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Enthusiast Gaming $EGLX.ca Releases Its Most Successful Documentary to Date, Featuring 83-Year-Old Gaming Grandma, Shirley Curry $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM at 9:03 AM on Wednesday, April 24th, 2019
https://s3.amazonaws.com/s3.agoracom.com/public/companies/logos/564647/hub/images.jpg
  • Led to 442% increase in viewership of Enthusiast’s ‘Gameumentary’ series Q1 2019 over Q1 2018
  • ‘Shirley Curry: The Gaming Grandma’ is 18th documentary filmed and produced by Enthusiast and already has over 2.5 million minutes of watch time
  • Enthusiast working on three more documentaries this year with plans for more in 2020

TORONTO, April 24, 2019 (GLOBE NEWSWIRE) — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”) is excited to announce the recent premier of its video game documentary titled, “Shirley Curry: The Gaming Grandma“. The documentary has already received over 300,000 views and 2.5 million minutes of watch time since its mid-April launch. Nick Calandra served as Director and Omar Ahmed as Producer for the documentary which was released under the ‘Gameumentary’ label owned by Enthusiast.

The documentary explores the popularity rise of Shirley Curry, the 83-year-old grandmother, celebrity gamer, and streaming sensation who has earned the nickname “Skyrim Grandma” for her videos about The Elder Scrolls V: Skyrim. The Gaming Grandma started playing video games in 2014, and has built a loyal fanbase of over 558,000 subscribers on YouTube.

“The Gaming Grandma” reflects the new reality of the gaming community as the demographics within the industry have broadened significantly in recent years. Gaming is becoming a hobby for everyone and age is becoming less relevant. A recent study highlighted that 20% of all gamers in the US are now between the ages of 36 to 49 and 23% of all gamers in the US are over 50 years old(1). Enthusiast’s platform and significant network provides communities for gaming enthusiasts of all ages and located all over the world.

Nick Calandra, Founder and Director of Content for Gameumentary commented, “Since being acquired by Enthusiast in June 2018, Gameumentary has seen significant growth. We have launched 18 gaming documentaries worldwide since 2017, and most recently, the Gaming Grandma which already has over 300,000 views. Our documentaries and short films are meant to tell the stories behind the games and its fans, and the support and partnership with Enthusiast enables us to continue producing content.”

Enthusiast acquired Gameumentary in June 2018, as a property focused on telling the stories behind video games and the communities that play them, through long-form and short documentaries. Gameumentary has already produced 18 documentaries and with the support and management of Enthusiast, has traveled around the world from Los Angeles to Seattle, Austin to Prague, Ghent to Amsterdam to find exciting content.

Since the acquisition, the company has seen substantial growth with an increase of 440% in views compared to the same period, Q1 2018. Gameumentary will continue its momentum with three more studio documentaries planned for 2019. The next major documentary will cover the Insurgency series by New World Interactive, expected to premiere this summer.

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 unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content and over 50 million YouTube visitors. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with over 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.

(1) https://www.statista.com/statistics/189582/age-of-us-video-game-players-since-2010/

A video accompanying this announcement is available at http://www.globenewswire.com/NewsRoom/AttachmentNg/40b955c7-7ba4-4433-9aa6-8339915b5742

Enthusiast Gaming $EGLX.ca – As millions of dollars pour in, #Esports teams offer varying visions of the future $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, April 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’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.

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EGLX: TSX-V
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As millions of dollars pour in, esports teams offer varying visions of the future

  • Tens of millions of dollars continue to flow towards top esports organizations, with Gen.G announcing a $46 million investment round Wednesday,
  • A raise featuring money from a mix of Silicon Valley venture capital firms, figures in traditional sports and actor Will Smith.

Gen.G., the parent company of the Overwatch League’s Seoul Dynasty, recently brought in $46 million in fundraising. (Robert Paul/Robert Paul) ByNoah Smith April 17

Tens of millions of dollars continue to flow towards top esports organizations, with Gen.G announcing a $46 million investment round Wednesday, a raise featuring money from a mix of Silicon Valley venture capital firms, figures in traditional sports and actor Will Smith.

Flush with cash, and in some cases strengthened by the enforced scarcity of a franchise model in publisher-driven leagues built around games such as Overwatch and League of Legends, esports organizations are starting to embark on long-term visions to shore up their positions for the future. The visions themselves are far from uniform however, as some seek to emulate traditional sports teams while others see something quite different, operating more like full-on corporations than merely a competitive organization.

Akin to European sports clubs that have teams which compete in various sports — think Maccabi Tel Aviv, Real Madrid, and Bayern Munich — esports organizations are companies that own teams which participate in several different video games. But for some their business model extends into other areas as well, including content creation and apparel. In this way esports organizations are breaking from the established business models of traditional sports, based heavily on television broadcast revenue and box office receipts, to reimagine their place in a new, online and global industry. The financial ecosystem around many such outfits encompasses competitive video games, player streaming on platforms like Twitch and Mixer, original unscripted content and even gambling.

Cloud9, which raised $50 million last year and $25 million in 2017, has decided to place some of its upcoming focus and capital on creating a competitive structure for young players.

“Imagine baseball was invented last week, what would Little League look like?” said Dan Fiden, president of Cloud9. Fiden said that, unlike traditional sports which have youth leagues, esports for kids is completely unstructured.

“Some of the players we sign have never been coached in anything ever,” he said.

The organization’s planned Los Angeles headquarters will feature a public space where fans can meet up, interact with players, watch games and it will also contain the “equivalent of the esports little league diamond,” according to Fiden.

“We want to continue to continue to launch programs like this to learn how best to organize and coach kids. We want to figure out the curriculum,” Fiden said, but noted his organization’s core business remains trying to win games.

Gen.G is also trying to move beyond the footprints of existing sports teams via its international focus and content production, both common in an industry that has been always been international and which considers South Korea to be its Mecca. For content, fans expect access to top players through Twitch and YouTube.

“We don’t have to just build versions of what we’ve seen yesterday,” said Gen,G CEO Chris Park, who was previously a senior executive for Major League Baseball.

Park said his company will continue to place a heavy focus on growing in China, Korea (they own the Seoul Dynasty team in Overwatch League), and the United States.

In a departure from traditional sports, he said Gen.G will not only be looking to attract top players, but top content creators as well, since they plan to “create content that shows gaming is a culture and way of life.”

The 100 Thieves franchise, which received a high profile investment from singer Drake, has established itself as an apparel company, with its limited edition gear quickly selling out after its becomes available online.

The differing approaches illustrate that esports is still very much amorphous and in its very early stages, even as investor attention — and money — has arrived en masse. Park said that his organization was “oversubscribed within hours” of announcing their latest raise. Fiden said there has been “strong interest” in Cloud9 from investors since 2017.

Last year’s notable raises, in addition to Cloud9, include $38 million for Echo Fox, $37 million for TeamSoloMid, and $26 million, including money from Michael Jordan, for Team Liquid.

A 2018 Goldman Sachs report stated that esports have landed venture capital investment totaling $3.3 billion since 2013, and $1.4 billion as of the middle of last year.

“We [the esports industry] look like the NBA did in late 60s, early 70s,” said Canaan Partners’ Maha Ibrahim, who has led the firm’s investment in Gen.G.

Driving the spiraling valuations and investments, according to Ibrahim and fellow investor in Gen.G, Roger Lee, of Battery Ventures, are a mix of Overwatch League’s exposure on ESPN and an overwhelming amount of data to support the viability of the enterprise. Seventy-nine percent of esports viewers are under 35 years old and this audience, on Twitch and YouTube, outstrips HBO, Netflix, and ESPN combined, according to Goldman Sachs.

Lee believes top esports teams have more visibility than a comparable baseball team, and that once esports starts “generating more interest, they’ll be worth the same amount.”

Ibrahim agreed, saying, “Teams will be billion-dollar entities, of that I am sure.”

For now, valuations, like those for many start-ups, are based on the hope that attention will be converted to revenue at some future date. A plurality of team revenue is from sponsorships, according to Goldman Sachs, which projects that by 2022 that will shift to come from media rights.

Video games, including the professional competitive element, are not widely seen as a threat by traditional sports leagues or teams — especially those like the NBA and most of its franchises, which have co-opted them. But in Hollywood, games like the Fortnite are increasingly seen as a threat. Netflix, which is expected to spend $15 billion on shows this year said in a recent shareholder letter that, “We compete with (and lose to) Fortnite more than HBO.”

“This is more than a movement, it’s the next generation of media and media consumption,” Ibrahim said.

Source: https://www.washingtonpost.com/sports/2019/04/17/millions-dollars-pour-esports-teams-offer-varying-visions-future/?utm_term=.bef4a811e2d1

Enthusiast Gaming $EGLX.ca – Will Smith takes slice of #Esports team’s US$46 million financing $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:24 AM on Wednesday, April 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’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.

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EGLX: TSX-V
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Will Smith takes slice of Esports team’s US$46 million financing

  • Actor Will Smith and Japanese soccer legend Keisuke Honda are among the new investors in esports franchise Gen.G, which announced a new $46 million round of financing Wednesday.

Eben Novy-Williams, Bloomberg News

Will Smith reacts at a closing ceremony press conference during the 2018 FIFA World Cup at Luzhniki Stadium on July 13, 2018 in Moscow, Russia. (Photo by Dan Mullan/Getty Images). , Dan Mullan/Getty Images Europe

Actor Will Smith and Japanese soccer legend Keisuke Honda are among the new investors in esports franchise Gen.G, which announced a new $46 million round of financing Wednesday.

Smith and Honda’s Dreamers Fund, a investment vehicle they launched last year, are joined by Los Angeles Clippers minority owner Dennis Wong and Michael Zeisser, former chairman of U.S. investments at Alibaba Group Holding Ltd.

“It’s exciting to see the worlds of technology, media, sports and now celebrity come together,” said Chris Park, chief executive officer of Los Angeles-based Gen.G.

Gen.G operates teams in seven different video games and has offices in China, South Korea and the U.S. Its franchises include the Overwatch League’s Seoul Dynasty, which will move to South Korea from Los Angeles next year.

In addition to handling that transition, Gen.G is expanding in China, investing in player development and trying to increase revenue from esports-specific areas like streaming and the sale of in-game items.

“The coming years are going see our company really start to crystallize its identity, not just as a brand, but also as an enterprise,” Park said.

To that end, Smith and Honda will join 11-time National Basketball Association All-Star Chris Bosh, already a Gen.G adviser, in helping grow Gen.G’s media presence. That includes creative and commercial projects, and helping Gen.G athletes with content creation.

Other new investors in Gen.G include Battery Ventures, New Enterprise Associates, MasterClass co-founder David Rogier and Stanford University. Silicon Valley Bank, which helped with the fundraising, is becoming both an investor and a sponsor.

Source: https://www.bnnbloomberg.ca/will-smith-takes-slice-of-esports-team-s-us-46-million-financing-1.1245904

Enthusiast Gaming $EGLX.ca Closes Acquisition of “The Sims Resource” $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:04 AM on Monday, April 15th, 2019
  • Closed the  acquisition of 100% of the assets of The Sims Resource from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019
  • Expects to realize the revenue of TSR beginning in Q2 2019 following the closing and integration on the Enthusiast platform

TORONTO, April 15, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), is pleased to announce today, that it has closed the  acquisition of 100% of the assets of The Sims Resource (“TSR”) from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019.

Enthusiast expects to realize the revenue of TSR beginning in Q2 2019 following the closing and integration on the Enthusiast platform.

Menashe Kestenbaum, CEO of Enthusiast, commented, “We are thrilled to close The Sims Resource acquisition and look forward to fully integrating it onto the Enthusiast platform. TSR is  the largest female video gaming content site in the world and is ranked on Quantcast’s Top 25 websites with the highest concentration of female audience in the US, closely behind Oprah.com. He continued, “We have a monetization strategy for TSR and we anticipate enhancing our advertising revenue through direct sales, capitalizing on the opportunity to monetize with advertisers seeking a large female video game audience. Further, we will look to adopt TSR’s subscription model to add additional revenue streams across our entire portfolio.”

The acquisition of TSR is the largest acquisition to date for Enthusiast and follows the successful completion of several strategic and accretive acquisitions in 2018 and 2019.

About Enthusiast Gaming

Founded in 2014, Enthusiast is the fastest-growing online community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content and over 50 million YouTube visitors. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with over 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 – #Twitch’s Head of #Esports on the Trends Driving Viewer Engagement $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, April 14th, 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’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.

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EGLX: TSX-V
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Twitch’s Head of Esports on the Trends Driving Viewer Engagement

  • 2018 was a stellar year for Twitch .
  • According to Twitchtracker, the streaming service grew its average concurrent viewers by 43% to cross the one million average across the entire year, while streamers chasing the dream of Twitch stardom grew by 70% to 3.4M broadcasters per month.

From Fortnite’s  breakout success and Tyler ‘Ninja’ Blevin’s rise to mainstream celebrity status, to Overwatch  driving new styles of interactive engagement with fans – the year was about a lot more than just seeing the statistics continue to climb. It redefined the trends we thought we knew about what streaming is all about and how esports builds its fan dynamics through real-time interactions.

“Battle Royale games are highly competitive and easy to follow. They translate very well to Twitch.”

It also saw a clash of the traditions of team-based esports with the trend of viewers falling in love with Battle Royale as their favorite game genre to watch.

“Battle Royale games are highly competitive and easy to follow. They translate very well to Twitch,” Justin Dellario, head of esports at Twitch, told The Esports Observer. “Twitch viewers thrive on live, shared moments and there is no shortage of that spontaneity in Battle Royale games.

“Best of all, Battle Royale games are simple – fight to be the last one standing – so nobody is left in the dark when they see a best play or big win.”

Dellario joined Twitch in February 2016, and since that time the wider entertainment industry has woken up to the idea that game streaming isn’t a sideshow but an actual competitor to its living room dominance. According to Dellario, the strength of Twitch is its community spirit.

Credit: EA Games

“That’s what today’s young audiences crave: the ability to interact and even influence what they watch. Twitch gives them that opportunity to do so with their fellow fans, their community,” said Dellario.

“People watch Twitch for shared moments, something to enjoy with like-minded people. That’s no different than sports fans gathering at a bar or a friend’s living room to watch a game. How people interact with content and content creators on Twitch builds a live, shared, interactive viewing experience that provides that exact atmosphere from the comfort of wherever you are watching from. That’s what we call multiplayer entertainment – unique, live, unpredictable experiences created by the shared interactions of millions.”

“It’s important to note that while viewer rewards play a part in driving viewership, they also play a part in driving engagement and play time.” 

That blend of interactivity and community is also represented in game developers delivering rewards to viewers, particularly around esports tournaments, as part of using the Twitch platform. And Dellario sees them shifting from a viewer incentive to a community expectation.

“It’s important to note that while viewer rewards play a part in driving viewership, they also play a part in driving engagement and play time,” Dellario said. “They cause players to return to the game to use the rewards, continue to have experiences that keep them tied to the game, and ultimately help drive them back to watching again to complete the loop.

“Developers recognize the need to strengthen this bond with their communities inside and outside of the game.”

One of the deepest integrations between the Twitch fan experience and an esports competition was the launch of the Overwatch League All-Access Pass. For a one-off season subscription price (unique compared to Twitch’s typical monthly subscription system) a viewer gets a special viewing experience with real-time game statistics, options to watch specific player cameras, or combine multiple views to create their own custom viewing experience.

Credit: Blizzard

“We are always looking for ways to enhance the esports broadcast experience for our partners and viewing experience for the fans,” said Dellario. “The Overwatch League All-Access Pass was the result of our work with Blizzard to develop new methods of engagement and learning from the community on how to provide more control in how they watch and experience matches.”

The top personalities on Twitch now single-handedly command audiences just as big, or bigger, than the biggest weekly esports leagues on the platform. So some events are finding new ways to get the best of both worlds through one of the newest trends on Twitch – co-streaming.

“We just saw Ninja gather a large viewing party for Thursday Night Football, bringing the program to people who may not otherwise watch it…”

“Many of our top streamers got successful because they are entertaining commentators of their own gameplay. Therefore, letting an online personality present the content in a way that resonates with their viewer community is a perfect way to find a new audience,” said Dellario.

“Twitch viewers enjoy their content more when they get to enjoy it with commentary from their friends, and especially their favorite personalities. What that creates is a unique viewing experience they can’t get from watching something alone.”

This co-streaming concept is even extending beyond the realm of esports and gaining the attention of traditional sports leagues as well.

“We just saw Ninja gather a large viewing party for Thursday Night Football, bringing the program to people who may not otherwise watch it – cord cutters and cord nevers,” Dellario said.

Credit: Twitch

“That’s, of course, where you might run into challenges. Co-streaming counts on getting the right personalities who can get creative in a way that compliments your content and gets their viewers interested. However, we were able to secure that with the NFL by handpicking which streamers got rights to co-stream Thursday Night Football.”

For Dellario, one of the biggest lessons in his three years at Twitch has been seeing streaming and esports “go hand-in-hand” as commentary, personality, and community make Twitch the preferred place to watch.

With Twitch Rivals, we are further fostering the relationship between esports and streaming.”

“People don’t just turn out for the game. People turn out for personalities in esports, and we have proven that esports help boost personalities through Twitch Rivals,” Dellario said.

“Twitch Rivals is a series of competitions organized by Twitch, which pits our top and growing streamers against each other in varying formats of competition and challenges spanning all types of popular and budding game categories.”

Rivals events use a central broadcast hub as a base for viewers to tune in and catch the big picture coverage, while all participants are streaming their personal point-of-view where their fans – or new fans – can tune in.

“This helps streamers grow their channels while maintaining their traditional programming and broadcast times. With Twitch Rivals, we are further fostering the relationship between esports and streaming,” Dellario said.

Want to hear more about Twitch’s role in the esports industry? Justin Dellario will be a speaker at the HIVE esports business conference in Berlin on April 11, 2019. The first international esports business conference in Europe’s capital of esports. An unprecedented conference format featuring thought leaders of industries adjacent to esports sharing their insights. Click here to reserve your seat!

This interview was conducted by Trent Murray.

Source: https://esportsobserver.com/twitch-hive-berlin-interview/

Enthusiast Gaming $EGLX.ca – Chinese #Esports expected to be worth £2.3bn by 2020 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:21 PM on Thursday, April 11th, 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’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.

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EGLX: TSX-V
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Chinese esports expected to be worth £2.3bn by 2020

  • According to the report from CCTV, the Chinese esports market reached 8.48bn RMB (£960m) in 2018, and the total output value of Chinese esports industry is expected to reach Â¥21.1 bn RMB (£2.3bn) by 2020.

By Chenglu Zhang

China’s prominent state television broadcaster China Central Television (CCTV) reported the current state of the Chinese esports market and expectations for the future of the industry.

According to the report from CCTV,  the Chinese esports market reached 8.48bn RMB (£960m) in 2018, and the total output value of Chinese esports industry is expected to reach Â¥21.1 bn RMB (£2.3bn) by 2020. CCTV also reported that there are over 50,000 working in the industry  â€” a number which is expected to increase to past 250,000 by 2020.

Bang Xu, the vice president of Tomorrowland Esports Ltd, told to CCTV that: “Three years ago, it may have taken two or three months to get one or two applicants for the director of an esports league. The number of esports leagues in 2016 was just less than 10. At present, we may have dozens of applicants in a month, and the number of esports leagues has exceeded 100.

“Although more and more people are willing to engage in the esports industry, esports talents are still in short supply compared to the speed of the industry development.”

To meet the demand from the esports industry, numerous Chinese colleges have opened esports related courses to cultivate talents across different areas including event management, event operation, esports broadcasting and esports streaming.

“Esports talents are still in short supply compared to the speed of the industry development”

Besides adding esports majors to education, the Chinese government is also trying to raise public awareness of esports as a whole. On Apr.3, the Chinese government officially confirmed “esports operator” and “esports player” as two new professions in the country. With support from the government, Chinese esports lovers are more confident to engage in the industry and contribute to the development of Chinese esports.

Esports Insider says: “The Chinese government have noticed the great potential in China’s esports market and they are trying to develop it deeply. With announcements of multiple policies for Chinese esports industry, we may see how Chinese practitioners can effectively utilise the country’s support to develop the esports industry.”

Source: https://esportsinsider.com/2019/04/chinese-esports-expected-to-be-worth-2-3bn-by-2020/

Enthusiast Gaming $EGLX.ca Invests in Addicting Games, One of the Largest Online Multiplayer Game Networks $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:08 AM on Thursday, April 11th, 2019

Signs Agreement to Become Exclusive Monetization Partner

  • Addicting Games network of .io games reaches over 10 million gamers a month
  • Increases Enthusiast’s revenue and profits through 8 large web properties
  • Advanced internet speed and browser capabilities have propelled .io and “browser multiplayer” games into a fast growing gaming sector
  • Investment by Enthusiast allows Addicting Games to continue building network and developing new .io games

TORONTO, April 11, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), is pleased to announce that it has entered into a Senior Convertible Debenture Purchase Agreement (the “Agreement”) to invest in Addicting Games Inc. (“Addicting Games”), one of the largest online game networks in the United States.

The Addicting Games network reaches over 10 million gamers monthly(1). They are leaders in developing and distributing browser games, and their platform focuses on the increasingly popular “browser multiplayer” .io website games. .io games are a popular new genre of real-time multiplayer games which are played in a browser, featuring addictive online multiplayer battles, with simple but hard to master gameplay. These games are becoming increasingly popular due to easy accessibility, mass multiplayer battles, and allowing players to play games within seconds from any computer with an internet connection.

The network includes popular games: Tactics Core (tacticscore.io), pumking.io, warfronts.io, shotz.io, skywars.io, seapop.io, skyarena.io and break out hit, Little Big Snake (littlebigsnake.io).  It also includes Shockwave, the original “Netflix” of games, where players subscribe to play over 1500 games online.  Addicting Games and Shockwave were previously purchased for $200 million in 2006 by Viacom.  Most recently, Addicting Games was bought from Defy Media by the original founders and they have been expanding the network rapidly ever since.

Under the Agreement, Enthusiast will invest US$1.5 million by way of a 3 year secured convertible debenture (the “Debenture”) with interest accruing at 2% per annum which is convertible into equity at the value of Addicting Games’ next equity raise. Enthusiast invested in Addicting Games to capitalize on the rapidly growing .io games sector and a new niche of lifestyle gamer that the network currently doesn’t reach.

Menashe Kestenbaum, CEO of Enthusiast, commented, “With the rise in mobile gaming and the advent of HTML5 technology, every browser can now be a game console and therefore attract significantly more visitors.  We see the growth potential in console agnostic games and are excited to be partnering with Addicting Games to provide them with the best monetization strategy to execute on their continued growth and development of new browser based games.”

Bill Karamouzis, CEO of Addicting Games, commented, “It’s an exciting time to be in the gaming industry. The maturing of new technology has resulted in new alternative platforms for game distribution as well as ways to connect players in real time with each other to enhance the player experience. Addicting Games has always been the place to find great new fun games that can be played instantly and enjoyed by everyone. Partnering with Enthusiast is a natural fit with their deep commitment to gamers and community. We hope to leverage their expertise as we commit to the next generation of casual gamers and game developers.”

Enthusiast has also entered into a Representation Agreement to exclusively monetize advertisements across the Addicting Games portfolio of websites. The exclusive representation will increase Enthusiast’s revenue and profits through Addicting Games’ eight large digital properties. The Company plans to utilize its strong sales force and programmatic engine to further optimize the monetization of the Addicting Games platform which will help fund the development and acquisition of new .io games.

About Addicting Games

Founded by Bill Karamouzis, the world famous Addicting Games pioneered the casual game genre in the early 2000’s and continues to develop and distribute the very best games online. Reaching over 10 million gamers every month Addicting Games network players can enjoy a wide range of free browser-based games from brands such as Shockwave to the latest in streaming gaming IO Games Space. Visit us for the best free games released every week. Learn more about Addicting Games here: http://company.addictinggames.com/

About Enthusiast Gaming

Founded in 2014, Enthusiast is the fastest-growing online community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content and over 50 million YouTube visitors. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with over 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 – The State Of #Esports: Why Investors Should Pay Attention $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:00 PM on Monday, April 8th, 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 partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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EGLX: TSX-V
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The State Of eSports: Why Investors Should Pay Attention


  • Forget marijuana stocks and cryptocurrencies, one of the latest disruptive trends investors are looking to capitalize on in 2019 is professional video gaming.
  • “esports,” brings millions of spectators around the world together both online and on-location to watch competitive video gaming.
  • Now, 2019 is slated to be the first year the industry surpasses $1 billion in revenue, solidifying esports’ position as a serious contender on the world stage.

Luis Aureliano , Benzinga Contributor

Newzoo Global Esports Economy 2019

Market research firm Newzoo released its 2019 report on the global esports economy last month and projects revenue for the industry to reach $1.1 billion marking an impressive +26.7 percent growth year-on-year. Newzoo indicates the fastest growing revenue stream for the industry is the selling of media rights for viewing esports with an expected growth of 41.8 percent in 2019. 

Media Rights and Increased Viewership

When it comes to esports entertainment, popular streaming platform Twitch.tv, which was acquired by Amazon.com, Inc. AMZN 0.57% for $970 million in 2014, has been at the forefront. Earlier this year, Twitch and Activision Blizzard, Inc. ATVI 0.42% agreed on a two year, $90 million-minimum deal to grant the streaming platform broadcasting rights for one of Activision Blizzard’s most successful games and competition, the Overwatch League (OWL).

The expansion of media rights as a revenue stream fits with the explosive growth in viewership for esports as a whole. Compared to just years ago, viewership for esports has grown significantly, particularly for League of Legends, the most popular competitive game. During the 2018 Mid-Season Invitational, League of Legends attracted more than 60 million unique viewers. To put things into perspective, the most-watched NBA game since 1998 attracted roughly half that number in 2016 with a record 30.8 million viewers during game 7.

Number of Unique Viewers for Select Esports Competitions, Statista 

The Early Esports Advantage 

Perhaps the most attractive aspect of esports for investors isn’t just the size of the audiences but the state of the market. While esports has grown substantially since its inception, the industry is still mainly a nascent one. Consider Activision Blizzard’s Overwatch as an example again since the title was one of the first games launched with esports already in mind.

Since its launch in 2016, the company has franchised out geo-located teams for Season 1 of the OWL that began last year. Now, as Season 2 is underway, the league is beginning to look more like a traditional professional sport with teams like the “London Spitfire,” “LA Gladiators,” and many others spreading from New York all the way to China and South Korea. And yet, because the OWL is still so young, no teams have their own home arenas to play in as one would expect for a professional sports team — yet.

In Philadelphia, home to the OWL’s “Philadelphia Fusion,” Comcast Corporation CMCSA 0.41% is investing to build a $50 million esports-specific arena; the first in the league. Set to be placed directly in the center of the Philadelphia Sports Complex alongside the homes of the Eagles, Flyers, 76ers, and Phillies, the 60,000 square foot arena is expected to seat 3,500 spectators and include training and broadcasting facilities as well. 

Compared to the well-established world of professional sports, esports offers a unique opportunity for investors to still gain access during the industry’s infancy. 

Growing Pains 

Though esports has experienced impressive growth, that’s not to say it hasn’t come with some growing pains along the way. A major pain point is due to the decentralized nature of competitive play as the term “esports” encompasses a vast array of different game titles, playerbases, and various leagues. Because of the fractured nature of esports, it’s not uncommon for a title to have several unaffiliated leagues for professional players like Counter Strike:Global Offensive’s open circuit system.

However, there are efforts to reduce that confusion and forward the maturity of esports. After the success of the OWL, Activision Blizzard has hinted at the creation of a similar league for Call of Duty with geo-located franchised teams. Likewise, other actors are looking to meet the needs of standardization and legitimacy for esports as well. One of the largest platforms to-date with over a million users, DreamTeam, is creating standardization for professional players across many titles like League of Legends, CS:GO and Electronic Art’s EA 1.06% latest success, Apex Legends. The platform is aiming to bring players together with event organizers, team owners and sponsors to offer an all-in-one solution for professional gaming as a whole.

Amateur players can use the platform to create teams of their own to compete and work their way to the professional levels of play, drastically reducing the barrier to entry for many games. For some titles, that barrier to entry can be steep too. In the case of League of Legends, North American teams seeking a franchise spot had to pay a hefty $10 million fee — in Overwatch, that fee was $20 million per team and potentially doubling for expansion teams in the future. With a lower barrier to entry for players around the world and an easy-to-understand ecosystem, DreamTeam is working to bridge the gap for players forming a professional team.    

The Bottom Line 

With the advent of franchised teams, massive media rights deals and the attraction of big name sponsors like The Coca-Cola Co (NYSE: KO) and Red Bull, it’s clear that video games are no longer just a way for kids to kill time. Now, competitive gaming is one of the fastest growing industries and investors are quickly looking to get in. Whether buying a team of one’s own or investing in the endemic brands propelling esports forward, investors all over are recognizing the promising future of the industry. 

Image sourced from Pixabay

Source: https://www.benzinga.com/markets/cannabis/19/04/13488198/the-state-of-esports-why-investors-should-pay-attention

Enthusiast Gaming $EGLX.ca spectators offer investors an opportunity to capitalize on #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, April 7th, 2019
  • Ambitious approach to rounding up these audiences between owned and affiliated media, YouTube channels, and a convention that had over 55,000 people attending in 2018
  • A market leader in digital media for video gaming
  • Its platform represents more than 80 websites reaching 75 million monthly visitors, as well as 900 YouTube channels reaching 50 million additional monthly visitors.

By: Max Arnold | April 05, 2019

The video gaming industry’s media audience goes beyond just the players of video games; there is now a robust audience of non-player spectators as well. This considerably shifts the dynamics of media in the eSports space making it similar to the media ecosystems of traditional sports, and creating correspondingly profitable business opportunities.

Toronto-Based Enthusiast Gaming Holdings Inc. (“Enthusiast Gaming”) (TSXV: EGLX | OTCQB: EGHIF) has taken an ambitious approach to rounding up these audiences between owned and affiliated media, YouTube channels, and a convention that had over 55,000 people attending in 2018, making it one of the market leaders in digital media for video gaming. Its platform represents more than 80 websites reaching 75 million monthly visitors, as well as 900 YouTube channels reaching 50 million additional monthly visitors.

Strategically Partnering with and Acquiring Channels

Enthusiast Gaming has built a respectable portfolio of media assets through partnerships and acquisitions. At the beginning of 2019, Enthusiast Gaming announced a partnership with US-based Omnia Media Inc. (“Omnia”), to exclusively represent all of Omnia’s online gaming traffic in the United States, through Omnia’s multi-channel YouTube network which, across 900 channels, has 50 million monthly visitors and a base of more than 400 million subscribers.

In November 2018, Enthusiast Gaming acquired Operation Sports LLC (“Operation Sports”), which operates a leading web portal for eSports and video game content. Under Enthusiast Gaming’s ownership, the subscriber base of Operation Sports grew by more than 100,000 users, bringing the total subscriber base to over one million users as of March 20, 2019.

In-Person Engagement

Part of how Enthusiast Gaming has built its audience organically is by cultivating engagement through its flagship convention Enthusiast Gaming Live Expo (“EGLX”). Its first iteration in 2015 saw 1,700 attendees, growing to 12,000 attendees in 2017, followed by 24,000 attendees in March 2018, and 30,000 attendees in October 2018. EGLX is the largest gaming expo in Canada, and the event has sponsors that include Bell Canada, Nintendo, World Gaming, LG, and eBay. Enthusiast Gaming is contemplating expanding EGLX to other North American cities in light of significant growth in the video gaming sector.

Diversified Base of Revenues

Enthusiast Gaming generates earnings through a number of revenue categories. Video content attracts advertising payments, and EGLX produces revenue from show admissions, exhibitor booths, and show sponsors. Paid user subscriptions are another form of revenue for Enthusiast Gaming. For example, Enthusiast Gaming acquired The Sims Resource in January 2019, which generated approximately CAD $2.8 million in subscription payments in 2018, making up about 40% of its revenue.

Enthusiast Gaming Holdings Inc. has a current market cap of CAD $57.60 million and commenced public trading on the TSX Venture through an IPO on October 4th, 2018 with a closing price of CAD $1.07. TSXV: EGLX closed April 4th 2019 at a price of CAD $1.25, up 16.82% since inception.

Source: https://investorintel.com/sectors/technology/technology-intel/enthusiast-gaming-continues-to-accumulate-esports-viewers/

Enthusiast Gaming’s $EGLX.ca #Esports Property, Daily Esports, Achieves 4X Growth in Traffic in Q1 2019 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:37 AM on Thursday, April 4th, 2019

Strategic Focus on Esports Content Contributes to Surge in Traffic

  • Announced that its esports community, Daily Esports (dailyesports.gg), has reported record-breaking quarterly visitor growth since the acquisition in March 2018
  • The digital property saw a 4X pageview increase within the quarter, an increase of 135% in visitor traffic over the previous quarter, and has added 288,000 unique monthly visitors to its overall readership since the acquisition.

TORONTO, April 04, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the largest community of authentic gamers, is excited to announce that its esports community, Daily Esports (dailyesports.gg), has reported record-breaking quarterly visitor growth since the acquisition in March 2018.  The digital property saw a 4X pageview increase within the quarter, an increase of 135% in visitor traffic over the previous quarter, and has added 288,000 unique monthly visitors to its overall readership since the acquisition.

Daily Esports is one of the leading online communities of esports content around breaking news, game patches, analysis, opinion, tournament coverage, and more. Enthusiast Gaming acquired the digital property in March 2018 as the Company anticipated the tremendous growth of the esports industry. It is anticipated that the global esports audience will grow to 453.8 million worldwide in 2019(1), and Daily Esports is well positioned as one of the leading communities catering to esports enthusiasts.

Since the acquisition, Enthusiast and its Director of Content, Niero Gonzalez and Director of Special Projects, Jason Lepine have built out the Daily Esports team, including new Editor-in-Chief, Taha Zaidi, and 28 freelance writers. The additional staff  and rebranding of the property were both factors helping to fuel the growth. With a surging popularity in esports and games such as Fortnite and Apex Legends, Enthusiast focused its 28 writers to cover the latest esports news. Over the last month, Daily Esports has featured the industry’s newest entry, Apex Legends, which has spiked visitor growth. Apex Legends is EA’s free-to-play Battle Royale game which has already surpassed 50M players which makes it the fastest growing videogame in the sector. Due to the increasing popularity of the game, over 50% of the website’s traffic is being driven by Apex Legends content.

Jason Lepine, Director, Special Projects at Enthusiast Gaming commented, “It’s an exciting time in the world of esports and our property, Daily Esports, is positioned as the leading voice for the community. We are very happy with the growth to date, which confirms the success of our renewed strategy which focuses on providing cutting edge content around esports.” He continued, “The team has worked hard to become an authoritative voice in the coverage of the fastest growing Esports game, Apex Legends.”

(1) https://newzoo.com/insights/articles/newzoo-global-esports-economy-will-top-1-billion-for-the-first-time-in-2019/

About Enthusiast

Founded in 2014, Enthusiast is the fastest-growing online community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content and over 50 million YouTube visitors. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with over 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.