Posted by AGORACOM-JC
at 9:15 PM on Sunday, June 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
———————–
Hainan to Launch $145 Million Esports Fund
South China’s tropical Hainan will set up a 1 billion yuan ($145 million) fund to lure esports businesses to the province, as part of a broader package to support gaming in the region.
The money will be used to support “related companies†and subsidize
global esports competitions held in the province, said Sun Ying, the
director of Hainan’s tourism, culture, broadcasting and sports
department. She also said the government would make it easier to get
approval to hold such events.
Sun made the announcement at an esports industry forum held in the island’s Boao city on Thursday.
Sun said the government would also offer other incentives to the
sector, such as tax breaks and benefits such as subsidized housing and
residency status for star gamers.
The official also said the local administration planned to expand the
province’s visa-free visit program —which currently applies to 59
nationalities — to include more countries in the future. Sun said this
would make it easier for more people to participate in esports events in
the process.
Hainan, known for its warm weather and sandy beaches, has long been heavily reliant on tourism.
However, the central government has plans to shake up the region’s economy, with the State Council announcing in October that the province would become China’s 12th pilot free trade zone. According to a policy guideline document (line
in Chinese) released at the time, the Hainan zone will focus on the
international tourism, modern service, and advanced technology
industries.
In recent years the gaming industry has rapidly expanded as ever
larger numbers of Chinese people have come online. The value of China’s
esports market has more than tripled since 2015 and is expected to more
than double from its 2018 level to 247.8 billion yuan by 2023.
Provinces including Zhejiang, Anhui, and Jiangsu have announced plans
to build so-called “esports towns,†regions in which incentive policies
much like Hainan’s — direct funding and tax breaks — have been
promised.
However local governments’ enthusiasm for this growing sector could
be met with roadblocks, as the central government has displayed an
ambivalent attitude towards video gaming.
The central government department responsible for approving the release of games did not give the green light to any new titles
for most of last year. Then, in April, it was revealed that thousands
of titles that had already been waiting for approval — some for more
than a year — would be forced to start the approval process all over again under new regulations.
In September last year, the General Administration of Press and Publications said it would control the total number of online video games and new titles in operation, ostensibly to address worsening eyesight among the country’s young people.
Posted by AGORACOM-JC
at 9:00 PM on Tuesday, June 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
———————–
World electronic gaming revenues to grow 9.6% to $152.1 billion in 2019
Global video and electronic games market will generate $152.1 billion (£121 billion) in 2019, up 9.6% over last year as gaming morphs into content and communication, according to a report by gaming analytics firm Newzoo on Tuesday.
It is “the complete convergence of different forms of digital entertainment all coming together,†Peter Warman, chief executive of the Netherlands-based firm, told Reuters in a phone interview.
By Hilary Russ
NEWYORK (Reuters) – The global video and electronic games market will
generate $152.1 billion (£121 billion) in 2019, up 9.6% over last year
as gaming morphs into content and communication, according to a report
by gaming analytics firm Newzoo on Tuesday.
It is “the complete convergence of different forms of digital
entertainment all coming together,†Peter Warman, chief executive of the
Netherlands-based firm, told Reuters in a phone interview.
As games become seemingly ubiquitous, they are turning into tools for
connectivity, allowing players to chat with friends and meet new
people. Fortnite publisher Epic Games Inc, in particular, believes in
gaming as a communication platform, Warman said.
Facebook Inc is launching its own games through its Facebook,
WhatsApp Inc and Messenger apps, as is Tencent Holding Ltd’s WeChat in
China.
On June 5, Words With Friends developer Zynga Inc launched a new
battle royale game exclusively on the new gaming platform of Snap Inc,
home of messaging app Snapchat.
This year, the United States will overtake China for the largest
gaming market by revenues – $36.9 billion versus $36.5 billion – due to
growth in console games and the influence of Fortnite in America and the
echo of a previous governmental freeze on new games in China.
“I believe it’s a temporary glitch,†said Warman of the Chinese
market, because there are so many games in the pipeline awaiting
approval.
Japanese companies are also making a comeback, in part because of nostalgia for retro games.
A revamp of Final Fantasy VII, originally released in 1997 by Japan’s
Square Enix Holdings Co Ltd, is expected to be released next year, for
example.
Nintendo Co Ltd and Bandai Namco Holdings Inc, developer of the
classic Pac-Man games, are ranked 9th and 10th on Newzoo’s list of top
public gaming companies by revenue.
“It’s taken a long time but they’re back,†Warman said, after some
Japanese developers were slow to embrace mobile gaming and shift
business models from paid games to free-to-play.
Mobile gaming on smartphones and tablets, versus PC and console
games, remains the largest platform, producing $68.5 billion, or 45% of
the global market, the report said.
Newzoo surveyed more than 62,500 invite-only respondents from
February to March across 30 markets, among other data sources. It is the
firm’s 9th such annual report.
The report excludes revenue from esports, or formalised professional
video game competitions. Newzoo reported in February that global esports
revenue would hit $1.1 billion this year.
(Reporting by Hilary Russ; Editing by Richard Chang)
Posted by AGORACOM-JC
at 7:05 AM on Monday, June 17th, 2019
Announced multi-year partnership with Harris Blitzer Sports & Entertainment to provide safe and transparent P2P esports betting to Dignitas fans via VIE.gg.
Dignitas is an international esports team with one of the most iconic and recognizable brands in the professional gaming industry that fields teams in seven of esports’ largest and most popular games
BIRKIRKARA, Malta, June 17, 2019 — via OTC PR WIRE – Esports Entertainment Group, Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce a multi-year partnership with Harris Blitzer Sports & Entertainment (“HBSEâ€) to provide safe and transparent P2P esports betting to Dignitas fans via VIE.gg. Dignitas is an international esports team with one of the most iconic and recognizable brands in the professional gaming industry that fields teams in seven of esports’ largest and most popular games.
Dignitas is the esports organization of HBSE, a globally renowned
sports and entertainment company whose portfolio includes the
Philadelphia 76ers, New Jersey Devils, Crystal Palace F.C. and the
Prudential Center, one of the world’s top-ranked venues located in
Newark, N.J. HBSE is owned by an investor group led by Managing
Partners Josh Harris, the Co-Founder and Senior Managing Director of
Apollo Global Management, LLC., as well as, David Blitzer, the Global
Head of Blackstone’s Tactical Opportunities group.
FIRST NORTH AMERICAN TIER-1 ESPORTS PARTNERSHIP FOR VIE.GG SETS NEW BENCHMARK
As a world champion and one of the original names in esports with a
successful history since 2003, Dignitas represents the first North
American Tier-1 esports organization to partner with the Company’s
VIE.gg esports betting platform. Dignitas is working with VIE.gg for the
following reasons:
1. The VIE.gg P2P model is much more attractive to Dignitas because
an esports fan (a Dignitas fan) always wins, as opposed to a “house”
model where odds are heavily stacked against fans.
2. VIE.gg is the first and most transparent esports bet exchange as a
result of Esports Entertainment Group being a fully reporting SEC
issuer in the United States.
3. Player safety features built into VIE.gg create a fun but
responsible esports betting experience for fans. For example, players
must choose their maximum bet amounts when they initially sign up with
VIE.gg. Any subsequent increase to those levels requires a 30 day
cooling off period to make sure players do not get carried away.
4. The recent addition of pool betting is a further extension of the
P2P model, which allows groups of opposing fans to wager against each
other when their teams go head to head.
5. Given the fact some esports fans bet on esports, Dignitas fans
may as well bet on a safe platform that also supports the organization.
Dignitas CEO Michael Prindiville stated, “Esports Entertainment Group
and Vie.gg offer a premier destination for our fans to engage with the
games they love in ways that play upon a competitive spirit that is
decidedly Dignitas in nature. The future of Dignitas is bound to our
fans and the way they engage, interact, share and are moved by our
content, products, players, streamers and more. The partnership with
Esports Entertainment Group and Vie.gg is extremely natural; we are
connected in our shared dedication to developing and amplifying the
gaming space in this period of rapid and inspiring growth, and as it
blends naturally with entertainment, music, lifestyle, and more.â€
Grant Johnson, CEO of Esports Entertainment Group stated, “I am very
proud of this new partnership with HBSE and their Dignitas esports
brand, which is founded in our shared common beliefs of player safety
above all else. I look forward to sharing our incredible product with
Dignitas’ highly engaged fan base over the next three years and beyond.
For Esports Entertainment Group, a partnership of this calibre is a
significant milestone for our shareholders and tremendous validation of
both our P2P esports wagering model and future plans within the esports
world.â€
This press release is available on our Online Investor Relations
Community for shareholders and potential shareholders to ask questions,
receive answers and collaborate with management in a fully moderated
forum at https://agoracom.com/ir/EsportsEntertainmentGroup
RedChip investor relations Esports Entertainment Group Investor Page: http://www.gmblinfo.com
ABOUT DIGNITAS
Dignitas is an international esports team with one of the most iconic
and recognizable brands in the professional gaming industry that fields
teams in seven of esports’ largest and most popular games: Apex
Legends, Super Smash Bros. Melee, Rocket League, SMITE, Clash Royale and
Counter-Strike: Global Offensive and League of Legends through the
recent merger with Clutch Gaming. Dignitas’ innovative and authentic
brand position offers a premier opportunity for partners seeking a
direct portal into the gaming and esports market. Dignitas was
originally formed in September 2003 with the merger of two Battlefield
1942 teams. In September 2016, Dignitas was acquired by the Philadelphia
76ers of the National Basketball Association. Dignitas is a part of the
Harris Blitzer Sports & Entertainment family of innovative and
competitive holdings owned by an investor group led by Managing Partners
Josh Harris and David Blitzer, which also includes the New Jersey
Devils of the National Hockey League, and the Prudential Center,
world-renowned arena in Newark, N.J. In June 2019, Dignitas merged with
the Houston Rocket’s owned and operated Clutch Gaming, to form a new,
gaming-centric, media and entertainment company.
ABOUT VIE.GG
VIE.gg
offers bet exchange style wagering on esports events in a licensed,
regulated and secured platform to the global esports audience, excluding
jurisdictions that prohibit online gambling. VIE.gg features wagering on the following esports games:
Counter-Strike: Global Offensive (CSGO)
League of Legends
Dota 2
Call of Duty
Overwatch
PUBG
Hearthstone
StarCraft II
VIE.gg has announced affiliate marketing partnerships with 190
esports teams from around the world and expects that number to increase
in 2019.
ABOUT ESPORTS ENTERTAINMENT GROUP
Esports Entertainment Group, Inc. is a licensed online gambling
company with a specific focus on esports wagering and 18+ gaming.
Esports Entertainment offers bet exchange style wagering on esports
events in a licensed, regulated and secure platform to the global
esports audience at vie.gg.
In addition, Esports Entertainment intends to offer users from around
the world the ability to participate in multi-player mobile and PC video
game tournaments for cash prizes. Esports Entertainment is led by a
team of industry professionals and technical experts from the online
gambling and the video game industries, and esports. The Company holds
licenses to conduct online gambling and 18+ gaming on a global basis in
Curacao, Kingdom of the Netherlands. The Company maintains offices in
Malta, Curacao and Warsaw, Poland. Esports Entertainment common stock is
listed on the OTCQB under the symbol GMBL. For more information visit www.esportsentertainmentgroup.com
FORWARD-LOOKING STATEMENTS The
information contained herein includes forward-looking statements. These
statements relate to future events or to our future financial
performance, and involve known and unknown risks, uncertainties and
other factors that may cause our actual results, levels of activity,
performance, or achievements to be materially different from any future
results, levels of activity, performance or achievements expressed or
implied by these forward-looking statements. You should not place undue
reliance on forward-looking statements since they involve known and
unknown risks, uncertainties and other factors which are, in some cases,
beyond our control and which could, and likely will, materially affect
actual results, levels of activity, performance or achievements. Any
forward-looking statement reflects our current views with respect to
future events and is subject to these and other risks, uncertainties and
assumptions relating to our operations, results of operations, growth
strategy and liquidity. We assume no obligation to publicly update or
revise these forward-looking statements for any reason, or to update the
reasons actual results could differ materially from those anticipated
in these forward-looking statements, even if new information becomes
available in the future. The safe harbor for forward-looking statements
contained in the Securities Litigation Reform Act of 1995 protects
companies from liability for their forward-looking statements if they
comply with the requirements of the Act.
Posted by AGORACOM-JC
at 12:32 PM on Thursday, June 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
———————–
Milken-Backed Immortals Makes Esports’ First $100 Million Deal
They acquired Infinite Esports from Texas Rangers co-owners
The resulting company becomes competitor in four major esports
Immortals Gaming Club, an esports business backed by Meg Whitman and
the family of Michael Milken among others, acquired Infinite Esports
from two of the owners of the Texas Rangers baseball team, marking what
the buyers said is the industry’s first $100 million deal.
The transaction merges Los Angeles-based Immortals, best known for
its Valiant team in the Overwatch League, with the parent of OpTic
Gaming, one of the more prominent teams in the League of Legends
Championship Series. Its fans are known as the Greenwall.
“We expect there’s going to be general consolidation in the
industry,†Immortals Chief Executive Officer Ari Segal said an
interview. “This is the first wave of that.â€
Milken-Backed Immortals CEO on Esports’ $100 Million Deal
Immortals Gaming Club CEO Ari Segal speaks to Bloomberg’s Chris Palmeri at E3 in Los Angeles.
(Source: Bloomberg)
The valuation includes the purchase price, debt and other
liabilities, including franchise fees still owed to the leagues. The
Immortals’ lineup of games will also include Call of Duty, which is
launching a new league, and Counter-Strike: Global Offensive, meaning
the company now competes in four major esports.
Based on the equity consideration in the transaction, Infinite
stockholders collectively become the largest shareholder of Immortals
Gaming Club, according to a spokesman, with AEG continuing to hold the
biggest single stake. Neil Leibman and Ray Davis, co-owners of the Texas
Rangers, will become shareholders in Immortals as part of the deal.
Growing Business
Esports, where fans watch professional video-game players compete
online and in arenas, is among the fastest-growing businesses in
entertainment, attracting big money investors from the world of media
and sports. Last week, the owners of the Philadelphia 76ers and the New
Jersey Devils bought a majority stake in Clutch Gaming, a professional team owned by the Houston Rockets.
The deal marks a return to League of Legends competition for
Immortals, which was co-founded in 2015 by Noah Whinston, a college
dropout and esports enthusiast. Immortals operated a team, but failed to
get a franchise in the League of Legends Championship Series when
parent Riot Games offered them two years ago. They plan to sell the
Houston Outlaws franchise in the Overwatch League.
Immortals raised $30 million in a follow-on offering last month. The
overall business is now valued at $250 million, according to a person
familiar with the terms who wasn’t authorized to speak publicly.
Posted by AGORACOM-JC
at 2:00 PM on Thursday, June 6th, 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
The esports market is estimated to surpass US$1 billion (€890 million) by 2020, and onto US$1.8 billion (€1.6 billion) by 2023.
This is according to the latest
“Esports Opportunity for the Broadcast, Pro-AV and IT Industries†study
by Futuresource Consulting.
The report claims that key events
will start to attract viewing figures comparable to ‘tier 1 sporting
competitions’, such as the FIFA World Cup and the Olympics. This will
mean that securing exclusivity of major esports events will become
strategically important for both traditional sports broadcasters and the
largest esports streaming platforms.
Revenues are expected to be in excess
of $900 million (€799.2m) in 2019. In addition, an 18 per cent 2019-23
CAGR is also expected.
One contributing factor is the growth
of collegiate esports, with many universities heavily investing in
esports as a part of the curriculum and in their own arenas. With
collegiate sports being such a profitable area of sports broadcasting,
particularly in the US, esports has the possibility to benefit.
The report also argues that esports
growth will serve as a boon to major IT and AV suppliers, with the
global education esports PC installed base including universities,
colleges and K-12 schools expected to reach 117,000 units in 2020.
In addition, major vendors are
looking to become sponsors of key tournaments and are aiming to get on
the most popular gamers’ equipment lists.
Posted by AGORACOM-JC
at 7:41 AM on Thursday, June 6th, 2019
Applied to list its common shares on the NASDAQ Capital Market
Listing of the Company’s common shares on the NASDAQ remains subject to the approval of NASDAQ and the satisfaction of all applicable listing and regulatory requirements.Â
Company will continue to maintain the listing of its common shares on the OTCQB under the symbol “GMBL”.
BIRKIRKARA, Malta, June 06, 2019 — via OTC PR WIRE – Esports Entertainment Group, Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce that it has applied to list its common shares on the NASDAQ Capital Market. The listing of the Company’s common shares on the NASDAQ remains subject to the approval of NASDAQ and the satisfaction of all applicable listing and regulatory requirements. The Company will continue to maintain the listing of its common shares on the OTCQB under the symbol “GMBL”.
This application to list on NASDAQ follows the Company’s announcement
on May 3, 2019 of the filing of a registration statement on Form S-1
with the Securities and Exchange Commission relating to a proposed
offering of its securities. Though the number and type of securities to
be offered and the price range for the offering have not yet been
determined, the proposed maximum aggregate offering is $11,500,000.
Investors can review details and the full press release at http://esportsentertainmentgroup.com/back-esports-entertainment-group-announces-filing-of-s-1-registration-statement/
Grant Johnson, CEO of Esports Entertainment Group stated “Given the tremendous progress of our esports betting platform, including partnering with more than 190 esports teams from around the world, we believe the Company is now well positioned to pursue additional growth opportunities. A NASDAQ listing, if successful, will broaden our access to a larger and international group of investors as we seek to become a truly global company.â€
This press release is available on our Online Investor Relations
Community for shareholders and potential shareholders to ask questions,
receive answers and collaborate with management in a fully moderated
forum at https://agoracom.com/ir/EsportsEntertainmentGroup
Redchip investor relations Esports Entertainment Group Investor Page: http://www.gmblinfo.com
About Esports Entertainment Group
Esports Entertainment Group, Inc. is a licensed online gambling
company with a specific focus on esports wagering and 18+ gaming.
Esports Entertainment offers bet exchange style wagering on esports
events in a licensed, regulated and secure platform to the global
esports audience at vie.gg.
In addition, Esports Entertainment intends to offer users from around
the world the ability to participate in multi-player mobile and PC video
game tournaments for cash prizes. Esports Entertainment is led by a
team of industry professionals and technical experts from the online
gambling and the video game industries, and esports. The Company holds
licenses to conduct online gambling and 18+ gaming on a global basis in
Curacao, Kingdom of the Netherlands. The Company maintains offices in
Malta, Curacao and Warsaw, Poland. Esports Entertainment common stock is
listed on the OTCQB under the symbol GMBL. For more information visit www.esportsentertainmentgroup.com . FORWARD-LOOKING STATEMENTS The
information contained herein includes forward-looking statements. These
statements relate to future events or to our future financial
performance, and involve known and unknown risks, uncertainties and
other factors that may cause our actual results, levels of activity,
performance, or achievements to be materially different from any future
results, levels of activity, performance or achievements expressed or
implied by these forward-looking statements. You should not place undue
reliance on forward-looking statements since they involve known and
unknown risks, uncertainties and other factors which are, in some cases,
beyond our control and which could, and likely will, materially affect
actual results, levels of activity, performance or achievements. Any
forward-looking statement reflects our current views with respect to
future events and is subject to these and other risks, uncertainties and
assumptions relating to our operations, results of operations, growth
strategy and liquidity. We assume no obligation to publicly update or
revise these forward-looking statements for any reason, or to update the
reasons actual results could differ materially from those anticipated
in these forward-looking statements, even if new information becomes
available in the future. The safe harbor for forward-looking statements
contained in the Securities Litigation Reform Act of 1995 protects
companies from liability for their forward-looking statements if they
comply with the requirements of the Act.
Posted by AGORACOM-JC
at 11:01 AM on Wednesday, June 5th, 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
———————–
Betting is esports’ biggest and most underappreciated opportunity
Above: Overwatch League
Image Credit: Robert Paul for Blizzard Entertainment
As one of the fastest growing categories in online gambling, esports betting is on pace to reach up to $8 billion USD in total wagers this year, equating to $560 million in revenue at an industry average margin of 7%.
Growth estimates point to more than $16 billion in annual wagers in coming years.
Betting is the single biggest opportunity in esports. It has uncapped upside and is one of the least encumbered by the video game publisher…but it’s also one of the least talked about. The recent investment wave in esports has been primarily focused on the most visible assets in the space being esports organizations, influencer agencies, and content/competition assets. I believe it’s important people understand that verticals like betting are a huge part of the potential of esports now that interest in the space has skyrocketed.
As one of the fastest growing categories in online gambling, esports betting is on pace to reach up to $8 billion
USD in total wagers this year, equating to $560 million in revenue at
an industry average margin of 7%. Growth estimates point to more than $16 billion in annual wagers in coming years. This compares to an estimated $1 billion
in revenue to be earned in 2019 for the rest of esports, however, when
adjusting for publisher owned/operated assets revenue, I believe the
number is closer to half that. This adjustment nets out game publisher
fees, merch and ticketing at major publisher run events, a proportion of
media rights, and a percentage of sponsorship and advertising.
The benefits of esports betting
We make this adjustment as the investable esports ecosystem,
everything making headlines lately, is non-publisher assets, companies
building around the IP of publishers. Unlike these categories, betting
is IP-agnostic as it requires no franchise or licensing fees paid to the
publisher, which is seen in categories such as esports teams or
tournament organizers. It is also game-agnostic, not being exposed to
game cyclicality, which is the mark of the video game industry and
esports.
Gamers are fickle and it’s impossible to predict the longevity of a
new title. Betting is a platform that can easily offer whatever is being
watched. Lastly, it is API-agnostic, seeing no reliance on publisher
logins or other third-party API’s such as Twitch which can be found in
other verticals. This is why I believe the magnitude of the opportunity
in betting exceeds every other vertical in esports and will continue to
do so long-term.
The rapid & challenging rise of esports betting
How did it begin? The first major wave came with the use of virtual
in-game aesthetics as unregulated casino chips back in 2013/2014. Valve
games, Counter Strike: Global Offensive and Dota 2, the second and third
most popular esports (behind League of Legends), have highly liquid
real money economies using in-game aesthetics termed skins, which fans
began to use for gambling on esports.
Nearly all the skins gambling sites were operating illegally, rarely
doing any requisite Know Your Customer (KYC) compliance to ensure the
customer is in a legal jurisdiction and over 18, had little to no
Anti-Money Laundering (AML) controls, and certainly no gambling license.
Unfortunately, this meant many underage kids often from illegal markets
gambled, and the skins betting market quickly swelled to $5 billion in total wagers. After multiple scams and a class action lawsuit, Valve sent cease & desist notices to all major skins gambling sites toward the end of 2016, resulting in a material reduction in skins betting.
Although the illegal skins sites did not directly make the transition
to regulated esports betting, they were a key step in the process. The
advantage of those sites is they were totally unregulated. You could
build one and get it up and running in 30 days. A regulated gambling
site takes a year if you move quick. As a consequence, we saw
effectively nobody switch. However, the companies making regulated
esports specific betting products took product and marketing cues from
those sites as they serve the same customer base.
That unregulated market kicked off regulated wagering on esports. At
one point, before it was shut down, the skins betting market was an
estimated ten times bigger than the regulated esports betting market.
Without the skins betting market its unlikely esports betting would have
taken off as quickly, and then when it eventually got shut down by
regulators it created a big wave into regulated esports betting. This
created much of the opportunity we are discussing in this article. Like a
lot of new tech, it starts off in the unregulated side before it
matures.
Now in 2019 esports betting is one of the most exciting categories in
the regulated gambling industry. Even more so when combined with a U.S.
sports betting market opening up state by state. With the nature of
esports being video games, it creates unlimited possibilities for unique
bets such as round-by-round betting in first person shooters, or
hyper-contextual bets like first Baron kill (provides a team buff) in
the world’s most popular esport game, League of Legends. With new game
titles constantly being released, and an ever-increasing population of
esports fans, the trend is clear.
Many ways to bet on esports
The current options available
for esports fans to bet with is varied. You have legacy sportsbooks
with an esports offering, purist esports sportsbooks sites, crypto
betting offerings, and still some illegal skins betting sites. The
challenge and opportunity as I see it is not attracting the gambler to
bet on esports, but rather attracting and onboarding the esports fan.
What appeals to a 23-year-old esports fan that has less experience with
betting is different from what is currently being offered to a
35-year-old football fan.
Similar to any traditional service being offered to a new generation
requiring a major user experience overhaul (as financial tech has). I
believe it isn’t enough to just display the odds. Sportsbooks need to
offer more contextual betting, team/match data, content/community
offerings, deep partnership engagements and more. The exciting thing is
that the code has not been cracked, and the room for innovation is vast.
Significant opportunity for new sportsbooks
Online gambling has spent more than 20 years focused on traditional
sports. Creating and curating the optimal offering, marketing schemes,
and bonus/reward programs. Converting brick and mortar bettors to online
ones. Over that period gambling regulation has evolved, sports fans
have aged, and the market has become relatively saturated with
operators.
The emergence of esports as a sport, and consequently, a betting
market, represents the first instance in a long time of a new generation
entering the fold. This is unprecedented and the interest from the
traditional gambling world is immense. For the first time they are
facing a generation born and bred on the internet. Solving for that when
you have spent so long solving for the inverse is challenging. It means
a window of opportunity is open for new operators, new investors, new
strategies, new ideas, and it’s incredibly exciting. All that said, it’s
a thrilling time to be in esports, betting, and the development of
sports and media for the next generation. This is just the beginning.
Kevin Wimer was a professional gamer in the early 2000’s, and is
currently Chief Marketing Officer at esports sportsbook Rivalry.
Posted by AGORACOM-JC
at 1:10 PM on Monday, June 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
———————–
Global Esports Popularity Give Gamer Companies Reason To Be Bullish
Esports have joined the big leagues, Goldman Sachs analysts wrote in a recent report about the new subsection of the video game industry. China aside, the esports industry already has a larger audience than Major League Baseball.
Goldman estimates the monthly size of competitive esports gamers, 167 million as of year-end 2018, will hit 276 million by 2022, basing their forecast on a NewZoo survey.
Right now, somewhere in China, bulldozers and crane operators are building a new theme park. It’s not the latest Lionsgate Park you’ve read about, centered around themed attractions based on movies like Hunger Games. Oh, it’ll have roller coasters and stuff. But this amusement park is different. It’s designed for gamers.
Esports have joined the big leagues, Goldman Sachs analysts wrote in a recent report
about the new subsection of the video game industry. China aside, the
esports industry already has a larger audience than Major League
Baseball.
Goldman estimates the monthly size of competitive esports gamers, 167
million as of year-end 2018, will hit 276 million by 2022, basing their
forecast on a NewZoo survey.
“China has been ahead of the curve on this; all of Asia really,†says
Menashe Kestenbaum, CEO of Enthusiast Gaming in Toronto. “If you see an
arena jam-packed with gamers, it’s probably somewhere in China or South
Korea,†he says.
Bill Coan, the CEO of ITEC Entertainment, the guys behind China’s
gamer theme park now under construction in a “top secret location,†is
predicting the future of the gaming industry, driven in part by esports.
Picture arenas where gamers in bulky headphones are playing video games
on large, concert-size screens against some of the best players in the
world (who will have the cooler headphones).
“If we are as successful at this as I think we will be, every city will want one,†he says.
Asia’s online population dwarfs other regions. It’s hard to compete
with 3 billion people between China and India alone. In China, they
watch gamers teach how to get to the next level in a shooting game or
compete head-to-head in teams on streaming content providers.
The esports NBA draft: Chiquita Evans poses for photographs with
Brendan Donohue after being selected as the 56th pick overall by the
Warriors Gaming Squad for the NBA’s 2K League on March 5, 2019, in New
York.
Frank Franklin II/ASSOCIATED PRESS
In the U.S., they do the same, watching gamers on YouTube and
Twitch. Some fans are not even gamers. Instead, they are watching it for
the personalities themselves, commenting on their game play.
Dan & Phil, two U.K. guys who play The Sims and make
videos of themselves playing it, have more views on a five-minute upload
to their YouTube channel than prime-time news programs on CNN, MSNBC
and Fox. (They’ve recently gone on a YouTube hiatus.)
For live streaming games in the U.S., Amazon’s seven-year-old Twitch.TV is No. 1.
According to Goldman Sachs, the total number of minutes spent
watching gamers play or discuss video games on Twitch rose 22% from 2016
to 2017 to 355 billion minutes.
Esports have long been popular in Asia. Now the North American market is growing at breakneck speeds. Newzoo projects that the North American region will have generated $335 million in industry revenue, and will account for over a third of global esports revenue.
“I know this is big. I left my regular career for this world,†says
Kestenbaum, 34, who considers himself more than just a gaming hobbyist.
“This is a whole new industry, a bit like the old video gaming industry,
but also more of an entertainment and advertising model like
traditional sports. That’s an emerging market.â€
EGLX BELL main stage on March 11, 2018 during the Counter-Strike: Global Offensive semifinals.
Enthusiast Gaming Image. Used by Permission.
Kestenbaum says he grew up in a family of rabbis. He studied and
later taught theology in Israel while moonlighting as the blogger
“Nintendo Enthusiast†back in 2001. Like everyone else in the business
of gaming content, he learned he had a Field of Dreams in his backyard.
If you built it around gaming in the early 2000s, the fans would come.
Four years ago, Kestenbaum built Enthusiast Gaming in Toronto with
around $4 million in seed capital. He built it on the idea that hobbyist
and lifestyle gamers were reaching a critical mass like traditional
sports. Enthusiast’s network of gaming websites, including the old
Nintendo Enthusiast and Daily Esports, have a combined 150 million
visitors each month, based on April Google Analytics. Monthly visitors
across the network was 2 million monthly visitors in 2015 and has
doubled since it went public in October 2018. In mid-May, Enthusiast
Gaming stock was up 171% since their IPO, beating the MSCI Canada.
In terms of page views and users in the gaming information category,
Enthusiast Gaming rose to the top 5 since going public, according to
Comscore.
All of this serves a testament to the growth in the video gaming industry. Some games (think Fortnite) easily have more revenue than TV and movies.
The model for companies like this is relatively straightforward:
exploit gaming by making it the new Hollywood, the new Disney World, and
the new major league sports wrapped in one. Jumble it all together, and
package it like you were packaging any other entertainment. Sort of
like being the ESPN, NBA and a team sponsor rolled all into one: the
distributor, the platform brand, and the gamer team. Within the
subsection of esports, companies sell tickets to events no different
than they would a concert. In the future, these games, in aggregate,
will earn as much or more than the Superbowl due to a global audience.
“The content consumption in esports is going grow; not only the
streaming of the gaming events themselves, but also the popularity of
the gamers and influencers is growing. They are celebrities and brand
ambassadors,†says Henri Holm, CEO, FandomSports. They launched a mobile
gaming app this month that bridges traditional sports with video game
sports, creating content around the two.
“There is the learning aspect of watching gamers on any given
platform or channel, and there is the entertainment aspect of it,†says
Holm. “It all rakes in so many eyeballs. And that changes the entire
advertising landscape. Advertisers will follow.â€
Esporting events account for around 9% of gaming companies revenue.
Media rights are another 14%. Most of the money comes from corporate
sponsors of events and online advertising. It’s the same model
worldwide.
Activision signed a two-year $90 million deal with Twitch to
distribute Overwatch League in North America. The Overwatch League is a
professional esports league for players of the video game Overwatch. Like traditional sports, it has permanent teams and regular season play for prize money.
As esports evolves, content providers will compete for gaming leagues
like traditional broadcasters compete for major sporting events.
Imagine, Fortnight championships only on an Enthusiast Gaming channel. That’s the game plan.
Investors are tuned in.
Esports companies like Cloud9, founded in 2013, have 27 venture
capital funds invested. The Santa Monica-based gaming company that
sponsors teams in League of Legends, Call of Duty and Counter-Strike
got $53.6 million in its latest Series B round, almost half
Enthusiast’s current market cap fully diluted right now at $130 million.
Kestenbaum did 12 acquisitions this year, including a $20 million purchase
in April of The Sims Resource (TSR), the largest Sims community in the
world. Worth noting, TSR is the largest female video gaming content site
in the world and is ranked on Quantcast’s Top 25 websites with the
highest concentration of female audience in the U.S., close behind
Oprah.com, according to the company. TSR gets 2.5 billion page views per year, based on Google Analytics.
“We rather create partnerships than build organically,†Kestenbaum
says. “Alibaba and Tencent want to do this here. And with the China
trade war they may be more apt to do something with us in Canada than
with the U.S.,†he says, adding that most of their content traffic comes
from the U.S. They also have offices in Los Angeles.
Alibaba has partnered with Enthusiast at their gamer event EGLX in Toronto. The event is named after their ticker symbol.
Last year, Alibaba ran a tournament for various games at EGLX.
Players from different countries competed against each other in games
including Counter-Strike and Dota, a capture-the-flag type of team esport that’s big in China.
EGLX is growing, though it has nothing to do with the Chinese.
It’s gamers. Hobby gamers and lifestyle gamers, who Kestenbaum refers
to as “the mother lode†for companies in the space, are everywhere
today.
In 2016, EGLX sold around 12,000 tickets. Last year they hit 55,000
attendees. The event is one-part expo with gamers in cosplay visiting
booths, testing games and buying merchandise, and one-part competitive
video game arena. Youtubers with large online followings play against
fans. Mitch Marner, a Toronto Maple Leafs hockey player, played a
competitive round of Fortnite for charity.
Kestenbaum presents NHL player Mitch Marner with a check for his
Fortnite charity match against a gamer from Chai Lifeline, a nonprofit
working with cancer patients. Destructoid’s mascot and the Kinda Funny
Games team look on.
Enthusiast Gaming. Used by Permission.
Their esports matches had combined payouts of $100,000, and were held
in a 100,000-square-foot room. When they do this again in October,
Enthusiast says it will need 200,000 square feet because there was not
enough room last time.
Enthusiast is running a rookie gamer program called Rising Stars. Think American Idol for big-dream video gamer fanatics. If lucky, lifestyle players might get a sponsor.
“There is a lot of content you can create around that scenario alone,†Kestenbaum says.
Holm’s from FandomSports agrees. Last year they found a soccer super
fan in Joinville, Brazil. “We flew him from Brazil to St. Petersburgh in
Russia to watch Brazil play Costa Rica. For us, it was a content
cost. We made him a star and put his journey on our website and Youtube
channel. Brands love to be a part of that.â€
It’s a fantasy world. But it’s easier to become a virtual athlete
than a real one. Universities from the U.S. to China are getting in on
the act. They’re teaching students how to manage events, how to play
games. It all sounds ridiculous, but many schools said the same about
ice hockey and soccer a hundred years ago.
Video game teams have a fan base just like the New York Yankees have
fans. Those teams earn real money. The Fortnite Tournament Prize pool is
$100 million. Yes, teams have to practice.
Individual gamers are the new celebrity.
Not a rock concert. Overwatch gamer fans watch a competition at a packed Barclays Arena in July 2018. (AP Photo/Mary Altaffer)
ASSOCIATED PRESS
Ninja, an online personality who live-streams himself playing video
games on Twitch and was a part of Luminosity Gaming, a Canadian esports
team backed by the owners of the Vancouver Canucks, makes around $1
million—per month, according to eSportsearnings.com.
Dota—a game whose artistry alone would impress the world’s
best graphic novel illustrator—paid out $25.5 million at the
International Dota 2 at Rogers Arena in Vancouver last August. This
year’s International Dota 2 Championship is going to the Mercedes Benz
Arena in Shanghai in August.
To put the Dota prize money into perspective, it pays twice that of Wimbledon and The Masters PGA golf tournaments.
Goldman Sachs forecasts esports audiences to reach 194 million this
year. Next year will be bigger. They have to watch those games
somewhere, physically and online. “I wouldn’t be surprised if you see an
esports arena at Disney someday,†says Coan from ITEC.
How long before Disney or Universal buy the rights to the Super Mario Brothers?
The U.S. and Canada are the largest esports market, with revenues of
$409.1 million, according to NewZoo’s 2019 Global Esports Market
Report.
China is bringing up the rear. The Chinese market for esports will
generate an estimated $210 million this year, overtaking Western Europe
to come in second place after North America.
“It all stems from the lifestyle gamer,†says Kestenbaum. “They’re
the type of gamer who consumes content about video games the way someone
in the market checks Bloomberg. They go to events. They pay to meet and
play with celebrity gamers. Gaming is no longer only about game
publishers selling a gaming app or a console game for Nintendo,†he
says. “There are cultures around these things. You can be Twitch and
provide a platform and watch people play and talk about your favorite
game,†he says.
Yes, Dan and Phil have taken their Sims gaming enthusiasm to
a live studio audience at arenas in the U.S. They were in Providence,
Rhode Island, at the Dunkin Donuts Center late last year.
Kestenbaum sums it all up for investors: “The opportunities here are absolutely enormous.â€
For media or event bookings related to Brazil, Russia, India or China, contact Forbes directly or find me on Twitter at @BRICBreaker
Posted by AGORACOM-JC
at 11:35 AM on Monday, May 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
———————–
The First NASCAR Esports League Kicked Off This Weekend At The Charlotte Motor Speedway
This past weekend at the Charlotte Motor Speedway the first ever NASCAR esports league got underway, with the action taking place alongside the Coca-Cola 600 race.
Players on both Xbox One and PlayStation 4 competed at the event,
with Slade Gravitt of Wood Brothers Racing taking the win on PS4 and
Brian Tedeschi of Team Penske taking the win on Xbox One.
This race was the opening of the eNASCAR Heat Pro League, a major
esports league that features 30 drivers from 15 race teams, which are
owned by prominent NASCAR race teams. The league will feature 16 races
across a variety of tracks, with the league concluding at the 2019
NASCAR playoffs later this year. It was streamed on the NASCAR Facebook
page, along with the 704Games Twitch livestream.
“Charlotte Motor Speedway was the perfect venue and environment to
drop the green flag on the eNASCAR Heat Pro League season,†said Ed
Martin, managing director of esports at 704Games. “Our drivers fed off
the energy of the crowd and the thrill of competing on the busiest day
in Motorsports, delivering incredible action to fans in attendance and
watching around the world through our livestreams. It was exciting to
see the best players from across the country capture the NASCAR drama
and excitement through the NASCAR Heat 3 game before transitioning to
Coca-Cola 600 action. When 704Games, the Race Team Alliance and NASCAR
set out to create the first-ever eNASCAR league on consoles, this is
what we had envisioned.â€
Gravitt, who won the PS4 competition, is just 16 years old, and
decided to try and compete in the league after playing with friends who
wanted to see how well they could do in the qualifiers. He quickly
noticed he was pretty good, and went on to earn a spot in the
competition before going on to win it.
After the opening race in the competition Team Penske Esports are at
the top of the team standings with 78 points. Just below them is Wood
Brothers Gaming with 73 points and then JR Motorsports and Petty Esports
are tied for third with 70 points. Nine of the remaining teams are
within 10 points of third place, meaning the standings could easily
change very quickly.
The next race in the eNASCAR Heat Pro League takes place on
Wednesday, May 29, with the action being broadcast on the NASCAR
Facebook page and the 704Games Twitch livestream.
Posted by AGORACOM-JC
at 9:45 PM on Sunday, May 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 ———————————-
Mike Tyson jumps into esports with investment in Fade 2 Karma
Throughout his boxing career, former world heavyweight champion Mike Tyson knocked out 44 opponents.
Now, 14 years after retiring from boxing, Tyson wants to get another knockout, this time in esports.
Jacob Wolf
Throughout his boxing career, former world heavyweight champion Mike
Tyson knocked out 44 opponents. Now, 14 years after retiring from
boxing, Tyson wants to get another knockout, this time in esports.
On Thursday, Tyson announced a strategic investment in Fade 2 Karma, a
professional esports team best known for its time in Hearthstone.
As a result, Fade 2 Karma will construct a new streaming facility
near Los Angeles in El Segundo, California, the home base of Tyson
Ranch, a marijuana company owned by Tyson.
The new facility, called “The Ranch House,” will include private
livestreaming rooms, a performance stage for tournaments, content
production and a rooftop party deck. Connected to the facility will be a
new entertainment production studio, operated by Fade 2 Karma.
On Wednesday, Tyson joined many of the Fade 2 Karma professional
Hearthstone players for a livestreaming session broadcasted on Alexandra
“Alliestrasza” Macpherson’s Twitch channel. It was the first time the
former pro boxer competed in Hearthstone, although he said he had played
other games, including Call of Duty, in the past.
“It was pretty awesome. I had the opportunity to really engage with
some millennials, which I never really actually do,” Tyson told ESPN on
Thursday. “This is the first time, and I thought it was pretty awesome.
We played Hearthstone. I really sucked real bad. You have to start
somewhere. I played games before, so I’m going to start over and see
what happens from here.”
Tyson said that he first got interested in the esports industry via
his son, who is both a gamer and a fan of professional esports
competitions. From there, Tyson tasked his team at the Tyson Ranch to
find an opportunity that made sense — with Fade 2 Karma, he said,
emerging as an option that felt like the perfect fit. He said he
believes the future of the esports industry will be gigantic.
Fade 2 Karma was founded by German Hearthstone and Magic: The
Gathering player Tim “Theude” Bergmann in July 2015. Since then, the
team has expanded to include competitive Hearthstone players and
streamers from all around the world, including the likes of the United
Kingdom, Canada, Sweden, Israel and the United States.
Outside of esports, Tyson is developing the Tyson Ranch Resort, a
420-acre entertainment complex, luxury glamping resort and cannabis
research and design facility in Desert Hot Springs, California, about a
two-hour drive east from Los Angeles. Tyson, his business partners and
California City mayor Jennifer Wood attended a groundbreaking ceremony
for the site in December.
In other ventures, Tyson completed a one-man show residency in Las
Vegas for his “Undisputed Truth: Round 2” in late 2017. Tyson said he is
interested in potentially doing another one-man show project in the
future, but for now, he is focusing on Tyson Ranch.
Tyson joins a growing list of celebrity athletes who have invested in
esports in the past five years. Some, including Rick Fox, who won three
NBA titles with the Los Angeles Lakers in the early 2000s, and Golden State Warriors forward Jonas Jerebko,
have taken an active role in their organizations — being involved in
strategy, planning and execution. Other celebs, such as former New York Yankees star Alex Rodriguez and musicians Jennifer Lopez and Drake, have taken passive roles.
Overall, the industry continues to become a new frontier for
investors looking to capitalize on the future of sports. In 2019, the
industry is projected to eclipse $1 billion in annual revenue, according
to a report by analytics firm Newzoo.