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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 – Gamers Fight for Rights as Billion-Dollar #Esports Market Matures $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:17 PM on Wednesday, May 29th, 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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Gamers Fight for Rights as Billion-Dollar Esports Market Matures

By Eben Novy-Williams

While there’s disagreement over how big a problem this is, there’s consensus that esports organizations have too much power.

“Orgs have strong counsel with 30-page agreements that have all sorts of terms in them, and often on the other side you’ve got a teenager, or early 20s, who’s probably never read a contract before,” said Gordon, whose firm represents both players and organizations. “It’s really weighted against the player.”

As some esports leagues push to make themselves more and more like traditional sports leagues, the industry may need to decide whether its players will get the benefits of traditional sports stars (unions, collective bargaining and rigid salary structures) or whether it will mirror more the music and entertainment world, where young creators often sign away a large bulk of their rights and income on their way up.

Finding Agents

One major concern in esports: Teams often serve as management for their players. Trink said that earlier this year, while FaZe Clan was trying to reach a new agreement with Tenney, it began encouraging those on its roster to find outside representation. He said it’s better for the players and better for the organization to help avoid situations like the one they’re in now.

That’s part of what Trink called the new-era contract. In addition to helping gamers find agents or managers, the team is rethinking revenue splits. Instead of teams getting 80% of brand deals that it brings to a player, Trink said the team now takes 20%. (The $60,000 that FaZe claims to have made from Tenney came from 20% cuts off two different brand deals.)

FaZe Clan is also getting more granular on revenue details. Instead of simply taking a cut of Twitch revenue, FaZe Clan is separating out different streams. It no longer takes a percentage of donations or subscriptions that its gamers earn from Twitch, which for top streamers can be tens of thousands of dollars each month.

“We feel that is too personal and that we shouldn’t take that money,” Trink said.

Proving Themselves

Only so much change can come from the teams themselves. In the future, gamers may need fully independent unions, similar to those in the NFL or NBA, and a collectively bargained salary structure.

But as in pro sports, up-and-coming gamers will have to demonstrate that they deserve lucrative contracts, said Bryce Blum, founding partner at ESG Law.

“An unproven player in esports, like the majority of rookies in traditional sports, isn’t worth a massive deal,” he said. “They need to get their foot in door and prove their worth on the first contract in order to improve their value in the marketplace.”

Source: https://www.bloomberg.com/news/articles/2019-05-29/gamers-fight-for-rights-as-billion-dollar-esports-market-matures

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

Esports Entertainment Group $GMBL – Q1 2019’s Most Impactful PC #Videogames: The Year of Growth $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:40 PM on Thursday, May 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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Q1 2019’s Most Impactful PC Videogames: The Year of Growth

By: Trent Murray

Both the Overwatch League  and NBA 2K  League have expanded. Viewership for Western League of Legends pro leagues is up year-over-year. Across the esports industry, leagues are being revamped and prize pools are growing. Overall, 2019 is shaping up to be a year of growth for the industry.

This growth is reflected in The Esports Observer’s PC Games Impact Index report for the first quarter of 2019. For a detailed breakdown of the key performance indicators that determine a game’s index score, click here to review last year’s initial Impact Index report.

The Big Four

For the last several years, the esports industry has been consistently led by Counter-Strike , League of Legends, and Dota 2 , commonly referred to as the “Big Three.” Over the last year, with its consistently high viewership and $100M USD overall prize pool for its first season, Fortnite  has forced its way onto equal footing with the Big Three. This is clearly reflected in the large gap between these games and the next title in the impact rankings. The fifth place game (Overwatch) is separated from the Big Four by 21.84 – the largest gap separating any two games on the list.

The scores of each of the games in the Big Four have increased year-over-year.

While it is worth noting that the Overwatch League did not begin until mid-February, thus putting the game at a significant disadvantage in esports activity compared to the Big Four, Overwatch was unable to break into the top four at any point during the inaugural OWL season in 2018.

In fact, the Overwatch League itself may be a limiting factor for Overwatch’s impact. Activision Blizzard has effectively eliminated all third-party activity related to the game, drastically reducing both the number of tournaments and available prize money within a given quarter. While the league still generates viewership that frequently places highly on weekly Twitch rankings, the lack of prominent streamers or other tournaments ultimately hurts Overwatch’s impact score, which has declined slightly year-over-year.

By contrast, the scores of each of the games in the Big Four have increased year-over-year, with Fortnite jumping from 13.64 points in Q1 2018 to 51.70. These games continue to iterate on their structures while also providing opportunities for streamers and third-party tournament organizers to drive growth for their respective esports scenes.

On The Rise

Four games are particularly noteworthy for growing their impact scores by more than 100% year-over-year. Call of Duty , FIFA , and World of Warcraft  each saw a surge in popularity in the latter half of 2018 due to the release of new titles: Black Ops 3, FIFA 19, and the expansion Battle for Azeroth, respectively. The popularity of these games (and by extension their viewership and esports interests) operate on a regular content cycle. Interest peaks when a new entry is released, and then declines over time until it spikes again with the next release.

That said, all three games are also now in the midst of a renewed focus on their esports systems. Call of Duty is gearing up for its move to a franchise system, FIFA has enjoyed a boom in its ecosystem with more third-party tournaments and organizers entering the space, and Activision Blizzard overhauled the structure for both of WoW’s competitive modes as well as increasing their prize pools. Additionally, WoW continues to see large spikes in viewership during World First raid races led by esports organization Method.

Credit: Ubisoft

Although Rainbow Six Siege did not benefit from a major new game release, it was still able to see impact growth on par with the other three titles. Rainbow Six Siege is the product of steady growth and frequent content updates which have driven more esports viewership, prize money, and organization interest over the last 18 months. While the game is likely to continue growing as an esport, its impact score may have peaked for the year as its most prominent tournament, the Six Invitational, concluded in February. However, the game’s ability to see such strong year-over-year growth without relying on a new release gives it more in common with the games in the Big Four, and suggests a potential to one day contend with the impact of those titles if its current growth rate continues into 2020.

Still Not Enough

The final game of note stands out for its absence in the top 15 – Apex Legends. Apex dominated Twitch following its release on Feb. 4, 2019, and saw tournament support from the streaming platform in the form of two $100K USD Twitch Rivals events. Unfortunately, developer Respawn Entertainment and publisher EA failed to capitalize on the game’s successful launch.
By March, the lack of a developer-supported tournament ecosystem or significant content update had driven many of the game’s top streamers back to other titles, primarily Fortnite. With the $30M Fortnite World Cup on the horizon, it is unlikely that Apex Legends will be able to pull top competitive Fortnite streamers away.

That said, with top streamers such as Turner “Tfue” Tenney stating that they would quit competing in Fortnite tournaments after the World Cup due to frustration with the game, a significant esports investment from EA in the latter half of 2019 could be enough to draw disenfranchised Fortnite streamers to Apex Legends, giving the game a second chance to dethrone the current king of battle royales.

Source: https://esportsobserver.com/q1-2019-impact-index/

Esports Entertainment Group $GMBL – Understanding the #Esports ecosystem $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:39 PM on Wednesday, May 22nd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Understanding the esports ecosystem

  • Broadcasters aren’t the only demographic trying to figure out what impact esports might have on their industry: based on a number of very well attended sessions at the recent SportsPro Live event in London, professional sport is too

By Ian Volans

Esports is emerging as an exciting new market bringing together players from the broadcasting, gaming and sports industries, writes Ian Volans.

L-R, Esports integrity commissioner (moderator) Ian Smith; ESL UK CEO James Dean; New York Excelsior OWL VP of consumer products Collette Gangemi; FACE IT co-founder & CBO Michele Attisani; Riot Games business development manager Romain Bigeard.

Broadcasters aren’t the only demographic trying to figure out what impact esports might have on their industry: based on a number of very well attended sessions at the recent SportsPro Live event in London, professional sport is too.

For the benefit of novices, speakers agreed that the term “esports” is not entirely useful. Introducing a panel discussion on where the esports and gaming business is heading, Ian Smith Integrity Commissioner at the Esports Integrity Coalition described the term as a slightly misleading umbrella term covering a variety of games that are lumped together in the same way that the Olympics lumps together 26 or 28 different sports. “Just like the Olympics, we have the 100m men’s final at one end watched by 1.2 billion people and we have synchronized swimming at the other end watched by 12 people. Esports is exactly like that,” said Smith.

Smith placed Counter-Strike Global Offensive (CS: GO), League of Legends and Defense of the Ancients 2 (Dota2) at the Usain Bolt end of the esports spectrum, with Overwatch and Rainbow 6 being in a second tier not too far behind while other games such as Starcraft, which was massive until a few years ago, are in decline. Each game has its own characteristics, attracting its own community. It’s the engagement of these communities which is of interest to professional sporting bodies, and a potential competitor for the attention of broadcasters’ viewers.

In a keynote, Wouter Slijffers, CEO of Fnatic said he felt “professional gaming” is a more intuitive description. Fnatic owns ten professional teams across the globe, including a League of Legends team which won the world championship in 2011 and was runner up in 2018

Wouter Slijffers is CEO of Fnatic, owner of ten pro esports games worldwide

Slijffers suggested that the estimated esports audience of 1.8 billion represented a quarter of world population or 40% of the online population. The sector is projected to be worth US$1.1 billion in 2019 rising to US$1.8 billion in 2022, a very healthy compound annual growth rate of 22%. The excitement about esports rests on adage that “there’s money in eyeballs.”

Media rights market
There are four key stakeholder groups at the core of the esports ecosystem: the publishers who develop and release the games; platforms that facilitate the broadcast of games to audiences worldwide; organisers of live events that are filling arenas with increasing regularity; and pro teams.

Associations are emerging as the maturing ecosystem recognizes a need for governance structures. For example, World esports Association (WESA) is an open and inclusive organization that aims to professionalize esports in areas such as player representation, standardized regulations, revenue shares for teams as well as establishing predictable schedules for fans, players, organizers and broadcasters. The Esports Integrity Coalition is a not-for profit members’ association that works with esports stakeholders to protect the integrity of competition, investigate all forms of cheating including match manipulation and doping and impose sanctions on offenders.

Slijffers outlined the increasingly diverse revenue streams that help fund professional esports teams. Sponsorship and partnerships are key with brands keen to tap into esports for content-led campaigns. To support this, Fnatic has an in-house content studio and offers talent services. Having protected its trademarks in key markets worldwide, fans are monetized through merchandising – Fnatic has its own global e-shop and opened Bunkr, the world’s first esports concept store, in London’s Shoreditch tech district in 2016.

A media rights market is beginning to develop but Slijffers said that it was “yet to be proven” how teams would share revenues with the leagues who were doing the deals. Twitch has paid $90 million for exclusive streaming rights for the Overwatch League for two years but BAMTech’s $350 million six-year deal reported in December 2016 for exclusive rights to stream League of Legends unraveled before it started. In May 2018, ESPN+ stepped in with a replacement deal of undisclosed value.

Sponsorship and partnerships are key with brands keen to tap into esports for content-led campaigns.

One area which highlights the similarities between sport and esports and the cultural differences between North America and Europe is in commercial relationship between leagues and teams. Depending on the game, open leagues and tournaments are more common in Europe while the model in North American is more often closed franchise, publisher-controlled, leagues.

Romain Bigeard, business development manager at Riot Games, was one of the SportsPro Live panelists. Riot Games released debut title League of Legends in 2009 and it has gone on to become one of the most played computer games and a driver of the esports phenomenon.

Bigeard’s career started in the open leagues with promotion and relegation in Europe. One of the downsides of the European approach was that because of the short esport business life cycle – six to nine months – a team could get relegated three months into a sponsorship deal. When he moved to America, he realized that the franchise system gave teams – the “weak-link in the overall ecosystem” – time to negotiate and activate sponsorship deals that work for partner brands.

Michele Attisani, co-founder of FACEIT, agrees with Bigeard: “From a commercial standpoint, and from a business standpoint, I think a franchise is brilliant because it gives the ability to invest for the long term.” FACEIT is a global online esports platform with 12 million users playing more than 15 million game sessions each month. Key objectives in developing the platform were to make it as social as possible in order to build communities around the games they support and to integrate Twitch, YouTube. The company has also branched into hosting major live events such as the FACEIT CS:GO Major which sold-out the Wembley Arena in September 2018 and was broadcast live on Sky Sports’ website, YouTube and Facebook channels.

With more money coming in, Attisani says that with the approach adopted by Riot with League of Legends and Blizzard with the Overwatch League there is greater stability for the teams, the players, the brands and the leagues. However, he cautions that the long-term consequences of the model are not fully understood. Stability comes at a cost: at the time of the ESPN+ deal, Bloomberg reported that League of Legends teams were paying between $10 million and $13 million for franchises.

The FACEIT founder firmly believes that esports success depends on having a strong and very engaged competitive community and large fan bases for the games. “You need to make sure that as you build a franchise you also maintain the overall health of the ecosystem for the game.”

Open ecosystem
James Dean is CEO of the UK subsidiary of Turtle Entertainment GmBH, owner and operator of the ESL brand which runs a number of esports platforms, national and international pro leagues and produces and broadcasts gaming events live and globally. He warns that it is easy to lose sight of the fact that all games publishers are some sort of commercial entity and that unlike die-hard football fans who are unlikely to abandon their club, esports fans can quite easily move away from one game to another. Dean believes that an open ecosystem below community-based franchises is the best combination to sustain an aspirational path for talent from lower levels. “We have to encourage the talent, but you need the commercial infrastructure to sustain the business model,” he said.

ESL created the World esports Association (WESA) to create an alternative structure capable of giving players that aspirational path to the top, but with sustainability. ESL’s CS-GO Pro League will be run under the auspices of WESA in 2019.

Collette Gangemi, VP of consumer products and merchandising for New York Excelsior, a pro team in the Atlantic Division of the Overwatch League team, owns a community-based franchise in New York City. She observes that having the IP rights combined with the ability to create fandom and a community is hugely important and gives confidence for investment. “We’re New York and will continue to invest in franchise-based models: first with the Overwatch League and with others launching very soon.”

There is growing interest in esports among traditional sports: for example, FACEIT has been working with NHL. Attisani says the NHL Gaming World Championship which enters second year in 2019 has been “phenomenal” in revitalising the NHL brand and its relevance to younger audiences.

2018 was the second year of Formula 1’s involvement in esports, and the first year of official teams: nine out of ten of the F1 teams participated. A total of 66,000 entered the four qualifying rounds and the final was watched live by 1.2 million on TV and a further 3.2 million on a dedicated livestream. The competition generated 100 million social media impressions and 20 million online views of F1 esports content. For F1, esports creates “material fan engagement and commercial opportunities.”

Soccer has also jumped on the bandwagon: FIFA has revamped its FIFA eWorld Cup for 2019 with qualification through EA Sports FIFA19 Global Series. While in England, the ePremier League 2019 final was broadcast live on Sky Sports in March.

Leicester City footballer Christian Fuchs owns a pro esports team and is planning to build a dedicated esports arena in New York City

Christian Fuchs, a member of the 2015-16 Leicester City squad that famously disrupted the oligopoly that has dominated the English Premier League, has set-up his own pro team – #NoFuchsGiven – that competes in FIFA19 tournaments. Fuchs told delegates at SportsPro Live that he has bought a 36-acre sports complex in New York and is planning to build a dedicated thousand-seater esports arena which will be the biggest in the city.

For digitally native younger demographics there is little doubt that esports is a rival to both broadcast and traditional sports. Only time will tell how the three sectors will learn to co-exist.

Source: https://www.ibc.org/delivery/understanding-the-esports-ecosystem/3870.article

Esports Entertainment Group $GMBL – Which tournaments attract the most #Esports bettors? $NFLX $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:29 PM on Tuesday, May 21st, 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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Which tournaments attract the most esports bettors?

  • As competitive gaming evolves, as too has the rise in esports betting.
  • Though the exact value of esports’ betting handle is difficult to pinpoint
  • There’s a reason to believe it has now surpassed $1 billion based off Business Insider’s evaluation last year.

By Cody Luongo

As competitive gaming evolves, as too has the rise in esports betting. Though the exact value of esports’ betting handle is difficult to pinpoint, there’s a reason to believe it has now surpassed $1 billion based off Business Insider’s evaluation last year.

Each esport boasts its own unique community, ecosystem and infrastructure; despite there being several competitive gaming communities in existence, only a handful of them are fit to be a bookmaker’s product.

Though the consistency exhibited in esports such as the Overwatch League or NBA 2K League is a big motivator for bookies to offer spreads on them, there are a number of key tournaments that trump the rest when it comes to attracting significant volumes of bettors to risk. In this report, we’ll detail the leading tournaments that you’ll want to keep an eye on if you want to be involved in esports betting.

The International

Since 2011, The International, also referred to as TI, has brought forth the best esports has to offer in terms of size, viewership and of course, prize money. The annual tournament organised by Valve assembles 16 of the toughest contenders in Dota 2 from direct invites, regional qualifiers and those who amass enough Dota Pro Circuit (DPC) points through the competitive season.

Aside from establishing itself as the pinnacle of Dota 2 championships, The International’s reverence is bolstered heavily by the lofty prize amount raised each year. Dota 2 developers, Valve, contributes $1.6 million as a base amount for The International’s tournament winnings which are then passed off to the community to raise through crowdfunding; by dedicating a portion of Battle Pass sales to the total prize pool.

The International has seen a year-over-year growth since its inception – last year’s TI8 amassed a whopping $25,532,177 ($20,035,099). This year’s The International has already garnered over $12 million just two weeks into its fundraising period, with the tournament poised to kick off on August 15 at the Mercedes-Benz Arena in Shanghai.

League of Legends World Championship

Photo courtesy: Riot Gamesp

Riot Games’ League of Legends is by far the most played game in the world at the moment; the most recent report from Riot confirmed in 2016 the game boasted 100 million monthly players, which we can only assume has grown based off the lofty increase in tournament viewership over the subsequent years. When it comes to League, there is one event that stands well above the rest on the yearly calendar – the League of Legends World Championship also referred to as Worlds.

The World Championship is the annual culmination of the competitive season organised by Riot Games, currently coming up on the ninth event in the tournament’s history this November. Worlds brings together the 24 best League of Legends teams to clash over a month-long period for the game’s most prestigious title as well as the Summoner’s Cup which weighs in at 32kg.

The prestige, popularity and length of the World Championship make it a hot product for bookmakers to feature spreads on. Last year’s Worlds was just barely shy of 100 million unique viewers, orbiting similar statistics to that of the Super Bowl – and where there are viewers, there are punters. Legal Sports Report’s overview of the esports betting market in 2018 illustrated League of Legends accounts for 38% of the total handle.

If you’re looking to place a wager on League of Legends, it’s a safe bet to assume any bookmaker that carries esports will offer lines on this game. As exemplified by eSportbetting.eu’s guide to betting on League, the catalogue of sportsbooks that support the game is quite extensive – including major US fantasy sports contest provider, DraftKings.

CS:GO Major Championships

Photo courtesy: HLTV

Counter-Strike is one of the oldest and most prosperous esports today. Valve’s first-person shooter has truly withstood the test of time in our current esports panorama with a bustling ecosystem supported by tournament organisers, online platforms and big sponsors.

Counter-Strike’s large player base across a number of divisions makes for a seemingly infinite amount of offerings from bookmakers; the aforementioned study by Legal Sports Report estimates CS:GO is responsible for 29% of the betting handle, only second to League of Legends.

Though, when it comes to betting on Counter-Strike, Valve’s CS:GO Major Championship series is the choice event for punters. Since 2013, CS:GO Majors have furnished the most enthralling narratives and display of CS the game can generate; the format of the Major builds off the last by incorporating teams who can go deep enough in the previous tournament and spans across roughly three weeks.

The volume of matches between high-profile teams ramps up the number of bets placed on CS while bookmakers often capitalise on Majors by offering exclusives and specials linked to the tournament.

Recap

While there are several other tournaments such as the Overwatch League Season Finals and Call of Duty World League Championships that are able to congregate a number of bettors to wager, those mentioned above three are by far the market leaders. If you do decide to get involved in esports betting,  Esports Insider reminds you to bet responsibly!

Source: https://esportsinsider.com/2019/05/which-tournaments-attract-the-most-esports-bettors/

Esports Entertainment Group $GMBL Appoints John Brackens, Former Activision Blizzard Manager of Network Operations, As Chief Information Officer $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 8:08 AM on Friday, May 17th, 2019
  • Announced the appointment of John Brackens as Chief Information Officer
  • Mr. Brackens is a senior level professional with extensive experience in startups, high-tech companies and the gaming industry, holding positions that have included CIO, COO and CTO.

BIRKIRKARA, Malta, May 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 the appointment of John Brackens as Chief Information Officer.  Mr. Brackens is a senior level professional with extensive experience in startups, high-tech companies and the gaming industry, holding positions that have included CIO, COO and CTO.

During his time at Activision Blizzard, Mr. Brackens served as Manager of Network Operations, where he directed IT service management and hardware support for 4,500+ servers and 50+ million monthly active players. In addition to reducing server maintenance costs by 35%, he also improved system uptime from 97.81% to 99.99%.  Moreover, he managed technology projects including the automated detection and repair of online services and infrastructure using artificial intelligence.

Other key achievements by Mr. Brackens include the creation, execution, and monetization of the League of Gods Asia eSports series, as well as, managing a licensing application for Malta Gaming Authority and Curacao eGaming License.

Mr. Brackens stated, “I joined Esports Entertainment Group because of Grant Johnson’s commitment to providing a best in class betting experience to esports fans. Esports is going to be the leading source of entertainment in the next few years eclipsing many major traditional sports. I want to be a part of this movement. I look forward to helping drive the growth of VIE.gg through cost-effective technologies that deliver value and innovation to players and fans alike, so that everyone can enjoy all of our services as intended.”

Grant Johnson, CEO of Esports Entertainment Group stated, “We are very pleased with the addition of John to our senior management team. His experience at the highest levels of information technology and network operations, especially within different licensing regimes, will be invaluable as the Company embarks on its aggressive growth plans within the global esports industry.” 

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 – #Esports, are you ready for your own Netflix $NFLX $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:02 PM on Wednesday, May 8th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Esports, are you ready for your own Netflix?

Image via Higher Level Gaming

  • Higher Level Gaming launched this week with a focus on four main titles; League of Legends, Fortnite, Apex Legends and, Overwatch. Creators include the likes of FaZeApex, Tarzaned, Maniac, and Chronodota.
  • Focused on bringing in content creators with a focus on educational content

A new content platform has launched in partnership with some of the most popular streamers in the world to produce exclusive content for what is being called the ‘Netflix of esports.’ The platform is called ‘Higher Level Gaming’ (HLG) and plans to provide content creators with professional support that enables them to produce world-class content for esports fans.

Similar to other rival content platforms, content creators will enter a partnership with the HLG platform; however, it will be much easier to achieve this status than previously. Any person or company who is interested in being an affiliate can promote the site. HLG will compensate all affiliates by giving them a percentage of every user that signs up.

HLG is focused on bringing in content creators with a focus on educational content. The mix of content includes VOD’s, coaching sessions, and general guides that are designed to help players improve their skills. As the company grows, it also intends to start producing original esports content to rival the worlds best streaming platform.

Higher Level Gaming launched this week with a focus on four main titles; League of Legends, Fortnite, Apex Legends and, Overwatch. Creators include the likes of FaZeApex, Tarzaned, Maniac, and Chronodota.

HLG has plans to continue adding creators and expand into new titles as soon as possible. Users can sign up for a free trial on the official Higher Level Gaming website, once the free trial is over users will be able to activate a subscription that enables access to all content.

Source: https://dotesports.com/business/news/esports-are-you-ready-for-your-own-netflix

BREAKING: #Esports Entertainment Group $GMBL Announces Filing of S-1 Registration Statement $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:36 AM on Friday, May 3rd, 2019
Eeg logo black 01
  • Filed registration statement on Form S-1 with the Securities and Exchange Commission relating to a proposed offering of its securities
  • Proposed maximum aggregate offering is $11,500,000.

BIRKIRKARA, Malta, May 03, 2019 — Esports Entertainment Group, Inc. (GMBL:OTCQB) (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 filed 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.

The Company expects to use the net proceeds from the proposed offering for the following purposes:

  • In connection with obtaining our proposed license in, and establishing operations in Malta;
  • To obtain an online gaming license from, and establish operations in, an Asian country to be selected;
  • To develop and launch our skill-based video game tournaments for play on mobile devices;
  • To develop and launch our skill-based video game tournaments for play on PCs and video game consoles;
  • To upgrade sales and marketing capabilities
  • To purchase from a related party a software license for our gambling platform; and
  • Working capital and other general corporate purposes.

Joseph Gunnar & Co. and Dinosaur Financial Group will be co-underwriters for the proposed offering.

The offering of the Company’s securities will be made only by means of a prospectus.

When available, a copy of the preliminary prospectus related to the offering may be obtained from:

Esports Entertainment Group, Inc., 170 Pater House, Psaila Street, Birkirkara, Malta, Attn: Grant Johnson, CEO, by calling +356-2757-7000, or by emailing [email protected];

Joseph Gunnar & Co., LLC, 30 Broad Street, 11th Floor, New York, NY 10004, by calling 212-440-9600, or by emailing [email protected];

Dinosaur Financial Group, LLC, 470 Park Avenue South, 9th Floor, New York, NY 10016, by calling 212-448-9944, or by emailing [email protected].

A registration statement relating to these securities has been filed with the Securities and Exchange Commission but has not yet become effective. These securities may not be sold, nor may offers to buy be accepted, prior to the time the registration statement becomes effective. This press release shall not constitute an offer to sell or a solicitation of an offer to buy any securities, nor shall there be any sale of these securities in any jurisdiction in which such offer, solicitation or sale would be unlawful prior to registration or qualification under the securities laws of that jurisdiction.

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
1-268-562-9111
[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 – #Esports organization #Fnatic raises $19 million for big expansion $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:41 PM on Wednesday, May 1st, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Esports organization Fnatic raises $19 million for big expansion

By Hilary Russ

  • Fnatic, the London-based global esports team owner, has raised $19 million in new funding and restructured its leadership as it plans a major expansion
  • Company plans to further expand in Asia and North America and grow from a headcount of 150 people now to 1,000 in the next five years

NEW YORK (Reuters) – Fnatic, the London-based global esports team owner, has raised $19 million in new funding and restructured its leadership as it plans a major expansion, the company said on Wednesday.

The company plans to further expand in Asia and North America and grow from a headcount of 150 people now to 1,000 in the next five years, founder Sam Mathews told Reuters.

It will use the investments to strengthen its teams with new nutrition and psychology programs, and physical training coaches for players – lessons Mathews said he took from the British cycling team.

It also plans to launch a new line of audio equipment, particularly headsets.

Esports – professional video game competitions that are watched by throngs of fans live and online – have been around for over a decade but have seen audiences and sponsorships grow significantly in the last couple of years.

It has also attracted big brands looking to advertise to young fans and sponsor teams and stars, including Walt Disney Co, Hershey Co and Toyota Motor Corp.

Global esports revenue will hit $1.1 billion in 2019, up 27 percent since last year amid an increase in advertising, sponsorship and media rights to competitive video gaming, according to the gaming analytics firm Newzoo.

Esports will be one of “the most valuable sports in the next 10 years,” Mathews said.

Fnatic, one of the oldest and largest teams in global esports, has won major titles in several games, including League of Legends and Counter-Strike. It currently fields teams in 10 different games and also sells its own line of gear and clothing.

Mathews started Fnatic in 2004 with $40,000 in family funds and help from his mother, Anne.

The company previously raised about $7.5 million in financing, including from Raptor Group Holdings, founded by investment manager Jim Pallotta, co-owner of the Boston Celtics professional basketball team.

In 2015, Fnatic acquired the gaming equipment maker FUNC in order to produce its own gear, including keyboards and mice, which are now sold in over 400 Best Buy stores in the United States.

The new investment round was led by tech entrepreneur Lev Leviev of LVL1 Group, who also joins the board, Fnatic said in a statement.

The investment round also includes British venture capital firm Beringea, Hong Kong private equity firm BlackPine, London-based investment firm Unbound and venture capitalist Joi Ito, who is also director of the MIT Media Lab.

Under the new leadership structure, Mathews will be chief executive. Nick Fry, former CEO of the Mercedes AMG Formula One motor racing team, returns to Fnatic as chairman, while Glen Calvert, founder of advertising firm Affectv, was appointed chief operating officer.

(This story corrects paragraph 13 to show tech investor Lev Leviev is the lead investor, not the Israeli diamond mogul of the same name)

(Reporting by Hilary Russ; Editing by Bill Berkrot and Jon Boyle)

Source: https://www.thetelegram.com/business/esports-organization-fnatic-raises-19-million-for-big-expansion-307335/