Posted by AGORACOM-JC
at 1:24 PM on Friday, December 28th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
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Unsurprisingly for some, the League of Legends World Championship was the biggest event of the year having attracted over 74.3 million viewers, which is 2.5 million more than last year’s iteration.
The most popular esports events of 2018 have been revealed by the ESC (Esports Charts), with many old and established tournaments retaining strong interest despite the emergence of new games.
The figures, which are based on hours watched on both YouTube and
Twitch, show which competitive esports games are more popular than
others right now in terms of viewers.
League of Legends, Dota 2 and Counter-Strike: Global Offensive
dominate the most watched games chart according to these statistics, all
boasting incredible numbers in various competitions.
LOL ESPORTS
The 2018 League of Legends World Championship stage.
Unsurprisingly for some, the League of Legends World Championship was
the biggest event of the year having attracted over 74.3 million
viewers, which is 2.5 million more than last year’s iteration.
Just behind that was Dota 2’s ‘The International’, which massively
grew in popularity in the space of a year – recording 52.8 million
views, seeing an increase of 9 million since 2017. In third place,
CS:GO’s ELEAGUE Major which was watched by 49.5 million across the
world.
“In my opinion, they’ve [Epic Games] realized that their game will
never be the most competitive, but it can be the most entertaining. So,
they’re sticking to their guns in that regard.”
Posted by AGORACOM-JC
at 12:57 PM on Thursday, December 27th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
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In case you missed it, esports are big business now and competitive gamers spent 2018 continuing to capture the attention (and the money) of the traditional sports world.
Rapper Drake greets Golden State Warriors star Stephen Curry following an NBA game in 2015. Dave Sandford | NBAE via Getty Images
In case you missed it, esports are big business now and competitive
gamers spent 2018 continuing to capture the attention (and the money) of
the traditional sports world.
The esports industry is on pace to bring in more than $900 million in
revenue this year, and that number could reach as high as $2.4 billion
by 2020, according
to gaming research firm Newzoo. Competitive gaming has taken such a
leap into the mainstream in recent years that even Wall Street giant
Goldman Sachs is following the industry’s growth, with the firm recently
predicting that, by 2022, the audience for esports will grow to 276 million people, putting it on par with the most popular traditional sports, including the NFL.
Unsurprisingly, the rapid growth of esports, and the vast amounts of
money and exposure at stake, has attracted a great amount of interest
from investors who want to get in on the action. Even before this year,
several big names were already investing in esports companies and teams,
including celebrities and athletes from traditional sports. Among them:
Mark Cuban, NBA Hall of Famer Shaquille O’Neal, former MLB star Alex
Rodriguez, high-profile NFL owners Robert Kraft and Jerry Jones, and
celebrities like Ashton Kutcher, Tony Robbins, and Jennifer Lopez.
Those athletes, team owners and celebrities helped pave the way for
more big names to join the ranks of esports investors in 2018, when
everyone from Michael Jordan to Drake was looking to pump more money
into the industry.
Here’s a look at some of the biggest athletes and celebrities who invested in esports in 2018:
Michael Jordan
Jordan is a basketball legend and the current principal owner of the NBA’s Charlotte Hornets. With a fortune that Forbes estimates is worth nearly $1.7 billion, Jordan is an active investor in the worlds of sports and technology. He owns a minority stake in the MLB’s Miami Marlins and, in the past two years, he’s invested in tech startups like smart headphones company Muzik and Gigster, the online platform for freelance web designers.
In October, Jordan took his first leap into the world of esports by leading a group of investors that put $26 million into the competitive gaming company aXiomatic Gaming, which owns the popular esports organization Team Liquid.
(Jordan isn’t even aXiomatic’s only NBA connection, as the company’s
co-executive chairman is Ted Leonsis, owner of the Washington Wizards,
one of the teams Jordan played for during his NBA career.)
Jordan called esports “a fast-growing, international industry†in a statement at the time of his investment.
Drake
Drake gave away the entire $1 million budget for his new music video
The Canadian rapper (whose real name is Aubrey Graham) is not only a
Grammy-winning and charts-topping recording artist, he’s now also the
co-owner of an esports team. In October, Drake teamed up with Scooter Braun (the Hollywood manager who represents stars like Justin Bieber and Ariana Grande) to invest an undisclosed amount
of money in the esports organization 100 Thieves. With their
investment, Drake and Braun also became co-owners of 100 Thieves, which
fields esports teams that compete in games like “Call of Duty†and
“League of Legends.â€
Drake is no stranger to the gaming community, either. The rapper made
waves in March, when he played “Fortnite†online with the massively
popular gaming streamer Tyler “Ninja†Blevins — a live-streamed pairing that attracted more than 635,000 concurrent viewers on the Amazon-owned video game streaming platform Twitch.
Stephen Curry and Andre Iguodala
Golden State Warriors teammates Stephen Curry (L) and Andre Iguodala (R) high-five during a December 2018 game.
Scott Cunningham | NBAE via Getty Images
Curry might be a two-time NBA MVP, but his Golden State Warriors
teammate, Andre Iguodala, is the team’s star when it comes to investing
in startups. Iguodala, who Fast Company referred
to as “the NBA’s ambassador to Silicon Valley,†has invested in tech
startups like direct-to-consumer mattress company Casper while
introducing his teammates to Silicon Valley bigwigs like Salesforce CEO
Marc Benioff and venture capitalist Mary Meeker.
So, it’s no surprise that Iguodala and Curry both got involved in
esports together for the first time in 2018. In July, the pair was part
of a group that invested $37 million
in the esports organization TSM, which was founded by 26-year-old gamer
Andy Dinh and fields competitive gaming teams for games like “League of
Legends†and “Fortnite.â€
Steve Young
Hall of Fame quarterback Steve Young.
Leon Halip | Getty Images
NFL Hall of Fame quarterback Steve Young was also in on the $37 million TSM investment alongside Curry and Iguodala. (TSM said
part of the funding it raised in July will go toward building a new
15,000-to-20,000-square-foot esports facility in Los Angeles.) Young is a
prolific investor among ex-athletes, as the former 49ers star is a
managing director of private equity firm HGGC, which oversees over $4
billion in investments.
Sean “Diddy†Combs
Sean Combs is a rapper, known variously as Puff Daddy, P. Diddy,
Diddy, Puff and Puffy. He was born in Harlem and raised by his mother, a
schoolteacher living in public housing. , and the family relocated to
Mount Vernon, just outside of the Bronx.Combs attended Howard University
in Washington , D.C, while simultaneously interning at Uptown Records
in New York City. The internship won out, and he dropped out of college
to focus on Uptown, where he was instrumental in developing such R&B
artists
Getty Images
The rapper formerly known as Puff Daddy and P. Diddy jumped aboard
the esports trend in November, when Combs joined a group of investors
that provided $30.5 million in funding to PlayVS. Based in Los Angeles, PlayVS is an esports league that partners with high schools
around the US to create an infrastructure that allows high school
students to represent their schools in esports competitions while trying
to land some of the growing number of collegiate scholarships now available for competitive gamers. Combs served as an angel investor in the funding round for PlayVS.
The November fundraising round actually came on the heels of a $15 million investment
in PlayVS that the esports league picked up in June from a group of
investors that included the San Francisco 49ers, Twitch co-founder Kevin
Lin, and professional athletes such as former NBA player Baron Davis
and Los Angeles Chargers player Russell Okung.
Kevin Durant
Kevin Durant #35 of the Golden State Warriors
Gregory Shamus via Getty
Much like some of his Golden State Warriors teammates (Curry and
Iguodala, above), Durant is an active investor in Silicon Valley
startups. In fact, when Durant left Oklahoma City to sign with the
Warriors in 2016, he also launched the Durant Company, his own personal startup for managing his tech industry investments, which include scooter company Lime and Postmates.
In February, Durant added an esports venture to his growing
investment portfolio when he joined a group that invested $38 million in
Vision Esports, an esports investment fund and management company
co-founded by former NBA player and actor Rick Fox, MGM Resorts
executive Chris Nordling, and the NHL’s San Jose Sharks minority owner
Stratton Sclavos. Vision Esports owns the esports team Echo Fox as well
as esports content creator Vision Entertainment and the video game
record-tracking site Twin Galaxies. Other investors in Vision Esports
include the New York Yankees, the St. Louis Cardinals, and Durant’s
business partner, Rich Kleiman.
Odell Beckham Jr.
Odell Beckham Jr. of the New York Giants
Getty Images
The All-Pro New York Giants wide receiver also joined Durant in
contributing to the $38 million fundraising round for Vision Esports in
February. Beckham, who signed a record-breaking $95 million deal with the Giants in August, says he has been an avid gamer since childhood, and he even faced off against rapper A$AP Rocky in a marketing stunt for EA Sports’ “Fifa 19†recently.
Posted by AGORACOM-JC
at 12:58 PM on Monday, December 24th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
——————–
The first event held at the Esports Stadium Arlington, which is the newest and largest esports events center in North America.
It’s a $10 million, 100,000 square-foot facility built within the Arlington Convention Center that can seat anywhere from 250 fans to 2,500 fans depending on the event.
Arash Markazi ESPN Senior Writer
The convoy of cars pulling into the parking lot at Esports Stadium
Arlington and the line of fans waiting to enter the building on the
Saturday after Thanksgiving have taken the parking attendants at the
connected Arlington Convention Center by surprise.
“Are you here for the football game?” the attendant asks.
“What football game?” the young driver responds.
“Texas Tech and Baylor,” the attendant says. “They’re playing at AT&T Stadium.”
“No,” the driver says as he pays $10 for parking. “I don’t like football.”
The bewildered look on the attendant’s face upon hearing that a young
man from Texas doesn’t like football was similar to the reaction of
many of the older ushers inside the Esports Stadium Arlington watching
2,500 fans cheering while watching the best Counter-Strike: Global
Offensive players and teams in the world compete in the Esports
Championship Series Season 6 finals.
It was the first event held at the Esports Stadium Arlington, which
is the newest and largest esports events center in North America. It’s a
$10 million, 100,000 square-foot facility built within the Arlington
Convention Center that can seat anywhere from 250 fans to 2,500 fans
depending on the event. It’s the newest addition to a region that is the
home of AT&T Stadium, the $1.5 billion home of the Dallas Cowboys,
and in 2020 will be the home of Globe Life Field, the new $1.1 billion
home of the Texas Rangers, which are all located within a walking mile
of each other.
“The convention center was in need of some physical enhancements and
improvements, particularly in the technology area, and as we started to
look at that we also saw the rapid growth of the esports industry,” said
Jim Parajon, Arlington deputy city manager. “We are very thoughtful in
the business decisions we make, and we do a significant amount of
analysis, and once we complete that analysis, we’re ready to move
forward as fast as we can, especially with these emerging industries.
“We’re not going to be in it in a little way. We’re going to be in it
in a big way. I think you can see that with the Esports Stadium,
AT&T Stadium and the new Rangers ballpark.”
The stadium isn’t really a stadium in the traditional sense compared
to the billion-dollar homes of Cowboys and Rangers. It’s more of a
remodeled convention center space complete with a built-in 85-foot long
LED wall, eight team locker rooms, a player lounge and media room.
There’s also a state-of-the-art production facility equipped with a
studio, data center and control room. The front of the stadium features
retail space, concession stands and a gaming center that is open from
noon to 2 a.m. seven days a week where anyone can hop on a PC,
Playstation 4, Nintendo Switch or Xbox One for one hour for $4 (or $100
for 100 hours).
“We looked at every need for esports from the community level to the
player experience, and we took all of those needs and built it into one
single footprint here in Arlington,” said NGAGE Esports president
Jonathan Oudthone, who will help book and manage the events at the
stadium. “We not only want to host events for thousands of people, but
we want the gaming center to be a local community hub every day. We want
to create an ecosystem for esports in which all these different focuses
are existing in one building.”
Esports Stadium Arlington is just one of many esports-specific
venues, big and small, popping up around the country. The rise of
esports venues doesn’t come as a surprise to anyone who has been
following it in recent years. The 2018 Global Esports Market Report
estimates that global esports revenues will reach $1.4 billion by 2020
with the global esports audience reaching around 400 million.
In 2017, there were 588 major esports events that generated an
estimated $59 million in ticket revenues, which was up from $32 million
in 2016. The League of Legends World Championship alone generated $5.5
million in ticket revenues.
Populous, a global architectural firm that has worked on more than 50
venues for the NFL, MLB, NBA and NHL, helped bring Esports Stadium
Arlington to life and is working on other esports venues around the
country. While there is usually a set seating capacity for arenas and
stadiums that floats around the average of professional sports leagues,
Populous knows that’s not exactly the case with esports. The venues need
to be adaptable to small crowds of 25, small tournaments of 250 and
larger events such as the ECS with 2,500.
The Astralis Counter-Strike: Global Offensive team celebrates after
defeating MIBR to win the FACEIT Esports Championship Series Season 6
finals at Esports Stadium Arlington on Nov. 25 in Arlington,
Texas. Photo by Cooper Neill/Getty Images
“About five years ago we started doing a lot of research that I’ve
been leading on how we can connect with the esports audience and connect
venues around that,” Populous senior principal and director Brian
Mirakian said. “Esports is still very formational. There’s a lot more
structure that’s happening with leagues such as the Overwatch League
with their regional model, but it’s still a formational sport in terms
of the different leagues and competitions. So the goal is to create a
place where fans can gather for these social experiences and be with
other fans. The live experience is a big driver in what the future of
the sport is going to hold.”
The key from a cost and usage perspective is that none of the esports
venues that are popping up around the country have been built from the
ground up. They’ve been constructed within preexisting structures that
have been previously used as convention halls, nightclubs, sound stages
or movie theaters.
“Looking at it from an adaptive re-use perspective allows you to go
into a building and frankly not have to invest as much as you would with
a new build,” Mirakian said. “And because of that, in Arlington, they
were able to really focus their investment on the fan experience and
technology and do it in a fast-paced project that was over in six months
from start to finish. It was quick and economical and I see that as a
great template for people to get involved in this space. It will evolve
and I think in the very near future you will see purpose-built venues
developed from the ground up, but it takes time. This is really the
start of things to come.”
The birthplace of esports venues in North America began at the corner
of 5th Street and Sycamore Street in Santa Ana, California, which is
one of the more interesting intersections in the country. On one corner
is the historic brick-laced Ramona Building that has been the home of
the Esports Arena for three years, and across the street is the Church
of Scientology of Orange County.
“There’s not a lot of crossover,” Frank Kelley, the director of
operations at the Esports Arena, said with a smile. “I don’t think we
have the same demo.”
The Esports Arena Santa Ana was the first rendition of the
organization’s multiple venues on the West Coast. Since its opening, the
Esports Arena in Las Vegas has opened its doors at the Luxor Hotel
& Casino. Photo by Arash Markazi
Longtime friends Tyler Endres and Paul Ward, who would set up their
computers at a friend’s house and play Halo 2 for hours in high school,
founded the arena in the 15,000 square-foot warehouse that once housed
quinceañera and wedding shops and now is home to more than 120 PCs and
other game consoles. The idea was to give gamers like them a place to
gather and play outside of apartments, garages and internet cafes where
LAN parties had predominantly been held and to give leagues and
organizers a dedicated esports venue to host their events.
“It’s cool to see what I’ve started is expanding,” Endres said. “I
hope all these new esports venues succeed. It validates the industry and
validates what I’ve done and helps create more of a demand. The success
heavily relies on foot traffic and the events, which cost a lot of
money to put on, and you’re not going to have a big event every week.”
With that in mind, Kelly, who used to be the general manager at the
Improv comedy club in Irvine and later booked shows at The Observatory
in San Diego and Orange County, is trying to book non-esports events
such as comedy shows, podcasts and concerts at the Esports Arena on
nights where the main stage isn’t scheduled to be used.
“With esports, you don’t have tournaments every night,” Kelley said,
“so your main stage is not utilized on a nightly basis, and there’s all
these dark periods where you could utilize it. And with my background, I
want to fill the arena with top-notch entertainment on off nights with
hard ticket sales and bring in a different demo than we normally get. In
the future I’d like to merge entertainers with gamers to increase the
popularity of esports, like we saw happen with Drake and Ninja.”
The biggest weekly event at the Esports Arena is “Wednesday Night
Fights.” It’s a night dedicated to the fighting game community with open
tournaments ranging from Street Fighter V to Marvel vs. Capcom. The
weekly event is open to anyone willing to pay a $10 tournament entry
free and was started by Alex Valle, who is the founder of Level Up, a
production company that produces live streaming broadcasts at esports
events.
“I think in the very near future you will see purpose-built
venues developed from the ground-up, but it takes time. This is really
the start of things to come.” Brian Mirakian, Populous senior principal
and director
“We used to play in the arcades, but there’s not that many arcades
anymore, so I decided to host some events. And the very first event I
hosted was in my apartment, and only two people came,” Valle said. “We
then went to a friend’s house and got 20 people and then to a friend’s
garage and got 50, and the next thing we knew Wednesday Night Fights was
born. When Esports Arena first opened, I knew this was going to be the
future. We had over 400 people come out to our first event.”
Earlier this year Esports Arena opened in Oakland’s famed Jack London
Square, and Allied Esports International worked with Endres to open an
Esports Arena inside the Luxor Hotel & Casino in Las Vegas. While
the Oakland venue is similar in feel and size to the original in Santa
Ana, the Las Vegas arena is unlike anything else in the space right now.
They took over a 30,000-square-foot corner of the casino that once
housed a popular nightclub and put in a 50-foot LED video wall, a
broadcast center and production studio, luxury VIP lounges, private
gaming suites, a vintage video game cocktail bar and a gamer-inspired
menu created by renowned chef (and occasional gamer) Jose Andres.
The Esports Arena Las Vegas played host to the League of Legends
All-Star event and puts on tournaments in games like Mario Kart 8 Deluxe
and other titles on regular weekends. Provided by Riot Games
“We have very ambitious expansion plans over the next two years, and
when we realized that a location at Luxor was possible, we jumped at the
opportunity to develop our flagship here,” CEO of Allied Esports
International Jud Hannigan said. “Just as Yankees Stadium, Lambeau Field
and The Staples Center are considered their sports’ most aspirational
venues by players and fans alike, Esports Arena Las Vegas will be the
iconic destination in esports.”
Johnny Carson and Jay Leno’s pictures and old NBC logos are still
plastered on the walls of Studio 1 at what was the old home of NBC
Studios and “The Tonight Show” in Burbank, California. The building is
now called Burbank Studios; Studio 1 is now called Blizzard Arena, and
the old pictures and logos are the the last vestiges of “The Tonight
Show” in Los Angeles before Jimmy Fallon moved it to New York in 2014.
Blizzard Arena, which opened last year, is the home of the Overwatch
League with all competitions outside of the grand final taking place on
the old sound stage Carson and Leno used to call home. The 11,000
square-foot sound stage has been transformed into one of the most
visually impressive esports venues in the country with a
13,000-pixel-wide 4 milllimeter LED wall and an LED halo hanging above
the 450 seats. It’s just part of the 74,000 square-foot, five-level
facility Blizzard Entertainment took over and transformed into their new
home last year.
“I was giving a tour one day, and I told some players this is where
Johnny Carson used to do ‘The Tonight Show,'” said Frank LaSpina, senior
producer of Overwatch League and Blizzard Arena. “They just looked at
me confused. So I said, ‘He did ‘The Tonight Show’ before Jay Leno.’ And
I got the same look. They were so young so I said, ‘before Jimmy
Fallon’ and they said, ‘Oh, that’s cool.’ There’s a lot of history here,
and there’s this interesting dichotomy where the future of sports and
entertainment is happening in a facility that has been around since the
1950s. It’s totally up to date, but ‘Days of Our Lives’ still films down
the hallway, so that cool dichotomy still exists.”
Members of Team Pacific compete during the Overwatch League All-Star
event on Aug. 25 at Blizzard Arena in Burbank, California. Photo by
Robert Paul/Provided by Blizzard Entertainment
The Overwatch League currently has 20 teams affiliated with cities
all over the world, but those teams currently play all their regular
season games in Burbank. The tentative plan is for the teams to play in
their home cities as early as 2020, which would be the league’s third
season. The Los Angeles Valient has already announced they will play
their home games at the Microsoft Theater across the street from Staples
Center. It is believed that the Los Angeles Gladiators would play their
home games in the amphitheater being built next to the future home
stadium of the Los Angeles Rams, which will be completed in 2020. Stan
Kroenke owns both the Rams and Gladiators.
For now, however, the hub of esports is still in Los Angeles, and the
epicenter of some of the biggest events planned around the world is at
Riot Games, which is the developer and publisher of League of Legends.
The home venue for the League Championship Series, the LCS Arena, is
conveniently located across the street from the company’s campus.
“When we started the LCS in 2013, we had no live audience, and we
were literally separating the teams with curtains,” said Chris Hopper,
head of Esports for North America for Riot Games. “We moved to a
soundstage in Manhattan Beach in 2014, but by 2015 we had the
opportunity to set up shop on campus, and it was a great solution for
all of our needs. We wanted to create a home base where our teams,
talent and staff could build their presence and hone in on their craft.”
A Team SoloMid fan cheers during a match at the LCS Arena in Los
Angeles. The venue is home to the League of Legends Championship Series
during the spring and summer splits. Provided by Riot Games
The LCS Arena seats about 400 fans, and like the Blizzard Arena
stages all the competitions during the regular season before they go on
the road for the finals. While the LCS Spring and Summer finals are held
at NBA arenas such as Oracle Arena in Oakland or TD Garden in Boston,
the League of Legends World Championship finals are often held in
stadiums such at the Bird’s Nest in Beijing in 2017 and Incheon Munhak
Stadium in South Korea in November.
When people talk about the popularity of esports and bring up a
picture or video of a stadium filled for an esports competition, chances
are they’re looking at a League of Legends event.
“There’s always something incredible about going to these massive
venues like the Bird’s Nest,” Hopper said. “As a former soccer player,
there was something special about going to the Seoul World Cup Stadium
and standing on a field where World Cup games took place. We’ve been
lucky to have so many of our events take place in such iconic venues.”
The goal for esports teams and leagues now is to build their own
iconic venues that future fans and players can look forward to visiting
and playing in.
“That day is coming,” Mirakian said. “It’s going to happen sooner than people think.”
Posted by AGORACOM-JC
at 4:29 PM on Wednesday, December 19th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information.
————–
Esports Legends Launch Popdog With $9 Million Funding Round
The company is called Popdog, and will be starting things out with a $9 million Series A funding round led by Makers Fund and Korea Investment Partners.
“We’re building our company around the core belief that eSports and gaming video content, born more from technology than any other sports or entertainment verticals we’ve seen, need better technology in order to be properly understood, monetized, and optimized,†says company CEO
Evil Geniuses CEO Alexander Garfield is heading a new eSports
technology and services company which will develop products aimed at
optimizing live streaming for tournaments, talent, and publishers, it
was announced today.
The company is called Popdog, and will be starting things out with a
$9 million Series A funding round led by Makers Fund and Korea
Investment Partners.
“We’re building our company around the core belief that eSports
and gaming video content, born more from technology than any other
sports or entertainment verticals we’ve seen, need better technology in
order to be properly understood, monetized, and optimized,†says company
CEO Garland in a prepared statement.
“The industry needs a backend, and our mission is to be that backend
by supporting the ecosystem as a whole with a comprehensive offering of
technology and services. This funding brings us one step closer to
fulfilling that mission. We’ve already assembled an incredible team of
industry leaders, product experts, and eSports veterans, and we’re
excited to begin rolling out a suite of products that we think will make
operating in the space transparent and scalable, as opposed to opaque
and speculative.â€
Alexander Garfield, a two-time winner of The International
tournament, is perhaps best known for his role in helping to build
pro-gaming organizations Evil Geniuses and Alliance into eSports
heavyweights. Garfield later sold the teams’ parent company GoodGame to Twitch in 2014.
Alongside Garfield, Popdog’s co-founders include CTO and CPO Andreas
Thorstensson, a former Counter-Strike world champion who Co-Founded SK Gaming;
CSO Niles Heron, consultant who has taught and mentored at accelerators
such as TechStars, Gener8tor and Detroit’s TechTown; and CCO Colin
DeShong, the former COO of GoodGame, Evil Geniuses, and Alliance, where
he was Garfield’s long-time partner.
Posted by AGORACOM-JC
at 1:24 PM on Tuesday, December 18th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
————-
Esports has come from nowhere to become one of the most exciting entertainment trends in the world.
What began as a fairly niche activity in South Korea has grown to become a world beater, and the esports industry is expected to hit $180 billion in revenues by 2021.
Esports has come from nowhere to become one of the most exciting
entertainment trends in the world. What began as a fairly niche activity
in South Korea has grown to become a world beater, and the esports industry is expected to hit $180 billion in revenues by 2021.
But what is esports and how can you take advantage of its remarkable
growth? Simply put, esports is competitive video gaming where
individuals compete on video games like League of Legends, Counter
Strike Global Offensive and Overwatch. There’s a more detailed guide to esports here, but basically esports is like any traditional sport, except that it’s played on video games.
Given esports’ impressive revenues, there will be many people
questioning which esports stocks have the most potentially lucrative
returns. Whilst the esports industry might not be included in many of
the value stocks for 2019, some of these stocks could be well worth keeping an eye on.
It’s the games publishers and developers who could provide the
greatest amount of stability in this rapidly changing realm. EA Sports
is one of the most widely respected games publishers in the esports
domain with titles like the Madden franchise and FIFA being amongst its
biggest hits. And with the news that EA Sports are teaming up with the
Premier League to launch the ePremier League, it shows that there is plenty of value here.
Activision Blizzard have also provided some of the biggest titles in
the competitive gaming realm. Alongside classics like Call of Duty and
Quake, Blizzard have also successfully launched the Overwatch League and
Overwatch World Cup tournaments which have added plenty of
professionalism to the fledgling industry.
All shrewd investors will know how China holds the key for
understanding the future of many industries. As a result, it could be
wise to invest in Tencent as this multibillion dollar Chinese investment
company bought Riot Games. Why is this important? Riot Games created
League of Legends which is probably the biggest esports game around, and
with over 60 million unique viewers for the 2017 League of Legends
World Championship finals, it shows just how popular esports has become.
Esports wouldn’t have grown to become a world-beater were it not for
the incredible hardware that the gamers compete on. As a result, many
investors have been charting the rapid progress of Nvidia. This
semiconductor company has a separate NVDA gaming division that was
responsible for developing the world’s speediest graphics processing
unit. As a result, this brand have proven to offer plenty of stability
when working out how to overcome any unexpected stock market turbulence.
Similarly, Logitech have won many fans as a result of their gaming
hardware, and it could be wise to invest early in this Swiss
manufacturer. Logitech’s revenues have steadily been growing the past
few years, and with growth figures of 27% in 2017, it seems as though
gamers’ hunger for quality keyboards, mice and other hardware is showing
no signs of slowing down.
Posted by AGORACOM-JC
at 10:34 AM on Monday, December 17th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information.
Esports as an industry is poised for a healthy growth over the next three years.
A survey has predicted a 5.3% growth rate for the Asian eSports market, while in the middle east the growth will be as high as 9.4%.
Referring to inputs from the “Unlocking
potential: The eSports Rrevolution in India†segment at the Times of
India Global Sports Show, indiantelevision.co has
reported that the state of eSports industry over the next three to five
years is estimated to grow by 5.3% in Asia and 9.4% in Middle East and
Africa, according to PwC Sports Survey 2018.
The growth is attributed to the factors
like the improved internet speed, smartphone penetration, government
digital push and highest youth population. The factors put together put
eSports in India in the right territory for growth. Voot, Hotstar,
Youtube and Twitch are keeping the eSports’ passionate new generation
engage
“Once you have a large enough mass in a
region or a country then I would think it’s a matter of time to really
become big. The three things we can do from our side to make it really
popular are the infrastructure, devices and data where people can play
and watch others play,†the website has quoted Tencent GM Aneesh Arvind,
as saying.
Tencent’s sensational PlayerUnknown’s Battleground’s (PUBG) Mobile game, a phenomenon with young generation in India, has crossed 100 million downloads.
“We have such a large player base in India
that all the assumptions we used to have in the gaming industry doesn’t
hold true anymore. We have built the game and the ecosystem around it by
doing TV commercials, advertisement in different media, got influencers
on board,†Arvind added.
According to Tencent, Esports is a video
game, which is played competitively with rewards attached to it and an
ecosystem where people are ready to watch that.
Esports for the first time became a part of
a major sporting event in 2018 Asian Games Jakarta as a demonstration
sports. This was announced by Asian Esports Federation (AESF). 10 Indian
Gamers had qualified for the event.
The eSports market size this year is
supposed to be $900 million, which is likely to reach $3 billion by
2021. “We as the eSports industry are trying to figure out ways in which
we can grow and models of monetisation,†Arvind added.
“I think for us it is an investment time.
As a company which is building IPs we are very clear that for the next
3-5 year time frame we have to invest in the fan base, create the
infrastructure getting the right stakeholder and the right federations,â€
opines Nodwin Gaming MD Akshat Rathee.
“We are the only sport in the world which
is not run by the federation because the publisher owns the trademark of
the game,†Rathee concluded.
According to UK-based Juniper Research, the
advertising spend will dominate in terms of revenue and spend
(accounting for 50 per cent in 2022).
Posted by AGORACOM-JC
at 10:06 AM on Thursday, December 13th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
————–
Intel and esports company ESL have extended a long-standing
partnership, signing a three-year, $100 million deal designed to boost
the profile of electronic sports worldwide.
Intel will provide the technology — including high-powered computer
processors and 5G — for some of the best-known esports events through
2021
Participants in the Intel Extreme Masters tournament in Chicago, November 2018.
Intel-ESL
Intel and
esports company ESL have extended a long-standing partnership, signing a
three-year, $100 million deal designed to boost the profile of
electronic sports worldwide, the companies announced Thursday.
Under the deal, Intel will provide multiple layers of technology —
including its high-powered “Core†computer processors and 5G — for some
of the biggest esports events through 2021. The semiconductor giant will
also work alongside ESL to create new events seen around the globe. ESL
runs multiple esports leagues and tournaments worldwide.
The Intel Extreme Masters, an ESL-run league sponsored by Intel, is
set to enter its 14th season as the longest-running global professional
gaming circuit. As part of the deal, another tournament will be added to
the roster with the IEM event in China set to be converted into a
stand-alone event.
The $100 million investment marks an even deeper foray into esports
for Intel, at a time when many big brands are entering the industry. The
company has sponsored ESL events for 18 years — making Intel one of the
first major companies to dive into the now-exploding esports space,
which is expected to surge to $1.4 billion in 2020, according to
estimates from research firm Newzoo.
The deal makes the Intel-ESL (formerly known as the Electronic Sports
League) affiliation the biggest brand and technology partnership in the
esports space, the companies said.
John Bonini, Intel’s vice president and general manager of virtual
reality, gaming and esports, told CNBC the company is “very proud to
have been a key part in growing esports.†The partnership creates more
long-term, sustainable paths in the industry, he said.
“It puts substantial weight behind [Intel’s commitment to esports],
and allows us and our partners at ESL to create new opportunities with
the next 15 years in mind,†Bonini said.
Mark Cohen, ESL’s senior vice president of global brand partnerships,
said Intel’s commitment represents the next phase in the rapid rise of
esports.
“For a really long period of time, there were a lot of one-year
deals, sometimes two-year deals, in esports,†he said. “Now other big
brands and traditional entertainment companies have started to invest,
and it’s allowed us to have an approach and strategy that’s pretty
identical to traditional sports entertainment,†Cohen said.
Posted by AGORACOM-JC
at 8:10 AM on Wednesday, December 12th, 2018
Announced Affiliate Marketing Agreements with 14 additional esports teams as the Company continues to ramp up affiliate marketing activities in support of its launch of vie.gg, the world’s first and most transparent esports betting exchange
The addition of these 14 esports teams brings the total number of esports team affiliates to 190 since the Company’s first announcement on April 5th,
ST. MARY’S, Antigua, Dec. 12, 2018 — Esports Entertainment Group, Inc. (OTCQB:GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce Affiliate Marketing Agreements with 14 additional esports teams as the Company continues to ramp up affiliate marketing activities in support of its launch of vie.gg, the world’s first and most transparent esports betting exchange.
The addition of these 14 esports teams brings the total number of
esports team affiliates to 190 since the Company’s first announcement on
April 5th, signifying widespread adoption of VIE’s favourable P2P
wagering in which an esports fan always wins, as opposed to pitting fans
against the “house†where the odds are heavily stacked against esports
fans.
To this end, the Company is pleased to announce the addition of pool
betting to VIE.gg. Pool betting is a further extension of our well
received P2P model, which allows groups of opposing fans to wager
against each other when their teams go head to head. This is especially
attractive to the fan bases of smaller esports teams and is anticipated
to be very successful in 2019.
NEWEST ESPORT TEAM AFFILIATES BRINGS PENETRATION INTO SOUTH EAST ASIAN MARKET
After significant expansion in Europe, South America and Central
America, the addition of today’s esports teams represents a significant
geographical expansion as they represent our first 11 Asian esports team
partners as follows:
• Nepal:
8
• Vietnam:
2
• Bangladesh:
1
Asia represents a significant portion of the global esports market
and the Company anticipates further penetration into Asian markets in
2019.
Grant Johnson, CEO of Esports Entertainment Group, stated, “I want to
welcome all of our new esports team partners and especially those from
Asia. The region has a huge esports fan base and we look forward to
working closely with these teams as they engage with their fans at home
and around the globe.â€
ABOUT VIE.GG
vie.gg
offers bet exchange style wagering on esports events in a licensed,
regulated and secured platform to the global esports audience, excluding
jurisdictions that prohibit online gambling. vie.gg features wagering on the following esports games:
Counter-Strike: Global Offensive (CSGO)
League of Legends
Dota 2
Call of Duty
Overwatch
PUBG
Hearthstone
StarCraft II
This press release is available on our Online Investor Relations
Community for shareholders and potential shareholders to ask questions,
receive answers and collaborate with management in a fully moderated
forum at https://agoracom.com/ir/EsportsEntertainmentGroup
Redchip investor relations Esports Entertainment Group Investor Page: http://www.gmblinfo.com
Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL. For more information visit www.esportsentertainmentgroup.com
FORWARD-LOOKING STATEMENTS The
information contained herein includes forward-looking statements. These
statements relate to future events or to our future financial
performance, and involve known and unknown risks, uncertainties and
other factors that may cause our actual results, levels of activity,
performance, or achievements to be materially different from any future
results, levels of activity, performance or achievements expressed or
implied by these forward-looking statements. You should not place undue
reliance on forward-looking statements since they involve known and
unknown risks, uncertainties and other factors which are, in some cases,
beyond our control and which could, and likely will, materially affect
actual results, levels of activity, performance or achievements. Any
forward-looking statement reflects our current views with respect to
future events and is subject to these and other risks, uncertainties and
assumptions relating to our operations, results of operations, growth
strategy and liquidity. We assume no obligation to publicly update or
revise these forward-looking statements for any reason, or to update the
reasons actual results could differ materially from those anticipated
in these forward-looking statements, even if new information becomes
available in the future. The safe harbor for forward-looking statements
contained in the Securities Litigation Reform Act of 1995 protects
companies from liability for their forward-looking statements if they
comply with the requirements of the Act.
Posted by AGORACOM-JC
at 8:53 AM on Tuesday, December 11th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
Esports will now be fully included as a medal sport in the 2019 Southeast Asian (SEA) Games, the organizing committee of the host country, the Philippines, announced.
Announcement was made in a press conference held by the Philippines South East Asian Games Organizing Committee (PhilSGOC) in partnership with the Philippine Olympic Committee and gaming hardware company Razer on Wednesday in Pasay City.
The partnership aimed to elevate esports to a recognized medal sport at the SEA region’s vaunted biennial event.
Six gold medals for esports will be
awarded and split across three gaming platforms — two for console, two
for PC and two for mobile.
Only Mobile Legends: Bang Bang — a mobile MOBA game — has been confirmed as one of the esports titles included in the games as of the time of writing.
The other titles are expected to be finalized by December 15. According to the committee, the chosen games will have to
conform to the values of the International Olympic Committee (IOC) and
“should not promote the culture of violence and gambling.â€
The esport athletes for each participating country will be chosen
through qualifying tournaments and there will be no direct invites for
established esport athletes.
We can expect that titles such as Dota 2 and League of Legends,
which both have established and thriving competitive scenes in both the
host country and SEA as a whole, to be among those announced later.
“We are very thrilled, excited, and
honored to have esports in the SEA Games with Razer as a partner. Gamers
are an important part of our community,†said PhilSGOC chairman Alan
Peter Cayetano.
Esports in the SEA Games has also been accredited by the Asian Electronic Sports Federation.
“This will bring aspiring esports athletes in Southeast Asia to the global stage,†said Razer Chief Strategy Officer Limeng Lee.
The co-founder and CEO of Razer,
Min-Liang Tan, revealed in a Facebook post that he visited the
Philippines earlier to meet with the PhilSGOC and encourage the
inclusion of esports as one of the medal sports in the games.
PhilSGOC representatives will also be
meeting with the SEA Games Federation Council when the latter visits
the country this week to inspect the proposed venue in Clark, Pampanga.
Esports was already included in the
recently-concluded 2018 Asian Games, albeit as a demonstration sport and
not as a medal event. Now, many anticipate that the SEA Games will be a
trial run for a potential esports event in the 2024 Paris Olympics.
Posted by AGORACOM-JC
at 8:10 AM on Tuesday, December 11th, 2018
Announced the signing of an Affiliate Marketing Agreement with SickOdds.com, one of the world’s fastest growing esports betting comparison sites
VIE.gg, the world’s first and most transparent esports betting exchange, will serve as the only bet exchange on www.SickOdds.com.
ST. MARY’S, Antigua, Dec. 11, 2018 — Esports Entertainment Group, Inc. (GMBL:OTCQB) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the signing of an Affiliate Marketing Agreement with SickOdds.com, one of the world’s fastest growing esports betting comparison sites. VIE.gg, the world’s first and most transparent esports betting exchange, will serve as the only bet exchange on www.SickOdds.com.
SICKODDS GENERATES THOUSANDS OF ESPORTS FAN REFERRALS PER MONTH FOR PARTNERS
SickOdds.com, founded in 2017 by esports and digital marketing
experts Tom Wade and Nick Pateman, has quickly become one of the fastest
growing esports betting comparison sites globally. The site covers
dozens of esports titles in-depth, as well as, offering reviews of all
the top esports betting providers. Thousands of esports fans are
referred to betting partners listed on the site every month.
In May 2018 SickOdds.com signed a strategic partnership with London-based iGaming firm Seven Star Digital
to accelerate growth in the burgeoning esports market. Seven Star
Digital was the introducing party that connected Esports Entertainment
Group and SickOdds.com.
Tom Wade, Co-Founder of SickOdds.com stated, “We’re excited to
collaborate with Esports Entertainment Group’s innovative betting
exchange VIE.gg. Their range of esports titles and Tier 1 & 2 match
coverage, along with unique coverage of Pool betting, makes Vie.gg a
very exciting prospect in the esports betting scene.â€
Grant Johnson, CEO of Esports Entertainment Group stated, “This
partnership with Sick Odds is another significant milestone for Esports
Entertainment Group in terms of both business development and third
party validation of our place within the esports industry. We look
forward to a long and prosperous relationship with them for many years
to come.â€
VIE.GG
vie.gg
offers bet exchange style wagering on esports events in a licensed,
regulated and secured platform to the global esports audience, excluding
jurisdictions that prohibit online gambling. vie.gg features wagering on the following esports games:
Counter-Strike: Global Offensive (CSGO)
League of Legends
Dota 2
Call of Duty
Overwatch
PUBG
Hearthstone
StarCraft II
This press release is available on our Online Investor Relations
Community for shareholders and potential shareholders to ask questions,
receive answers and collaborate with management in a fully moderated
forum at https://agoracom.com/ir/EsportsEntertainmentGroup
RedChip investor relations Esports Entertainment Group Investor Page: http://www.gmblinfo.com
Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL. For more information visit www.esportsentertainmentgroup.com
FORWARD-LOOKING STATEMENTS The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.