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What’s #Overwatch? Why is it on #ESPN? An AP #Esports explainer $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:39 AM on Friday, July 27th, 2018

  • Overwatch League, an esports circuit with teams in three continents, will broadcast its inaugural championship live in prime time on ESPN this Friday, with the Philadelphia Fusion facing the London Spitfire
  • Will be the first time Disney’s marquee sports channel carries competitive gaming in that slot, and it’s likely to do more over the course of a two-year deal signed with Overwatch this month

NEW YORK — ESPN is set to make a major trade this weekend: LeBron for Lucio. Brady for Bastion. Serena for Soldier: 76.

North America’s biggest sports platform is ready to embrace competitive gaming, and it’s wagering that traditional sports fans are, too.

The Overwatch League, an esports circuit with teams in three continents, will broadcast its inaugural championship live in prime time on ESPN this Friday, with the Philadelphia Fusion facing the London Spitfire. It will be the first time Disney’s marquee sports channel carries competitive gaming in that slot, and it’s likely to do more over the course of a two-year deal signed with Overwatch this month.

It’s a major achievement for Overwatch, a first-person shooter from Blizzard Entertainment, and the latest indicator that esports are ready to edge into the American mainstream. The industry has converted a number of notable believers in recent years, including Overwatch franchise investors like New England Patriots owner Robert Kraft, New York Mets COO Jeff Wilpon and Los Angeles Rams owner Stan Kroenke.

Esports have been a popular pastime elsewhere for decades, most notably in South Korea. But are North American audiences really ready to invest their time and money into watching other people play video games? It’s a billion dollar question, literally — market analyst Newzoo projects the industry will do $1.7 billion in revenue by 2021.

For those who can’t tell a D.Va Bomb from a Whole Hog, here is some of what you should know before video games jump from the PC to prime time.

WHAT ARE ESPORTS?

Video gamers have been competing for digital supremacy dating to Pong and Pac-Man, but competitive gaming these days is eschewing high scores in favour of multiplayer battles. First-person shooters, strategy games and battle royales have become the industry preference, with esports athletes competing either as individuals or teams to eliminate opponents and achieve objectives — think capture the flag, but usually with a twist. Although many gamers enjoy playing on Xbox or Playstation, most competitive esports are played on PCs. League of Legends, DOTA 2, Counter Strike and Overwatch have been the most popular esport titles in recent years.

WHAT IS OVERWATCH?

Overwatch is a first-person shooter released by Blizzard in 2016 with esports in mind. It features teams of six players competing to protect designated zones from enemy capture or safely move payloads across intricate maps. Players can choose from 27 characters — like Lucio, a roller-blading DJ whose music can harm opponents and heal allies, or Bastion, a robotic tank that can turn itself into a devastating sentry gun.

Each game takes roughly 10 minutes, and Overwatch League matches include five games. The first team to win two matches in the Grand Finals will be crowned champion.

WHY ARE ROBERT KRAFT AND JEFF WILPON INTERESTED IN THE OVERWATCH LEAGUE?

Traditional sports investors like Kraft and Wilpon have seen huge financial potential in esports for a while, but both held off on purchasing franchises until springing for Overwatch clubs in 2016. Blizzard convinced them to buy in by re-imagining the esports scene, mostly by giving the Overwatch League a structure familiar to North American sports fans.

Esports circuits in Asia and Europe have generally been club-based, with teams at risk of relegating into lesser leagues. The Overwatch League instead is using permanent city-based franchises — just like the NFL or NBA — but on a global scale. Currently, the league has 12 teams across three continents, and it’s planning expansion for Season Two.

The city-based structure was attractive to sports traditionalists, which is what led Kraft and Wilpon to own franchises in Boston and New York, respectively. Investors also liked the league’s generous revenue sharing system.

ARE ESPORTS ACTUALLY SPORTS?

It depends who you ask, and frankly, it’s not clear that it matters.

“It’s a good semantics argument,” Philadelphia Fusion president Tucker Roberts said. “Honestly, yes.”

Video games do require physical skill. Even across the Overwatch League, there’s a spectrum of natural abilities, with some players boasting better reactions and co-ordination. Overwatch is also heavy on teamwork and strategy. People in the industry like to compare esports to darts, billiards or chess.

“There’s a difference between a sport being like, the most athletic sport, sure,” Roberts said. “But I think the bigger question isn’t the semantics of whether they’re a sport. It’s about, what does it mean to be a competition and how high are the stakes of the competition? I think the players on our team, I know, work harder than any athlete I’ve ever met.”

For the industry, the argument only matters insofar as it affects visibility. If traditional sports giants like ESPN are on board, who cares what you call them?

WHY DOES ESPN WANT IN?

For one, ESPN’s definition of sports can get flimsy. The network has showcased events like the Scripps National Spelling Bee, the World Series of Poker and the Drum Corps International championships. ESPN has also aired soccer and football video game competitions in the past, just never live in prime time.

There’s good reason to think people will tune in. While video game viewing might be a novel concept domestically, it’s quite common in some other markets. For instance, South Korea has entire television networks dedicated to esports, and gaming events there routinely draw tens of thousands of attendees. Korean esports stars live lavish, celebrity lifestyles, with top players achieving a status similar to that of LeBron James in America.

ESPN wants to attract more Millennial and Gen-Z viewers, and competitive gaming seems like an obvious point of connection. Between 100,000-150,000 fans tuned into each second of the Overwatch League’s regular season broadcasts on the streaming service Twitch, and 10 million viewers watched the league’s opening weekend.

ESPN isn’t the only traditional sports staple eyeing a younger audience through video games. The International Olympic Committee is also exploring ways to partner with the esports industry, even hosting a forum this month to bring together gaming executives, players, sponsors and event organizers. Overwatch League Commissioner Nate Nanzer was among the panelists who spoke at the event.

HOW DO YOU BECOME A PRO GAMER?

Just like anything else, it’s largely a matter of talent and hard work.

Most game titles have multiple levels of competition, including lower-level leagues, tournaments and invitationals. Getting discovered varies across games. For instance, the Overwatch League has an “open” division, in which amateur teams can enter to compete for regional championships. A step above that is the Overwatch Contenders League, which is sort of like Triple-A. The Contenders League is partly comprised of what used to be the largest international Overwatch circuits, like APEX in Korea and the Premier Series in China.

Being a pro is a grind. Practice schedules vary by team, but most players are practicing six days per week, at least six hours per day, during the seven-month season.

WHAT DOES AN OVERWATCH BROADCAST LOOK LIKE?

Chaotic, mostly. And for those who have never played the game, the action can be difficult to follow. It’s fast-moving, jumping from player to player depending on the focal point of the action. Even Wilpon, who has viewed a few matches in-person in Los Angeles, admits to being “usually a half a step behind” the action.

Some want the league to develop two broadcasts — one for Overwatch experts, another geared toward newbies. For now, though, the same coverage will run on ESPN and Twitch, which could leave a few new fans feeling in over their heads.

WHERE DOES FORTNITE FIT INTO THIS?

Overwatch’s emergence in North America this year has been overshadowed in many ways by Fortnite, a battle royale contest from Epic Games that has jolted the industry. It’s become the most popular video game in the world, and Epic is trying to convert all those players into an esports audience by offering $100 million in prizes for Fortnite tournaments over the next year.

One major challenge for games like Overwatch is to maintain visibility amid the rise of competitors like Fortnite. Blizzard is optimistic, though. It specializes in games with staying power — like World of Warcraft, Hearthstone and StarCraft — and it plans to continually update Overwatch with new characters, maps and other features to maintain fan interest for decades.

Commissioner Nanzer is also wagering that Blizzard’s investment in the infrastructure of the league will be an asset. Indeed, while Overwatch is about to breakthrough on ESPN, Fortnite’s first-ever Summer Skirmish event proved nearly unwatchable because of technical issues and conservative game play.

“It takes a lot more than a press release to build an esport,” Nanzer told The Associated Press after Epic announced its $100 million prize pool.

——

Follow Jake Seiner on Twitter: https://twitter.com/jake–seiner

Source: https://business.financialpost.com/pmn/business-pmn/whats-overwatch-why-is-it-on-espn-an-ap-esports-explainer

#Esports Company TSM Raises $37 Million, Investors Include Stephen Curry, Steve Young $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 7:16 AM on Wednesday, July 25th, 2018
 
  • On Tuesday, TSM’s parent company, Swift, announced it received $37 million in Series A funding
  • Ethan Kurzweil of Bessemer Venture Partners leads a group of investors that include three-time NBA champion Stephen Curry and AME Cloud Ventures, a fund started by Yahoo cofounder and billionaire Jerry Yang

TSM’s founder and CEO, Andy DinhCredit: Jamel Toppin for Forbes

Andy Dinh, the 26-year-old founder and CEO of the esports organization TSM, has always been fiercely self-reliant. Since TSM’s founding in 2009, Dinh has worn just about every hat there is in the industry: player, coach, manager, salesman, public relations. But now he’s getting help in a big way.

On Tuesday, TSM’s parent company, Swift, announced it received $37 million in Series A funding. Ethan Kurzweil of Bessemer Venture Partners leads a group of investors that include three-time NBA champion Stephen Curry and AME Cloud Ventures, a fund started by Yahoo cofounder and billionaire Jerry Yang. The investment also covers Swift’s other business segments, including its influencer content network and its analytic web services like FortniteMaster and ProBuilds.

Dinh, who remains the majority owner and head of the company, started TSM when he was 17 years old using the cash he earned from offering online guides for League of Legends. Wanting to compete in the game, he built a team and put on invitational tournaments of his own. In 2013, as esports became more formalized and the League of Legends creator began running its own official league, Dinh stepped down as a player to focus more on management. His ability to monetize the organization as it began winning championships at sold-out arenas like the Scotiabank Arena in Toronto nabbed him a spot on Forbes’ 30 Under 30 in Games 2017 list.

The investment is a move long delayed but necessary given the rapid evolution of esports. Last year, when the creators of League of Legends announced its groundbreaking plans to franchise its North American league, it was clear that TSM would be among the initial ten permanent teams. Dinh’s club is the winningest in the region with six championships. But as other esports teams raised venture capital to cover the $10 million buy-in, accepted buyouts or were pushed out by billionaire owners looking to get in on the ground floor of the burgeoning industry, it also became clear Dinh would be the last old-school owner in the league to be independent.

“TSM has always run a very lean operation, so we haven’t set ourselves up to take advantage of the fast growth that this market is experiencing, so that’s what we’re trying to prepare ourselves to do,” Dinh told Forbes. “We’ve got a really good group of investors … it’s going to help us accomplish what we want for TSM.” 

Søren ‘Bjergsen’ Bjerg is TSM’s star mid-laner in ‘League of Legends.’Credit: Riot Games

Other investors in the Series A include:

  • Telstra, Australian telecommunications
  • Steve Simon, owner of Simon Property and son of Indiana Pacers owner Herb Simon
  • Andre Iguodala, three-time NBA champion for the Golden State Warriors
  • Steve Young, Hall of Fame NFL player
  • Yifang Ventures, led by Eric Xu, cofounder of Baidu
  • Colin Carrier, former chief strategy officer of Twitch
  • Walter Wang, CEO of JM Eagle

The capital will enable rapid growth endeavors as well as flexibility to make early bets in the industry as opportunities emerge. The company will use $10 million of the fund for acquisitions and investments in the gaming space, while $20 million will be allocated for both franchising fees and a new 15,000-to-20,000-square-foot esports facility in Los Angeles. It will function as a training place for the organization’s esports teams, a studio for its multimedia content and a way to directly engage with fans. Dinh hopes the facility unites its players across various games to compete at a higher level and to help collectively build the company’s signature brand.

“It’s really important to have one single base where we can build up that TSM culture,” Dinh said.

It’s an especially important aspect of esports. Market researcher Newzoo predicts industry revenue will hit $905 million this year, with 40% of it coming from sponsors. With hazy ROI metrics, brands look to social reach, and TSM is adept at building personalities and communities, with 1.8 million fans following on Twitter, nearly a million on Instagram and 1.4 million on YouTube. Its early bid this year into the billion-dollar game Fortnite about doubled fan engagement. Sponsors include non-endemic companies like Geico, Gillette, Dr. Pepper and Chipotle.

That kind of fan passion and corporate support was especially appealing to lead investor Ethan Kurzweil, who said Bessemer spent a year looking at the esports scene, talking to more people than any other funding roadmap it had before. “It was just really clear Andy was operating at the highest level,” Kurzweil said. “What he had done without any capital at all was two or three times as much as people who had raised a lot of money.”

Another aspect of TSM Kurzweil loved? Its founder’s competitiveness. As Dinh put it, “Second doesn’t feel great to me.”

Update: This story has been updated to clarify Jerry Yang’s connection to AME Cloud Ventures.

Hey. You can follow me on Twitter here.

Source: https://www.forbes.com/sites/mattperez/2018/07/24/tsm-raises-37-million-investors-include-stephen-curry-jerry-yang/amp/?__twitter_impression=true

#Mets’ #Wilpons on brink of championship – in #Esports $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 4:15 PM on Monday, July 16th, 2018
  • Mets’ Wilpons on brink of championship – in esports
  • Though Wilpon is hardly a hardcore gamer, he and his family are showing a magic touch in the world of esports

NEW YORK — Mets chief operating officer Jeff Wilpon may not need Jacob deGrom or Noah Syndergaard to bring a championship to New York this year.

Though Wilpon is hardly a hardcore gamer, he and his family are showing a magic touch in the world of esports.

The Wilpon-owned New York Excelsior have been a juggernaut during the inaugural season of the Overwatch League, and people around the league are praising the Wilpons for their management of the video game club. Their roster, comprised mostly of South Korean players, is the top seed entering the playoffs and a heavy favourite to win the league’s first Grand Finals in Brooklyn on July 27 and 28.

Wilpon has never actually played Overwatch — “I’m not sure I could figure that one out,” he joked in an interview with The Associated Press — but he and some younger relatives have pieced together a winner in an ambitious first-year league.

While the deGrominator and Thor haven’t been able to keep the Mets competitive this summer, stars with nicknames like JJoNak, Pine and Saebyeolbe have lifted the Excelsior — better known as NYXL — to a first-round bye before their playoff opener Wednesday.

Overwatch League commissioner Nate Nanzer says Wilpon has driven NYXL’s success by “rolling up his sleeves,” learning about the industry and finding the right people to guide NYXL day by day. Fans and analysts have praised NYXL’s stability and leadership, something Nanzer says starts with Wilpon. That may be surprising to Mets fans, who have assailed Wilpon for his handling of the Mets since rising to COO in 2002.

Wilpon sees another secret fueling NYXL’s rise: “Probably because I stayed out of the way.”

Indeed, Wilpon’s cousin Scott Wilpon, cousin-in-law Farzam Kamel, and Rohit Gupta have mostly run the show since family-owned Sterling Equities invested in the club last year. Scott Wilpon is also a partner at Sterling, and Kamel and Gupta are partners at subsidiary Sterling VC.

Sterling spent years eyeing an esports investment without pulling the trigger. The numbers were there — market research firm Newzoo projected a total esports audience of 380 million people in 2018 with $900 million in industry revenue. But Sterling wasn’t comfortable enough with the structure of the esports universe to buy in.

Then Jeff Wilpon got a call from an old friend.

Bobby Kotick has known Jeff Wilpon since grade school and is now the CEO of Activision Blizzard, the entertainment company behind the Overwatch video game —a first-person shooter launched in 2016 that pits two teams of six players competing over various objectives.

Blizzard wanted the Overwatch League to feature city-based franchises in a structure familiar to North American sports fans, but on an international scale. That was attractive to the Wilpons, and when they heard Patriots owner Robert Kraft was on board for a Boston franchise, they decided the time was right, paying a reported $20 million for a New York club. Sterling was announced as New York’s ownership group last July.

Franchise in hand, the next step was actually finding players. Good scouting was going to be crucial, but unlike in baseball, the club didn’t have an army of bird dog scouts ready to sniff out top prospects.

The Wilpons turned their attention to South Korea, a video-game hotbed where Overwatch has been popular since its release in 2016. Gupta flew to Korea to explore the scene, while in New York, Scott Wilpon and Kamel worked overnight schedules for two months to aid the search despite the time difference.

“We spent a lot of time talking to a lot of people,” Scott Wilpon said. “And we just pounded the pavement until we got to the people who really knew what was going on in the esports space.”

The hunt led them to LuxuryWatch Blue, a successful Overwatch club on a major Korean circuit. The players were skilled, and their coaches had an impressive grasp on the game’s analytics — yes, esports has sabermetrics, too.

NYXL signed nearly the entire roster, including the coaches, and supplemented it with a few pieces. Perhaps most crucially, the LuxuryWatch imports included hyped prospect Sung-Hyeon “JJoNak” Bang. The 18-year-old never got in a match for LuxuryWatch, but as a rookie with NYXL, he was named regular season MVP. He’s fit in seamlessly with the LuxuryWatch veterans to form an Overwatch super team.

Source: https://ca.finance.yahoo.com/news/mets-apos-wilpons-brink-championship-162145091.html

Esports Entertainment Group $GMBL Signs Affiliate Marketing Agreements With Additional 40 #Esports Teams, Bringing Total To 100 Esports Teams $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 9:18 AM on Monday, July 16th, 2018

Esports large

  • Announced signing of Affiliate Marketing Agreements with 40 additional esports teams
  • Company ramps up affiliate marketing activities in support of its’ recent launch of VIE (https://vie.gg), the world’s first and most transparent esports betting exchange

MARY’S, ANTIGUA- (July 16, 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 Affiliate Marketing Agreements with 40 additional esports teams as the Company ramps up affiliate marketing activities in support of its’ recent launch of VIE (https://vie.gg), the world’s first and most transparent esports betting exchange.

The addition of these 40 esports teams brings the total number of esports team affiliates to 100 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 AMERICA, CENTRAL AMERICA AND NORTH AMERICA

The addition of the 40 esports teams below represents a significant geographical expansion of the Company’s partners.  Whereas the first 60 esports teams were heavily concentrated in Europe, the most recent 40 esports teams represent our first teams in South America and Central America, as well as, adding further representation to our current three North American teams (USA) via three teams from Mexico.

Moreover, many of the 40 new additions are top esports teams within their respective countries with significant fan followings, which bodes very well for the future of these partnerships, as well as, potential interest from future esports teams. The geographical distribution of our most recent esports team affiliate partners are as follows:

Peru                 16

Colombia         5

Mexico            3

Chile                3

Panama            2

Ecuador           2

Bolivia             2

Venezuela       2

Guatemala       2

Costa Rica       1

Puerto Rico     1

Argentina        1

Dominican Republic   1

VIE.GG

VIE 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 features wagering on the following esports games:

  • Counter-Strike: Global Offensive (CSGO)
  • League Of Legends
  • Dota 2
  • Call of Duty
  • Overwatch
  • Hearthstone
  • StarCraft II

Grant Johnson, CEO of Esports Entertainment Group stated “When we commenced this process, we did so with confidence and the knowledge we were about to achieve something great for the company and the esports industry.  But even I didn’t expect to sign agreements with 100 esports teams this quickly, considering no other esports wagering site has ever signed affiliate marketing agreements with any esports teams.  The industry has sent us a loud and clear message – our transparent and trusted P2P esports wagering platform is exactly what the esports world has been waiting for. We expect to sign many more such agreements with esports teams over the summer, with Gamescom 2018 expected to be our biggest week at the end of August. Thank-you to all of our esports team partners for helping us achieve this milestone and prove that VIE.gg is a winner.”

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]

 

Esports Entertainment’s $GMBL CEO Interviewed on the RedChip Money Report $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 5:15 PM on Wednesday, July 11th, 2018

Esports large

ST. MARY’S, ANTIGUA – July 11, 2018 — Esports Entertainment Group, Inc. (OTCQB: GMBL), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, today announced its CEO, Grant Johnson, was interviewed on The RedChip Money Report television program. The interview will air Wednesday, July 18, at 6:00 p.m. ET on American Business TV on The Family Channel, available in 100 million homes across the U.S., and Sunday, July 15, at 10:00 a.m. ET on The Action Channel.

In the exclusive interview, Mr. Johnson discusses Esports Entertainment’s market opportunity, competitive positioning, the recent SCOTUS decision regarding sports betting, and more.

To view the interview segment, please visit: https://youtu.be/3XWG2RuaR8Y

“The RedChip Money Report” delivers insightful commentary on small-cap investing, interviews with Wall Street analysts, financial book reviews, as well as featured interviews with executives of public companies. The show is hosted by Dave Gentry, a leading authority on small-cap stocks and the author of Small Stocks, Big Money, published by Wiley Finance. Gentry has made multiple guest appearances on both CNBC and Fox Business News.

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]

U.S. Investor Relations 

RedChip
Dave Gentry
407-491-4498
[email protected]

The explosive growth of #Esports $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:41 AM on Friday, July 6th, 2018
  • In a nutshell, competitors play video games, while being watched by a live audience.
  • Millions more watch the games online
World Economic Forum | 2 days ago

This sport will soon be a 1 billion dollar business with a global audience of over 300 million fans. But it doesn’t involve a ball, stadiums or grass pitches.

Welcome to the world of eSports.

E-WHAT?

eSports (short for Electronic Sports) is the name given to professional competitive gaming. In a nutshell, competitors play video games, while being watched by a live audience. Millions more watch the games online.

One major tournament, the 2016 League of Legends World Championship finals, attracted 43 million viewers.

League of Legends is a hugely popular fast-paced action strategy game. Gamers battle to be crowned the best in the world, competing to earn $1 million in prize money.

In fact, winning eSports tournaments can net participants up to $25 million when winnings, sponsorship and appearance fees are taken into account.

The highest earning player, German Kuro Takhasomi, has earned almost $3.5 million to date.

GROWING FANBASE

Fans watch on YouTube’s gaming channel or on Twitch, a dedicated gaming channel on the web. eSports viewers spent 17.9 million hours watching their gaming heroes on those channels in the first quarter of 2018. The most popular game to watch is Dota 2, followed by League of Legends and Counter Strike: Global Offensive.

The global eSports audience will reach 380 million this year, made up of 165 million dedicated eSports fans and 215 million occasional viewers.

 

 

In 2018, the eSports industry is projected to generate $905 million in revenue, reaching over $1 billion over the next two years.

China and North America will generate over half of that sum.

Fans buying tickets and merchandise will contribute $96 million.

IS IT SPORT?

 

Just like traditional sport, eSports has its fair share of professionals, commentators and celebrities.

Prize money is certainly comparable to more traditional sports. The National Basketball Association prize pool is $13 million, the Golf Masters is $11 million and the Confederations Cup is $20 million. eSports exceeds each of them with a total prize pool of $24.7 million.

In fact, Fifa has its own eWorld Cup, where the 32 best Fifa18 Xbox and PlayStation players will compete for the title of Fifa eWorld Cup Champion.

eSports has become so popular, that even the International Olympic committee is trying to understand it better. The IOC and the Global Association of International Sports Federations are jointly hosting an eSports Forum at the Olympic Museum in France.

“The aim of the Forum is to explore synergies, build joint understanding and set a platform for future engagement between the eSports and gaming industries and the Olympic Movement,” they say.

The IOC isn’t the only organisation taking eSports seriously.

The US government has recognised full-time League of Legends players as professional athletes.

But detractors scoff at the idea of calling gaming a real sport. After all, gamers sit still in a chair for hours on end showing only agility and dexterity in their hands, they argue.

But those who play eSports would counter argue that it takes a great deal of skill and strategy to win games. They also point out that they practice for hours a day just like any other sports player, and that physical exertion isn’t the marker of sport. Darts players and snooker players don’t have to move much either.

It may be a moot point. An industry that is projected to make $1.4 billion by 2020 is unlikely to require the approval of naysayers.

Written by Alex Gray, Formative Content.

This article was republished courtesy of the World Economic Forum.

Source: http://ewn.co.za/2018/07/04/the-explosive-growth-of-esports

Six Games, $5.5M, 65,000 Players, One Olympic-Style #Esports Tournament $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 11:24 AM on Tuesday, July 3rd, 2018
  • Hype for the World Electronic Sports Games 2018-2019, which starts U.S. qualifiers in September, has already begun
  • More than 65,000 gamers are expected to compete for the right to represent their countries this year in DOTA2, StarCraft II, Counter-Strike: Global Offensive (male and female divisions), Hearthstone (male and female), Vainglory (a mobile MOBA) and Pro Evolution Soccer.
Heather Newman , Contributor I write about PC games, VR games and Blizzard esports. Opinions expressed by Forbes Contributors are their own.

The World Electronic Sports Games announcement this week in Kuala Lumpur.

Hype for the World Electronic Sports Games 2018-2019, which starts U.S. qualifiers in September, has already begun.

The competition is unusual in the esports arena because it requires teams to be all of one nationality and includes significant female competition, albeit in separate matches. Last year’s competition drew gamers from 126 regions and countries.

More than 65,000 gamers are expected to compete for the right to represent their countries this year in DOTA2, StarCraft II, Counter-Strike: Global Offensive (male and female divisions), Hearthstone (male and female), Vainglory (a mobile MOBA) and Pro Evolution Soccer.

WESG is run by Alisports, a division of Chinese media giant Alibaba, but the global winners are far from the Far East domination you would expect. The 2017-2018 competitions just wrapped up in March, and winners included China and South Korea; but also teams from Sweden, Russia and Turkey. This is the third year of the competition.

This year’s competition has 206 eligible countries and will include 25 regional competitions.

For the first time, WESG preliminaries in the United States and Canada will be hosted by WorldGaming Network in September through November. The U.S. finals will be held at the Santa Anita Park racetrack in Los Angeles in mid-November by WorldGaming and The Stronach Group, while the Canadian finals will take place Oct. 26-28 at the Enthusiast Gaming Live Expo (EGLX) at the Metro Toronto Convention Centre.

Registration for U.S. and Canadian play has not yet begun; so far only the Southeast Asia region has begun taking signups. The WESG finals will be held in China next March.

 

I’ve covered gaming for more than two decades, and I cover PC games, VR games and Blizzard eSports for Forbes. Sign up for email alerts when my stories run. Follow me @gbitses.

Source: https://www.forbes.com/sites/hnewman/2018/06/30/six-games-5-5m-65000-players-one-olympic-style-esports-tournament/#3bdf7e2b6a60

#Esports Is The Next Biggest Frontier In Influencer Marketing $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:30 AM on Friday, June 29th, 2018

Nicolas Miachon is CMO of Upfluence, an influencer marketing software that helps brands to tell their stories.

 Nicolas Miachon , Forbes Councils

  • Whether you’re ready or not, competitive gaming is disrupting entertainment as we know it. Very soon you might find yourself betting on matches in Vegas, rooting for your country’s esports team during the Olympics or sending your kid to college with an esports scholarship.
  • The reality is, esports is everywhere. As a marketer, it would be crazy not to embrace it

Giant social networks, multimillion-dollar prizes, international audiences: Welcome to the world of esports.

Whether you’re ready or not, competitive gaming is disrupting entertainment as we know it. Very soon you might find yourself betting on matches in Vegas, rooting for your country’s esports team during the Olympics or sending your kid to college with an esports scholarship. The reality is, esports is everywhere. As a marketer, it would be crazy not to embrace it.

Not convinced yet? Let’s talk numbers.

In 2017, the esports industry raked in nearly 500 million dollars. As it continues to grow more than 40% year over year, the industry is destined to become a $1.7 billion market by 2021.

With an audience of over 300 million people, viewership of streaming sites like Amazon’s Twitch have surpassed popular news sources such as CNN, and according to one study, more unique viewers watched “Gaming video content” than HBO, Netflix, ESPN and Hulu combined in 2017.

The Intel Extreme Masters of 2017 (in Katowice, Poland) was viewed by 46 million people. To put that into perspective, the audience turnout was twice as large as the most recent NBA finals.

Who is watching esports, though? Demographically, the esports audience is mostly male aged from 13-40, making them one of the hardest marketing segments to address. They are also quite international, with Asia, North America and Europe constituting the biggest shares of the market.

How does the esports economy actually work?

The esports ecosystem consists of six major actors: game publishers, teams, players, fans, sponsors and investors. Players become professional when they join teams and play in tournaments organized by game publishers or third parties. These events, both offline and online, attract brand sponsors. Investors range from major sports teams to celebrities and corporate moguls like Russia’s richest man, Alisher Usmanov.

While professional players can earn team salaries and tournament cash prizes, streaming is where most of the action happens for advertisers and consumers. Platforms such as Twitch and YouTube Gaming allow players (professional and amateur alike) to broadcast their game play online 24 hours a day, seven days a week. Fans flock to these livestreaming sites where they can watch their favorite streamer, learn strategy and be entertained. In a way, streaming is the social media of esports.

Streaming is a new influence market.

With new platforms come new influencers. As explored in a previous article, influencers play a crucial role in social media ecosystems, acting as fuel for the platforms by connecting brands and consumers. In this case, the phenomenon of streaming influencers is exploding in esports – so the arrival of sponsors cannot be far behind.

Who are these new influencers and how are they different from professional players? While streaming influencers aren’t necessarily as highly ranked as pros, they do have much larger followings on their streams. The poster child for Twitch fame would have to be Tyler “Ninja” Blevins. In March, he broke records, drawing in over 600,000-plus concurrent viewers during a live stream with Drake.

Unlike traditional social media influencers, who are not paid by the platforms they post on, popular esports players can actually make money on these sites via integrated ads, direct donations from audience members and paid subscription offers. In short, followers are paying to follow and it’s no small matter. In an interview from this year, Tyler Blevins reported earning $560,000 per month from his Twitch streaming. This is purely based on known revenue from paid subscribers — the actual amount could be twice that when donations sponsorships and Twitch Bits are taken into account.

The esports environment is clearly brimming with potential, but advertisers will need to adapt their sponsorship strategies for this unique market. Unlike other niches, streaming influencers are much more likely to be self-sufficient and thus picky about who they work with. What’s more, professional players come as a team package, which is a barrier to smaller brands. So, how does one secure a partnership in esports?

Source: https://www.forbes.com/sites/forbescommunicationscouncil/2018/06/28/esports-is-the-next-biggest-frontier-in-influencer-marketing/#529b473a6d7b

By 2022, Goldman Sachs $GS Thinks #Esports Will Have 300 Million Viewers Like the #NFL $GMBL $KUU.ca $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:49 AM on Wednesday, June 27th, 2018
  • Esports are the next big thing, Goldman Sachs thinks.
  • Goldman said it sees eSports surpassing Major League Baseball and National Hockey League viewership
  • According to data from NewZoo, an estimated 167 million people around the globe will watch eSports per month in 2018

In a report published Tuesday, Goldman said it sees eSports surpassing Major League Baseball and National Hockey League viewership. According to data from NewZoo, an estimated 167 million people around the globe will watch eSports per month in 2018.

“The immense popularity of survival-based games like Fortnite, growing prize pools for eSports tournaments, the rise of live-streaming, and improving infrastructure for pro leagues have all paved the way for eSports to reach 300 million viewers by 2022, on par with NFL leadership today,” said the note.

Goldman analysts also stated that they “believe that eSports viewership is moving more into the mainstream, which should support a 14% audience growth for the next five years, Recently, Epic Games announced that it would set aside $100 million in prize pool for the first year of Fortnite eSports tournaments, nearly the size of an entire eSports prize pool in 2017.”

The popularity of eSports is related to the increase of infrastructure within the world of eSports. “In 2017, Riot Games created the North American and EU League of Legends leagues, while in January of 2018, Blizzard launched the Overwatch League. We believe these leagues created the requisite infrastructure that will allow eSports to finally start to close the demonetization gap relative to other established sports leagues.”

Activision Blizzard Inc. (ATVIGet Report) popular Overwatch league’s playoffs attracted over five million viewers. The company signed a $90 million deal with Twitch for streaming.

In July, the Overwatch League Grand Finals will take place at the Barclays Center in Brooklyn, New York on July 27-28. The event is the largest eSports event to happen. Within two weeks, fans had sold-out the 20,000 person stadium.

Goldman analysts wrote, “we expect total eSports monetization will reach $3 billion by 2022.”

Companies like Tencent Holdings Ltd. (TCEHY) have invested heavily in online video platforms. Goldman largely credits Tencent—which invested $630 million in Doyu and $461 million in Huya, both Chinese online video platforms—for the increase in funding for eSports.

Tencent’s contributions helped bump up the amount funneled into eSports in 2018. “since 2013, there has been $3.3 billion of venture capital investment in eSports related start-ups. In 2018 year to date, we have already seen $1.4 billion of investments, a nearly 90% year-over-year increase from the total fudning in 2017.

NewZoo data suggests that there’s over 2.2 billion active gamers worldwide. So far, only 5% of the gamers are part of the audience of eSports, but the industry—as Goldman’s data suggests—is growing rapidly.

Source: https://www.thestreet.com/technology/fortnite-helped-broaden-esports-audience-goldman-sachs-says-14634562

#IOC and #GAISF to host #Esports Forum $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:16 AM on Tuesday, June 26th, 2018
  • International Olympic Committee (IOC) and the Global Association of International Sports Federations (GAISF) have announced the organisations will host an “Esports Forum” on 21 July at The Olympic Museum in Lausanne
  • Aim of the Forum is to explore synergies, build joint understanding and set a platform for future engagement between the esports and gaming industries and the Olympic Movement

Invited participants will include representatives from across the esports and gaming ecosystem: players, publishers, teams, media, sponsors and event organisers; and from across the Olympic Movement: National Olympic Committees, International Sports Federations, athletes and the IOC.

GAISF President Patrick Baumann said: “Along with the IOC, the GAISF looks forward to welcoming the esports and gaming community to Lausanne. We understand that sport never stands still and the phenomenal growth of esports and gaming is part of its continuing evolution. The Esports Forum provides an important and extremely valuable opportunity for us to gain a deeper understanding of esports, their impact and likely future development, so that we can jointly consider the ways in which we may collaborate to the mutual benefit of all of sport in the years ahead.”

Intel/ESL

IOC Sports Director Kit McConnell said: “We are pleased to be hosting our first “Esports Forum”, which is a great opportunity for both the Olympic Movement and representatives from the world of esports and gaming to begin a discussion, listen and learn from each other, and understand the potential opportunities for collaboration. The IOC and GAISF are closely following the rapid development of esports globally, and we look forward to a really engaging discussion.”

The Forum follows the Olympic Summit held in October 2017, which asked the IOC, together with the GAISF, to explore this area in a dialogue with the gaming industry and players and to come back to the Olympic Movement stakeholders in due course.

Forum programme highlights:

PANEL: THE WORLD OF ESPORTS

Leading esports and gaming industry executives will share their thoughts on where the industry is now, what the current priorities are, and what they would like to see in terms of collaboration opportunities with the Olympic Movement.

INTERVIEW: WHAT DEFINES THE OLYMPIC MOVEMENT?

An interview by an esports player with an IOC representative to shed light on the various factors and events that have shaped the Olympic Movement as we know it today, and to provide insight on where it is headed.

INTERVIEW: THE KEY TO TWITCH’S SUCCESS

KEYNOTE SPEAKER: SPOTLIGHT ON INTEL EXTREME MASTERS PYEONGCHANG

FUTURE OPPORTUNITIES FOR COLLABORATION

INTERVIEW: A DAY IN THE LIFE OF AN ELITE PLAYER

PANEL: GENDER EQUALITY IN ALL SPORTS

ROUNDTABLE DISCUSSIONS:

SPORTS ORGANISATIONS – GOVERNANCE, STRUCTURES AND BEST PRACTICES

Covering “good governance”, the structural similarities and differences between esports organisations and traditional sports federations, and challenges in both industries.

MEDIA/BROADCASTING

Exploring new technologies and consumer preferences that are shaping the way sports/esports/gaming content is consumed, different models to create revenue, targeting the youth demographic, and methods to broaden fan bases. 

THE ATHLETE PERSPECTIVE

Featuring traditional sports athletes, Olympians and esports players. Covering what defines an athlete, challenges faced by each “type” of athlete, health and wellness, opportunities post-retirement, and how Olympians and esports players engage with fans.

THE INVESTOR PERSPECTIVE

Exploring investment in esports and gaming, the attraction for traditional sport to become involved in esports, learnings from each industry, and how esports and traditional sports can work together for mutual benefits.

For general enquiries, please contact: [email protected]

For media enquiries, please contact the IOC Media Relations Team:

Tel: +41 21 621 6000, email: [email protected], or visit our website at www.olympic.org

Source: https://www.olympic.org/news/ioc-and-gaisf-to-host-esports-forum