Agoracom Blog Home

Archive for the ‘eSports Investing’ Category

Esports Entertainment Group $GMBL – ‘Revenge of the gamers’ – eSports hits big time, with or without Olympics $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:00 PM on Tuesday, March 12th, 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

———————–

‘Revenge of the gamers’ – eSports hits big time, with or without Olympics

  • eSports’ bid to reach the Olympics may be on hold but backing from big sponsors and a relentless march into the mainstream raise the question of whether it needs the Games at all.
  • With sportswear giant Nike last month announcing its sponsorship of China’s Legends Pro League, video gaming already bears the hallmarks of any successful sport.

Adidas, Mercedes and BMW are some of the other global brands to jump on board, while McDonald’s dropped its sponsorship of Germany’s national football team to focus on eSports.

The Legends Pro League, China’s official competition for the League of Legends game, has 14 regional divisions, and teams have their own home venues. The game also has an annual world championship.

As of next year, professional players will be fully decked out in Nike-designed jerseys and trainers, with an accompanying lifestyle range — much like any big football, basketball or baseball team.

“It’s (eSports) already hit mainstream, a couple of years back,” Philip So, who heads business development at League of Legends developer Riot Games, told AFP at last week’s Sportel convention in Macau.

“(But the Nike sponsorship) had a huge reaction from our fans when we announced it, even from the Nike side. I think it was surprising to everyone how much buzz it generated.”

A Goldman Sachs briefing in October said eSports was on course to reach nearly 300 million viewers by 2022 — similar numbers to American football’s NFL.

– ‘NBA didn’t need the Olympics’ –

Some are now beginning to wonder if the Olympics needs eSports more than the other way round, as the venerable institution dating back to the late 19th century strives to reach a younger audience.

“I think it would be great for the Olympic programme to have eSports because they are going to be able to capture the attention of a new audience that otherwise would disappear,” Maurizio Barbieri, Twitter’s Southeast Asian head of sports partnerships, said at Sportel.

“But overall, (how would the Olympics help eSports) in general?

“I mean, the NBA didn’t need the IOC (International Olympic Committee) to become the number one basketball league in the world.”

eSports won’t be part of the Olympics until at least Los Angeles 2028, after it was left off the list of nominated sports for Paris 2024 — which included the equally youth-friendly breakdancing, surfing, skateboarding and climbing.

But So said that when eSports was a demonstration event at last year’s Asian Games, viewing figures in China outstripped those of traditional sports, even though the competition wasn’t shown on TV.

People who play computer games, he added, are now proud to identify themselves as “gamers”, underlining the rise of a movement that has spread organically, from the grassroots up.

“It’s a complete paradigm shift. This is the time for gamers to come out. It’s revenge of the gamers,” said So.

– Deeply fragmented –

Much of the opposition to eSports is related to concerns over screen time and inactivity among young people, as well as a lack of knowledge and understanding of the games.

China has been particularly cautious, last year announcing curbs including temporarily suspending new releases of online games — sending shares plummeting in Tencent, Riot Games’ parent company.

But So said China’s sports ministry remained a supporter of eSports, drawing a distinction between professional, organised gaming and streaming, where amateurs play for audiences online.

“I don’t think eSports makes the government very nervous. I really don’t think so,” he said.

“Because the sports bureau etc, we work very closely with them and it’s definitely on their agenda and interest to grow the sport as well.”

However, So was at a loss to predict whether eSports would finally make it into the Olympics, a campaign that faces a number of hurdles.

As well as concerns over eSports’ lack of physical activity, the scene is deeply fragmented, as different games are made by competing studios. It is also yet to form a world governing body — a stipulation demanded by the IOC.

“I honestly don’t know. I wish I had the answer,” So said, when asked what was the way forward for eSports’ Olympic bid.

“How an overarching arm across all different games (would work), I’d be very curious to know,” he added.

Source: https://www.france24.com/en/20190312-revenge-gamers-esports-hits-big-time-with-or-without-olympics

Esports Entertainment Group $GMBL – Five eSports Predictions: What Does The Year Hold For Companies And Developers? $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:00 PM on Monday, March 11th, 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

———————–

Five eSports Predictions: What Does The Year Hold For Companies And Developers?

Andrew Paradise Forbes Councils

Between League of Legends appearing in the Asian Games and worldwide phenomenon Fortnite dominating headlines, 2018 has been a formative year for eSports. Never before have games had such an assertive presence in mainstream media and entertainment.

As the CEO of a mobile eSports platform for developers, venues and sponsors, I don’t believe the trajectory of eSports is slowing anytime soon — bigger, better things lie ahead. Whether you’re an industry veteran or just starting to explore how eSports fits into your business, these are five key trends to keep in mind while planning your business strategy for the remainder of 2019.

1. New titles will shake up the top five eSports rankings.

This year, new games will likely challenge incumbents for supremacy. Prominent 2018 launches include the inaugural season of Activision Blizzard’s Overwatch League, the introduction of the NBA 2K League, and new battle royale title Call of Duty: Black Ops 4. With fresh content flooding the market, the most popular eSport of the future has likely yet to be created.

Given increasing eSports democratization, consumers will be hungry for innovative content, and top rankings are ripe for the taking. Currently, the most popular consumer trends I’ve seen include shooters, multiplayer competition and mobile experiences — so future blockbusters may feature these elements.

Why does this matter? Understanding what games are trending and why is essential for anyone in the space, whether you’re running a gaming company or a non-endemic brand looking to access the growing eSports audience. For game developers, keeping a pulse on community reactions and responses to new industry trends is critical to developing relevant themes for future titles. Watch closely to see which games are picking up traction. Industry analyst studies, focus groups and preliminary beta testing are all useful options to consider for additional insight.

2. Brand investments in eSports will increase.

With eSports viewership projected to grow to about 600 million by 2020 (paywall), sponsorships could become more valuable to brands looking to gain an advantage in an increasingly lucrative and competitive market.

Sponsors like Coca-Cola, Mercedes-Benz, T-Mobile, Adidas and even the U.S. Navy have already invested in eSports. Given the positive results of engaging with this global audience, brand investments will likely increase this year, with even more non-endemic corporate sponsors coming aboard.

Gamers are arguably one of the most sought-after audiences — many are young (paywall) and often loyal to their games of choice. According to Dot Esports, research firm Newzoo estimates that global eSports awareness will reach 2 billion by 2021. If you’re in the eSports business, I recommend looking to capitalize on this influx of interest in 2019.

For developers looking to grab a slice of the audience, focus on creating a game that’s simple to pick up, complex to master and fun to watch. The combination of these elements is what I’ve found makes a great spectator sport — and once you get viewers on board, the sponsors will likely follow.

3. Mobile eSports will go mainstream and sell out professional stadiums.

With an estimated 2.3 billion mobile gamers worldwide (paywall) in 2019, mobile is an incredibly popular gaming platform. As mobile eSports become an increasingly important part of the ecosystem, even more competitors could view it as mainstream entertainment.

This year, you may see more players earning sizable salaries and collegiate scholarships from mobile eSports. In addition, mobile eSports events could sell out more professional sports stadiums. In countries like China, mobile gaming is already taking center stage.

Keep an eye on your smartphones, because they’re growing at breakneck speeds in terms of both technical capability and consumer adoption — GSMA estimates that there will be 5.9 billion unique mobile subscribers in 2025. Developers — especially those that may have overlooked mobile in the past — should consider how rapidly advancing mobile technology can help them achieve a blockbuster hit and reach the largest subset of gamers. I believe the key to breaking into this industry is creating a game that is easy to learn, has a compelling core loop, and offers its players strategic depth in terms of game mastery. This stimulates player acquisition and new user performance metrics — ultimately driving player retention and deeper game monetization. 

4. The industry will experience heightened cheating risks.

While eSports growth has been impressive, it’s not without risk. Similar to offline sports, the growing fame and fortune of athletes can also attract cheaters.

In 2018, BattlEye banned over a million PUBG accounts for hacking. According to PCGamer, banning cheaters is also the “highest priority” for Fortnite developer Epic Games. In Asia, hackers are facing jail time and multimillion-dollar fines for developing and distributing cheats. Although the industry is working tirelessly to prevent cheating, it’s likely that as eSports grow, so too will fraudulent efforts.

This year, I expect more eSports to institute fairer environments for their games, just like we see in offline sports. Whether it’s by integrating increasingly comprehensive third-party anti-cheating software or developing their own, developers creating the next big eSport will have to keep cheating at bay. Otherwise, their game might be over before it begins.

5. A boom in availability and production value could occur for eSports broadcasts.

Now featured on YouTube, ESPN and more, eSports are quickly becoming a hot area of growth in digital entertainment. ESL, a large eSports league that runs CS:GO and Dota 2 tournaments, signed an exclusive streaming deal with Facebook in 2018 for an undisclosed amount. Twitch’s exclusive rights to stream the Overwatch League is purportedly worth as much as $90 million.

Both traditional and emerging channels are vying to showcase tournaments to viewers. I’d count on seeing even more significant broadcasting collaborations among both cable networks and social media juggernauts in 2019.

Companies and developers planning to break into eSports broadcasting in 2019 should keep the growing number of distribution options in mind to ensure they’re picking the best channel for their content.

The eSports landscape is shifting quickly, and I project the coming months to be some of the most important for the industry’s future. As eSports viewership is expected to grow and mobile devices are becoming more widespread, businesses should consider how they can take advantage of this growing sector.

Source: https://www.forbes.com/sites/forbessanfranciscocouncil/2019/03/11/five-esports-predictions-what-does-the-year-hold-for-companies-and-developers/#6aeccf76395b

Enthusiast Gaming $EGLX.ca Announces the Launch of Its Premier Global Esports Tournament Series, “EGLX Rising Stars” $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:39 AM on Thursday, March 7th, 2019
  • Announced that it will be launching its own Esports tournament and entertainment series, called “EGLX Rising Stars”.
  • The series will leverage the distribution of its online network of over 75M website visitors, the additional 50M YouTube visitors, and the tens of thousands of attendees at its live video game expo, EGLX

TORONTO, March 07, 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 it will be launching its own Esports tournament and entertainment series, called “EGLX Rising Stars”. The series will leverage the distribution of its online network of over 75M website visitors, the additional 50M YouTube visitors, and the tens of thousands of attendees at its live video game expo, EGLX. The tournament will begin this summer and end with grand finals at EGLX 2019, on October 18-20, 2019 at the Metro Toronto Convention Centre (“MTCC”), downtown Toronto. The event will be broadcast live and will be released by episodic video after the finals.

The unique series aims to discover up and coming talent in the Esports industry and follow their personal and professional journey as they compete to be recognized as the next big Esports superstar and win a large grand prize. Enthusiast currently has over 400 major gaming influencers within its online communities and will invite some of its top talent to lead the teams of aspiring participants as they battle to gain the same notoriety as the celebrities. The series will capture footage of the Esports professionals as they interact with the Rising Stars for the viewing enjoyment of the entire Esports industry. Fans will be able to watch the journey unfold as episodic content on Enthusiast Gaming’s online network, live streams during the event, and in the audience at EGLX in Toronto.

Menashe Kestenbaum, CEO of Enthusiast commented, “Our vision has always been to provide a home and community to dedicated lifestyle gamers. Until now we’ve done that separately through our online communities as well as our live events. We have now made our first major step towards bringing our online and offline communities together in an integrated, strategic relationship. With 2019 now projected to be the first billion-dollar year for Esports and attract brands across all industries, EGLX Rising Stars will provide another platform for Brands targeting the Esports Industry.”

As Esports popularity and viewership continue to grow, Enthusiast continues to invest and focus its efforts on providing a place for Esports enthusiasts to discover content and join like-minded communities. Recent acquisitions of the digital properties Daily Esports and Operation Sports, as well as hosting one of the largest Esports competitor events at EGLX 2018 established Enthusiast Gaming as a leading provider of Esports content. The Rising Stars series is a continuation of its 2019 Esports growth plans to focus its efforts on providing Esports enthusiasts with both the content and the community to follow, discover and experience the growing Esports industry.

The traditional focus of Esports events is limited to only broadcasting the live competitive match with commentators. Through Enthusiast’s content distribution platforms, The Rising Stars series will disrupt the current model, and include entertaining online and live content, such as, player narratives and storylines; behind the scenes footage of influencer personalities; and an overall unique spectator experience. The company intends for the content to be enjoyed and viewed beyond the event itself, throughout the year.

Earlier this week, Enthusiast announced that EGLX will take place in Toronto October 18-20, 2019 with nearly double the square footage of its prior event. The EGLX Rising Stars series will be a major focus of this year’s event.  Plans were also announced to expand EGLX’s footprint into the United States, which will allow US Esports competitors to participate within its Rising Stars tournament series in 2020. The company will provide further updates in the coming months.

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. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with over 55,000 people attended in October 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.

Esports Entertainment Group $GMBL – G-Loot welcomes $25 million in investment $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:27 PM on Tuesday, March 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

———————–

G-Loot welcomes $25 million in investment

  • Swedish esports company G-Loot has received an $25 million £18,695,883.50) from both new investors and current investors such as Swedbank Robur and asset management company Norron.
  • G-Loot is the parent company of competitive PUBG platform Global Loot League and competitive card game platform TopDeck. This capital will be used to bolster prize pools and help expand in terms of staff, more competitive titles, and more competitions.

Patrik Nybladh, Founder and CEO of G-Loot commented on the investment: â€It feels great that G-Loot now has secured 25 million US dollars to finance our ongoing expansion and to support our ambition to become the world’s leading online esports company. As far as I know it is the largest European esports investment ever. I am particularly glad that our current major owners increased their holdings when given the chance.”

G-Loot received $12.1 million (£9.2 million) in an investment round led by Swedbank Robur in January 2018. At the time, the capital was said to be going towards staff recruitment, increased marketing, and platform development.

Henrik Carlman, Fund Manager at Swedbank Robur commented: “Esports is one of the fastest growing forms of entertainment today. There are plenty of opportunities and many companies are trying to get a piece of the growth but only a few of them have a clear idea on how to monetize the emerging industry. G-Loot are among the very few with a proven business model and a grand vision of democratizing esports and making competitive gaming available to all.

“I am very proud and enthusiastic to support G-Loot and its entrepreneurs with our second investment in the company. G-Loot’s strong growth and improved profitability creates a fantastic opportunity for our funds to participate in this kind of value creation.”

Esports Insider says: This is a huge investment for most industries, never mind just in esports. G-Loot’s offering is interesting so we’ll be keeping an eye on how these additional funds helps things to improve further over the coming months.

Source: https://esportsinsider.com/2019/03/g-loot-25-million-investment/

Esports Entertainment Group $GMBL – Nike $NKE.ca Signs Its First #Esports Sponsorship Deal $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 12:18 PM on Friday, March 1st, 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

———————–

Nike Signs Its First Esports Sponsorship Deal

  • Nike is entering the esports game, following competitors Adidas and Puma into the field.
  • The global sports brand has signed a four-year deal with China’s League of Legends Pro League, agreeing to supply all squads with clothing and footwear starting this year.

“Since its inception, Nike has always believed that in all sports, a strong body and will will make athletes better,” the company said in a statement. “As China becomes a new e-sports cultural center, Nike is pleased to support the next generation of athletes and establish a long-term cooperative relationship with e-sports to contribute to the future development of sports ecology.”

The league consists of 16 teams and has one of the largest followings in the world. Fans will also be able to buy Nike-produced products at live tournaments.

The announcement is Nike’s first formal sponsorship of an esports team or competition, although the company did feature an esports athlete in a marketing campaign last year. Financial terms of its esports contract with the league were not disclosed.

The company is actually a bit late to the competitive video game world, as Adidas and Puma both already have presences in the field.

Beyond simply supplying clothes and shoes, Nike says it also plans to work with esports athletes to custom-design training programs to help them improve.

While they might have been scoffed at initially, esports have become recognized as a bona fide athletic event in recent years. They were under consideration at one point for inclusion in the 2024 Olympics and they will be a medal event in the 2022 Asian Games—a multi-sport event held every four years among athletes from all over Asia. Tournaments are regularly aired on ESPN, Turner Broadcasting, Disney and other networks.

Source: http://fortune.com/2019/02/28/nike-league-of-legends-esports-sponsorship/

Esports Entertainment Group $GMBL – Activision’s $5 million bet on esports kicks off today with the 2019 season of ‘Overwatch League’ $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:46 PM on Thursday, February 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

———————–

Activision’s $5 million bet on esports kicks off today with the 2019 season of Overwatch League

Activision’s $5 million bet on esports kicks off today with the 2019 season of ‘Overwatch League’ from CNBC.

Esports Entertainment Group $GMBL – Global Esports Economy will Exceed $1 Billion This Year $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 11:25 AM on Wednesday, February 20th, 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

———————–

Global Esports Economy will Exceed $1 Billion This Year

  • Growing popularity and viewership of esports across the world has given rise to plenty of leagues and tournaments over the past few years.
  • So much so that the global esports revenue is expected to hit $1.1 billion this year.

Pooja Singh Features Editor, Entrepreneur Asia Pacific

The growing popularity and viewership of esports across the world has given rise to plenty of leagues and tournaments over the past few years. So much so that the global esports revenue is expected to hit $1.1 billion this year.

According to predictions from leading analysts at market research company Newzoo, the esports market will for the first time exceed the billion-dollar revenue mark, a year-on-year growth of 26.7 per cent. Newzoo’s “2019 Global Esports Market Report” estimates the global esports audience will grow to 453.8 million worldwide in 2019, a year-on-year growth of 15 per cent, and will consist of over 200 million esports enthusiasts and more than 250 million occasional viewers. As the esports market matures and the number of local events, leagues, and media rights deals increases, we anticipate the average revenue per fan to grow to $6.02 by 2022, the report says.

“Esports’ impressive audience and viewership growth is a direct result of an engaging viewership experience untethered to traditional media,” says Newzoo chief executive Peter Warman. “Plenty of leagues and tournaments now have huge audiences, so companies are positioning themselves to directly monetize these Esports Enthusiasts. While this began happening last year, the market is constantly expanding on its early learnings. The result: 2019 will be the first billion-dollar year for esports, a market that will continue to attract brands across all industries,” he adds.

Investment is the Driver

Endemic and non-endemic brand investments (media rights, advertising, and sponsorship), the report says, will make for 82 per cent of the total market. The highest-grossing individual esports revenue stream worldwide is sponsorship, generating $456.7 million in 2019. The fastest-growing esports revenue stream by far is media rights, it adds.

Besides non-endemic brands, digital broadcasters and TV media companies have already started to compete for esports content and the extent to which these deals will generate a direct return on investment will impact the pace of media rights growth. Other ongoing developments that have high revenue potential include increased esports franchising, new content formats and premium passes, the success of mobile gaming, team profitability, and the success of new focus on professionals and streamers as brands.

Considering the current growth, Newzoo estimates the esports market will reach $1.8 billion by 2022. If any of these factors accelerate, a more optimistic scenario places revenue at $3.2 billion, it says.

The China Effect

As per the report, China will generate $210.3 million in revenue this year, overtaking Western Europe as the second-largest region in terms of revenue. The country is notable for the growing popularity of mobile esports, including casual titles.

North America, meanwhile, will once again be the largest esports market, with revenue of $409.1 million. The report predicts that it will show strong growth toward 2022, reaching $691.1 million. The largest share of North America’s 2019 esports revenue will come from sponsorship, at $196.2 million. Meanwhile, media rights will contribute most to this growth and will remain the fastest-growing and second-largest esports revenue stream in the region.

Source: https://www.entrepreneur.com/article/328025

Esports Entertainment Group $GMBL – ESports poised to break $1bn barrier in 2019: Report $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:17 PM on Wednesday, February 13th, 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

———————–

ESports poised to break $1bn barrier in 2019: Report

  • The global market for eSports is poised to breach the $1 billion mark this year.
  • Gaming and eSports analytics firm Newzoo’s ‘2019 Global ESports Market Report’ projects that global eSports revenues will hit $1.1B this year.
  • The North America and China markets will spearhead this race with $409.1 million and $210.3 million contribution respectively.

Commodity wise brand investments like media rights, advertising, and sponsorships will contribute 897.2 million – 82% of total revenue. The brand investment contribution is projected to reach $1.5 billion by 2022 and account for 87% of total eSports revenues.

Courtesy: Newzoo

China will remain home to 75 million eSports gamers this year – the most of all global markets – and is expected to register the equivalent of US$210.3 million in revenue. The report also hints that the total eSports audience will reach 453.8 million in 2019.

“These numbers cannot be ignored, and it will double in next 3 years. As per PWC Sports Survey 2018 also ESports tops the chart for “Top ten sports by growth”, says  Lokesh Suji, Director, ESports Federation of India.

ESports has now left football and basketball behind as fastest growing commercial sports. The top ten chart for the fastest growing sports has cricket in the 10th position, a rank below tennis.

“Time has now come to just get involved in eSports, whichever way. Though the revenue numbers for India are miniscule, but India poised to become fastest growing market for esports. Our Infrastructure is getting better day by day and Skills of our esports athletes is improving every passing day,” adds Suji.

The audience will make a significant base to eSports growth, according to Jurre Pannekeet, a senior marketing analyst for NewZoo. Many eSports leagues are shifting their focus towards monetising their audiences having worked hard to establish a loyal fan base, Sportspromedia has quoted Pannekeet as saying.

“ESports has always provided an engaging viewing experience to an audience no longer tied to traditional media,” he said. “This has propelled the massive growth in esports viewership and audience numbers.

“This transition started in 2018, but this year, the industry will take its early learnings and expand upon them. As a result, 2019 will be esports’ first billion-dollar year, and its vigor has attracted brands and companies across every industry.

“Non-endemic brands sponsored eSports organisations in droves last year, which will continue in 2019.”

The League of Legends World Championship was 2018’s biggest tournament by live viewership hours on Twitch, with 53.8 million hours, while the Overwatch League was the most-watched league by live viewership hours on Twitch, generating 79.5 million hours.

The total prize money in 2018 reached $150.8 million, a significant increase from 2017’s $112.1 million.

Source: https://www.insidesport.co/esports-poised-to-break-1bn-barrier-in-2019-report/

Esports Entertainment Group $GMBL – In the Video: This Is How #eSports is also Changing the Sports Industry $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:10 PM on Monday, February 11th, 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

———————–

In the Video: This Is How eSports is also Changing the Sports Industry

  • At ISPO Munich 2019 eSports was represented for the first time
  • Competitive gaming has long been more than a hype. And the sports industry can also benefit.

Insights by: ISPO Digitize

Even the big football clubs have long since created facts: Schalke 04, VfL Wolfsburg or FC Bayern have their own departments and employ professional players. Training, competition, ambition and title – just like in any sport. Physical and mental fitness are basic prerequisites.

  The annual event for the digitalization of the sports business! Be a part of it on July 3rd and 4th!  

Martin Müller, Vice President of the German Sports Federation: “The sporting goods industry should have an interest in eSport. We have a relatively large merchandising sector. The big teams go on stage with their jerseys. So as a fan I would like to own such a jersey. When we talk about four million eSportsmen, four million eSportsmen also have to be equipped a bit. And I think there’s great potential for the sporting goods industry.”

Source: https://www.ispo.com/en/markets/video-how-esports-also-changing-sports-industry

Esports Entertainment Group $GMBL – $8 Million Won by Top 10 Mobile #Esports Athletes in 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:41 PM on Thursday, January 31st, 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
  • The top 10 competitors won more than $8 million in combined prizes in 2018, with 7 of the 10 rankings claimed by women.
  • The prizes earned by this year’s winners were three times larger than that earned by 2017’s top players.

SAN FRANCISCO, Jan. 31, 2019 – Skillz, the worldwide leader in mobile eSports, today announced the top mobile eSports athletes of 2018. The top 10 competitors won more than $8 million in combined prizes, with 7 of the 10 rankings claimed by women. The prizes earned by this year’s winners were three times larger than that earned by 2017’s top players.

Rankings Username State Prizes Won
1 Kmamba1090 CA $1,418,508
2 SirLastBit OH $1,321,255
3 HestiaX NJ $978,551
4 LegalEnormousPhds NY $976,269
5 yutourmaline NY $873,526
6 kk8245 VA $681,863
7 Goinhiking NC $639,234
8 jpark87 MI $627,191
9 zZzSleepyzZz NY $625,858
10 CaliCountry5 NJ $618,005

“When I first started competing on the Skillz platform, I never realized this was something I could do professionally,” says Jennifer Park (jpark87), a college engineering student from Westland, Michigan. “The prizes I’ve earned from playing Skillz games have helped put me through college.”

The mobile gaming industry is projected to grow into a $70 billion market in 2019, accounting for over half of the $138 billion gaming space. As the industry’s revenue has increased, competitive gaming prize pools have also grown in tandem. Prizes from eSports tournaments such as the “Dota 2” International topped $25 million last year, now exceeding those of prestigious offline sports events such as the Indy 500 andthe Masters.

According to eSportsEarnings.com, global eSports prize pools grew 31.5% from 2017 to 2018. In comparison, the top 10 Skillz competitors generated over a 300% year over year increase in prizes won, with the top player ranking #6 on the list of highest-earning 2018 athletes across the global eSports industry.

“Top mobile eSports athletes bring the same inspiring dedication you see in world-class NBA or MLB players to our increasingly digital world,” says Andrew Paradise, CEO and founder of Skillz. “Similar to how radio and television revolutionized the future of sports, Skillz is using mobile technology to do the same for eSports.”

Skillz was recently recognized for disrupting the technology industry and shaping the future of eSports, being named to both the 2018 Forbes Next Billion-Dollar Startups list as well as the 2018 Entrepreneur 360 list. The company also reported doubling its revenue run-rate twice in 2018 to a current total of over $400 million.

The top Skillz competitors are ranked based upon total tournament prizes won by each player, excluding any entry fees paid to enter those tournaments. For more information on Skillz-enabled games and implementing mobile eSports competitions, visit www.skillz.com or email [email protected].

About Skillz
Skillz, the leading mobile eSports platform, connects the world’s 2.6 billion mobile gamers through competition. In 2018, Skillz was named to Entrepreneur Magazine’s 100 Brilliant Companies, Forbes’ Next Billion-Dollar Startups, and the Entrepreneur 360. Skillz has also been named the #1 fastest-growing private company in America by Inc. Magazine and a CNBC Disruptor 50. Over 18 million gamers use Skillz to compete in mobile games across 13,000+ game studios. Founded in 2012, Skillz is headquartered in San Francisco and backed by leading venture capitalists as well as the owners of the New England Patriots, Milwaukee Bucks, New York Mets and Sacramento Kings. To learn more, visit www.skillz.com.

Press Contact
Roxie Bostwick
Communications Lead
Skillz Inc.
[email protected]

SOURCE Skillz