018, the global eSports market revenue reached US$865 million. According to Statista, global eSports market revenue is forecast to reach US$1.79 billion in 2022, growing at a CAGR of 22.3%. The number of eSports enthusiasts worldwide was estimated at ~168 million in 2018, and for total global viewers, the forecast for 2019 is ~453 million.

The major players in the eSports space

  • Activision Blizzard Inc. (NASDAQ: ATVI) owns the popular Overwatch League as well as World of Warcraft, StarCraft, Diablo, and Hearthstone.
  • Electronic Arts Inc. (NASDAQ: EA) is headquartered in California. It is the second-largest gaming company in the Americas and Europe by revenue and market capitalization
  • Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is based in New York City. The Company owns two major publishing labels, Rockstar Games, and 2K.
  • Tencent Holdings Ltd. (OTCPK: TCEHY) acquired Riot Games and now owns the very popular League of Legends game and also own King of Glory. Tencent is the Chinese leader in eSports game streaming.
  • Amazon (NASDAQ: AMZN) is a dominant player in the eSports streaming market. The online streaming market in the USA is led by Amazon’s Twitch.
  • Huya Inc. (NYSE: HUYA) is a spin off from YY Inc. Huya is known as the “Twitch of China”. Huya mostly works off a gift model.
  • Alphabet Inc. (NASDAQ: GOOG) own YouTube Gaming which makes money via subscriptions and advertising.
  • Enthusiast Gaming (TSXV: EGLX)/Aquilini GameCo Inc./Luminosity – The merged group will now include seven eSports teams (including management of the Vancouver Titans Overwatch League franchise), 40 eSports influencers, 80+ gaming media websites, 900+ YouTube and Twitch channels

Enthusiast Gaming merges with Aquilini GameCo and Luminosity to create a market leader in gaming and eSports

In just four years Enthusiast Gaming has gone from a basement-based business to form the leading publicly traded eSports and gaming media organization in North America. Enthusiast Gaming recently announced a merger agreement with Aquilini GameCo Inc. and Luminosity that will create a publicly traded eSports and gaming organization with $22 million in pro forma revenue and $36 million in cash on closing of the merger, with a combined global audience reach of approximately 200 million.

CEO of Enthusiast Gaming, Menashe Kestenbaum, stated: “Our vision has always been to build the largest, vertically integrated eSports and gaming company in the world. The merger with Aquilini GameCo and Luminosity was a strategic decision that positions us as a dominant player in the gaming industry and unlocks access to Luminosity’s 50 million dedicated eSports fans and one of the largest eSports franchises.”

eSports companies are doing well and eSports is gaining acceptance

So far 2019 has been a strong period for eSports with some great returns in H1 2019 for investors including: Huya Inc. (NYSE: HUYA) up 71%, Kuuhubb Inc. (TSXV: KUU) up 81%, Enthusiast Gaming Inc. (TSXV: EGLX) up 39%, Zynga Inc. (NASDAQ: ZNGA) up 61%, and Electronic Arts Inc. (NASDAQ: EA) up 33%.

eSport was featured at the 2018 Asian Games as a demonstration sport, and eSports will be a medal event at the 2022 Asian Games.

The eSports phenomenon is growing at a rapid pace and offers many opportunities globally for up to date investors, just ask a millennial. 

Source: https://investorintel.com/sectors/technology/technology-intel/its-the-real-deal-millennial-driven-esports-is-the-next-big-thing/

Enthusiast Gaming $EGLX.ca – The rise of #Esports in Canada $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Tuesday, July 2nd, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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EGLX: TSX-V
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Esports is gaining ground among sports enthusiasts in Canada. Now, for the first time, players have a new place to call home.

Source: https://globalnews.ca/video/5448705/the-rise-of-esports-in-canada

#Luminosity Gaming Expands into #Ubisoft’s Rainbow Six Siege #Esports League with Signing of First-Place Team $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:22 AM on Tuesday, June 25th, 2019
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  • Announced that Luminosity Gaming, one of the largest and most successful esports organizations in North America, has officially entered the popular Ubisoft video game title, Rainbow Six Siege.
  • Luminosity has signed “92 Dream Team,” the current first-place team in the North American division of the Rainbow Six Pro League. 
  • Rainbow Six Pro League is the most prestigious R6S competition in the world, featuring the best teams from North America, South America, Europe and APAC competing in their respective regions

TORONTO, June 25, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the largest community of authentic gamers, is pleased to announce that Luminosity Gaming (“Luminosity”), one of the largest and most successful esports organizations in North America, has officially entered the popular Ubisoft video game title, Rainbow Six Siege. Luminosity has signed “92 Dream Team,” the current first-place team in the North American division of the Rainbow Six Pro League. 

Rainbow Six Pro League is the most prestigious R6S competition in the world, featuring the best teams from North America, South America, Europe and APAC competing in their respective regions. Competing among teams like FaZe Clan, Team SoloMid, Team Liquid and more, the 92 Dream Team, now competing for Luminosity Gaming, currently sits in first place in the North American division.

The announcement aligns well with Enthusiast’s recent partnership with Ubisoft Canada to host the Rainbow Six Canada Nationals and bring the Ubisoft show floor activation to Enthusiast Gaming Live Expo (EGLX) in October 2019. Presented by Ubisoft Canada and powered by Enthusiast, the Rainbow Six Canada Nationals will kick off in June 2019 and conclude in a live finals at EGLX 2019 on October 20, downtown Toronto at the Metro Toronto Convention Centre.

Menashe Kestenbaum, CEO of Enthusiast commented, “We continue to realize synergies between Enthusiast and Luminosity which will be beneficial for the growth and success of the merged entity. The ability to attract top talent and leverage partnerships across the entire network will help increase reach and monetization opportunities.” He continued, “We look forward to working with the Luminosity team on future synergies for growth across our online platform and various events including EGLX this fall.”

The team consists of Muteeb “Pixel” Chaduary, Tom “Tomas” Kaka, Richie “Rexen” Coronado, Kian “Hyena” Mozayani and Coal “awD” Phillips and is coached by ViiRus.

We’ve been very impressed by the development of the R6S Pro League,” said Steve Maida, President of Luminosity Gaming. “Not only with the viewership, but with the approach Ubisoft has taken to creating a healthy and stable esport. The ecosystem is one that supports healthy growth for players and organizations alike. We couldn’t have asked for a better team with which to enter the scene. 92 Dream Team are an amazing group of young men who have been able to achieve success while previously balancing day jobs and a lack of resources. We’re excited to watch them soar under the Luminosity banner.”

On May 31, 2019, Enthusiast announced a merger with Luminosity and Aquilini GameCo., to create the largest vertically integrated gaming and esports company in the world.  The merger includes seven esports teams in various gaming titles (including management of the Vancouver Titans Overwatch League franchise), 40 esports and gaming influencers, over 80 gaming media websites, and 900 YouTube and Twitch channels, with an online reach of approximately 200 million. 

About Luminosity Gaming

Luminosity Gaming is a North American professional esports organization. It was founded in Canada in 2015 by Steve Maida with the goal of enabling aspiring competitive gamers to ultimately create sustainable careers. The company now hosts some of the best professional gamers in the world. Luminosity has teams and championships in game titles such as Fortnite, Counter Strike, Call of Duty, Overwatch, Rainbow Six Siege, Smite, Madden and more. Luminosity scouts and hires players and teams who compete on the company’s behalf in tournaments online and in arenas around the world for prize money. Through those efforts, Luminosity has grown to be one of the largest and most successful esports organizations not only in North America but in the world. 

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is the largest vertically integrated video game company and has the fastest-growing online community of video gamers. Through the Company’s organic and acquisition strategy, it has amassed a platform of over 150 million monthly visitors across its network of websites and YouTube channels. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT INFORMATION:

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

 The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful.

Enthusiast Gaming $EGLX.ca Partners With MSI, a World Leader in Gaming Hardware, to Be Prize Sponsor for EGLX Drop-In Tournaments $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:05 AM on Monday, June 24th, 2019
  • Enthusiast Gaming Live Inc. it has partnered with MSI to be a prize sponsor at Enthusiast Gaming Live Expo in October 2019
  • MSI is a world leading gaming brand, and one of the most trusted hardware providers in gaming and esports.
  • Additional to being a prize sponsor, MSI will also bring an activation to the show floor during the three day expo.

TORONTO, June 24, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), the largest publicly traded video game media and esports company in North America, is excited to announce that through its subsidiary, Enthusiast Gaming Live Inc. (“EGLive”) it has partnered with MSI to be a prize sponsor at Enthusiast Gaming Live Expo (“EGLX”) in October 2019. MSI is a world leading gaming brand, and one of the most trusted hardware providers in gaming and esports. Additional to being a prize sponsor, MSI will also bring an activation to the show floor during the three day expo.

Melanie Azagury, Manager, EGLX, commented, “As EGLX continues to grow, we continue to engage and partner with the leading brands in the industry. Our goal at EGLX is to provide the best in-person experience for our gaming communities, fans, and competitors, and the partnership with MSI enables us to include the most sought-after gaming hardware to our growing prize pools.”

EGLX will be hosting a number of smaller sub tournaments throughout the expo including popular games such as Fortnite, Apex Legends and Super Smash Brothers. These drop-in tournaments will allow the general attendees to compete with other players and the tournament champions will receive various cash and MSI prizes such as, MSI gaming chairs, personal computers, monitors and laptops. MSI will also be showcasing their latest products in their activation booth.  

Marketing Manager, MSI, Julia Chen added, “EGLX is one of the best Canadian destinations for gamers and players to have the ultimate gaming experience and MSI is thrilled to be a part of it. We are excited to showcase our new products as well as a prize partner at EGLX 2019. Our portfolio could not align more with these communities of lifestyle gamers, It’s an excellent fit for us.”

Tickets to EGLX 2019 will be on sale this summer. More information can be found at eglx.ca. To learn more about sponsorship or exhibit space at EGLX 2019, reach out to [email protected].

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is the largest vertically integrated video game company and has the fastest-growing online community of video gamers. Through the Company’s organic and acquisition strategy, it has amassed a platform of over 150 million monthly visitors across its network of websites and YouTube channels. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT INFORMATION:

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful.