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Enthusiast Gaming $EGLX.ca – Las Vegas #Esports arena evolving with latest gaming trends $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:00 PM on Tuesday, July 23rd, 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

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EGLX: TSX-V
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Las Vegas Esports arena evolving with latest gaming trends

  • “It’s almost like an actual sports stadium feel,” General Manager Nico DeGeorge said. “We want people to have that awe-inspiring moment like when they go to Yankee Stadium or Fenway Park.”

By Lukas Eggen Las Vegas Review-Journal

Prior to the opening of the Triple Crown Royale at the HyperX Esports Arena at Luxor, employees were buzzing about a new opening hype video.

The video showcased not only the arena’s production capabilities but was a step toward proving this isn’t your ordinary video game gathering spot.

“It’s almost like an actual sports stadium feel,” General Manager Nico DeGeorge said. “We want people to have that awe-inspiring moment like when they go to Yankee Stadium or Fenway Park.”

When the HyperX Esports Arena hosted the Triple Crown Royale, it featured three of the most popular battle royale games, Fortnite, Apex Legends and PUBG.

Several professional gamers took part in the event, as well as local players and gamers from across the country.

“We wanted to make it open to the fans,” NewEgg’s Vice President of Marketing, Mitesh Patel said. “Yet, we also wanted to leverage our relationship with so-called influencers and give people the opportunity to play with and compete against these professionals. The arena allows us to give gamers a chance to play with professionals on the same type of equipment that the professionals play with.”

The tournament featured two groups of players that competed in each game.

Organizers pulled out all the stops, including commentators, multiple cameras and giveaways.

“Right now, we see esports on more of a local, community level,” DeGeorge said. “Now, the broad focus is broadcast in general, being more content driven.”

Since its opening, the arena has held several events.

“We’re putting more effort into the content space and it’s also helping make people more aware of esports,” DeGeorge said. “We have people walk in here every day and try and figure out what’s going on. Events like this can be something fun and informative as well.”

Source: https://www.reviewjournal.com/entertainment/las-vegas-esports-arena-evolving-with-latest-gaming-trends-1808750/

Esports Entertainment Group $GMBL – Over 3.5 billion people are on social media; #Facebook $FB still biggest with teens; #Esports on the rise $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:42 PM on Monday, July 22nd, 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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Over 3.5 billion people are on social media; Facebook still biggest with teens; Esports on the rise

  • Within internet users aged 16 to 24, 32 percent saying they’ve recently watched an esports tournament

By: Simon Kemp

The new Global Digital Statshot report from Hootsuite and We Are Social is packed with all the latest data you need to understand how people are using the internet in July 2019. You’ll find the complete report in the SlideShare embed below, but read on for my summary of this quarter’s essential headlines.

Social media users pass 3.5 billion

The number of people around the world using social media has just passed the 3.5 billion mark, less than two years after we reported that the number had reached 3 billion. The number of social media users has grown by more than a quarter of a billion over the past twelve months, with 46 percent of the world’s total population using social media in July 2019.

What’s more, if we focus on ‘eligible audiences’ – people aged 13 and above – the social media penetration figure increases to 59 percent, with the latest trends indicating that it should pass 60 percent within the next few months.

Half the world now watches online videos

The latest data from GlobalWebIndex shows that more than 4 billion people around the world now watch online video content each month, equating to more than half of the world’s total population. Vlogs are particularly popular, with more than 2 billion people tuning in to watch their favorite influencers over the past 30 days.

Snapchat’s audience jumps

Data published in Snapchat’s self-serve tools show that the platform’s advertising audience jumped by a massive 19 percent in the past three months, reaching a total of 369 million users by July 2019. That translates to an increase of almost 60 million users since April, with growth rates consistent across all age groups.

It’s not just Snapchat’s data that shows the platform is growing, either. The latest data from App Annie shows a spike in downloads of the Snapchat app over the past three months, with App Annie’s analysts attributing the platform’s renewed success to the launch of new A.R. filters, and improvements to its Android app.

Facebook still rules when it comes to teens

Despite Snapchat’s impressive growth, the platform still can’t claim to be the kids’ favorite. That honour doesn’t belong to Instagram or TikTok, either.

Perhaps surprisingly, it’s Facebook that boasts the largest number of global users aged 13 to 17, and if we extend the age range to include all teenagers, Facebook now has almost as many users as Snapchat and Instagram combined.

Facebook’s youth audience actually increased over the past three months, with the number of 13 to 17-year-olds using the platform up by almost 5 million since April.

The key take-away here is that we need to be more wary of clickbait and received wisdom. It’s easy to fall into the trap of believing that ‘the kids’ have given up on Facebook, but the cold, hard facts tell a different story.

Esports win with younger audiences

There are more surprises for brands marketing to teens when it comes to sports. The latest data from GlobalWebIndex suggest that esports may have reached a tipping point amongst internet users aged 16 to 24, with 32 percent saying they’ve recently watched an esports tournament, compared to 31 percent who say they’re interested in watching more ‘conventional’ sports like football, cricket, or motor racing.

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

‘Game spectating’ is gaining broader momentum, too. Roughly 3 in 10 internet users say that they recently watched a live stream of someone else playing video games, equating to a global audience of 1.25 billion people.

The case for voice gets stronger

100 million people started using voice search and voice commands since April, with more than 43 percent of internet users now using voice tech every month. More than 1.88 billion people around the world now use voice to control their devices, with half of all internet users below the age of 35 already converted.

It’s also important to stress that most voice activity takes place on smartphones, so you don’t need to wait for everyone to have a ‘smart speaker’ before you take voice seriously. Now is the time to start making sense of what voice means for your business – before you need to play catch-up.

The value of truth

Despite the fact that more than half of the world’s internet users say they’re worried about ‘fake news’ online, it turns out that we’re four times more likely to use an ad-blocker than we are to pay for digital news content.

However, the excellent new Reuters Institute Digital News Report 2019 finds that people are starting to realize the potential value of paying for quality news content, although they’re much more likely to pay for a video streaming service like Netflix than they are to pay for news.
These findings are supported by the latest data from GlobalWebIndex, who report that roughly two-thirds of all internet users paid for some form of digital content in the past 30 days. Once again, video streaming platforms were the top choice.

Digging deeper

That’s all for this summary, but I’ll be digging deeper into all of these stories – together with the rest of this quarter’s key findings – in a series of additional articles over the next few days, so be sure to check back for those.

Source: https://thenextweb.com/podium/2019/07/17/over-3-5-billion-people-are-on-social-media-facebook-still-biggest-with-teens-esports-on-the-rise/

Esports Entertainment Group $GMBL – #Esports industry to reach $3 billion by 2025 says market reseracher $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:02 PM on Thursday, July 18th, 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 industry to reach $3 billion by 2025 says market reseracher

Marta J.

  • The esports business seems to be booming
  • Eports is expected to grow with a 20% compound annual growth rate between 2019 and 2025.
  • That should see the market grow to more than $3 billion by the end of 2025.

According to ResearchandMarkets.com, esports is expected to grow with a 20% compound annual growth rate between 2019 and 2025. That should see the market grow to more than $3 billion by the end of 2025. This doesn’t come as a surprise, since esports’ popularity and support have been steadily growing worldwide.

The global esports market is likely to exceed a total revenue of over $1 billion for the first time this year, as it’s experiencing year-on-year growth of over 25%. According to Statista, the market generated $865 million in 2018.

Broadcasting rights have become a key source of revenue in esports with television networks like ESPN and ABC airing esports events alongside social media platforms like Twitch and YouTube.

That growth has extended to sponsorships even moreso. The field is by far esports’ strongest revenue stream, as it contributes to almost half of the total market revenue. This has been helped along by the increased attention from non-endemic brands like Nike and Puma who have begun sponsoring esports organizations Furia Esports and Cloud9, respectively.

It’s forecasted that the audience and the number of tournaments will continue increasing over the next five years, opening up opportunities for many potential vendors.

A major share of revenue to the global esports market is generated by North America, specifically the United States. Asia Pacific is one of the fastest-growing markets, with esports flourishing in China, Japan, South Korea, and Australia.

The vast majority of esports’ audience is male viewers aged 20-35.

That said, ResearchandMarkets.com states that esports’ growth “is mainly driven by cloud gaming and mobile gaming.” This makes matters a bit cloudy in regards to how much of that $3 billion is actually being funneled towards esports organizations, players, and tournament organizers.

The topic of inflated valuations in esports has become a hot one in recent months as multiple firms have had their methods questioned for their liberal definition for what counts as “esports.”

Source: https://win.gg/news/1673/esports-industry-to-reach-dollar-3-billion-by-2025-says-market-reseracher

Esports Entertainment Group $GMBL – #Esports Company #100Thieves Raises $35 Million In Series B $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:16 AM on Tuesday, July 16th, 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 Company 100 Thieves Raises $35 Million In Series B

  • 100 Thieves, the esports company co-owned by Grammy-winning artist Drake, talent manager Scooter Braun, billionaire Dan Gilbert and former pro gamer Matt “Nadeshot” Haag, announced today that it’s closed a $35 million Series B.
  • Funding round was led by New York-based private equity and growth investment firm Artist Capital Management. Its chief investment officer Josh Dienstag will join the 100 Thieves board of directors.

Matt Perez Forbes Staff

100 Thieves, the esports company co-owned by Grammy-winning artist Drake, talent manager Scooter Braun, billionaire Dan Gilbert and former pro gamer Matt “Nadeshot” Haag, announced today that it’s closed a $35 million Series B.

The funding round was led by New York-based private equity and growth investment firm Artist Capital Management. Its chief investment officer Josh Dienstag will join the 100 Thieves board of directors. The rest of the round is made up of previous backers like Braun and Gilbert along with a new investment from Aglaé Ventures, the investing arm of Louis Vuitton Moet Hennessy-owner Groupe Arnault.

The Series B brings the company’s total funding to $60 million. Other investors include Salesforce CEO Marc Benioff, Dropbox CEO Drew Houston and venture firm Sequoia Capital. Forbes last fall estimated the company was worth $90 million after a single year of competing.

The fresh capital will go toward a 15,000-square-foot training facility and headquarters in Los Angeles, as well as for expanding into new games and increasing its apparel production.

The facility will be the “center of the universe for all things 100 Thieves,” according to Haag, the company’s founder and CEO, as well as a Forbes 30 Under 30 alum. “We’ve grown a lot in this past year…so it’s finally time to put our flag in the ground and make some place our permanent home.”

Settling in as early as this October, the offices will house the company’s staff including players, coaches and content creators, and will serve not just as a production studio and training space, but also as a retail storefront for fans. Unlike many esports companies, 100 Thieves has made its retail arm a significant piece of its overall revenue. All of its seasonal apparel drops have sold out in 20 minutes or less, with each one selling faster and with 50% more product. Its most recent sale in April brought in over half-a-million dollars after selling out in five minutes.

“I don’t think it’s even scratched the surface of what it can be in the future,” Haag says.

The demand during 100 Thieves product launches speaks to the company’s business model—mixing competitive esports teams with a stable of popular influencers like Jack “CouRage” Dunlop and Rachell “Valkyrae” Hofstetter. The tactic might prove useful if talk of a soon-to-burst esports bubble becomes a reality.

“We’ve insulated our business in way where, this bubble that everyone continues to talk about, if it were to pop or there were less interest from investors or sponsors or whatever the case may be, we’re not going to live and die by esports and esports alone,” Haag says. “If esports were to disappear tomorrow, we’d still have a really great business strategy in my opinion.”

Not to say Haag isn’t still “all-in” on competitive gaming. According to Haag, 100 Thieves boasts the second-highest payroll in the North American League of Legends Championship Series, and part of the new investment is meant for expansion in the space. One title particularly linked to 100 Thieves is Call of Duty, around which its publisher Activison Blizzard is planning a city-based league with franchised team slots reportedly priced at $25 million, according to ESPN. Haag, who came up as a Call of Duty pro and whose team’s first championship came in the game earlier this year, says “We’re definitely still thinking through it.”

Source: https://www.forbes.com/sites/mattperez/2019/07/16/esports-company-100-thieves-raises-35-million-in-series-b/#120c3f334b15

Esports Entertainment Group $GMBL – This #NFL giant just got into #Esports, and here’s what the tipping point was $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:00 PM on Monday, July 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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This NFL giant just got into esports, and here’s what the tipping point was

  • On Tuesday, Activision Blizzard revealed that the Wilf family’s WISE Ventures investment fund, founded by Vikings owners Mark and Zygi Wilf, will become part of its upcoming Call of Duty league by fielding a Minnesota-based team.

Annie Pei

It’s just the first step in getting in on the “next evolution of entertainment.”

That’s how Jonathan Wilf describes his family’s, and subsequently the Minnesota Vikings’, first esports play. On Tuesday, Activision Blizzard revealed that the Wilf family’s WISE Ventures investment fund, founded by Vikings owners Mark and Zygi Wilf, will become part of its upcoming Call of Duty league by fielding a Minnesota-based team.

And while the Vikings owners have had their eye on the esports industry for awhile, it was Activision Blizzard’s approach to building the space that led them to finally get in on the hype. Just like their Overwatch League, the gaming giant intends to run another city-based franchise with Call of Duty as inspired by traditional sports leagues.

“Having watched closely as the ecosystem evolved and matured with the first few years of franchised leagues, we are confident in the long-term potential of what Activision Blizzard is building and in the esports industry as a whole,” Wilf told CNBC.

This makes the Vikings the latest traditional sports entity to charge into the esports industry, which research firm Newzoo projects will generate over one billion dollars in revenue this year. That’s a year-on-year growth of 27% with the North American market accounting for over a third of that $1.1 billion revenue.

But the Vikings are also entering a field where a good number of traditional sports giants have already snapped up slots in various leagues or started their own esports branches. Take-Two’s NBA 2K League, for example, features 21 teams that are each owned by their respective city franchises. Activision Blizzard’s Overwatch League, which features city-based franchise teams, also boasts a few traditional sports entities including the owners of the New England Patriots and the Los Angeles Rams.

These same traditional sports entities have also been wheeling and dealing in the space. In 2017, the Houston Rockets paid $13 million for a slot in Riot Games’ League of Legends North American league. This past April, the Rockets sold their League of Legends team, known as Clutch Gaming, to Harris Blitzer Sports & Entertainment, the parent company of the Philadelphia 76ers, the New Jersey Devils and esports team Dignitas, for a reported $20 million.

But despite their later entry into esports, Wilf emphasizes that the Vikings owners were waiting for what they perceived as a strong investment that would give them a solid foothold in the space.

“For us, investing in esports was never about being first, it was about finding the right opportunity at the right time,” said Wilf. “The proven staying power of Call of Duty as a franchise certainly factored into our thinking.”

Wilf also revealed that WISE Ventures is looking to expand into other games, and that they are exploring the possibility of building an esports-dedicated arena in Eagan, Minnesota on the Vikings Lakes campus.

The Call of Duty league is set to launch in 2020, and its addition of the Wilf family brings the total number of announced teams to seven. Back in March, ESPN reported that franchise spots for the new esports league were being sold at $25 million per slot, though Activision Blizzard has never confirmed that number.

Source: https://www.cnbc.com/2019/07/05/this-nfl-giant-just-got-into-esports-and-heres-what-the-tipping-point-was.html

Esports Entertainment Group $GMBL – Facing off with #Fortnite, #Apex is turning to #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, July 7th, 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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Facing off with Fortnite, Apex is turning to esports

By Shannon Liao, CNN Business

New York (CNN Business) Fortnite soared to the top of the video game world when it launched in 2017. Electronic Arts’ “Apex Legends,” a similar free-to-play battle royale game, where players fight until the last squad standing, eclipsed “Fortnite” in online views in February. Apex’s victory was short-lived, and Fortnite surpassed its viewership the following month. Now EA has plans to get Apex back on top once again. The company is betting competitions of professional and amateur gamers — known as esports — will broaden Apex’s audience.

Game enthusiasts play “Apex Legends” during the EA Play 2019 event at the Hollywood Palladium in June.

New features and esports deals

EA made a big play to bolster Apex’s esport credentials in June when it announced a deal with ESPN to allow college and professional esports players to compete in Apex games at two events over the summer. The game also added a new competitive mode Tuesday that ranks gamers based on how many wins and kills they can pull off. Fortnite implemented a similar competitive-ranking mode in March.   “Pro teams typically scout from the upper echelon,” said Chris Hopper, head of esports for North America at Riot Games, which develops “League of Legends,” one of the biggest esports titles. “But they also find up-and-coming talent in the ranks immediately below.” EA is leaning on its partnership with ESPN to stream Apex games live online and, later, on the air on the ESPN and ABC networks. ESPN’s director of business development, Kevin Lopes, told CNN Business the network was attracted to Apex Legends’ rising popularity and esports potential. The two companies already had an existing esports partnership over football game “Madden NFL.”   “Making Apex an esport will help drive the audience,” said Michael Pachter, an analyst at financial services firm Wedbush. “It gives players something to watch and learn from.”
World’s top gamers vie for $500,000 in prizes at a Fortnite International video game tournament.   The esports industry has attracted millions of viewers across multiple platforms, and it could reach about $3 billion in market size in 2022, Goldman Sachs forecasts. It’s not clear how exactly that translates into money for EA — esports revenue is hard to pinpoint, though sponsorships and event ticket sales can all generate revenue to some degree. Apex also makes money through in-game purchases such as cosmetic upgrades. But esports can encourage gamers to stick with particular titles and can keep the game feeling relevant for longer, “both of which lead to more chances for monetization,” said Nicole Pike, managing director at Nielsen Esports.   EA estimated during its last earnings call that Apex would bring in $300 to $400 million next year. For comparison, Fortnite made $2.4 billion in revenue in 2018, according to Nielsen’s SuperData.

Apex vs. Fortnite

“People play Fortnite partly because their friends are on Fortnite,” said Will Partin, a doctoral candidate at UNC Chapel Hill who studies esports. “The best-case scenario for the Apex Legends [ESPN] event is that it exposes the game to a lot of people who haven’t tried the battle royale genre yet.”

Esports is EA’s latest strategy to try and generate buzz for the title. When Apex debuted in February, EA paid well-known game streamers to play Apex for the first 24 hours. EA told CNN Business it stopped paying them after that.   The marketing bid paid off: Apex attracted 50 million players within the first month of launch. EA’s chief executive Andrew Wilson said it was the “fastest-growing new game we’ve ever had” during a May earnings call.   “It was our way of showing the world, when people go on

[game-streaming platform]

Twitch and it’s one of the top games, you’re like ‘Oh, that looks interesting. What’s that?'” said Vince Zampella, CEO of Respawn, which made Apex. EA acquired the developer in 2017. If people play Apex as a sport, the game could start winning back fan attention and viewership on live-streaming services.   Some observers think there’s potential for the game to actually succeed as an esports arena. Apex has unique characters and is not updated as frequently as Fortnite, so it’s easier to adapt to, said Will Hershey, co-founder and CEO at the investment advisory firm Roundhill Investments.   “Ultimately, I believe [Apex] has the potential to be more of an esport, in the traditional sense, than Fortnite does,” he said.  

Source: https://www.cnn.com/2019/07/04/tech/apex-fortnite-esports-ea-e3/index.html

Enthusiast Gaming $EGLX.ca – It’s the real deal, millennial driven #Esports is the next big thing $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:30 PM on Thursday, July 4th, 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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It’s the real deal, millennial driven eSports is the next big thing

  • In 2018, the global eSports market revenue reached US$865 million. According to Statista, global eSports market revenue is forecast to reach US$1.79 billion in 2022, growing at a CAGR of 22.3%.
  • The number of eSports enthusiasts worldwide was estimated at ~168 million in 2018, and for total global viewers, the forecast for 2019 is ~453 million.
  • Enthusiast Gaming (TSXV: EGLX)/Aquilini GameCo Inc./Luminosity – The merged group will now include seven eSports teams (including management of the Vancouver Titans Overwatch League franchise), 40 eSports influencers, 80+ gaming media websites, 900+ YouTube and Twitch channels

Matthew Bohlsen | July 03, 2019

Think of eSports organizations the same way you would see any other mainstream sporting organization, for example, the New York Yankees or Manchester United. eSports organizations operate similarly by building their brands in the e-gaming ecosystem versus the traditional sports ecosystem.

A brief history of eSports and how the revenue is distributed across the industry

The first eSports event happened all the way back in October 1972 at Stamford University where students competed on the video game Spacewar. In more recent years the industry has become professional and involves large eSports tournaments, prize money, and media deals.

Source: Newzoo Market Report

The eSports opportunity

In 2018, the global eSports market revenue reached US$865 million. According to Statista, global eSports market revenue is forecast to reach US$1.79 billion in 2022, growing at a CAGR of 22.3%. The number of eSports enthusiasts worldwide was estimated at ~168 million in 2018, and for total global viewers, the forecast for 2019 is ~453 million.

The major players in the eSports space

  • Activision Blizzard Inc. (NASDAQ: ATVI) owns the popular Overwatch League as well as World of Warcraft, StarCraft, Diablo, and Hearthstone.
  • Electronic Arts Inc. (NASDAQ: EA) is headquartered in California. It is the second-largest gaming company in the Americas and Europe by revenue and market capitalization
  • Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is based in New York City. The Company owns two major publishing labels, Rockstar Games, and 2K.
  • Tencent Holdings Ltd. (OTCPK: TCEHY) acquired Riot Games and now owns the very popular League of Legends game and also own King of Glory. Tencent is the Chinese leader in eSports game streaming.
  • Amazon (NASDAQ: AMZN) is a dominant player in the eSports streaming market. The online streaming market in the USA is led by Amazon’s Twitch.
  • Huya Inc. (NYSE: HUYA) is a spin off from YY Inc. Huya is known as the “Twitch of China”. Huya mostly works off a gift model.
  • Alphabet Inc. (NASDAQ: GOOG) own YouTube Gaming which makes money via subscriptions and advertising.
  • Enthusiast Gaming (TSXV: EGLX)/Aquilini GameCo Inc./Luminosity – The merged group will now include seven eSports teams (including management of the Vancouver Titans Overwatch League franchise), 40 eSports influencers, 80+ gaming media websites, 900+ YouTube and Twitch channels

Enthusiast Gaming merges with Aquilini GameCo and Luminosity to create a market leader in gaming and eSports

In just four years Enthusiast Gaming has gone from a basement-based business to form the leading publicly traded eSports and gaming media organization in North America. Enthusiast Gaming recently announced a merger agreement with Aquilini GameCo Inc. and Luminosity that will create a publicly traded eSports and gaming organization with $22 million in pro forma revenue and $36 million in cash on closing of the merger, with a combined global audience reach of approximately 200 million.

CEO of Enthusiast Gaming, Menashe Kestenbaum, stated: “Our vision has always been to build the largest, vertically integrated eSports and gaming company in the world. The merger with Aquilini GameCo and Luminosity was a strategic decision that positions us as a dominant player in the gaming industry and unlocks access to Luminosity’s 50 million dedicated eSports fans and one of the largest eSports franchises.”

eSports companies are doing well and eSports is gaining acceptance

So far 2019 has been a strong period for eSports with some great returns in H1 2019 for investors including: Huya Inc. (NYSE: HUYA) up 71%, Kuuhubb Inc. (TSXV: KUU) up 81%, Enthusiast Gaming Inc. (TSXV: EGLX) up 39%, Zynga Inc. (NASDAQ: ZNGA) up 61%, and Electronic Arts Inc. (NASDAQ: EA) up 33%.

eSport was featured at the 2018 Asian Games as a demonstration sport, and eSports will be a medal event at the 2022 Asian Games.

The eSports phenomenon is growing at a rapid pace and offers many opportunities globally for up to date investors, just ask a millennial. 

Source: https://investorintel.com/sectors/technology/technology-intel/its-the-real-deal-millennial-driven-esports-is-the-next-big-thing/

Esports Entertainment Group $GMBL – #Newzoo opens up on $1 billion #Esports valuation after criticism $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:24 PM on Wednesday, July 3rd, 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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Newzoo opens up on $1 billion esports valuation after criticism

Steven R. July 3, 2019

  • In a lengthy article, the analytics firm opened up on its process and subtly pushed back against implications that they have been overly bullish regarding the future of the industry
  • It also pulled back the curtain on its valuation methods and offered a breakdown of how it sees the esports industry today.

Newzoo is giving a bit of insight into their frequently cited statistics on the growth of the esports industry.

In a lengthy article, the analytics firm opened up on its process and subtly pushed back against implications that they have been overly bullish regarding the future of the industry. It also pulled back the curtain on its valuation methods and offered a breakdown of how it sees the esports industry today.

“For esports data, publicly available financial information is scarce due to the relative youth of the industry,” Newzoo CEO Peter Warman said. “We, therefore, partner directly with numerous esports organizations across the globe… We receive their actual revenue data each quarter, providing us with a strong data-backed foundation for forecasting sponsorships, advertising revenues, and media rights deals, as well as merchandise earnings and fees spent on organizers.”

Though Newzoo does not specifically name names, the article seems to be a response to recent wide-ranging discussions that firms have been overstating esports’ reach and value to prospective investors. These concerns were detailed at length in a report by Cecilia D’Anastasio of Kotaku, who tackled this issue on a number of fronts. Kotaku’s anonymous sources discussed the industry in terms ranging from “inflated” to “completely unsustainable.”

The report discusses Newzoo specifically, with esports insiders from multiple areas of the industry questioning the legitimacy of their methods. The eye-popping numbers from Newzoo and other similar outlets offer a great deal of sizzle to uninitiated financiers, possibly without enough steak to go along with it.

To counter this, Newzoo honed in on its oft-cited $1 billion “global esports market revenue estimate.”

The number has been thrown around by many different outlets without proper context, which has led to accusations that the company was actively trying to inflate the industry. Newzoo gave a detailed breakdown on how it reached that valuation, accounting for different regions and areas of the industry.

The chart shows the different sources of revenue and what percentage that accounts for in each region. This highlights some of the key differences in business models between major markets, with advertising being huge in Asia while media rights make up a much larger chunk of North America.

Despite the post likely being a reaction to claims that its numbers were overstated, Warman stood by his firm’s math.

“Newzoo stands by its forecasts,” Warman said.

Source: https://win.gg/news/1568/newzoo-opens-up-on-dollar-1-billion-esports-valuation-after-criticism

Esports Entertainment Group $GMBL – #Hershey is gravitating toward opportunities in #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:41 PM on Thursday, June 27th, 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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Hershey is gravitating toward opportunities in esports

  • Twitch, the No.1 streaming site for gamers, touts 15 million unique daily visitors, and over 2.2 million creators who live stream their gameplay.
  • The global esports audience is projected to hit 600 million by 2023 — up from 281 million just three years ago, per Business Insider Intelligence estimates.
  • And revenue will rise with it: Global esports revenue is forecasted to reach $2.96billion by 2022, up from $869 million in 2018.

Mariel Soto Reyes

The Hershey Company is looking to reach non-traditional audiences through esports, per Digiday. Hershey has traditionally allocated the bulk of its media spend to traditional TV advertising, but it’s increasingly diversifying its media spend beyond traditional TV and into more digital spaces. The esports phenomenon has opened up a channel to reach hundreds of millions of eyeballs worldwide.

Business Insider Intelligence

Hershey is increasingly investing in esports as it looks to tap into audiences its traditional buys likely miss — in particular millennial and Gen Z males under age 25. Hershey decided to ramp up its commitment to the fast-growing space after seeing younger audiences flock to streaming sites like Twitch and YouTube to engage with gamers live-streaming their sessions.

Twitch, the No.1 streaming site for gamers, touts 15 million unique daily visitors, and over 2.2 million creators who live stream their gameplay. The global esports audience is projected to hit 600 million by 2023 — up from 281 million just three years ago, per Business Insider Intelligence estimates. And revenue will rise with it: Global esports revenue is forecasted to reach $2.96billion by 2022, up from $869 million in 2018.

There are three primary methods for brands to advertise in esports:

  • Event sponsorships. While brands can reach esports viewers by advertising on streaming platforms like Twitch and YouTube, they can also reach millions of esports event attendees and viewers by sponsoring major live competitions. For instance, 200million viewers tuned into the League of Legends World Championship in 2018 — nearly double the number that watched the Super Bowl that year, which clocked in at about 98 million viewers. That same event sold 23,000 tickets in under four hours, with game owner Riot releasing an additional 3,000 to meet the overwhelming demand.
  • Direct advertising on sites like Twitch. Many brands have taken to running ads on alongside gaming content on the top video streaming platforms for live gameplay. For instance, Wendy’s designed an interactive ad-campaign which ran on Twitch, and Nike has even debuted new shoes on the site.
  • Influencer brand partnerships. Gaming influencers inspire intense trust and loyalty among their followings: If a gaming influencer recommends hardware, their fans are likely to purchase that gear, and if they recommend food or eat something while playing, their fans might also follow suit. In fact, Hershey’s first foray into esports was a partnership with top gamers “Ninja” ( 5 million Twitch followers), and “DrLupo” ( 3.4 million Twitch followers) to launch its Reese’s Pieces candy bar at gamer event TwitchCon (like Comic-Con, but for video games). Likewise, Axe partnered with “Cizzorz” — part of the popular FazeClan esports team — to run a promotional contest where fans could upload a live-action clip of themselves gaming to Instagram or Twitter and be entered to win a feature on the gamer’s channel and the opportunity to attend VidCon with him.

As the global esports market explodes, I expect opportunities for brand partnerships and advertisements to trace a similar path. And it’s likely that brands get increasingly creative with their attempts to win a piece of the space. Already, brands like Kellogg — which launched a new cereal dubbed “Lucio-Oh’s,” based on a popular Overwatchcharacter — are experimenting with their approaches to the gaming world.

Source: https://www.businessinsider.com/hershey-gravitates-to-esports-opportunities-2019-6

Further To BIG Partnership Announcement With #Dignitas, #Esports Insider Features Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:19 PM on Tuesday, June 25th, 2019

  • In the gambling sphere, there’s barely a bookmaker now that doesn’t include esports and there’s a plethora of esports specific operators too
  • One thing that hasn’t quite materialized yet is betting exchanges, similar to Betfair, and this is an opportunity Esports Entertainment Group are keen to capitalize on. 

By Esports Insider

There’s undoubtedly been growth in esports betting over recent years. Entertainment and betting arguably go hand-in-hand and players are already betting on a multitude of titles ranging from Counter-Strike through to Hearthstone. In the gambling sphere, there’s barely a bookmaker now that doesn’t include esports and there’s a plethora of esports specific operators too. One thing that hasn’t quite materialised yet is betting exchanges, similar to Betfair, and this is an opportunity Esports Entertainment Group are keen to capitalise on. 

A week on from the news of a big partnership with Dignitas, we spoke to Grant Johnson, CEO of Esports Entertainment Group about his Vie.gg exchange – what they’re trying to achieve – and how he sees the intersection between gambling and esports developing. 

Grant Johnson, Vie.gg CEO (right)

Esports Insider: Tell us about how Vie came about. As a seasoned gambling expert, your profile doesn’t fit the typical ‘gamer’ mold – so what piqued your interest in this particular area?

Grant Johnson: It all came about back in 2013 when I was doing some work with a group who wanted to get into the sports bet casino business. They asked me what was “new”. I did some research and started reading about esports. I had the good fortune to get introduced to Alex Lim. At the time he was the Secretary-General of the IeSF. He, in turn, introduced me to Ken Silva, founder, and president of EsportsCanada, who invited me to the Starcraft championship in Toronto late 2013.

I was absolutely blown away by the excitement and energy displayed by the fans at the event and the fact that the vast majority of the fans were in their 20s. I spoke to several people regarding interest in wagering and the feedback was unanimous — there was a strong interest. Effectively that was the ah-ha! moment for me. The group I was working with decided they were not interested in the sector so I decided to launch my own company at the time called VGambling, which has evolved into Esports Entertainment Group (OTCQB:GMBL). Which in turn launched Vie.gg and the bet exchange platform.

ESI: The gambling industry on the esports side clearly isn’t as developed as the traditional sports counterpart yet — why do you think this is and how do you think this can change?

GJ: Yes, I do believe it will change and it’s already happening. I believe the fan base has to become comfortable with betting. Clearly, some already are and that number is growing rapidly. As I did my research, transparency and Player vs Player options were a constant theme in the feedback we were getting. Hence the bet exchange platform which is specifically suited for the PvP wagering.

We went the route of being a publicly traded company so that the fans, players, and bettors could see with full transparency who was behind the platform. Generally, it is almost impossible to tell with traditional betting operators who the people really are behind it.

ESI: Vie.gg is one of the only exchanges currently in esports. How important are exchanges in a betting ecosystem and do you envisage the space developing in the future?

GJ: Clearly by virtue of the fact we elected to go this way. We are strong believers in the bet exchange system. Esports is all about competing against your friends, and here the bet itself becomes a competition of knowledge which our research has told us is key to the fans of esports. The players can bet directly against each other and not have to deal with the house taking a position against them as it is in traditional betting.

“I was absolutely blown away by the excitement and energy displayed by the fans at the event and the fact that the vast majority of the fans were in their 20s”

As the esports community becomes more comfortable with placing a bet and they come to understand that bet exchange is a more transparent option for them, we feel in the end a significant portion of the market will prefer the exchange model. At this stage, it’s all about educating the fan base about the player versus player bet experience and that is where our main focus lies right now.

ESI: The esports market has been fragmented and regulation is fast improving with more traditional sports betting operators coming in and positioning themselves in the market. What do you see the landscape looking like five years from now? How is Vie positioned differently to these traditional sportsbook brands?

GJ: I agree that there is a great deal of change and educating taking place. The traditional sports books are offering esports in the general belief that their sportsbook player base will cross over to do some esports betting. I do think in certain titles there is some crossover, however, we think that percentage is fairly small.

We believe a focussed effort on the esports fan specifically is key. I agree with the financial experts that the esports betting space will see explosive growth in the next five years. And I believe I have read that esports gambling could, in fact, eclipse the current size of the esports ecosystem itself. That offers huge potential.

I believe in our position as the first mover with the exchange and the transparency that comes with being public. We also believe in partnering with the esports brands that the fan base trusts and follows. Our new and exciting partnership with Dignitas will put us in a strong position to be a major beneficiary of this growth.

ESI: Vie.gg are involved with teams like Dignitas and Epsilon and other esports teams with collaborative sponsor agreements amongst other streamers and influencers. How do you leverage the relationships these offer and what can fans expect to see from these partnerships in the future?

GJ: Clearly, influencers like teams and streamers have a great deal of social exposure and connection with their followers. By aligning ourselves with these teams and brands such as Epsilon and our newest partners Dignitas, both of which have loyal long term fan bases, we are in a position to offer our product to the fans in partnership with the brands.

“I believe I have read that esports gambling could, in fact, eclipse the current size of the esports ecosystem itself. That offers huge potential”

It is a continuation of our belief in transparency and dedication to the esports industry and we feel that in the long run, it will give us an option to offer the fans a way to have confidence in and feel comfortable using Vie.gg for placing wagers when they chose to do so.

Source: https://esportsinsider.com/2019/06/grant-johnson-vie-gg-building-an-esports-betting-exchange/