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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/

Esports Entertainment Group $GMBL – #Esports exec: ‘Every day, a #baseball fan dies, and two #gaming fans are born’ $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:23 PM on Thursday, August 8th, 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 exec: ‘Every day, a baseball fan dies, and two gaming fans are born’

  • “Every day, a baseball fan dies, and two gaming fans are born. And there’s truth in that,” Ari Segal, IGC CEO, told Yahoo Finance’s On the Move. “So, I think the greatest expansion is going to just come from the generational kind of aging out of what you would currently think of or characterize as adults, and the birth of young people, who grow up in a world that’s digitally native.”-

Ralston Ramsay August 7, 2019

Professional esports is exploding and Immortals Gaming Club (IGC) has its eye on the next generation of gamers as it expands its revenue streams.

Launched in 2015, IGC reaches more than 35 million gamers and brings them together to play on teams across every major league. It recently bought Infinite Esports, OpTic Gaming parent company, for $100 million — the largest deal in esports history.

“Every day, a baseball fan dies, and two gaming fans are born. And there’s truth in that,” Ari Segal, IGC CEO, told Yahoo Finance’s On the Move. “So, I think the greatest expansion is going to just come from the generational kind of aging out of what you would currently think of or characterize as adults, and the birth of young people, who grow up in a world that’s digitally native.”

The biggest segment right now in terms of esports growth is 13- to 17-year-olds., according to Segal. “We certainly expect that that segment will continue to accelerate and adopting competitive gaming in all forms. And that is new young people are born and mature, that they will become the fastest growing segment pretty soon.”

‘More like traditional sports’

While IGC continues to attract a younger audience, it also is moving toward a direct-to-consumer model. So far, most of the company’s revenue comes from sponsorships and media rights. IGC plans to host more events like the Activision Blizzard’s LA home stand Overwatch League August 24 and 25 at LA Live, where it can sell tickets to consumers.

“Not only do we get the ticket revenue but there’s all the downstream revenue. There’s merchandise and parking and food and beverage and also access to first party data,” Segal explained.   Members of the teams ‘NAVI.GG.BET’ and ‘Ninjas in pyjamas’ compete during the ESL ONE Counter-Strike video game tournament at the Lanxess Arena in Cologne, western Germany, on July 5, 2019. (Photo by INA FASSBENDER / AFP) (Photo credit should read INA FASSBENDER/AFP/Getty Images)

Competitive gaming will look “more like traditional sports from a monetization standpoint,” said Segal, adding that IGC’s deal with K-Swiss “represents a little bit of a three dimensional approach to monetization.”

In addition to a sponsorship deal with the athletic shoemaker, IGC has developed a performance shoe for gamers. “This is actually a shoe developed by gamers for gamers and for use in competitive gaming. It’s the first performance shoe in gaming,” he said. “It’ll give the player complete control while they’re playing so that they never need to think about their shoe, or their foot or anything else. They can focus purely on the task at hand [game play].”

Source: https://finance.yahoo.com/news/esports-exec-every-day-a-baseball-fan-dies-and-two-gaming-fans-are-born-esports-exec-154701208.html

Enthusiast Gaming $EGLX.ca – #Esports Are Beginning to Eclipse Traditional Sports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:05 PM on Wednesday, August 7th, 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

Esports Are Beginning to Eclipse Traditional Sports

More young people are dreaming of becoming professional gamers than professional athletes

In British Columbia and beyond, esports are booming. Many universities are forming esports teams for games like Overwatch, League of Legends, Rocket League, Counter-Strike, and Dota 2 to compete in collegiate leagues around the world. by Alex Rodriguez

  • In 2018, esports had a total audience size of 380 million, and esports research firm Newzoo predicts that that number will increase to 557 million by 2021.
  • As a result, an increasing number of large brands will sponsor events and tournaments, which has lead Newszoo to believe that esports will reach a market value of $1.7 billion USD by 2021, overtaking the revenue generated by rugby.

Last year in 2018, the owner of the Vancouver Canucks acquired an esports team to compete in the Overwatch League, a tournament league officially ran by Blizzard, the developers of Overwatch. This year, teams are competing in the league for a chunk of a $5 million prize pool. Many players competing in the Overwatch Collegiate Championships are scouted by large teams and play in hopes of being signed onto a bigger one. This gives talented players a clear path for graduating from being amateur competitors to professional gamers who can live off of their winnings and sponsorships.

Last year, the Rogers Arena was packed for the 2018 International Dota 2 championships, where 18 teams competed for more than $33 million—the largest prize pool for an esports event in history. Dota 2 is the esport with the largest prize pools in the world, and they are set to beat that record in 2019.

If you think that sounds like a lot of money, this year Fortnight will become the first game to offer a prize pool of $39 million for the Fortnight World Cup in July. With prize pools growing so large, it’s easy to see why gaming as a whole is flourishing. Instead of simply playing for fun, people are now seeing gaming as a possible investment in skills that could win you prizes.

The grand opening of the Gaming Stadium in Richmond on June 28 was a milestone for esports in British Columbia. With its construction came the creation of Canada’s first dedicated esports gaming stadium. 

They host competitive events most days of the week for various video games that either individuals or teams can sign up for. All of their events are broadcasted on Twitch—the leading live streaming platform for gamers and esports events—using great production quality. The Gaming Stadium is sure to cultivate new talent in the community as the local population will be able to go there to practice, socialize, and get a sense of what being an esports player feels like.

In 2018, esports had a total audience size of 380 million, and esports research firm Newzoo predicts that that number will increase to 557 million by 2021. As a result, an increasing number of large brands will sponsor events and tournaments, which has lead Newszoo to believe that esports will reach a market value of $1.7 billion USD by 2021, overtaking the revenue generated by rugby. They also predict that, with the help of esports, the global games market will generate over $180 billion USD.

As the life of a professional gamer continues to look more and more lucrative, it may eventually become more common for parents to push their children towards becoming a digital athlete than it is to involve them in traditional sports.

Source: https://runnermag.ca/2019/08/esports-are-beginning-to-eclipse-traditional-sports/

Esports Entertainment Group $GMBL – Shanghai sets the standards for building #Esports arenas $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:38 PM on Tuesday, August 6th, 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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Shanghai sets the standards for building esports arenas

Xing YiChina Daily/Asia News Network Aug 06, 2019

  • Shanghai has taken another stride toward building itself into a global esports centre, as it announced standards for the construction and operation of esports venues during the China Digital Entertainment Expo and Conference which ended on Monday.
  • “The esports sector has been growing quickly in the past few years, but there is a lack of top design. The guidelines can boost industry growth in a healthy manner,” Yu Xiufen, director of the bureau, was quoted as saying by Xinmin Evening News.

Published by the municipal culture and tourism bureau, the standards for esports venues specify the construction requirements in areas such as stage lighting and telecommunication networks and set the service standards for operating such venues.

“The esports sector has been growing quickly in the past few years, but there is a lack of top design. The guidelines can boost industry growth in a healthy manner,” Yu Xiufen, director of the bureau, was quoted as saying by Xinmin Evening News.

The criteria for esports venues have four categories, from A to D.With a construction area of more than 50,000 square meters, class-A venues can host the highest level esports competitions, while class-D venues must have a 500-square meter construction area, and will be used to hold qualification trials.

One of the most important upcoming esports events in the city is The International 2019, an annual tournament for the popular multiplayer online battle arena game Dota 2, which will be held in the Mercedes-Benz Arena, a class-A venue, from Aug 16 to 25.

It will be the first time for China to host one of the most-watched esports events in the world. Its crowdfunded prize pool reached a record of more than $30 million (S$41.5 million) in July and is still growing.

According to Perfect World Zhengqi, a subsidiary of Perfect World Co Ltd and the operator of the game in China, the event’s 26,804 tickets were sold out in just 53 seconds in May.

“We have organised many esports events in Shanghai before, so we know the venues here are excellent and the viewers are very active,” said Xiao Hong, CEO of the company. “Shanghai has the best environment for esports in the country – both in facilities and government policies, and we’d like to co-operate with the government to build mature industrial chains in the future.”

Wang Yong, deputy secretary-general of Shanghai Esports Association, said the development of esports includes not only hosting tournaments, but also esports training, performance and public experience, which requires a number of esports venues of different sizes and functions.

Many shopping malls are interested in building esports venues, and these standards will help them find the right partners, Wang added.

A report published by gaming industry analyst company Gamma Data estimated that esports market revenue in Shanghai reached 14.6 billion yuan (S$2.9 billion) in 2018, accounting for 19 per cent of the national total.

Source: https://www.asiaone.com/digital/shanghai-sets-standards-building-esports-arenas

Esports Entertainment Group $GMBL – Attitude toward #Esports does 180 at #XGames $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:26 AM on Friday, August 2nd, 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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Attitude toward esports does 180 at X Games

  • Gaming has become more mainstream and is currently at the forefront of public discussion due to the $30 million prize pool — one of the largest prize pools ever at an esports event — offered at the Fortnite World Cup Finals last weekend.
  • The winner, Kyle “Bugha” Giersdorf, took home $3 million as the solos champion.

Emily Rand

Wade was a competitor and silver medalist in BMX Freestyle Big Air in 2014.

Eight teams competed in Call of Duty: Ghosts in the MLG X Games Invitational in Austin, Texas. OpTic Gaming, then made up of Matt “Nadeshot” Haag, Seth “Scump” Abner, James “Clayster” Eubanks and Jordan “ProoFy” Cannon, became official X Games medalists.

The reaction against esports athletes receiving the same medals that the action sports athletes were getting was instant and vocal. At the crux of the issue was the fact that gamers didn’t put their physical bodies on the line in the same way as action sports competitors.

“I can see both sides,” Wade said. “I wasn’t particularly bothered by it, but from one point of view, the X Games are really physical sports in general, and gaming isn’t really physical. It’s very difficult, I’m not taking away from that, but the physical aspect of it, we do stuff with our bodies, we show our talents physically with what we can actually do. Whereas gaming is on the other end of the spectrum. The other side of that coin is that the gaming industry brought in a lot of sponsor revenue to keep all of us alive, so I’m not hating on it. Gotta keep the games flowing.”

A lot has changed since 2014.

“Honestly, the attitude shift I’ve seen is that no one talks about it,” Wade said. “When it first came out it was like, ‘What is this? It’s not even an action sport.’ Now it’s just kind of old news. It’s cool that there’s a spot for those guys. Everyone deserves to excel in what they love.”

Gaming has become more mainstream and is currently at the forefront of public discussion due to the $30 million prize pool — one of the largest prize pools ever at an esports event — offered at the Fortnite World Cup Finals last weekend. The winner, Kyle “Bugha” Giersdorf, took home $3 million as the solos champion.

The World Cup even made its way into an X Games Minneapolis news conference this week, when the EXP Apex Legends Invitational was introduced, with skateboarder Jagger Eaton asking if the event was a Fortnite tournament.

“Sports has always been the backbone of what we do,” said Tim Reed, vice president of X Games. “But the focus is on trying to remain relevant to youth culture and what kids are into so that people who show up at the X Games get a sense of what’s important to kids and important to young people in the world. So what we’ve just tried to do from the X Games perspective is make sure that we can bring in those elements that are also relevant.

“This year we’re doing more gaming. They’re getting different medals because last time we made that decision it was, uh,” Reed paused and laughed. “One that wasn’t very well-liked, so we made some adjustments, but we’re excited to bring those in.”

BMX rider Ryan Williams joked, “I’ll see how this X Games goes, and if I don’t do too well I think I’m going to start gaming.”

“I’ll carry you, I’ll carry you,” BMX rider Kyle Baldock replied.

“What’s the rule with that because I’m down to win some money if we’re going to do this,” Eaton said. “I’m down to play Apex. Let me know.”

“When we did it in, I think our first one was 2014, just the reaction was totally different,” Reed said. “There’s more athletes that play games than there was back then. You guys should hop in and try it out.”

“I’m gonna,” skateboarder Nicole Hause said. “Let’s go.”

Hause, a Minneapolis native, turned to video games while recovering from an injury that kept her from skating.

“I’ve been pretty shy about it,” Hause said. “I don’t usually talk about it that much, but at the same time, I don’t really care if anyone knows. It’s not something a lot of people would guess I do in my free time, but I do. A lot.”

Hause enjoys Battle Royale games, including Apex Legends, describing it as a mix of Halo and Call of Duty, but with a Battle Royale component.

“I like the Battle Royale gameplay style a lot,” Hause said. “I like Apex, but everyone wants to play Fortnite, and you need three people to play Apex,” Hause said. “I like both of them a lot, but I play Fortnite the most. In the past I played a lot of Call of Duty. A lot of Call of Duty.”

As for whether esports belong at the X Games, Hause thought it fit since so many X Games athletes play video games casually. In a way, video games have become a low-impact sport that traditional athletes can play in their offseason without serious injury risk.

“I think it’s cool because a lot of the action sports people play video games,” Hause said. “Especially nowadays. Most of the dudes in the park that I know play Fortnite — everybody plays video games now, NFL players — it’s like a sport we do in our off time. When we’re resting or it’s just a rainy day or whatever, you’re not practicing, it’s something everyone does whether they want to admit it or not.”

Enthusiast Gaming $EGLX.ca – One Billion People Watch #Esports Games $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:18 AM on Thursday, August 1st, 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

One Billion People Watch Esports Games

By Satendra Krishna

The 2019 report published by Q3 Global Digital Statshot shows the number of viewers of esports games have breached the one billion mark. The report comes in line with the number of people using social media which has crossed the 3.5 billion.

‘Almost 1 billion people around the world have watched an esports tournament in the recent months, with interest particularly high in Asian countries,’ the report suggests.

Further, according to the conducted survey, almost 33% of the internet users say they watch someone else play videogames, which makes up the global audience of over 1.2 billion people.

The demographics says the story well, 32% users aged 16 to 24 say they have watched an esports tournament compared to 31% who say they’d like to watch conventional esports like football & cricket more.

Source: https://www.talkesport.com/news/one-billion-people-watch-esports-games/

Esports Entertainment Group $GMBL – Gary Vaynerchuk #Garyvee on Investing in #Esports, the Opportunity Ahead $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:27 PM on Wednesday, July 31st, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Gary Vaynerchuk on Investing in Esports, the Opportunity Ahead

Andrew Hayward ahaywa

  • Vaynerchuk is a brand unto himself, and a very public face of his companies.
  • He may be new to esports, but given his reach, reputation, and vibrant personality, it’s no surprise that he is likely to also be a public face for Minnesota’s Call of Duty organization.

Jul 31, 2019

Long before being announced as an investor in and member of the ownership group of the Minnesota franchise of Activision Blizzard’s upcoming geolocated Call of Duty League, Gary Vaynerchuk had his eye on the esports industry.

“I’ve been really paying attention in the back row for four to five years,” he told The Esports Observer. “I literally remember when Justin.tv became Twitch, and so it’s been on my mental radar for a little while.”

As the chairman of media holding company VaynerX and CEO of digital agency VaynerMedia, Vaynerchuk is one of the most visible investors to enter esports to date. The 43-year-old transformed his family’s wine shop into an online success story beginning in the late ’90s, and has gradually parlayed that momentum into a large social media presence (with several million followers across platforms), five New York Times bestselling books, angel investments in tech giants such as Twitter, Facebook, and Uber, and many other opportunities.

Given his status as a prominent investor, Vaynerchuk said that he’s seen “tens of thousands” of queries about esports-related opportunities pass across his desk over the years, but that only about 15 of them led to serious conversations and meetings. One potential opportunity came from an undisclosed Overwatch League ownership group early in the league’s genesis, said Vaynerchuk, but he didn’t pursue it.

Part of what made Vaynerchuk’s investment in WISE Ventures’ Call of Duty League franchise appealing was a close connection with the group’s Wilf family, which also owns the NFL’s Minnesota Vikings.

Credit: GaryVee

“One thing that I’m realizing about myself is that I’m really about people, comfort, happiness, and control, and all of these things. I’ve known the Wilf family for almost 15 years because they actually live in the area where my wine business is,” said Vaynerchuk, who was introduced to the family by a senior executive in the Wilfs’ real estate organization in New Jersey. “We’ve really had these nice human vibes towards each other for years, and then as my professional career started to evolve from wine into many other things, I started building even more of a relationship here and there, subtly.”

Vaynerchuk said that he was thrilled to see the Wilf family purchase the Minnesota Vikings in 2005, “especially when my career ambitions are to buy the New York Jets,” he added. He has also met with Activision Blizzard CEO Bobby Kotick and watched the evolution of the Overwatch League from an idea to a 20-team league on the verge of hosting matches in every home market, plus he feels that Call of Duty has the versatility and track record to thrive.

“I’m completely convinced that Minnesota and the five or six surrounding states right now have the best 11-year-old at some game in the world.”

“Call of Duty has proven to me over the last half-decade and more that it’s a franchise that can evolve,” said Vaynerchuk. “I think that a lot of these leagues are predicated on: How long is the franchise? Are you Zelda and Super Mario, or are you Kid Icarus, right? That’s how I think about everything. Call of Duty intuitively feels like it has the potential to be more Mario than Kid Icarus, which then gives the league longevity. Otherwise, you’re at the mercy of the IP.”

Gary Vee-sports?

Minnesota isn’t considered one of the esports capitals of the United States at present, but Vaynerchuk sees that as an opportunity more than a challenge. He believes that there’s enough demand for live esports events “in most parts of the country,” and said that establishing a geolocated esports franchise in the region could also give the team leverage in mining homegrown talent from Minnesota and surrounding states.

“I’m completely convinced that Minnesota and the five or six surrounding states right now have the best 11-year-old at some game in the world,” he said, “so I see it as an opportunity.”

Vaynerchuk is a brand unto himself, and a very public face of his companies. He may be new to esports, but given his reach, reputation, and vibrant personality, it’s no surprise that he is likely to also be a public face for Minnesota’s Call of Duty organization. He anticipates being heavily involved with the team and believes that he will be able to help with recruiting talent.

“We spoke about that quite a bit, as you can imagine,” he said of his role on the team. “I’m in it for the learnings, because I want to be close to culture and youth, and innovation. Probably more than most things, in a lot of ways.

“Listen, I mean, this is a recruiting game,” he continued. “This is ludicrous for me to say, but as my level of awareness grows and a lot of esports players have a lot of entrepreneurial ambitions—I’m not remotely close to Jay-Z’s sphere, but when you think about Jay-Z and Roc Nation, Jay-Z’s impact on the Brooklyn Nets is real. Not that I carry that weight, but ironically to this set of entrepreneur-laden players, I do believe we will sign a free agent that really fucking matters on the back of me.”

“I think esports is a top-four sport in America when I’m 62 years old, and I want to be a part of that.”

Given his status as a survivor of the dot-com bust, Vaynerchuk said that the rush for some investors to throw money at esports in search of success reminds him a lot of that formative time period in internet history. “I think it’s similar to 1999 internet,” he said. “There’s a lot of places to lose money, but I think that just like 1999 internet, that in 20 years, the people that have navigated it thoughtfully and carefully have a whole lot to gain.”

Vaynerchuk sees “macro acceptance” ahead for esports in mainstream culture, he said, as more people come to acknowledge and appreciate competitive gaming and its impact on entertainment and society. In fact, he believes that more parents will encourage their kids to play games at a high level to secure scholarships, “which is obviously the complete reverse of what parents did when I was growing up playing videogames,” he added.

Joining WISE Ventures’ Call of Duty League ownership group is Vaynerchuk’s first esports investment after a long period of consideration, but it won’t be his last. He’s not sure where his next investment in the space will come from, but he sees big things in the future.

“I don’t know what,” he said about potential next investments, “but I think esports is a top-four sport in America when I’m 62 years old, and I want to be a part of that.”

Source: https://esportsobserver.com/gary-vaynerchuk-interview/

Enthusiast Gaming $EGLX.ca – Canadian teen #HaydenKrueger wins $1.2M in #Fortnite World Cup #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:31 AM on Monday, July 29th, 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

Images
EGLX: TSX-V
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Canadian teen Hayden Krueger wins $1.2M in Fortnite World Cup

‘I wanted to do something different with my life,’ so he practises up to 12 hours a day

Zulekha Nathoo · CBC News · 

  • Canadian Hayden Krueger, 17, finished third on Saturday the first Fortnite World Cup, scoring a cool $2.4 million.
  • He’ll split that with his competition partner, who goes by the name Ceice.

In the New York tennis stadium where the U.S. Open is played every summer, Fortnite players — many not old enough for a driver’s licence — competed this weekend for a $40 million prize pool in a first-of-its-kind tournament.

Like many professional sports, video game competition is dubbed the World Cup. Like many professional athletes, the competitors warm up, train and scrutinize their strengths and weaknesses for hours a day.

“In football and basketball, they’ll go over film of their game,” said Canadian contestant Hayden Krueger, 17. “So every night, we’ll do like an hour of film. And we’ll watch over our films to see what we did good, what we did bad and then just apply it the next day.”

Krueger is better known in the gaming world and to his 20,000-plus Twitter followers as Elevate. He beat 40 million hopefuls to become one of a handful of contestants in the lucrative three-day finals.

He finished third on Saturday, scoring a cool $2.4 million for the ranking, which he’ll split with his competition partner, who goes by the name Ceice.

The winner of Sunday’s solo category will take home $3.8 million, the same amount tennis champions Novak Djokovic and Simona Halep each scored at Wimbledon this month.

Practising eight to 12 hours a day, Calgary-born Krueger, who now lives in the U.S., says he stands to make about $150,000 US in earnings this year from other tournaments. That doesn’t include sponsorship deals or streaming revenues. 

“A traditional job gave me anxiety,” he told CBC News in a Skype interview from his hotel room in New York after his win. “I didn’t want to show up to my cubicle every single day and take my pay cheque. I wanted to do something different with my life.”

Krueger, 17, says he practises eight to 12 hours a day as a professional video gamer. (Steven D’Souza/CBC)

The teenager has a rigid, albeit unconventional, routine.

“I wake up at like 1 p.m. or 3 p.m. and then I’ll play until 3 a.m. into the night,” said Krueger. “It’s like the same hours if not more

[than a 9-to-5-job]

, like eight to 12 hours of this game. It’s pretty scheduled for me.”

The commitment â€” and its payoff â€” is enviable enough that players have fans turning up in droves to watch them perform. Competitors, who range in age between 13 and 24, are often stopped between rounds to sign autographs or pose for selfies.

The award-winning battle royale game, which has become a cultural phenomenon since it was released in 2017, involves 100 players being dropped onto an island to compete for survival. It’s free to play, but part of Fortnite’s internal currency allows participants to make upgrades and purchase add-ons for their avatars, such as “skins” (costumes) and “emotes” (signature dance moves).

Fans filled the stands at the Arthur Ashe stadium in New York and stopped competitors for autographs and selfies between rounds. ( Sarah Stier/Getty Images)

Eyes on the prize

It’s left some parents torn between trying to indulge their child’s interests and wondering whether their kids are spending too much time and money on the product. Kim Jeffords, who made the eight-hour drive from from Niagara Falls, N.Y., for her son, Nick, to attend the event, said she’s spent at least $25 a week on game-related purchases for him.

“I really don’t want to add it up because it will probably scare me,” she laughed.

Nick, blond and sporting a Nike T-shirt and polarized Wayfarer sunglasses, said he plays the game “at least 12 hours a day.”

“I don’t take breaks,” he said with a smile.

Kim Jeffords says she spends at least $25 a week on Fortnite-related game purchases for her son Nick, left. (Steven D’Souza/CBC)

At 11, his skills qualified him for the week-to-week round robin action. He was just too young to enter the finals.

“It is easy to get lost [in the game] because you want to become the best,” said esports journalist Victoria Rose. There are a lot of games with that issue.”

Among them, she says, are Grand Theft Auto, Dota and Starcraft. Rose says serious players will often switch to home schooling or take classes online to leave more time for the game.

“It’s mostly these very well trained, very educated players who know how to play efficiently, who know how to balance their work life to become the top players,” she said. “Just being here is a $50,000 guarantee. It gives you eyes to have sponsorships, to have a future.”

While Fortnite is still enjoying widespread popularity and massive revenue, some data suggests the game might be experiencing a slight decline in interest compared to when it burst onto the video game scene two years ago.

Fortnite, which came onto the market in 2017, is a battle royale game that drops 100 players on an island to fight for survival. (Johannes Eisele/AFP/Getty Images)

‘Astronomical’ prize money

The World Cup, launched for the first time this year, could be another way to keep the game top-of-mind. Epic Games, which created Fortnite, has pumped more than $100 million in prizes over the last season of tournaments which is “astronomical in terms of esports,” according to ESPN sports host, Arda Ocal.

“This [event] is a massive deal, if not only for the giant prize pool itself, but also the amount of viewers that this entire season in competitive esports has had,” said the Canadian-born broadcaster. “For Fortnite, this is a great way for people to continue to know and learn about their game but also get engaged and be motivated to play the game after watching it.”

The first World Cup is one way for Epic Games, the creator of Fortnite, to ensure fans stay interested in the game. (Sarah Stier/Getty Images)

Krueger says it’s natural for parents to be reluctant to let their kids get too involved with the game, and his were no different. But they came around, he says, after seeing his detailed plan of how he intended to achieve his goals. His mother has also recently decided to shift careers and return to school to study law.

When asked if Krueger might be able to help with her tuition, he laughed: “Maybe.”

Next month, the Dota 2 esports tournament will surpass Fortnite‘s prize pool, offering over $40 million â€” the largest pot for this kind of competition.

Source: https://www.cbc.ca/news/entertainment/fortnite-world-cup-2019-1.5227778

Esports Entertainment Group $GMBL – #Blockchain, a Step Into the World of #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, July 28th, 2019
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GMBL: OTCQB

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Blockchain, a Step Into the World of eSports

  By Ezekiel Ng

  • Esports have become one of the fastest-growing industries in the world in the last decade with millions of dollars on the line for players to compete over.
  • The eSports industry has generated over $1billion yearly in revenue in the past couple of years and has provided many players with a stable income.

Being a gamer or streamer is more viable as a career option now with ever-increasing viewership and tournament prize pools each year. However, selections can be tough and not everyone can make the cut.

Blockchain can provide increased transparency into gaming as well as more ways in which platforms can monetize activities. On top of that, blockchain also reduces the barriers of entry into the gaming industry and provides regular gamers a stepping stone onto what could provide them a stable income.

Here are some ways in which blockchain and cryptocurrencies have been used in gaming so far!

Gambling

The gambling industry is a lucrative business and eSports has provided people with new options to throw their money on. Unikrn is a sports and eSports betting platform that also provides up-to-date news about eSports. They offer all the top popular games such as Dota 2, LOL, CS:GO and many others. They have 2 gaming currencies UKG(Unikoin Gold) and Unikoin silver which you can use for betting or even entering jackpots. Users will not be required to make an initial deposit or purchase and Unikoin Silver is given free to all users who signed up.

Buying and selling skins

Unikrn also has the function to allow users to connect their Unikrn account to steam and convert selected skins for UKG. Skins from popular games such as Dota 2 and CS:GO will be available for conversion. This provides players with an additional way to earn money as money earned by selling on platforms such as Steam can’t be withdrawn. UKG is being sold on some exchanges and can even be used to buy games, gift cards and keys from Gamivo.

Wagering

Wagering is a good way for players to use their gaming skills to earn money or items for themselves. Arena Match, an eSports gaming app, has the perfect platform for players to pit their skills against one another or push themselves to the limits.

Currently, they have only PUBG unlocked for skill challenges but will have many other top games such as CS:GO, Fortnite and Apex Legends available in the future. To give you an idea on how wagering works in PUBG on Arena Match here is an illustration. Players have to pay an entry fee in credits and enter into a solo match in PUBG. Depending on your performance in the game, a multiplier will be applied to your wager amount if you hit a certain requirement. For example, having 5 kills in a single game could earn you a 3x multiplier and a 10kill game could earn you an 8x multiplier and the payout will be in terms of real cash.

Arena Match has also adopted the Enjin Blockchain SDK and even has Enjin backed perks for players to use in-game to reduce the difficulty of challenges.

Streaming

Streaming can be considered bread and butter for many gamers and is a huge part of the entertainment industry as well. Some common ways of income for streamers are donations and partnership with the streaming platform.

Refereum has just announced a partnership with PUBG and is rewarding players for streaming. Due to their blockchain technology, players will also be able to receive rewards for streaming on some of their partnered platforms such as Twitch and Mixer.

Sliver.tv who has partnered with Theta is another streaming platform which allows streamers and watchers ways to earn by participating in activities on their platform. Users will be able to earn TFUEL(the operation token on the Theta protocol) by watching streams, winning giveaways and also donate to streamers. TFUEL can also be used to purchase items such as a Nintendo switch or a Playstation 4 in the Sliver shop.

Earn through playing

Refereum is also offering rewards for completing in-game achievements during their PUBG campaign.

Unikrn is giving players ways to earn UKG by linking their game account to the Unikrn platform and completing certain achievements. Games such as CS:GO, Dota 2, Fornite and many more are available in their list of premium games in their play to earn system.

Game hosting

Plairlife, a decentralized gaming ecosystem, has successfully hosted a Dota 2 tournament on their platform. Plair hosted a series of 1v1 and 5v5 Dota 2 matches for their Alpha testers to enjoy and also established a partnership with Team Eazy(HongKong Dota 2 team).

They will be looking to host CS:GO tournaments next and is actively looking for cyber café partners to integrate Plair into their physical locations.

Opportunities to go pro

DreamTeam is a platform for players to find teammates, use of AI to improve their gaming skills and to manage teams. As many people most commonly game at home, getting scouted by a pro team can be indeed near to impossible. DreamTeam connects and allows regular gamers to go professional with amateur or semi-professional eSports teams with over a 60% rate of success.

Salary and payment

DreamTeam platform also allows salaries, prize money and other deals to be settled on their platform. Due to the nature of blockchain, players can be sure to receive their payments as not getting paid is a real and not so uncommon thing in the pro scene of eSports.

Conclusion

Blockchain has shown its capability and also enhances the quality of gaming as well. It also shows it can solve many real and burning issues in the eSports world and provide gamers with more ways to be able to earn money. This also shows how blockchain and the eSports industry can work and grow together. Blockchain is constantly evolving and eSports is not showing signs of slowing down either. This space will be super exciting to watch and I am thrilled onto what developments blockchain can bring.

Source: https://www.altcoinbuzz.io/blockchain-gaming/gaming-news/blockchain-a-step-into-the-world-of-esports/

Esports Entertainment Group $GMBL – #Dota 2’s The International 2019 Prize Pool Surpasses $30M #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:50 AM on Wednesday, July 24th, 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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Dota 2’s The International 2019 Prize Pool Surpasses $30M

  • The prize pool for Dota 2‘s The International 2019 tournament has topped $30M USD to date.
  • The total is primarily crowdfunded via in-game Battle Pass sales, with 34 days of funding left until the final tally is reached.
  • The International 2019’s prize pool has now surpassed the $30M pool of this coming weekend’s Fortnite World Cup.

Andrew Hayward

The prize pool for The International 2019—the de facto Dota 2  world championship—has topped $30M to date, beating the prize pool for the upcoming Fortnite  World Cup finals.

As of this writing, The International’s prize pool sits at $30.2M, which beats the 2018 record of $25.5M. The prize pool can continue to grow for another month, as well, until the end of the actual tournament on August 25.

The International’s prize pool primarily comes via crowdfunding. Dota 2 publisher Valve  contributes the first $1.6M, with the remainder provided by a percentage of sales from the game’s Battle Pass. The purchase lets players unlock in-game content and access The International Compendium, which includes a Fantasy Challenge for the tournament.

Every edition of The International has surpassed the prize pool of the previous year ever since Valve introduced the Battle Pass in 2013. Each tournament has also set a new record for the largest prize pool for any single esports event. Last year’s winner, OG , took home $11.2M of the $25.5M pool.

This year’s prize pool surge is especially interesting in the wake of this coming weekend’s Fortnite World Cup finals, which has a $30M prize pool provided entirely by Epic Games .

With 34 days of crowdfunding left and the $30.2M tally already 29% of last year’s prize pool total at this point (according to the Dota 2 Prize Pool Tracker), the final amount could still be significantly higher. The International 2019 takes place at the Mercedes-Benz  Arena in Shanghai from August 20-25.

Source: https://esportsobserver.com/dota2-ti19-prize-30m/