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Esports Entertainment Group $GMBL – #Mobile #Esports grossed $15.3 billion worldwide last year $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:22 AM on Friday, August 30th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Mobile esports grossed $15.3 billion worldwide last year

  • Mobile esports industry has generated $15.3 billion in revenue last year.
  • Market intelligence firm predicts that mobile gaming is the fastest-growing sector when it comes to the global esports scene.

By Varun Parashar

Niko Partners is a market research and consulting firm based in Asia, which specializes in the sector of gaming and esports. According to their most recent 45-page report, the Mobile esports industry has generated $15.3 billion in revenue last year. The market intelligence firm predicts that mobile gaming is the fastest-growing sector when it comes to the global esports scene. This means that we can expect massive regional as well as global mobile esports tournaments coming our way in the upcoming years.

The steep climb in numbers remains constant when it comes to the number of players who are now engaging in mobile games because most of the popular titles are free to play and can be accessed easily as all you need is a mobile phone and an internet connection. Pc and console gaming involves comparatively more number of variables than mobile gaming which makes up for the major reason why people are looking up to playing mobile games on a competitive level as well.

“Mobile esports tournaments will engage consumers not only as spectators but as participants,” said Niko Partners managing partner Lisa Hanson.

Based on statistics, China is the largest market for both mobile and PC esport games, accounting for $5.6 billion and $6.4 billion respectively. League of Legends remains the leading PC esport game, having grossed $1.9 billion last year down from $2.1 billion the year prior. Most of us are aware of how popular this game is owing to its twitch viewership counts which remain at an all-time high except times when major events are taking place. Despite being the most viewed and the highest revenue-generating game on Pc, Riot Games’ MOBA falls short in front of Tencent’s mobile title Arena of Valor which grossed $2.5 billion in 2018. When it comes to PC, the most popular esports titles are League of Legends, Dota2, Counter-Strike Global Offensive, Fortnite and so on. But the mobile gaming world is fighting back with well-established titles like PUBG Mobile, Arena of Valor, Clash Royale, Brawl Stars, Mobile Legends and many more anticipated titles like Call of Duty awaiting their global release. 

The healthy competition between PC/Console gaming and Mobile gaming brings only good news to the community as the entire scene is growing and more people, organizations and nations are getting involved, hence it only gives us confidence when we tell it to the world that Gaming is the next big thing!

Source: https://www.talkesport.com/business/mobile-esports-grossed-15-3-billion-worldwide-last-year/

Esports Entertainment Group $GMBL – #Fortnite streaming star #Ninja lands partnership with #Adidas $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:59 AM on Wednesday, August 28th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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‘Fortnite’ streaming star Ninja lands partnership with Adidas

By: Mike Snider, USA TODAY

“Fortnite” streaming superstar Tyler “Ninja” Blevins has joined another team: Adidas.

This is the second major move recently for the professional video gamer, who earlier this month left the Twitch streaming service for the Microsoft-owned streaming platform Mixer.

“Partnering with Adidas is a chance to join a family that celebrates fellow creators at the top of their game,” he said in a video posted on the Adidas website Tuesday.

There’s no specific Adidas gear sporting Ninja iconography, but that won’t likely be the case for long. “I can’t say specifically what is in the works with Adidas, but use your imagination,” Blevins said on his Mixer stream reported tech news site The Verge.

Esports at home: How to be an esports star without going pro, playing games like Solitaire and Madden NFL

Risks of esports: Injuries real for pros and at-home gamer, from finger sprains to collapsed lungs

When he left Twitch, Blevins had more than 14 million followers on Twitch – and more than 22 million subscribers on YouTube. Blevins helped instigate a pop culture moment in March 2018 when he played ‘Fortnite’ online with rapper Drake. Blevins now has nearly 2 million followers on Mixer.

Blevins, who gained notoriety for his prowess playing the video game “Halo,” is expanding his brand with a recently-released book “Ninja: Get Good: My Ultimate Guide to Gaming.” He also was reportedly paid $1 million by Electronic Arts to play the online game “Apex Legends,” according to Reuters.

Blevin’s moves are just the latest escalation in the video game streaming-esports arena. Nike and K-Swiss recently made deals with esports organizations, too, as CNBC reported recently.

Source: https://www.usatoday.com/story/tech/talkingtech/2019/08/27/fortnite-star-ninja-signs-partnership-deal-adidas/2135304001/

Enthusiast Gaming $EGLX.ca – What Role Does (and Will) #Esports Play at #Gamescom ? $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:13 PM on Monday, August 26th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

EGLX: TSX-V

What Role Does (and Will) Esports Play at Gamescom?

by Graham Ashton

  • In the early 2010s, gamescom was a reliable proving ground for esports tournament brands.
  • Dota 2’s inaugural edition of The International was held at the trade fair in 2011, with its $1.6M USD prize pool considered so large at the time that many wondered if it was a hoax.
  • The first-ever version of ESL One Cologne was held at gamescom 2014, before moving to the Lanxess Arena the following year, with that summer’s run of the tournament attracting a sold-out crowd of 15,000. 
  • Gamescom holds the opportunity for a large-scale event, based on the sheer volume of attendees (373,000 across the entirety of this year’s event).

The growth of esports necessitated bigger stages for these competitions, and in their place, gamescom now runs regional and showcase events on its expo floors. Multiple German national competitions including the ESL Meisterschaft and League of Legends Premier Tour finals, attract a decent amount of fanfare, while the highly niche Farming Simulator League rolled out its own live event. Although gamescom has larger arena space at its disposal, it seems unlikely that the crowd sizes will ever surpass the dozen or so rows of chairs.

“Germany has a lot of esports tournaments happening already,” said Alexander Müller, managing director of Cologne-based SK Gaming. “I believe that’s one of the reasons why someone like Riot Games, for example, or others, are hesitant to bring even more esports to Cologne. Why would you?” 

Gamescom holds the opportunity for a large-scale event, based on the sheer volume of attendees (373,000 across the entirety of this year’s event). Müller said that whether it was a “home game” for his League of Legends European Championship (LEC) team, or something based elsewhere in the city, there are many events concepts that could be developed.

Credit: The Esports Observer

In terms of the trade floor, SK Gaming is one of few team organizations to have had a presence, though this year it opted for a press and media offsite event, located at its player HQ. “It’s tough,” said Müller. “Running a booth at gamescom is a monster, and I’m not sure if it’s the right fit for a team like SK, because it takes a lot of your resources.” 

There was a mix of pure-esports companies and engaged sponsors to be found on the floor of this year’s gamescom. ESL brought gamers to its booths with campaigns built around its German partners, including McDonald’s, Vodafone, and Techiniker Krankenkasse (TK). Ford announced its entry into the esports space, and set up a booth allowing gamers to try out with a full racing simulation set. Airbus has operated a League of Legends team since late 2017, all of whom were onsite to challenge, while the aerospace company could also promote itself as a potential employer.

Endemic gaming brands, meanwhile, set up similar stages to what might be seen at a DreamHack or Intel Extreme Masters expo floor. While gamers bemoan the four hour waiting times to play new games, it’s considerably easier to try out a new piece of gaming hardware. Even if esports events are side attractions at gamescom, competitive gaming is embedded in the culture of the trade fair, with almost every major brand including Razer, Discord, and AOC International setting up amateur tournaments to build hype and excitement around their respective show floors.

Credit: The Esports Observer

“Gamescom is the most important event we have in the year,” said Juan Carlos Sánchez, product manager for AOC. “We have two scenarios here; professional people that work in the gaming environment, and customers. All together at one event, it’s perfect.” 

While exhibition space encompasses the majority of gamescom, there is also a separate business area, in which all attending companies (1,153 of which were registered for 2019) can arrange one-to-one product showcases. On the day he spoke to The Esports Observer, Alias had 14 additional interviews booked, amounting to around seven hours of conversation.

“For me, esports, means professionals,” said Alias, whose company runs two separate gaming brands; AOC Gaming for enthusiasts, and AGON for those earning money through their play. The company has active longterm industry partnerships with teams, including G2 Esports, and event companies, such as Red Bull. “Esports are influencing people to buy our monitors. Why? Because we promote esports tournaments, people see our brand, and we create this environment inside the company.” 

Credit: Esports Observer

On top of product showcases and demonstrations, gaming conventions are the prime time for announcements, and even in this regard, esports is a little light. On top of the aforementioned Ford announcement, Misfits Gaming’s CEO Ben Spoont “reintroduced” his company’s Alienware Center in Berlin at gamescom 2019. It’s not unthinkable that one day the fair could be the podium to announce a new franchise team, or new tournament brand.  

“I see esports everywhere when I walk around gamescom,” said Mark Subotnick, Intel’s director of business development for video games and esports. “It feels like every booth or hall has some aspect of esports in it. I feel esports is incredibly well represented. As a place to go and see a pinnacle event, definitely not.” 

Unlike many companies, Intel has also had experience running a large scale tournament at a gaming convention. “For us, IEM is so big, and when we put it in ChinaJoy [a gaming trade fair in Beijing, with similar attendance numbers to gamescom] it took over an entire hall. Which is awesome, but it also does more as its own thing.” 

Credit: The Esports Observer

While Intel itself did not have a booth at this year’s gamescom, Subotnick feels good about the presence esports has at the event. “It just needs to be top of mind for people. I don’t feel like we have to have a giant event. But you might disagree, and say ‘hey I want that back, I liked coming here and having that be part of the show.’”

Source: https://esportsobserver.com/esports-gamescom-2019/

Esports Entertainment Group $GMBL – REPORT: The Highest-Earning Athletes in #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 12:37 PM on Friday, August 23rd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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REPORT: The Highest-Earning Athletes in eSports

By Brandon Suss

  • Three weeks ago, Kyle “Bugha” Giersdorf, a 16-year-old esports athlete, won the 2019 Fortnite World Cup, winning $3 million and cementing himself as the 10th wealthiest esports athlete of all time.
  • Also, recently, professional streamer and esports athlete Ninja signed a deal with Mixer, a Microsoft-owned livestreaming company, that paid him $50 million to stream exclusively on their site.

Esports have been the topic of a lot of public discussion lately, with new developments within the tournament scene of the popular video game “Fortnite.” Three weeks ago, Kyle “Bugha” Giersdorf, a 16-year-old esports athlete, won the 2019 Fortnite World Cup, winning $3 million and cementing himself as the 10th wealthiest esports athlete of all time. Also, recently, professional streamer and esports athlete Ninja signed a deal with Mixer, a Microsoft-owned livestreaming company, that paid him $50 million to stream exclusively on their site.

Until the past couple of years, there hasn’t been a lot of money in esports; many players had to grind at endless tournaments to achieve pro status, and climb the ranks to be the richest esports athlete of their respective game. While prize money payouts have been lower in previous years, due to the influx of competitors in modern esports, new players should also get the respect they deserve for doing well in their games.

Esports encompasses athletes from all different types of competitive video games, and there have been top players of almost every age, ethnicity, gender and sexual orientation. In fact, some of the wealthiest esports athletes have overcome adversity based on some of these aspects of their identities.

Here are some of the current richest esports athletes. (This list does not include income earned from streaming or sponsorship deals, and is only based on the players’ tournament placing.)

Kuro “KuroKy” Takhasomi

KuroKy is a professional “Dota 2” player from Germany and is the wealthiest esports athlete of all-time; he has made over $4.2 million from 103 tournaments. He is known as one of, if not the best “Dota 2” player ever to play the game. Team Liquid, a premier esports team, signed KuroKy in 2015. They were the 10th team to sponsor KuroKy, a testament to his skill and future legacy.

KuroKy has many impressive wins at major tournaments; however, his most impressive win is his first-place finish at The International 2017, the largest tournament series for “Dota 2.” He had never gotten a first-place finish at any previous International tournaments, and this victory netted him over $2.1 million, an amount that only the top esports athletes have obtained.

Sasha “Scarlett” Hostyn

Scarlett is the wealthiest female esports athlete and hails from Canada. She made her breakout performance at IPL 4, with an impressive open-bracket run, defeating many difficult opponents only to get knocked out in the fifth round of losers. She truly put her name on the map when she won the 2012 Starcraft II World Championship Series Canada tournament, making her the best Canadian “Starcraft II” player. She then won the 2012 Starcraft II World Championship Series North America tournament and became the best North American player.

Scarlett is an extremely well-known player in the “Starcraft II” community and inspires female gamers around the world. She’s also the richest transgender esports athlete. She is currently placed ninth on the WCS Circuit ranking, and 27th on the WCS Korea ranking. Scarlett most recently won the Intel Extreme Masters Season XII — PyeongChang SC2 tournament, earning $50,000

Amer “Miracle” Al-Barkawi

“Dota 2” is the esports game with the most money in it, by far. Forty-three of the top 50 richest esports athletes have made the majority of their earning playing “Dota 2.” It’s a team-based, Multiplayer Online Battle Arena (MOBA) video game, which means that competitions take place among teams — “Dota 2,” specifically, in teams of five. It wouldn’t be fair to the rest of Team Liquid not to include Miracle.

Miracle is the highest-earning esports athlete from Jordan, and the second-wealthiest esports athlete of all time. He accompanied KuroKy on Team Liquid for their first-place finish at The International 2017, and Miracle, along with their three other teammates GH, Matumbaman and MinD_ContRol, all won the same amount as KuroKy in that tournament. Miracle also has three other first-place finishes at tournaments that have earned him over $550,000. Given the fact that he is only 22 years old and has only been playing “Dota 2” competitively for five years, this young star’s potential is only beginning to grow.

Andreas “Xyp9x” Højsleth

Xyp9x is the wealthiest “Counter-Strike: Global Offensive” player, and the third-richest esports athlete from Denmark. He has earned over $1.45 million from “CS:GO” and currently plays support, as a rifler for Astralis. He has come in first place at 43 tournaments and had his biggest win recently, at Intel Grand Slam Season 1, in which he earned $200,000. Before Xyp9x was even 18, he had already won over $5,000 in esports competitions, setting him up as one of the youngest athletes to look out for, and now that he is 23 years old, he has broken expectations and has built a legacy on continuing to break expectations to this day. 

Lee “Faker” Sang Hyeok

Faker is the No. 1 ranked “League of Legends” player and the richest esports athlete in South Korea. “League” is a popular MOBA game inspired by “DOTA” and “Warcraft III” and, like other popular esports games, “League” has a variety of players from all around the world; however, the most dedicated fanbase is in South Korea. “League” has always been one of the most-viewed games on Twitch.tv, and it has been that way since its release in 2009, when it really blew up.

To be the top player at a game like this proves Faker’s prowess. He has earned over $1.2 million from “League” competitions, and has made first-place finishes in major tournaments since 2013; his most notable win was at the League of Legends 2016 World Championship. While Faker might be an extremely talented player, like in “DOTA 2,” you play as a team, so his team, SK Telecom T1 K, deserves props too.

Damon “Karma” Barlow

Karma is the eighth highest-earning gamer from Canada and the richest “Call of Duty” player, having taken the prize money at tournaments for nine different games in the series. He has had consistent results in each “COD” game, with peak years in 2013, 2014 and 2017, but he has also done well within the past few months, earning over $65,000 in prize money.

For many people, “COD” was the first game through which they heard about esports and major-league gaming. The game inspired countless kids to compete in esports, so being the richest player in the game is quite a title. Karma has won 59 tournaments, winning the most from the 2017 Call of Duty World League Championship tournament as a member of OpTic Gaming.

Of course, there’s plenty of other wealthy esports athletes out there, and there are lots of top players to admire. Esports are still an emerging medium, and it is likely that the current wealthiest and best players will soon be dethroned. With new money flowing in and more public attention toward esports than ever, it is likely that future tournaments will be even bigger and more competitive.

Video game entertainment is a big market, and many competitors record and stream videos to supplement their incomes, which can sometimes earn them more money than actual tournament revenue. It’s clear that gaming has a lot to look forward to in the future.

Source: https://studybreaks.com/tvfilm/richest-esports-athletes/

#Luminosity Gaming Adds Three Popular #Fortnite Influencers With Reach of Almost 3M Followers #Esports Enthusiast Gaming $EGLX.ca $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:32 AM on Thursday, August 22nd, 2019
  • Announced that Luminosity Gaming has signed international Fortnite influencers, “Spencer”, “Beaks”, and “Plu” to its roster of over 50 professional esports players and video gaming influencers. 
  • The three influencers will continue creating and sharing content around the popular video game, Fortnite, to their combined network of 2.7 million followers.

TORONTO, Aug. 22, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), one of the largest vertically integrated video gaming media companies in North America, is excited to announce that Luminosity Gaming (“Luminosity”) has signed international Fortnite influencers, “Spencer”, “Beaks”, and “Plu” to its roster of over 50 professional esports players and video gaming influencers. 

The three influencers will continue creating and sharing content around the popular video game, Fortnite, to their combined network of 2.7 million followers. Luminosity continues to grow its combined reach of 60 million followers through signing new professional players and influencers and capitalizing on the 8 professional esports teams managed under the brand. 

On May 31, 2019, Enthusiast announced a merger with Luminosity and Aquilini GameCo. and the combined entity will consist of over 85 gaming websites, 900 YouTube Channels, 8 professional esports teams and over 50 influencers. The network reaches over 200 million viewers on a monthly basis and has become one of the leading networks for advertisers wanting to target the sought after gaming demographic. These signings allow Enthusiast to continue to build customized sponsorship and marketing programs for large brands across its website network, esports teams and players and live events business. 

Luminosity’s successful esports organization is an important component of the Enthusiast platform. One of the Company’s key growth priorities is Luminosity’s franchise appreciation through the growth of the talent roster and the continued development of content rich channels through players and influencers. Enthusiast will continue to leverage Luminosity’s leading industry presence, brand affinity, and growing roster of esports players and influencers to provide brands marketing and promotional strategies and partnerships. 

Menashe Kestenbaum, CEO of Enthusiast commented, “With the rapid growth of esports, we are thrilled to have such a strong team of content creators and esports professional athletes under the Luminosity brand. Between Enthusiast’s online gaming communities and live events and Luminosity’s dominance in esports, there are significant synergies for growth and cross promotion across the entire platform. We are building a powerful integrated video game and esports ecosystem and continue to provide our brand partners customized marketing programs to effectively reach these gaming communities.”

About Enthusiast Gaming

Enthusiast Gaming is one of the largest vertically integrated video game companies and has the fastest-growing online community of video gamers. Through the Company’s organic and acquisition strategy, it has amassed a platform of over 150 million monthly visitors across its network of websites and YouTube channels. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

About Luminosity Gaming

Luminosity Gaming is one of the largest globally recognized esports organizations in the world, with over 50 professional esports players and influencers reaching 60 million collective followers. Luminosity has 8 world class esports teams competing across top games such as Fortnite, Apex, Rainbow Six: Seige, Counter Strike, Call of Duty, Madden, Smite, etc. For more information visit www.luminosity.gg

CONTACT INFORMATION:

Investor Relations: 
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850 

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful.  

Esports Entertainment Group $GMBL – #Ford $F launches its own #Esports virtual racing teams $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:01 AM on Tuesday, August 20th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Ford launches its own esports virtual racing teams

  • Ford plans to launch its own esports virtual racing teams. Under the name Fordzilla, the company will recruit top esports drivers for teams in France, Germany, Italy, Spain and the UK.
  • The company will also invite star players to form a European team with select members from each national team.

By: Christine Fisher

The Fordzilla teams will compete in games like Forza Motorsport 7, developed by Microsoft Game Studios’ Turn 10 Studios. According to Ford, millions of people play Forza games each month, and one million players choose Ford vehicles.

Ford has partnered with Microsoft Game Studios before, and a few years ago, the top prize in the first-ever Forza Racing Championship was a 2017 Ford Focus RS. We don’t know what prizes Ford will offer to its driving teams, but recruitment begins at Gamescom in Germany this week.

Catch up on all the latest news from Gamescom 2019 here! In this article: av, business, drivers, driving, esports, europe, european, ford, fordzilla, forza, forza motorsport 7, gamescom2019, gaming, league, Microsoft Game Studios, Microsoft Studios, racing, team, teams, transportation, turn 10 studios, virtual racing  

Source: https://www.engadget.com/2019/08/19/ford-esports-fordzilla-virtual-racing-teams/

#Luminosity Gaming Signs Popular #Fortnite Influencer, #Yelo – Adds over 2 million followers to combined network of over 200 million $EGLX.ca $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:11 AM on Friday, August 16th, 2019
EGLX: TSX-V

Adds over 2 million followers to combined network of over 200 million

  • Signed international Fortnite influencer, Yelo, to its roster of over 50 professional esports players and video gaming influencers.
  • Yelo’s combined social network reaches over 2 million followers across all social channels, a substantial addition to the 200 million plus fans the combined organization currently reaches.

TORONTO, Aug. 16, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), one of the largest vertically integrated video gaming media companies in North America, is excited to announce that Luminosity Gaming (“Luminosity”) has signed international Fortnite influencer, Yelo, to its roster of over 50 professional esports players and video gaming influencers. Yelo’s combined social network reaches over 2 million followers across all social channels, a substantial addition to the 200 million plus fans the combined organization currently reaches.

The amalgamation of Enthusiast and Luminosity creates one of the largest esports organizations in the world. The organization is comprised of the top players and content creators in the esports ecosystem. Yelo joins Luminosity’s team of players and influencers which currently reaches over 60 million followers across social media. Combined with Enthusiast’s network of over 150 million monthly visitors, the collective reach totals over 200 million gaming enthusiasts across 85 websites, 900 YouTube channels, 8 professional esports teams and over 50 social influencers.

Steve Maida, President of Luminosity commented, “We are excited to sign Yelo to our talent roster and social audience of 60 million followers. With over 2 million social media followers, he is rapidly growing into one of the biggest Fortnite influencers on the scene. Yelo joining the Luminosity and Enthusiast Gaming family of players is further validation of the Luminosity brand power as one of the fastest growing esports organizations in the world, attracting top talent in the industry.”

About Enthusiast Gaming

Enthusiast Gaming is one of the largest vertically integrated video game companies and has the fastest-growing online community of video gamers. Through the Company’s organic and acquisition strategy, it has amassed a platform of over 150 million monthly visitors across its network of websites and YouTube channels. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

About Luminosity Gaming

Luminosity Gaming is one of the largest globally recognized esports organizations in the world, with over 60 million registered active users. Luminosity has 8 world class esports teams competing across top games such as Fortnite, Apex, Rainbow Six: Seige, Counter Strike, Call of Duty, Madden, Smite, etc. For more information visit www.luminosity.gg

CONTACT INFORMATION:

Investor Relations: 
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850 

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Esports Entertainment Group $GMBL – Kellogg’s $K shifts sports-related ad spending to #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:52 PM on Thursday, August 15th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Kellogg’s shifts sports-related ad spending to esports

  • The advertiser is shifting more advertising spending to esports because it offers something that most traditional sports cannot — almost unprecedented access to younger people between the ages of 21 and 34 who have high incomes.
  • For Kellogg’s, esports has gone from an experimental investment to a continuous one

by Seb Joseph

Competitive gaming campaigns are now a staple, rather than a test, on media plans for most Kellogg’s brands.

The advertiser is shifting more advertising spending to esports because it offers something that most traditional sports cannot — almost unprecedented access to younger people between the ages of 21 and 34 who have high incomes. Since it jumped on the esports bandwagon two years ago, Kellogg’s has steadily made inroads, moving from experiential activations at tournaments to being the headline sponsor of them. For Kellogg’s, esports has gone from an experimental investment to a continuous one, said Dominik Schafhaupt, marketing manager for snacks in Northern Europe at Kellogg’s.

The scale of those investments will flex depending on the brand and its target audience as well the market they are based in, said Schafhaupt who revealed that the advertiser is changing how it funds its association with esports now that it’s a mainstay on media plans. Previously, advertisers like Kellogg’s dipped into sponsorship budgets to fund early forays into the world of competitive gaming. But as the stakes of making those activations work got bigger so too did the budgets for them, which meant advertisers turned to digital and broader marketing budgets.

“Esports is an element of our communications mix, and there isn’t a single spend pillar it is funded by,” said Schafhaupt.

Perhaps nowhere is this more obvious at Kellogg’s than on its Pringles brand.

The snacks brand has paid to sponsor the League of Legends European Championships this summer in a deal with its organizer Riot Games. The partnership comes just seven months after Kellogg’s signed a deal with gaming community N3rd Street Gamers, which runs its own tournaments.

Marketing partnerships like this tend to average around $2 million (£1.6 million) to $4 million (£3.3 million) per year and are often done as multiyear deals, said Rich Routman, president at sports media company Minute Media. Generally, deals like the one between Kellogg’s and Riot Games usually consist of marketing rights similar to standard sports leagues with broadcaster advertising placements, event marketing assets and marketing partnership rights across the vertical crucial to the company’s business, said Routman. Yet how all of those assets are added up for commercial fees depends on the seller. Since there is such a difference in maturity between esports organizations, sponsorship costs and assets can greatly differ and the market hasn’t had time to mature properly to dictate the costs.

The deal between Kellogg’s and Riot Games, for instance, is based on one of several tiered packages sold by the latter. Each package is weighted toward either media exposure or experiential activations, which are supported by media impressions and a rate card for the various assets that can be used. Having that scope between each package means Riot can create bespoke sponsorships depending on what an advertiser wants, said Alban Dechelotte, head of business development and sponsorship for Riot Games.

The Pringles logo will appear on the streams of the tournaments alongside a call to action when players are entering the game. Those streams — and subsequently the Pringles brand — will be on both YouTube and Twitch, which are watched on average by 1.6 million people daily during the normal season of League of Legends matches, according to Riot Games. The number of people watching the matches at the same time each week has hit a peak of over 300,000, up 40% for the same event in 2018, according to Riot Games.

“Gaming and esports are places where our core target group is, and so now is the time to get into the community around competitive gaming,” said Schafhaupt.

Aside from media exposure, Kellogg’s is also exploring in-game activations.

Millions of Pringles cans across Europe will sport a unique code that players can redeem to take part in a raffle to win rare characters to use in the game. Unlike similar activations, which can feel gimmicky, Kellogg’s is hoping its decision to allow people to use the code to redeem characters that have been retired and, therefore, are unavailable swells its cache among the notoriously advertising-adverse gaming audience.

“I would love to measure my sales off the back of the sponsorship, but I can’t because we have distribution partners that sit between us and consumers,” said Schafhaupt. “At the moment, the industry looks at measurement in esports from a media-value perspective. It’s one of the areas we’re building on with the sponsorship by looking at how the community responds to our brand and also the redemption rates of the code.”

Source: https://digiday.com/uk/its-a-continuous-investment-kelloggs-gets-serious-about-esports/

Esports Entertainment Group $GMBL – #Esports is about to become a $1 billion industry, and Asia is at the heart of its wild growth $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:16 PM on Tuesday, August 13th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Esports is about to become a $1 billion industry, and Asia is at the heart of its wild growth

  • The electronic sports sector has grown massively in recent years and is expected to turn into a billion-dollar industry by the end of 2019.
  • CNBC’s Uptin Saiidi visited an annual gaming festival in Hong Kong where tens of thousands of excited fans eagerly watch players compete for the ultimate title.

Source: https://www.cnbc.com/video/2019/08/12/the-rise-of-esports-how-gaming-festivals-are-drawing-in-millions-worldwide.html

Esports Entertainment Group $GMBL – #NetEase Plans $710M #Esports Park in Shanghai $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:17 PM on Friday, August 9th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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NetEase Plans $710M Esports Park in Shanghai

  • Chinese game publisher NetEase announced its plans to invest over Â¥5B RMB ($710M USD) to build an “Esports Park” in the Shanghai Qingpu district.
  • Multiple esports projects will be hosted in the park related to product design, venue, teams development, talent construction, and user experiences.
  • NetEase will build China’s first “class-A venue” in the park, at a minimum of 50K square meters, and 5,000 seats. This follows the Shanghai government’s new classification and set of standards for esports venues.

Game publisher and the exclusive Chinese distributor of Blizzard Entertainment games, NetEase, announced that it plans to invest over Â¥5B RMB ($710M) to build the “NetEase Esports Park” in the Shanghai Qingpu district. 

The plan was announced at 2019 Global Esports Conference in Shanghai, held by the Shanghai government. Ding Yingfeng, president of NetEase, said that the plan would include multiple esports-related projects,  including those related to product design, team development, talent construction, and user experiences. 

Yingfeng also announced that the company will build China’s first “class-A esports venue” in the park. This is in accordance with a new classification and set of standards for esports venues announced by the Shanghai government. As a class-A esports venue, the facility is required to have a minimum size of 50K square meters, and 5,000 seats.

As well as being a distributor of Blizzard titles, NetEase owns the Shanghai Dragons, an Overwatch team which represents Shanghai in the Overwatch League (OWL). In July, Activision Blizzard announced that every Overwatch League team would host at least two homestand events next year, in place of the original home-away plan.  It is very likely that NetEase’s esports park will be used for the Shanghai Dragons’ homestand events, and will potentially become the team’s permanent home venue in 2021.

Source: https://esportsobserver.com/netease-esports-park-shanghai/