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Esports Entertainment Group $GMBL – #Hainan to Launch $145 Million #Esports Fund $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

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

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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.

Source: https://www.caixinglobal.com/2019-06-21/hainan-to-launch-145-million-esports-fund-101430056.html

Esports Entertainment Group $GMBL – World electronic gaming revenues to grow 9.6% to $152.1 billion in 2019 #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

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

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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)

Source: https://www.euronews.com/2019/06/18/world-electronic-gaming-revenues-to-grow-9-point-6-percent-to-152-point-1-billion-in-2019-report

Esports Entertainment Group $GMBL Partners With Dignitas, The #Esports Organization Of Harris Blitzer Sports and Entertainment, To Provide P2P Esports Betting $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:05 AM on Monday, June 17th, 2019
Eeg logo black 01
  • 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 (“HBSE”) 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.”

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.”

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.

Contact:

Corporate Finance
+356-2757-7000 (Malta)
[email protected]

Media & Investor Relations Inquiries
AGORACOM 
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

U.S. Investor Relations 
RedChip 
Dave Gentry
407-491-4498
[email protected]

Esports Entertainment Group $GMBL – Milken-Backed Immortals Makes Esports’ First $100 Million Deal $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

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

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Milken-Backed Immortals Makes Esports’ First $100 Million Deal

By Christopher Palmeri

  • 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.” 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.

Source: https://www.bloomberg.com/news/articles/2019-06-12/milken-backed-immortals-makes-esports-first-100-million-deal

Enthusiast Gaming $EGLX.ca – #Esports revenues to surpass US$1 billion in 2020 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

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

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EGLX: TSX-V
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Esports revenues to surpass US$1 billion in 2020

Written by Jonathan Easton

  • 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.

Source: https://www.digitaltveurope.com/2019/06/06/esports-revenues-to-surpass-us1-billion-in-2020/

#Esports Entertainment Group $GMBL Announces Application to List on NASDAQ $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

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. 
  • 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.”

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
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FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance
+356-2757-7000 (Malta)
[email protected]

Media & Investor Relations Inquiries
AGORACOM 
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

U.S. Investor Relations 
RedChip 
Dave Gentry
407-491-4498
[email protected]

Esports Entertainment Group $GMBL – Betting is #Esports’ biggest and most underappreciated opportunity $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

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

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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.

Source: https://venturebeat.com/2019/06/03/betting-is-esports-biggest-and-most-underappreciated-opportunity/

Esports Entertainment Group $GMBL – Global #Esports Popularity Give Gamer Companies Reason To Be Bullish $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

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

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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.”

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.

Hobbyists and lifestyle gamers are the lifeblood of the burgeoning esports industry. Here, three Pokemon Go players look for virtual characters in Hong Kong. Photographer: Anthony Kwan/Bloomberg © 2016 Bloomberg Finance LP

 â€œThe 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.”

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. 

 â€œWe rather create partnerships than build organically,” Kestenbaum says. â€œAlibaba 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.”

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.”

For media or event bookings related to Brazil, Russia, India or China, contact Forbes directly or find me on Twitter at @BRICBreaker

Source: https://www.forbes.com/sites/kenrapoza/2019/05/29/global-esports-popularity-give-gamer-companies-reason-to-be-bullish/#5c54f9421bde

Esports Entertainment Group $GMBL – The First #NASCAR #Esports League Kicked Off This Weekend At The Charlotte Motor Speedway $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

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

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The First NASCAR Esports League Kicked Off This Weekend At The Charlotte Motor Speedway

By: Mike Stubbs

  • 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.” 

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.

Source: https://www.forbes.com/sites/mikestubbs/2019/05/27/the-first-nascar-esports-league-kicked-off-this-weekend-at-the-charlotte-motor-speedway/#154efe4f58c4

Enthusiast Gaming $EGLX.ca – Mike Tyson jumps into #Esports with investment in Fade 2 Karma $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

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

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EGLX: TSX-V
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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.

Source: http://www.espn.com/esports/story/_/id/26808858/mike-tyson-jumps-esports-investment-fade-2-karma