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

Posted by AGORACOM-JC at 9:15 PM on Sunday, July 7th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Facing off with Fortnite, Apex is turning to esports

By Shannon Liao, CNN Business

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

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

New features and esports deals

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

Apex vs. Fortnite

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

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

[game-streaming platform]

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

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

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

Posted by AGORACOM-JC at 3:24 PM on Wednesday, July 3rd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Newzoo opens up on $1 billion esports valuation after criticism

Steven R. July 3, 2019

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

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

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

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

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

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

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

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

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

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

“Newzoo stands by its forecasts,” Warman said.

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

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

Posted by AGORACOM-JC at 2:41 PM on Thursday, June 27th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Hershey is gravitating toward opportunities in esports

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

Mariel Soto Reyes

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

Business Insider Intelligence

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

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

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

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

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

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

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

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

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

By Esports Insider

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

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

Grant Johnson, Vie.gg CEO (right)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

#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
.
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/