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Esports Entertainment Group $GMBL Signs Affiliate Marketing Agreements with Additional 34 #Esports Teams, Bringing Total To 134 Esports Teams $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 8:10 AM on Tuesday, September 18th, 2018

Eeg logo black 01

  • Announced Affiliate Marketing Agreements with 34 additional esports teams as the Company continues to ramp up affiliate marketing activities in support of its recent launch of vie.gg, the world’s first and most transparent esports betting exchange
  • Addition of these 34 esports teams brings the total number of esports team affiliates to 134 since the Company’s first announcement on April 5th, representing a major milestone for Esports Entertainment Group

ST. MARY’S, Antigua, Sept. 18, 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 34 additional esports teams as the Company continues to ramp up affiliate marketing activities in support of its recent launch of vie.gg, the world’s first and most transparent esports betting exchange.

The addition of these 34 esports teams brings the total number of esports team affiliates to 134 since the Company’s first announcement on April 5th, representing a major milestone for Esports Entertainment Group, as well as, a major event within the esports world where no other esports wagering site has ever signed an Affiliate Marketing Agreement with an esports team.  The Company anticipates many more Affiliate Marketing Agreements with esports teams throughout 2018.

NEWEST ESPORT TEAM AFFILIATES EXPAND GLOBAL REACH INTO SOUTH AND CENTRAL AMERICA

The addition of the 34 esports teams below represents a significant geographical expansion and balancing of the Company’s partners.  Whereas the first 60 esports teams were heavily concentrated in Europe, the last 74 esports teams have primarily come from South and Central America.  The geographical distribution of our most recent esports team affiliate partners is as follows:

  • Brazil: 16
  • Argentina: 5
  • Peru: 4
  • Colombia: 2
  • Chile: 2
  • Ecuador: 2
  • Venezuela: 1
  • Paraguay: 1
  • Honduras: 1

Grant Johnson, CEO of Esports Entertainment Group, stated, “We want to welcome all of our new esports team partners from South America. 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.”

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

About Esports Entertainment Group

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
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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.

Contact:

Corporate Finance
1-268-562-9111
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

U.S. Investor Relations 
RedChip
Dave Gentry
407-491-4498
[email protected]

#Overwatch League dials it up a notch: #NFL and #NBA team owners are investing #Esports $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:10 AM on Monday, September 17th, 2018
  • Esports gets bigger and more exciting every year
  • eSports turns 20 this year, and it is almost poetic to see Blizzard’s Overwatch taking it into the future when it was Blizzard’s Starcraft that kicked off the whole phenomenon
  • The sci-fi RTS is the 5th bestselling PC game of all time, and its popularity resulted in the creation of eSports in South Korea.

By Isaiah Mayersen on September 16, 2018, 9:05 AM

The big picture: New England Patriots owner Robert Kraft has brought Overwatch League team Boston Uprising, and the CEO of the New York Mets Jeff Wilpon has brought the New York Excelsior. Other executives from major sports teams, along with the usual eSports investors, are pushing the Overwatch League into the spotlight with other professional sports. eSports is about to get a whole lot more serious.

eSports turns 20 this year, and it is almost poetic to see Blizzard’s Overwatch taking it into the future when it was Blizzard’s Starcraft that kicked off the whole phenomenon. The sci-fi RTS is the 5th bestselling PC game of all time, and its popularity resulted in the creation of eSports in South Korea. But what has always been lacking from eSports? The answer used to be franchises and region-based teams, but if you’re one of the 300 million people who has been watching eSports in the last year, you might have noticed that’s changed. What’s lacking is money – eSports only generated $700 million last year. The NBA made a little less than $8 billion last year, and the NFL was somewhere in the ballpark of double that.

Overwatch League’s debut season was the first to have teams represent individual cities. Now, Blizzard has hired executives from the NFL and NBA and broadcasting specialists from Fox Sports and sports channel ESPN. After the finals in July pulled in over 20,000 fans to Barclays Center in Brooklyn, it’s no wonder they’re looking to expand. Blizzard has already announced franchises in Atlanta, Washington, Paris, Toronto, Vancouver, British Columbia, and says it’ll be bringing more Overwatch content to ESPN.

eSports is even more popular in China that it is in America, and China will be adding teams from Guangzhou, Chengdu and Hangzhou to its Shanghai team.

All this makes Overwatch League a “viewable product with audiences that can be marketed and carved up,” according to T.L. Taylor, who studies eSports and online gaming.

The president of Kraft group, Jonathon Kraft, says his organization has watched eSports closely but hasn’t moved on it now due to the untested and unpredictable nature of its previous business model. While the local team model hasn’t been tested on eSports before, he says “it’s not the wild, wild West anymore. There’s a structure. There’s substance.”

Despite being linked to their hometowns, all the teams play just outside of Los Angeles and they get free accommodation there, too. The only eSports that has players living in the towns they represent is NBA 2K, which has all the players commute to New York every weekend to play.

Riot Games has also been considering local team business models for League of Legends, the most popular eSports in the world. However, their head of eSports for North America, Chris Hopper, believes there will be diminishing returns if they expand into multiple cities: “We’ve sold out events because of the relative scarcity of presence in that market.” There’s clearly still a long way to go before eSports is running in parallel to NFL and other major sports, but who knows, maybe one day it’ll make it into the Olympics.

Fortunately, this hasn’t stopped executives from the Los Angeles Rams, Philadelphia Flyers and Sacramento Kings from all buying into Overwatch teams. Stay tuned for the Overwatch League to make a big splash in 2019.

Source: https://www.techspot.com/news/76457-overwatch-league-dials-up-notch-nfl-nba-team.html

Alibaba $BABA #Esports to relocate and build international presence $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:29 AM on Wednesday, September 12th, 2018
  • The esports branch of Alibaba Group’s sports affiliate (Alisports) is moving to Chongqing to develop a strong resource platform for its esports scene and build an international esports street, according to Times and Marketing Interactive
  • Currently based in Shanghai, the move is a continuation of the “1+2” partnership agreement that Alisports signed with the Chongqing Sports Bureau, Chongqing High-Tech Zone and Jiulongpo District at the Smart China Expo last month, the Chongqing Economic

Artyom “dfs” Kutateladze

Currently based in Shanghai, the move is a continuation of the “1+2” partnership agreement that Alisports signed with the Chongqing Sports Bureau, Chongqing High-Tech Zone and Jiulongpo District at the Smart China Expo last month, the Chongqing Economic. Alisports will also work with Chongqing High-Tech Zone to build an ‘international e-sports street’ in Jiulongpo District.

Alisports aims to boost the sports industry and benefit more partners and consumers through e-commerce, media, sales, TV broadcast, smart technology, cloud computing, big data and finance service. Additionally, Alisports also organises the World Electronic Sports Games (WESG), which AirAsia came on board for this year as the official airline partner.

Additionally, Alisports will also organise large scale sports events and networking sessions to boost the cooperation of foreign and domestic companies within the local sports industry.

Source: https://cybersport.com/post/alibaba-esports-relocate-build-international-presence

Esports Entertainment Group $GMBL Signs 193 Affiliates at #Gamescom 2018 #Esports #LOL #FORTNITE $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 8:46 AM on Thursday, September 6th, 2018

Esports large

  • Announced the signing of 193 VIE Affiliates at Gamescom 2018, the world’s largest event for computer and video games
  • These VIE Affiliates represent professional players, streamers and influencers that collectively reach a massive audience of esports participants around the world
  • Result represents an increase of 220% over Gamescom 2017 and further signifies esports industry acceptance as the Company ramps up affiliate marketing activities in support of Vie.gg, the world’s first and most transparent esports betting exchange

ST. MARY’S, Antigua, Sept. 06, 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 the signing of 193 VIE Affiliates at Gamescom 2018, the world’s largest event for computer and video games. These VIE Affiliates represent professional players, streamers and influencers that collectively reach a massive audience of esports participants around the world.

This result represents an increase of 220% over Gamescom 2017 and further signifies esports industry acceptance as the Company ramps up affiliate marketing activities in support of Vie.gg, the world’s first and most transparent esports betting exchange. As a result of the conference, the Company is in discussions with several high profile esports participants and believes further developments will be announced.

TESTIMONIALS FROM HIGH PROFILE ESPORTS AFFILIATES

RaptorDaRaptor – a high profile PUBG player and Twitch partner, stated as follows after becoming a VIE Affiliate, “After meeting Grant and his team at Gamescom, I was very impressed with the ideas and goals they have for their company. This made me, both as an influencer and a professional player, want to work together with Vie.gg. I have reached out to VIE because they showed me a great sense of motivation and passion towards building something bigger, something that I can stand behind personally. I am excited to be building a team under the Vie.gg brand together with Esports Entertainment Group and introducing their brand directly to many thousands of fans. In 2018 alone, PUBG leagues have reached over 10 million total views with the future looking even brighter. I am looking forward to working together with the Vie.gg team as they have been showing me that we share common values and ambitions.”

Christian “Noir” Heinrichs, Owner of myRevenge and the first Vie.gg esports team Affiliate, stated as follows, “We are now Affiliate partners with Vie.gg for the duration of one year, since Gamescom 2017, and we have seen the company continue to grow and evolve through the year. I think that soon, Vie.gg will be the biggest betting platform in the esports business. We are looking forward to growing with the company as Affiliates, helping them bring on more new visitors and increasing our revenue as well. At Gamescom 2018, we worked together on-site with the full Vie.gg staff and it was a great honor to see how well we all worked together to bring more people to the brand.”

Grant Johnson, CEO of Esports Entertainment Group, stated, “A month prior to the show, we announced the major milestone of signing our 100th esports team Affiliate, a feat not matched by any esports wagering site.  Today, we’re announcing an additional 193 Affiliates from Gamescom 2018, which far surpassed our expectations.  The overwhelming response from the esports industry has served as further confirmation that our transparent P2P esports wagering platform is exactly what the esports world has been waiting for. We can’t wait to make Vie.gg the industry leader with the help of all our VIE Affiliates in 2018.”

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

About Esports Entertainment Group

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.  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.

Contact:

Corporate Finance
1-268-562-9111
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

U.S. Investor Relations 
RedChip
Dave Gentry
407-491-4498
[email protected]

Canada’s #Esports tournament creates its own #cryptocurrency $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 11:39 AM on Wednesday, September 5th, 2018
  • A Canadian eSports company is the latest to try and offer its own cryptocurrency
  • Canada Cup is introducing the eSports ecosystem digital token (because, apparently, it couldn’t be creative enough to come up with a unique name), which will reportedly empower all gamers through the creation of a digital eSports currency specifically for the community

BY Erik Gibbs ON September 05, 2018

ESE will offer a medium to transfer value, reward both casual and professional players and compliment the current fiat-based payout structure. The token is designed, as described by Canada Cup, to fill a gap that prevents a number of casual gamers from being rewarded for their participation.

ESE token holders can passively earn more tokens through Canada Cup’s “staking rewards” program. This will provide an additional income source to both gamers and organizers, which will help them finance future participation. An ESE Loyalty Nodes program is also anticipated, and is designed to provide stability to the token award program above and beyond the passive awards users can accumulate. The staking rewards and Loyalty Nodes programs won’t be ready until sometime during the first quarter of next year.

A community wallet, representing 17% of the token’s initial supply, will be used to give back to the community. It will offer a variety of prize pools, player and team sponsorships, scholarships, charity donations and eSports advertisements.

Canada Cup, which was founded in 2010, hosts a number of tournaments for a variety of fighting games and is behind “the largest and most prestigious fighting game tournament in Canada,” the Canadian Fighting Game tournament.

According to the ESE white paper (in pdf), the currency will solve a number of problems, including complimenting fiat payouts by adding ESE tokens from the community wallet, which would increase the value of the total prize pool to support professional gamers financially and make it easier to transition into a gaming career.

It also promises to broaden payout structures to allow more players to reap rewards from tournaments, which means rewards are no longer limited to the top echelon of players, but can be extended to casual players due to an increased prize pool. Lastly, the currency will encourage tournament organizers to continue hosting events by supporting these events financially with ESE tokens from the community wallet to ensure that these events are sustainable, according to the company.

Source: https://calvinayre.com/2018/09/05/bitcoin/canadas-esports-tournament-creates-own-cryptocurrency/

Esports – The Rise to Primetime; A Primer on the Global #Esports Phenomenon $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:04 AM on Wednesday, August 29th, 2018

Viewership growth  could see  esports  at  the  #2  spot,  behind  NFL,  by  2021.  In the  US,  esports viewership on  key  streaming platforms  like  Twitch,Youtube, and TV with TBS, ESPN, etc. already exceeds the NHL and is expected to  surpass the NBA by 2019 and MLB by 2021 to  take the #2 spot behind the NFL. For further contrast, the viewership of   the League of   Legends World Championship saw 60mm unique viewers in 2017,  vs  . the 2018 NBA Finals At 18mm and the 2017 MLB World Series at 28mm, and compared to  the 2017 NFL Super Bowl at 111mm.

The global esports audience is forecasted to reach 380mm in 2018 (+14% y/y), of which 165mm are esports enthusiasts (i.e., regularly watch professional esports), with the remainder being occasional viewers. By 2021, the global audience is expected to grow by nearly 50% to 560mm, representing a 14% CAGR, with enthusiasts growing faster than occasionals but still less than half of the total at 250mm. When considering top, long-standing global esports titles League of Legends, Counter-Strike: GO, or Dota 2, Newzoo observed that nearly half (42%) of viewers do not play the games they watch – an interesting statistic that points to the significant entertainment value with esports.

Valuable  millennial demographic.  Esports caters  to   a  predominantly  young  and  affluent  audience  that  are  digital-first and  largely  unreachable  via traditional media making them increasingly attractive to brands . Newzoo estimates that half of   eSport enthusiasts are aged between 21-35 with 71% being men. Over 60% of   esports enthusiasts have a full-time job and 50% belong to  households with a high household income. 53% are from APAC, with18% from EU, 14% from NA, and the remainder from RoW.

The largest esports tournaments attract multimillion dollar prize pools. With growing esports viewership, tournament prize pools have been setting new records every year. Dota 2’s “The International” tournament hosted by publisher Valve since 2011 set another record prize pool of $25.5mm for 2018 with the International 2018 held in Vancouver last week. Recently, Epic Games announced that it would fund $100mm in prize pools for the first year of Fortnite tournaments, which is nearly the total amount of prize money awarded in 2017, thus ensuring 2018 will be a new record.

Esports outlook strong but still <1% of global games market. Newzoo estimates the total global esports market to grow from $906mm in 2018 (+38% y/y) to $1.65bn in 2021 , representing a 27.4% CAGR. Compared to the broader global games market (PC, console, and mobile gaming), which is expected to grow from $140bn in 2018 (+13% y/y) to $180bn in 2021 representing an 11% CAGR, the addressable esports market will continue to account for <1% of the total global games market despite its large and growing audience. Note, Newzoo forecasts do not include revenue from esports-related betting, which is believed to be larger than the esports market itself.

Click HERE to read entire report.

CNN: What is #Esports? A look at an explosive billion-dollar industry $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:02 AM on Tuesday, August 28th, 2018
  • (CNN)For some, the shooting at an EA Madden tournament in Jacksonville was the first time eSports broke into the public light.
  • In reality, the world of competitive video gaming is a fast-growing international phenomenon with millions of fans and billions of dollars up for grabs
  • Streaming services and live events have turned casual gamers into serious stars who can sometimes rake in seven-figure earnings and massive brand endorsements

What is eSports?

eSports describes the world of competitive, organized video gaming. Competitors from different leagues or teams face off in the same games that are popular with at-home gamers: Fortnight, League of Legends, Counter-Strike, Call of Duty, Overwatch and Madden NFL, to name a few. These gamers are watched and followed by millions of fans all over the world, who attend live events or tune in on TV or online. Streaming services like Twitch allow viewers to watch as their favorite gamers play in real time, and this is typically where popular gamers build up their fandoms.

The 2018 Overwatch League Grand Finals were held at the Barclays Center in New York City.

Who watches eSports?

Short answer? A lot of people. According to a report from Newzoo, a market analytics company, 380 million people worldwide will watch eSports this year, including 165 million eSports enthusiasts (a term that describes frequent viewers, as opposed to occasional viewers). The bulk of these enthusiasts watch from North America, China and South Korea.
Tournaments and other events can attract viewing crowds that rival most traditional professional sports outings. The 2017 League of Legends World Championship drew more than 80 million viewers, making it one of the most popular eSports competitions ever. In July, ESPN and Disney XD announced they secured a multi-year deal to broadcast the Overwatch League, a brand-new international league with 12 franchises centered around the incredibly popular multiplayer first-person shooter came, Overwatch.
According to research from Newzoo, 588 major esports events were held in 2017.

Who plays eSports?

As hard as it may be to imagine for devotees of traditional sports leagues like the NFL or the NBA; eSports, at its highest levels, functions in a similar way. In fact, this April, the NBA held a draft for the launch of its new eSports league centered around the basketball-themed NBA 2K game franchise. During the draft, 102 professional eSports players were selected, with all of the pomp and circumstance normally reserved for players on the court.

NBA Commissioner Adam Silver, center, poses for photographs with gamers at the NBA 2K League draft in April, 2018.
Colleges have even gotten in on the action. More than 50 colleges have varsity eSports programs, recognized by a governing body called the National Association of Collegiate Esports. NACE championships dole out thousands of dollars in prize money, which is put towards scholarships for the winners.

Where’s the money in eSports?

According to research from Newzoo, eSports revenue will reach $906 million worldwide in 2018. By 2019, that number is expected to surpass $1 billion.
That’s a lucrative market, not only for the players, but for brands and video game producers as well. Madden 19, the game featured at the tournament in Jacksonville, is part of the long-running EA Madden Franchise. Since its inception nearly 30 years ago, the EA Madden Franchise has sold more than 130 million units, totaling more than $4 billion in revenue.
eSports players, not unlike traditional athletes, can rake in big money: Tournaments can boast millions of dollars in prize money, which is typically split between the players on the winning teams. That means the world’s very tip-top players can easily earn seven figures in a year. Teams and event organizers also benefit from tickets sales for these competitions. That popular League of Legends tournament from 2017? It generated $5.5 million in ticket sales.
After the shooting, EA Sports canceled the three remaining Madden Classic qualifier events to review safety protocols for competitors and spectators, according to a release issued by the gaming company.

Members of professional eSports team ‘Afreeca Freaks’ prepare to compete in a 2018 ‘League of Legends’ competition in Seoul.
Players also earn money from sponsorships, endorsements and league salaries. To that end, Newzoo reports brands will invest $694 million in eSports ventures this year alone.
According to the numbers and the seemingly unstoppable cultural momentum, eSports will continue to grow as an industry — and a pastime — for the foreseeable future. By the end of 2018, 1.6 billion people will have some knowledge of eSports — that’s more than one fifth of the entire world’s population. So if you haven’t heard much about eSports yet, give it time. Its spread, both globally and culturally, is inevitable.
Source: https://www.cnn.com/2018/08/27/us/esports-what-is-video-game-professional-league-madden-trnd/index.html

European-based team thrills #Esports fans in Vancouver with $14.5M win at The International $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:22 AM on Monday, August 27th, 2018
Matthew Black · CBC News · Posted: Aug 25, 2018 9:36 PM PT | Last Updated: August 26

Members of OG celebrate their win at The International at Rogers Arena in Vancouver after defeating PSG-LGD three games to two in a best-of-five grand final. (Dota 2 / Twitch)

OG, a European-based professional Dota 2 team, has won The International and with it the winner’s share of a more than $33 million prize pool, the biggest in the history of esports.

“It’s real. I feel so blessed.” said team captain Johan ‘n0tail’ Sundstein, a Danish pro marking his first win at the big-money tournament, which lasted six days at Vancouver’s Rogers Arena.

The Team defeated Chinese-based squad PSG-LGD by three games to two in the grand final of The International (TI) held at Rogers Arena on Saturday.

“What?,” said Topias ‘Topson’ Taavitsainen, a Finnish member of OG, moments after winning the deciding match.

Evil Geniuses captain Andreas ‘Cr1t-‘ Nielsen holds his head following a team defeat at The International. (Valve / Flickr)

Teams were playing Dota 2, a fantasy battle game played by two teams of five on PC computers. The game has more than 10 million active players across the globe.

The International pitted 18 of the best teams world-wide against each other in Vancouver, the first time the championships had been held outside Seattle in six years.

The best 16 teams made it to the main event at Rogers Arena, which saw teams square off against each other in glass booths positioned in the centre of the arena before thousands of fans.

Members of OG will split the winner’s cut of the prize pool, just over $14.5 million.

Vancouver-raised Artour ‘Arteezy’ Babaev,  and his team, Evil Geniuses, made it to the final day of competition but lost two straight in a best-of-three series Saturday morning to finalist PSG-LGD.

Members of Evil Geniuses, including Vacouver’s Artour Babaev, shake hands as they walk off the stage at Vancouver’s Rogers Arena. (Valve / Flickr)

Switching to Shanghai

Fans at Saturday’s grand final generally agreed Vancouver did a good job as event host, but added that The International is best seen in its traditional Seattle home, or moved around to different cities, somewhat like the Super Bowl.

“There are some parts that aren’t as good,” said Dota fan Vivian Chung The International in Vancouver. A veteran of three TIs, she says Seattle’s Key Arena, home to the event for six of its first seven years, featured an outdoor viewing area and  a better spectating experience.

“I think most people miss Key Arena,” she said.

Fans packed Rogers Arena for six days for The International. (Valve / Flickr)

Shortly before the final day’s play got underway, game developer Valve announced via video message that the 2019 International would be held in Shanghai.

“China has a large population playing Dota … so I think it’s a good chance for Valve, and Chinese players to enjoy this event,” said Jensen Zao, a Dota 2 fan from Toronto.

Six of the 18 teams invited to this year’s The International had rosters with a majority of players from China, including PSG-LGD.

“When it comes to Chinese team versus a western team, there’s always a lot of hype,” said Ronnie Qin.

Dates for the 2019 tournament have yet to be confirmed.

The tournament started in Germany in 2011 before moving to Seattle and then onto Vancouver.

Source: https://www.cbc.ca/news/canada/british-columbia/theinternational2018-wrap-1.4799379

This is why #Esports could become more popular than #hockey #NHL $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 2:54 PM on Friday, August 24th, 2018

  • Popularity of eSports is growing so fast around the world that some experts have predicted it could overtake traditional sports in the next 10 years
  • Here in Canada, stadiums have already been selling out as gamers battle each other for cash prizes of up to $25 million.

On this week’s episode of the Global News original podcast This is Why, host Niki Reitmayer sits down with ESPN eSports writer Tyler Erzberger, former professional gamer Chris ‘HuK’ Loranger and Global News reporter Jill Bennett, as they discuss how eSports is revolutionizing sports as we know it.

The popularity of eSports is growing so fast around the world that some experts have predicted it could overtake traditional sports in the next 10 years.

And here in Canada, stadiums have already been selling out as gamers battle each other for cash prizes of up to $25 million.

But what are eSports and how did they get so popular?

In its simplest definition, eSports are organized gaming tournaments in which professional gamers battle it out in popular video games. Fans can generally watch these competitions take place in large arenas or through popular streaming sites.

Source: https://globalnews.ca/news/4403488/this-is-why-esports-could-become-more-popular-than-hockey/

Colleges Are Betting Big On The Multimillion-Dollar #Esports Market $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 3:17 PM on Thursday, August 23rd, 2018
  • Nearly 20% of academic programs are out at the University of Akron but competitive gaming is in as the school plans to build the world’s largest esports facility, which college officials see as a step forward, into the future.
  • “The University of Akron and its students will benefit significantly from the creation of an esports program,” former Akron President Matthew J. Wilson stated in a 2017 university news release announcing the addition of esports. “Embracing esports allows the University to continue attracting top students while providing an innovative pathway for students to flourish academically, socially and professionally.”

Josh Moody Contributor

The plan has been met with pushback — particularly from the Ohio Conference of the American Association of University Professors, which has suggested Akron is prioritizing video games over academics.

“It is as though you are saying: Well, we are bored with education so let’s play games instead,” wrote John T. McNay, president of the Ohio AAUP chapter in a letter to the university.

“So playing games is the same as educating Ohio’s students for life and careers,” a copy of the letter obtained by the Akron Beacon Journal said. “This shows a serious lack of judgment and indicates that you are violating the trust that has been placed in your hands for protecting and enhancing the University of Akron.”

Despite the controversy, Akron is pushing ahead — and it’s not alone. With esports surging, so are plans to capitalize on its popularity.

Southern New Hampshire University Students will be able to try out for the school’s new esports program this fall.

Ashland University announced a scholarship for Fortnite players earlier this year, joining dozens of other programs offering financial aid to competitive gamers, though ESPN reported it was the first for that specific game.

Hardly outliers in higher education these three universities are among the 80-plus schools in the U.S. and Canada that offer competitive gaming programs according to the National Association of Collegiate Esports. Founded in 2016 the nascent nonprofit counts more than 1,500 student competitors in its ranks with associated colleges doling out $9 million in gaming scholarships and related financial aid.

NACE member schools compete against one another on popular PC titles such as League of Legends, Overwatch, and Fortnite.

Scrawling through the NACE website turns up numerous schools with newly minted esports programs: Marietta College, Lackawanna College, Ohio Northern University, Northern Virginia Community College, and so on.

Colleges are investing in esports programs, hoping to tap into a potential market that has mushroomed in recent years.

Alongside traditional sports, ESPN now has a section of its website devoted to compeitive gaming. In 2015, ESPN dedicated an issue of its magazine to esports, noting that the League of Legends Championship in 2013 sold out the Staples Center and brought in another 27 million viewers almost as many as the combined audience for NBA finals (15.5 million) and the MLB World Series (13.8 million).

Only the NFL Super Bowl, with 112 million viewers attracted more eyeballs than the League of Legends Championship ESPN reported. By 2018, the livestreamed League of Legends Championship drew more than 360 million viewers, according to CNN.

Not content to just write about esports, ESPN also plans to broadcast live competitions on ABC, ESPN, ESPN 2 and Disney XD.

The Chronicle of Education reported that as Akron hacks academic programs, the university will pour $750,000 into three esports facilities and spend another $400,000 into program operating costs and $70,000 for game licenses and other associated costs. According to the Akron website, more than 5,200 square feet will be dedicated to competitive gaming at the varsity, club, and recreational levels. Akron said it will stock the space “with more than 90 state-of-the-art gaming PCs and 30 next-generation consoles.”

The nerve center for competition will be in a 1,222-square foot gaming area on the first floor of the Zips football stadium complete with a viewing area for spectators and broadcast studio.

While Akron may have more total space dedicated to esports, the University of California, Irvine was the first public college to build a gaming arena, opening a 3,500-square-foot-facility in 2016.

Other schools also have opened expansive arenas, such as the 4,000-square-foot facility at Tiffin University and a 3,000-square-foot space at Hawaii Pacific University.

Not to be outdone by Akron, Boise State University is expanding its current esports space to 6,400 square feet.

Robert Morris University Illinois was the first school to launch a varsity esports team back in 2014 and develop a gaming arena.

Earlier this year, Robert Morris program founder Kurt Melcher told the Chicago Tribune that it is just a matter of time before schools are building out esports arenas to attract coveted recruits, competing in the same type of arms race that colleges have long engaged in by developing bigger and better facilities for traditional spotlight programs such as football and basketball.

“I think we’ll see over time a facilities war similar to top-end athletic departments,” Melcher said. “It’s important to high-level players. What kind of access will they have to their (gaming) system? What is the system? Do they have to share it?”

In addition to top-notch facilities, some colleges are offering significant scholarship opportunities, such as $40,000 (over four years) at Schreiner University or $60,000 at Missouri Valley College, on the high end.

So far, it’s mostly small colleges getting in on the action. Comparatively, it’s far cheaper to dive into this emerging market than to develop more expensive traditional programs. The $750,000 Akron plans to spend to develop the largest college esports facility in the country is only a sliver of the cost to build football stadiums that run into hundreds of millions of dollars. Esports offers small schools a chance to level the playing field.

“There really was no perceived differences between larger and smaller schools,” Averett University President Tiffany M. Franks told the video game website Kotaku earlier this month. “We used machines that were comparable to other schools, and with everything based on network lag times (or ping rate), we saw no deficiencies on our end.”

I began writing about education in 2013 for a community newspaper and have been hooked on the topic ever since. I’m intrigued by the potential of higher education to shape futures and improve lives, but also by the challenges of affordability and access.

Read More: https://www.forbes.com/sites/joshmoody/2018/08/22/colleges-are-betting-big-on-the-multimillion-dollar-esports-market/#1c2e4bc72858