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Esports Entertainment Group $GMBL – #Esports is Playing Out to Be a Big Opportunity for Investors $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:23 PM on Wednesday, April 10th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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eSports is Playing Out to Be a Big Opportunity for Investors

  • Esports sector represented just 1% of the global gaming market at nearly $700 million in 2017, with the industry expecting to reach $1.65 billion by 2021, representing a 27.4% CAGR estimates Newzoo.
  • Worldwide eSports viewership is expected to grow by nearly 50% from 2018 levels to 560 million by 2021

Sean Mason | April 10, 2019 | SmallCapPower: Video games are nothing new – people have been playing them since the 1970s. But with the proliferation of social media in recent years, electronic sports, or eSports, could eventually generate more revenue than traditional professional sporting events, such as National Football League (NFL) games.

eSports can be most simply defined as organized, competitive video gaming at the professional level, where participants compete in a virtual environment for money and recognition. Much of eSports’ appeal is in its inclusivity, as anyone with dexterity and determination can, in theory and with plenty of practice, reach an elite level regardless of their athleticism. And thanks to the Internet, eSports tournaments have quickly gone global. This, after all, is due to the fact that the distribution of eSports is almost entirely digital, with fans being able to stream eSports content for free anywhere in the world.

To give you an idea how much growth potential exists within the eSports sector, it represented just 1% of the global gaming market at nearly $700 million in 2017, with the industry expecting to reach $1.65 billion by 2021, representing a 27.4% CAGR estimates Newzoo.

With its popularity rising, worldwide eSports viewership is expected to grow by nearly 50% from 2018 levels to 560 million by 2021. In fact, in the U.S. eSports viewership on key streaming platforms such as Twitch, Youtube, and TV with traditional channels like TBS, ESPN have already surpassed that of the NHL and is expected to take the #2 spot behind the NFL by 2021, according to an August 2018 report by Eight Capital, adding that the sector remains under-monetized relative to traditional sports. To put that into perspective, average revenue per eSports enthusiast was just $3.60 in 2017, a fraction of the $15 average revenue per basketball fan and $54 average per sports fan globally, this based on a study by Newzoo.

Audience engagement for eSports is extremely high, which has become ideal for advertisers to target a captive and young demographic. According to a Goldman Sachs eSports report dated October 2018, eSports generated an estimated $655 million in annual revenue in 2017, 38% of which came from sponsorships, 14% from media rights, and 9% from ticket revenue. By 2022, though, media rights are anticipated to reach 40% of total eSports revenue, with sponsorship expected to become the second largest contributor of revenue at 35%.

Goldman Sachs believes eSports will increasingly migrate from PCs to other platforms, such as console and mobile. For mobile eSports, Goldman Sachs said it is seeing increased venture investment in the space. Since 2013, there has been $3.3 billion of venture capital investment in eSports-related start-ups, which is set to capitalize on two primary trends: the opportunity for live-streaming to monetize the growth in eSports; and the popularity of eSports in Asia. China’s eSports market is derived from the largest gamer base in the world, with approximately 442 million gamers by the end of 2017 and a 57.2% penetration rate of China Internet users, according to CNNIC.

Technological evolution in the eSports space will likely mean more money will flow into trends such as streaming, mobile, and Virtual Reality (VR). To that end, Canadian company YDX Innovation Corp. (TSXV:YDX) already has direct experience in eSports in addition to a product that fits well with the segment.

“When we created our VR game a year and a half ago, we already knew we were taking the platform in an eSports direction,” YDX Innovation CEO Daniel Japiassu told SmallCapPower in an interview.

YDX Innovation’s Arkave VR Arena is a gaming platform that brings an immersive Virtual Reality experience to different venues – a highly scalable business model according to the Company. YDX Innovation announced recently that it had signed an agreement with eSports company Jackpot Rising to organize tournaments using Arkave VR. 

And, in 2019, YDX plans to launch its Game On festival for the new gamers, younger players who have not yet experienced competitive gaming. 

“This is an industry (eSports) fueled by people 10 years of age and older,” Mr. Japiassu said, adding that although it’s a new industry there’s already a substantial number of participants. 

Disclosure: Neither the author nor his family own shares in the company mentioned above.

Source: https://smallcappower.com/expert-articles/esports-investment-opportunity/

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/

Esports Entertainment Group $GMBL – Professional esports are just getting started, Take-Two CEO says $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:00 AM on Friday, April 5th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Professional esports are just getting started, Take-Two CEO says

  • According to research firm Newzoo, esports is projected to generate $1.1 billion in revenue in 2019, marking the first year the industry would reach the billion-dollar mark.

By Lynn Wilkins on April 4, 2019 at 4:00 pm

Earlier this week at the Barclays Center, 74 men and 1 woman got the chance to live out a dream — they became professional competitive gamers.

The esports athletes were officially drafted for the second season of Take-Two‘s NBA 2K League, the gaming giant‘s esports league featuring their flagship NBA 2K sports video game franchise. Take-Two Interactive CEO Strauss Zelnick emphasized the excitement surrounding the league‘s second season, highlighting the popularity and rising importance of the esports industry as a whole.

“The first season ended with a great result, and everyone‘s looking forward to the April second tip-off,” he said Friday on CNBC‘s “Fast Money.” “Over 250 million people worldwide consume esports as a form of entertainment. About half of them, 125 million, are avid esports watchers.”

According to research firm Newzoo, esports is projected to generate $1.1 billion in revenue in 2019, marking the first year the industry would reach the billion-dollar mark.

In many ways this year‘s NBA 2K League embodies how quickly the space is growing. AT&T is joining the likes of Dell and Intel as a partner for the league, which has also expanded to 21 teams from the original 17 NBA franchise-owned teams that hit the virtual court during last year‘s inaugural season.

This year‘s draft pool also included 22 international players from outside of the U.S., reflecting the overall industry‘s drive to expand globally. Among the players in the draft pool was Chiquita Evans from Chicago, who became the league‘s first female player in a time when the esports industry as a whole is grappling with discussions around diversity and inclusion.

Ultimately, Zelnick believes that esports leagues like NBA 2K will boost the video game industry as a whole.

“We‘re having a record year with NBA 2K, so one of the things we love is that when there‘s more hits in the market, there are more people engaged and the entire market grows,” he said. “So we‘re going to sell more units of NBA 2K this year than ever before, we‘ll have higher recurrent consumer spending than ever before.”

But the biggest gaming companies are facing stiff competition. While Take-Two and Activision Blizzard have dove into esports, with Blizzard‘s Overwatch League being the latter‘s most recent investment in the space, they‘re still facing the likes of other publishers who have dominated the industry.

For example, Tencent-owned Riot Games‘ “League of Legends” events still draw huge numbers of viewers, with last year‘s World Championship finals attracting nearly 100 million unique viewers who watched the match (for comparison, this year‘s Super Bowl had 98 million viewers). This while Epic Games‘ “Fortnite” also continues to dominate online viewership, both recreational and competitively.

Zelnick, however, believes that those same competitors, like “Fortnite,” lift the games industry as a whole.

“We think that ‘Fortnite‘ is a great thing for the industry, it has probably brought in a somewhat younger consumer,” he explained. “I‘m often asked if it‘s something that has hurt us. To the contrary, we‘ve seen the market continue to grow at the same time that ‘Fortnite‘ has been an extraordinary hit for Epic.”

This despite the fact that some analysts believe game revenues could be set to decline. Back in January, London-based research firm owner Pelham Smithers forecast that video game revenue is headed for its first decline since 1995 on the back of tightening regulations in China, a shortage of big console hits in 2019 and waning player enthusiasm for battle royale titles like “Fortnite.”

But Smithers also made his predictions before the release of Electronic Arts‘ “Apex Legends,” which took the gaming world by storm and garnered 50 million players in just one month. The battle royale title is yet another name in the free-to-play ecosystem that has revolutionized the gaming industry in the last few years, allowing users to download a game at no cost. In this case, the vast majority of revenue is made through in-game purchases and microtransactions, which have become dominant sources of earnings for many publishers.

This has led even the biggest publishers to explore in-game monetization. Zelnick notes that not only have microtransactions become the “biggest opportunity” to encourage users to continue interacting with a title, but it ultimately is the biggest measure of engagement.

“Microtransactions is spending, and that‘s a reflection in our view of engagement,” he said, adding that they often are a result of “making the highest quality enttertainment” that “[engages] the customer.”

“If we get that right, monetization follows, revenues follow and profits follow, and that‘s been our story for the 11 years that we‘ve been responsible for this enterprise,” he added.

Additionally, the Chinese government has seemingly eased on their game approval regulations. After freezing game approvals for months last year in a content crackdown on gaming companies, Chinese regulators have since approved 80 new games in January and one more for gaming giant Tencent in late February.

Despite the games industry‘s growth, Activision Blizzard and Take-Two Interactive have struggled with both stocks down 9 and 15 percent respective this year. Thanks to its “Apex Legends” sensation, Electronic Arts has outperformed its competitors and surged 25 percent.

Source: https://senecastandard.com/professional-esports-are-just-getting-started-take-two-ceo-says/34939/

Esports Entertainment Group $GMBL – Durham College opens first #Esports gaming arena in Canada! $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 12:22 PM on Tuesday, April 2nd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Durham College opens first ESports gaming arena in Canada!

Durham College’s ESports gaming arena opens today! The arena is broadcast-grade for streaming online and competitive gaming.

Source: https://www.bttoronto.ca/videos/durham-college-opens-first-esports-gaming-arena-in-canada/

Esports Entertainment Group $GMBL – #Simplicity set to open five esports gaming centers $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:29 AM on Friday, March 29th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Simplicity set to open five esports gaming centers

  • Simplicity has identified locations for five esports gaming centers, representing around 9,000 square feet of space with over 150 gaming stations.
  • The first center will be located in Boca Raton, which is scheduled to have its grand opening in April of this year.

Logo credit: Simplicity

Simplicity has now opened its franchise partner program, allowing the centers to be opened in new locations by partners while retaining the organisation’s branding. The centers are said to “feature cutting edge technology including high performance PCs.”

Jed Kaplan, CEO of Simplicity discussed the venture in a statement: “I am excited to announce the opening of our first Esports Gaming Center and the locations of our next four. Our goal is to open 15 locations by year end and a total of 50 nationwide in the next 24 months. Additionally, we offer attractive opportunities for advertisers and sponsors to connect with our audience via our digital and physical real estate.”

In late 2018, Simplicity was acquired by SMAAASH Entertainment. In a statement given at the time of the deal, F. Jacob Cherian, CEO of SMAAASH Entertainment revealed that the company aimed to build “brick and mortar esports centers.”

Following the merger, Kaplan joined SMAAASH Entertainment as its Co-CEO and is a minority owner of NBA team Memphis Grizzlies and Welsh football club Swansea City.

Simplicity is currently partnered with esports apparel company Raven GG and competes in PUBG, SMITE, Gears of War, and NHL.

Esports Insider says: More and more companies and organisations are looking to open centers, either for internal use or aimed at the public. As gaming and esports continue to be gradually embraced by the general public, there’s potential for these establishments to become mainstays all around the globe. These plans sound very ambitious considering Simplicity’s centers are unproven in terms of popularity so we’ll have to see how things pan out after the Boca Raton center opens.

Source: https://esportsinsider.com/2019/03/simplicity-esports-gaming-centers/

Esports Entertainment Group $GMBL – Esports Popularity Around The Globe $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:00 AM on Wednesday, March 27th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Esports Popularity Around The Globe

  • Recent years have seen an explosion in the popularity of esports, fuelled by an insatiable appetite in Asia.
  • You can be sure that when a new trend starts, the USA won’t be far away from the action.
  • The country has taken esports to its heart and produced big names, like the celebrity gamer Ninja, otherwise known as Tyler Blevins from Michigan.

Maël Valentin

Recent years have seen an explosion in the popularity of esports, fuelled by an insatiable appetite in Asia. It’s not just a case of playing your favorite games hoping to get a better score than your friends; players compete for mega bucks and have become rich and famous.

Massive Growth in Asia

There are billions of dollars to be made in the esports business. Forecasters believe that the global market will expand by 75% to $1.6bn by the end of 2021. The arrival of smartphones has made esports even easier to play.

A major area of growth is in the number of live tournaments. Mixed martial arts (MMA) promoter ONE Championship has already made a $50m investment and wants to hold esports events alongside MMA matches.

China listed esports as an official sport in 2003 and 13 years later, it was declared a national industry.  Another major boost came in 2018 when esports became a demonstration sport at the Asian Games. The next event takes place in 2022 and esports will be an official medal sport.

More partnerships are being forged as companies realize just how much money could be made in the future. The number of competitive players in China doubled last year leading to online companies such as Alibaba Group Holding and Tencent Holdings to set up venues in the country. Rural areas, as well as the major cities, are being targeted, and events take place on a weekly basis.

It’s big news for game developers as the tournaments create more awareness of their products. The hope is that games such as League of Legends and Dota 2 will see their already impressive sales boosted.

Academies are opening up in countries such as China, Malaysia, Singapore and Japan. It’s becoming big business with students paying up to $975 for a month’s tuition, all dreaming of becoming professional players. Achieving that dream could see them earning up to $700,000 a year.

Japan has also seen incredible growth in the popularity of esports. That’s led to increased sales of high-performance gaming computers that eliminate the possibility of even the shortest lag. Be sure to check out our own reviews for the best gaming gear.

The Tokyo Game Show held in October 2018 saw plenty of talk about esports. The second-hand market for these computers also sees increased business. Others just go to many internet cafes and use their superior equipment.

Perhaps the best-known Asian market of all is South Korea, which is regarded as the country that started the esport revolution. Gamers like Faker, Bang and Wolf are more or less household names.

pic.twitter.com/fSt5DnM0SQ — Faker (@SKTelecomFaker) January 30, 2019

South Korea hosts probably the biggest live esports event in the world – the League of Legends World Championship.

The Middle East is catching up

Dubai is a place of extravagance, and the Middle Eastern kingdom has already made it known it would like to be a global gaming destination for esports. The United Arab Emirates is already constructing the region’s first dedicated esports venue, catering for players who can’t get enough of games like Counter-Strike. Pro teams play each other with over $54,000 won in prize money. Overwatch is also popular, and teams in the UAE include Risky Gaming, Inferno Game Zone and Dubai Mirage.

However, esports is still some way behind other social online entertainment there, such as online casinos. Despite land casinos and sports betting being prohibited, locals are able to find plenty of legal opportunities to play online.

Saudi Arabia is another part of the Middle East enjoying rising esports popularity; there’s even official government representation and support for competitive gaming.

The United States and esports

You can be sure that when a new trend starts, the USA won’t be far away from the action. The country has taken esports to its heart and produced big names, like the celebrity gamer Ninja, otherwise known as Tyler Blevins from Michigan.

Source: https://www.talkesport.com/statistics/esports-popularity-around-the-globe/

Esports Entertainment Group $GMBL – $50M esports arena coming to Philadelphia $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:07 AM on Monday, March 25th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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$50M esports arena coming to Philadelphia

The Fusion Arena, to open in 2021, will be home to the Philadelphia Fusion team that competes in the Overwatch League. Photo: comcast spectacor

  • Comcast Spectacor and The Cordish Cos. are building a $50 million, 3,500-seat esports arena in Philadelphia
  • The Fusion Arena will be next to Wells Fargo Center, Lincoln Financial Field, Citizens Bank Park and the mixed-use Xfinity Live development

By Mike Sunnucks

“We’re thrilled to introduce a venue like no other as we move forward with the next phase of development within the Philadelphia Sports Complex,” said Dave Scott, Comcast Spectacor’s chairman and CEO.

Xfinity Live is also a joint venture between Comcast Spectacor and Cordish, which specializes in real estate developments around stadiums and arenas. 

Architecture firm Populous designed the 60,000-square-foot venue, which will be home to the Philadelphia Fusion, an esports team owned by Comcast Spectacor that competes in the Overwatch League. The league wants its teams to play in their home markets next year. The Fusion are looking at playing at other venues in Philadelphia while the new esports venue is being built.

Construction will start this summer on a site currently used as a parking lot and the venue is scheduled to open in 2021. The Fusion facility will have a 10,000-square-foot esports training facility as well as two balcony bars, a broadcast studio and premium boxes and suites.

The venue will be rigged to also host small concerts, comedy shows and corporate events, said Joe Marsh, chief business officer for Comcast Spectacor’s gaming division and the Fusion.

Populous also designed the $10 million Esports Stadium Arlington, a 100,000-square-foot gaming space built at the Arlington Convention Center hear Dallas.

“We’ve reached a place now where there is a need for purpose-built esports venues,” said Brian Mirakian, a senior principal with Populous. “This project represents the prototype of the future.”

Cordish Principal Blake Cordish expects to see more esports projects like the one in Philadelphia. “This flagship esports venue will perfectly complement the surrounding anchors in the Philadelphia Sports Complex,” Cordish said. “The Cordish Cos. is extremely bullish about the future of esports, especially when integrated into mixed-use, sports-anchored developments.”

Source: https://www.sportsbusinessdaily.com/Journal/Issues/2019/03/25/Esports/Philadelphia-venue.aspx

Esports Entertainment Group $GMBL – The biggest #Esports tournaments and leagues in 2019 $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:00 PM on Thursday, March 21st, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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The biggest esports tournaments and leagues in 2019

All around the world, esports are on the rise and they don’t look to be slowing down any time soon. Whether you want to tune in for a few hours of action-packed tournament gameplay between the top pros or follow your favorite team week after week in your favorite game’s league, we’ve got you covered.

Note that only standalone tournaments, not playoffs that take place at the end of a season, are included in the list of esports tournaments. Keep reading for the top esports tournaments and top esports leagues in 2019.

Top eSports tournaments

The International

Date: August 15-20, 2019

The International is the premier Dota 2 tournament that attracts teams from around the world. Starting in the third year of the tournament in 2013, Valve has sweetened the pot by adding 25% of the total sales of the in game Battle Pass to the prize pool. This instantly made it one of the best paid esports tournaments in the world, with the 2018 edition reaching more than $25 million in total prize money.

The International 2019 is set to take place from August 15-20 in Shanghai’s Mercedes-Benz Arena. Teams will vie for one of the 18 spots available by competing in a series of smaller tournaments known as the Dota Pro Circuit. If 2018 was any indication, the first place prize is likely to top $11 million.

Intel Extreme Masters

Date: February 13 – March 2, 2019

Intel Extreme Masters is one of the longest running series of esports tournaments around. It features a number of tournaments in different locations around the world, capped off with a World Championship. This final tournament typically takes place in Katowice, with separate prize pools and brackets for each game.

The most recent Intel Extreme Masters took place in from February 13 – March 2. It included CS:GO (the 14th Major tournament), Dota 2, Starcraft II, and for the first time ever, Fortnite: Battle Royale. Smaller IEM tournaments will still be held throughout the year, with an additional $1 million prize for the first time to win four eligible tournaments in a single year.

CS:GO Major Tournaments

Date: August 20 -September 8, 2019

Counter Strike: Global Offensive Major Tournaments, known simply as Majors, are biannual esports tournaments sponsored by the game’s developer, Valve Corporation. It’s widely considered the most prestigious CS:GO tournament, with players from around the globe competing. Although the prize money is supplied by Valve, the tournaments themselves are organized by other esports orgs, including ESL, Major League Gaming, and DreamHack.

The most recent Major took place at the Intel Extreme Masters XIII, with Danish squad Astralis winning first place and $500,000. The Fall edition is set to take place in Berlin, and will feature 24 teams from the four qualifying regions: Americas, Asia, CIS, and Europe.

Overwatch World Cup

Blizzard

Date: November 2-3, 2019

The Overwatch World Cup features many of the same players as the Overwatch League, but this time they are competing for their home countries rather than their esports organizations. in 2018, four countries hosted qualifying tournaments for six nations, with the top two teams moving on to the finals at BlizzCon.

So far, no nations have been able to match the South Korean players’ prowess, with all three first place trophies heading to the esports-friendly nation. It’s worth noting that players aren’t in it for the money, as all participating teams receive the same prize of $16,000. This can often lead to interesting strategies and wacky hijinks in-game.

Fortnite World Cup Finals

Date: July 26-28, 2019

The Fortnite World Cup Finals bring with them a prize pool worthy of the world’s most popular game: $40 million. That’s nearly half of the $100 million that Epic Games pledged for 2019 to make their hit game into an esports juggernaut. Although the game’s suitability for competitive play is questionable, the sheer size of the pool has drawn players and streamers from a variety of backgrounds to play.

Weekly qualifiers kick off April 13, with a prize pool of $1 million to be distributed among successful contestants. From there, the top 100 solo players and the top 50 duo players will be invited to New York City for the Fortnite World Cup Finals. Each qualifying player will earn at least $50,000, with the top solo player taking home $30 million.

Evolution Championship Series

Date: August 2-4, 2019

If you’re a fan of fighting games, odds are you’ve already heard of the Evolution Championship Series, or Evo for short. Evo is easily the biggest esports tournament in the genre, growing year after year since its start more than 20 years ago in 1996.

This year’s tournament is set to take place in Las Vegas from August 2-4. It will feature brackets for a variety of fighting games, including Super Smash Bros. Ultimate, Tekken 7, Street Fighter V, Dragonball FighterZ, and others.

Top eSports Leagues

Overwatch League

Blizzard Entertainment

The Overwatch League, or OWL, has just entered its second season, with a total prize pool of $5 million. If you haven’t heard of it, OWL is Blizzard-Activision’s official esports league for their hit first-person hero shooter Overwatch. In 2018, it was the most watched esports league, mostly because of the sheer number of hours the league was broadcast.

The action is spread out across a 28-match schedule with four, five-week long stages. Each stage concludes with a playoff tournament for the honor of becoming the Stage Champions, but the real prize is after the end of the fourth stage. The OWL season 2 grand finals (not to be confused with the Overwatch World Cup above), will have the top teams vying to become the season 2 champions and take home the $1 million prize that comes with it.

League of Legends Championship Series

This year Riot Games’ official League of Legends esports league underwent a rebranding, with the NALCS changing to the LCS, and the EULCS switching to the League European Championship (LEC).  Other popular regions like China’s LPL and Korea’s LCK remain unchanged.

The season is divided into two sections, the Spring and Summer splits, with a short split playoff game and mid-season Invitational tournament tucked between them. The real excitement is at the League of Legends World Championship, which brings together the top teams from all regions to compete for the cup. Last year’s tournament drew nearly 75 million viewers, making it the most watched esports event of the year.

Call of Duty World League

While most first-person shooter competitions take place at esports tournaments, Activision set up a league for the Call of Duty franchise. This year the league enters its fourth season, with all matches played on the PS4 versin of Call of Duty: Black Ops 4.

Unlike last season, this season the action is all 5v5 team modes, including Hardpoint, Search & Destroy, and Control game types. The finals are scheduled for some time in August of this year. Before you get excited, no, the recently added battle royale mode will not be played in the league.

Rocket League Championship Series

The esports League for Psyonix’s car-soccer hit Rocket League is back again in 2019 with $1 million in prizes. This year an additional region has been added as South America joins the existing American and European regions.

After a series of qualifiers, the action will kick off in early April. There is also a secondary Rival league for teams that fail to qualify for the main league with $100,000 in prize money.

PUBG Global Championship

Fortnite may have dethroned PUBG in the fight for battle royale supremacy, but PUBG is pushing back with the introduction of the PUBG Global Championship in 2019. The season is divided into three phases, each of which is followed by one or more international tournaments.

There are six regional Pro Leagues in the inaugural season: North America, Europe, Korea, Japan, China, and Chinese Taipei. There are also three smaller “Pro Circuit” regions for Southeast Asia, Latin America, and Oceana. Each will host its own regional events before sending the top teams to compete internationally. The PUBG Global Championship finals are set to take place some time in November.

Mobile esports on the rise

Mobile esports are still small in comparison with their PC and console peers, but here are a few mobile esport tournaments and leagues to check out.

  • Clash Royale League — Supercell’s official esports league for their hit arena strategy game, Clash Royale.
  • Valor Series — The premier esports league for Arena of Valor entered its third year in February.
  • Vainglory — The mobile MOBA is featured regularly at international tournaments and even has a pro league called the Vainglory Premier League.

Source: https://www.androidauthority.com/esports-tournaments-leagues-963799/

Esports Entertainment $GMBL looks to recruit more affiliates after signing deal with AffiliateINSIDER $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 12:48 PM on Tuesday, March 19th, 2019
  • London-based marketing firm AffiliateINSIDER will take responsibility for the growth of the e-sports betting platform VIE.gg’s affiliate partner program globally
  • Esports’ VIE.gg offers exchange style wagering on e-sports events in a licensed, regulated and secured platform


Esports Entertainment Group Inc (OTCQB:GMBL), the licensed online gambling company, said Tuesday it has struck up a new contract with AffiliateINSIDER, a London-based public relations and marketing firm, to broaden the reach of its e-sports betting platform VIE.gg.

Under the deal’s terms, AffiliateINSIDER will take on responsibility for the growth of VIE.gg’s affiliate partner program globally, helping Esports to add both new affiliates and customers. VIE.gg offers exchange-style wagering and pool betting on e-sports events in a licensed, regulated and secured platform. It is the first and most transparent e-sports bet exchange as a result of Esports Entertainment Group being a fully reporting SEC issuer in the US.

“We are excited to partner with AffiliateINSIDER as we continue to grow and manage our affiliate network. They had an acute understanding of the complexities we face in the emerging esports sector and have been involved with managing and growing affiliate networks and programs since the very beginning in the gambling space,” said Grant Johnson, CEO of Esports, in a statement.

Esports Entertainment Group Inc. is a licensed online gambling company with a focus on e-sports wagering and gaming for adults.

Esports shares held steady at US$0.55 in morning trade on Tuesday.

Contact Ellen Kelleher at [email protected]

Source: https://www.proactiveinvestors.com/companies/news/216767/esports-entertainment-looks-to-recruit-more-affiliates-after-signing-deal-with-affiliateinsider-216767.html

Esports Entertainment Group $GMBL – Ripple (XRP) and Forte Launch $100M Fund to Integrate Blockchain With the Gaming Industry $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:00 PM on Thursday, March 14th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Ripple (XRP) and Forte Launch $100M Fund to Integrate Blockchain With the Gaming Industry

  • Ripple has announced that it will launch a $100 million fund in collaboration with Forte,
  • San Francisco-based startup that is aiming to leverage the economic models of blockchain systems to build better economies and marketplaces in the gaming industry.

By Abhimanyu Krishnan 0

Ripple has announced that it will launch a $100 million fund in collaboration with Forte, a San Francisco-based startup that is aiming to leverage the economic models of blockchain systems to build better economies and marketplaces in the gaming industry.

Forte will oversee the fund that will be allocated towards the integration of blockchain technology with in-game markets that will allow players to make transactions with each other more conveniently. In the past, users have often moved to third-party platforms to sell in-game items.

Speaking to Fortune, Ethan Beard, a senior executive at Ripple’s development division Xpring, is hopeful about blockchain making gaming economies more equitable:

Video games have long been quick to adopt new technology, from console to the PC to mobile. Now, blockchain will help game designers who’ve had a hard time facilitating an economy that can serve all types of players.

As the Fortune article notes, this is an expansion for Ripple, which have previously made a lot of progress in the cross-border payments niche. Should game developers get on board, the use of Ripple’s Interledger Protocol and the XRP token would give Ripple an enormous amount of exposure.

Forte was founded by Kevin Chou, an entrepreneur with experience in the gaming space. Chou was the Chief Executive Officer of mobile-focused Kabam and esports company Gen.G. Forte is backed by the likes of Andreesen Horowitz, Coinbase Ventures and Battery Ventures.

In Chou’s announcement post, he said of the direct interactions between stakeholders in the system:

I envision a future where players can transact with each other directly instead of only with the developer. A future where developers don’t need to figure out the maximum value they can extract from their player base, but instead are creatively and economically motivated to foster new types of peer-to-peer gameplay.

Blockchain in gaming is not a new idea.

Several projects and initiatives have been undertaken already, including the Enjin token (ENJ), which will be available on the Samsung Galaxy S10, and TRON’s $100 million funding for the gaming industry.

Source: https://www.investinblockchain.com/ripple-forte-100m-fund-integrate-blockchain-with-gaming/