Posted by AGORACOM-JC
at 9:00 PM on Monday, April 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
———————–
Vinik-backed esports group gets $21.5 million investment
Los Angeles-based AXiomatic LLC raised $21.5 million earlier this month
In 2016, the organization dove into the esports industry with the acquisition of esports brand Team Liquid.
By Lauren Coffey  – Reporter, Tampa Bay Business Journal
While the esports sector continues to rise in the technology industry, Tampa Bay Lightning owner Jeff Vinik‘s own esports investment is following suit.
Los Angeles-based AXiomatic LLC raised $21.5 million earlier this
month, according to an SEC filing. The company requested $25 million and
received the $21.5 from an unnamed investor. Calls to AXiomatic were
not returned by Monday afternoon.
AXiomatic was founded in 2015, formerly called TLC eSports LLC. In
2016, the organization dove into the esports industry with the
acquisition of esports brand Team Liquid.
Vinik is a co-executive chairman of aXiomatic and one of five people
on aXiomatic’s board, after joining in 2017. In June 2017, aXiomatic
raised $16 million in a Series A funding round in part from Vinik. In
October 2018, former NBA star Michael Jordan joined Vinik and the other
investors by leading a $26 million round of funding.
Vinik originally rose to fame with Fidelity Magellan Fund in the
1990’s and is now a major investor in a slew of real estate and tech
projects in the region, including Water Street, tutoring app Knack and innovation hub Embarc Collective.
Posted by AGORACOM-JC
at 3:09 PM on Wednesday, April 17th, 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
———————–
Growth of eSports shows that video gaming is not just for fun
With players getting sponsorship deals themselves and payments for being on teams, eSports is proof that gaming has grown up recently.
With the eSports market expected to generate $1bn by the end of 2019, it is certainly a growing sector.
When we talk about the modern video game industry, there are some
amazing recent trends that demand attention. Of course, things such as
mobile gaming and virtual reality fall into this category, as do trends
in games themselves, such as the popularity of battle royale-style
titles. However, one aspect of modern video gaming perhaps demands more
attention than any other: eSports.
If you have not come across this niche within gaming yet, then it is
pretty simple to grasp. eSports is professional gaming where teams of
players compete in online or real-world tournaments. With real prize
money on offer to winning teams and many big companies getting involved
with sponsorship, eSports is showing that video games are not just for
fun anymore.
With players getting sponsorship deals themselves and payments for
being on teams, eSports is proof that gaming has grown up recently. With
the eSports market expected to generate $1bn by the end of 2019, it is
certainly a growing sector. Of course, it is perfectly fine to game just
for fun still if you like. However, the rise of professional gaming as a
sport shows that it is no longer confined to that alone.
Popular titles make eSports a success
The eSports tournaments that teams compete in take
place in front of millions of watching viewers, either online or in real
life. This again shows just how far gaming has come from being a bit of
fun with a few friends in your home.
A big part of the attraction for fans is the games that teams play at tournaments. Old-school fighting game tournaments such as Street Fighter are always well received along with other tournaments based on enduringly popular titles such as Counter Strike: Global Offensive (CSGO).
Fans can even bet on the outcome of tournaments now, which only serves
to further show how serious and professional video gaming has become.
Just remember to get the best odds on CSGO betting sites if you fancy putting a wager on!
Aside from the well-received games that eSports tournaments are based on, why is it so popular with gamers and fans?
Easy to access for fans
Many of the eSports tournaments are streamed live online, which makes
them easy to access for fans. Compared to having to travel and cover
the expense of going to real-world sports games, it is much more
convenient. Modern streaming platforms such as Twitch have made it
simple to log on when you have the chance and catch the latest action,
wherever you may be.
Valid career choice
Traditional video gaming in the past was not seen as a legitimate
career choice or something from which you could make money. eSports has
totally changed all this and made playing games a valid career choice
for everyone. Naturally, you have to be pretty good, but if you have
the skills, then you can make a very good living from this sector. Top
player Chen Wei Lin, for example, earns around $250,000 each year!
Diversity of games to watch
eSports is just like any other sport in that it would get pretty
boring if you watched the same thing over and over. It would be like
watching a soccer game between the same two teams every time! One of the
reasons why eSports has exploded though is that it has a wide range of
titles that teams compete in, so you can always find one that you like
to view. From the ones already mentioned above to other big games such
as DOTA 2 or Overwatch, the range of fun to be had with eSports is huge.
Great fun to watch and play
Perhaps the major reason why eSports has got so big so quick is that
it is enjoyable – pure and simple! Playing in the tournaments gives you a
real adrenaline buzz and allows you to do something you enjoy for a
living. Watching the eSports tournaments unfold is also great fun and
gives you a cool way to spend your spare time. Although it is a
professional side to video gaming, it doesn’t mean that you can’t have a
good time as well.
Gaming grows up with eSports
Although eSports is one part of the whole video game industry, it is
arguably the most important right now. It has taken gaming out of the
bedroom as a mere leisure activity and made it a professional activity
that is much more serious and grown up. While playing games in this way
is naturally still fun, eSports has shown that playing video games can
be so much more than that. With projections for the future of eSports
being overridingly positive, the future for this niche and gaming in
general looks good.
Posted by AGORACOM-JC
at 9:00 PM on Monday, April 15th, 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
———————–
HIVE Berlin: Jens Hilgers, Peter Warman Discuss Trends in Esports
Warman spoke about gatekeeping in the industry and the challenges of breaking in, and estimated that between himself and Hilgers, they have collectively taken more than 1,000 calls over the years from people who want to get into esports
At the HIVE esports business
conference in Berlin this week, influential minds from across the
industry gathered to discuss the future of esports. Before the
wide-ranging panels began, Jens Hilgers and Peter Warman took the stage
to explore some of the trends they’ve seen and expect to see in the
future.
Both are long-standing fixtures of the esports industry. Hilgers has spent more than two decades in esports, co-founding Turtle Entertainment and ESL
in 2000 and serving as its CEO until 2010, when he transitioned to the
role of chairman of the board until 2015. He has also co-founded G2 Esports and tools maker DOJO Madness , and is a founding partner in BITKRAFT Esports Ventures . Warman, meanwhile, is the CEO and founder of gaming and esports analytics firm Newzoo , which was established in 2007.
“Every single time that something like that has happened in history, it was the most important and most exciting times for me.â€
Warman spoke about gatekeeping in the
industry and the challenges of breaking in, and estimated that between
himself and Hilgers, they have collectively taken more than 1,000 calls
over the years from people who want to get into esports—whether it’s
startups, brands, media, or financial services. Carefully explaining the
industry to people who are outside of it is critical, although both
said that detailing the subject to government representatives is a less
enjoyable situation.
“You sometimes have to explain what
the hell is going on,†said Warman. Added Hilgers: “I try to avoid those
meetings… those are the most frustrating ones.â€
Many more people in recent years have
seen the boom around esports, said Warman, between the excitement
building around the industry and the money flowing into it. But
newcomers who think that esports is a completely new thing need to be
educated that it’s actually a long-running, gradually-maturing industry,
he said.
“We have to explain to people: this
esports thing—it’s been around for a long time,†said Warman. “It’s not
this ‘hockey stick’ expectation, new industry thing, but a very healthy
and growing business.â€
Amidst all of the excitement and
investment around the space, however, Warman and Hilgers both said that
people in the space need to manage expectations for incoming
stakeholders, in part to help avoid the possibility of a bubble. Warman
added that part of managing expectations is making it clear that the
rise of esports is not a standalone thing—that the underlying growth is
tied into the popularity gaming and other industries and technologies.
It’s also a matter of new generations growing up with gaming, esports,
and digital devices.
“You sometimes have to explain what the hell is going on.â€
“What I’ve been observing for the
last 23 years in my career,†said Hilgers, “is that when we see the
growth year-over-year in esports, it’s mostly driven by digital natives
growing up with video games and the paradigm of esports.â€
Looking back on his career to date,
Hilgers pointed to key games that have defined or redefined genres and
helped boost esports at that time. He noted the impact of Counter-Strike , World of Warcraft , and League of Legends in the past, and more recently Fortnite ,
as each raised the bar for its respective genre and the level of
competition and interest around it. If that kind of trend continues,
then Hilgers said that we could see another paradigm-shifting
competitive game in two to four years’ time that might draw even larger
numbers of players and viewers.
“Every single time that something
like that has happened in history, it was the most important and most
exciting times for me,†said Hilgers, “because these new, genre-defining
games truly elevated competitive multiplayer gaming and esports.â€
Warman pointed to the exponential
growth of both gaming and esports over the years compared to other types
of popular media. He said that the wider gaming industry’s evolving
focus on engaging fans, making them happy, and providing them free tools
before
expecting any kind of payment is helping to drive that. That’s seen
both with free-to-play games and freely-streamed esports tournaments and
related content.
“What makes us very special in games is we put time first before money,†he said. “That’s the secret sauce of our business.â€
“I think there’s going to be a generation of games going forward that
actually will start the design process by reflecting these assumptions
in the right way.â€
But there’s a fine line to walk, he
continued, as some people have more time than money, while others have
plenty of money and are willing to spend it within games. Creators in
both the game development and esports sides of the games industry need
to balance the accessibility on one end with premium features and
services on the other. “We are entertaining people who don’t want to
spend money or don’t have money, but have a lot of time,†said Warman.
“And people that have a shitload of money, and they will all spend it in
our game. One single environment has to serve both. Think about it:
that’s very, very hard.â€
Hilgers spoke about the impact of Fortnite
and how its success has come in part from breaking the mold of the
battle royale genre. It’s a competitive game, yes, but the colorful
experience is also more accessible and targeted at a less die-hard
audience. Games like Apex Legends, Call of Duty , and Overwatch have more of a hardcore fan base, he said, while some Fortnite players simply want to play casually and hang out with friends in the game. It has wide-ranging appeal.
When it comes to the next wave of
esports games, however, he said that developers need to consider the
viewing experience as much as the gameplay and moment-to-moment action.
“Having a game that is equally great to spectate and to watch as it is
to play the game will ultimately make for the best esports games,†said
Hilgers. He doesn’t believe that most games in the market now were built
with that kind of mentality, but that developers are learning lessons
from today’s games and their challenges, and that the next generation of
esports-ready titles will be better poised to deliver on both fronts.
“I think there’s going to be a
generation of games going forward that actually will start the design
process by reflecting these assumptions in the right way,†he said, “and
that will lead to a greater entertainment offering and elevate
esports.â€
Posted by AGORACOM-JC
at 8:04 AM on Monday, April 15th, 2019
Closed the  acquisition of 100% of the assets of The Sims Resource from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019
Expects to realize the revenue of TSR beginning in Q2 2019 following the closing and integration on the Enthusiast platform
TORONTO, April 15, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast†or the “Companyâ€), is pleased to announce today, that it has closed the  acquisition of 100% of the assets of The Sims Resource (“TSRâ€) from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019.
Enthusiast expects to realize the revenue of TSR beginning in Q2 2019
following the closing and integration on the Enthusiast platform.
Menashe Kestenbaum, CEO of Enthusiast, commented, “We are thrilled to close The Sims Resource acquisition and look forward to fully integrating it onto the Enthusiast platform. 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 US, closely behind Oprah.com. He continued, “We
have a monetization strategy for TSR and we anticipate enhancing our
advertising revenue through direct sales, capitalizing on the
opportunity to monetize with advertisers seeking a large female video
game audience. Further, we will look to adopt TSR’s subscription model
to add additional revenue streams across our entire portfolio.â€
The
acquisition of TSR is the largest acquisition to date for Enthusiast
and follows the successful completion of several strategic and accretive
acquisitions in 2018 and 2019.
Founded in 2014, Enthusiast is the fastest-growing online community
of video gamers. Through the Company’s unique acquisition strategy, it
has a platform of over 80 owned and affiliated websites and currently
reaches over 75 million monthly visitors with its unique and curated
content and over 50 million YouTube visitors. Enthusiast also owns and
operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo,
EGLX, (eglx.ca) with over 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.
CONTACT INFORMATION:
Investor Relations:
Julia Becker Head of Investor Relations & Marketing [email protected] (604) 785.0850
This news release contains certain statements that may constitute
forward-looking information under applicable securities laws. All
statements, other than those of historical fact, which address
activities, events, outcomes, results, developments, performance or
achievements that Enthusiast anticipates or expects may or will occur in
the future (in whole or in part) should be considered forward-looking
information. Such information may involve, but is not limited to,
comments with respect to strategies, expectations, planned operations
and future actions of the Company. Often, but not always,
forward-looking information can be identified by the use of words such
as “plans”, “expects”, “is expected”, “budget”, “scheduled”,
“estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or
variations (including negative variations) of such words and phrases, or
statements formed in the future tense or indicating that certain
actions, events or results “may”, “could”, “would”, “might” or “will”
(or other variations of the forgoing) be taken, occur, be achieved, or
come to pass. Forward-looking information is based on currently
available competitive, financial and economic data and operating plans,
strategies or beliefs as of the date of this news release, but involve
known and unknown risks, uncertainties, assumptions and other factors
that may cause the actual results, performance or achievements of
Enthusiast to be materially different from any future results,
performance or achievements expressed or implied by the forward-looking
information. Such factors may be based on information currently
available to Enthusiast, including information obtained from third-party
industry analysts and other third-party sources, and are based on
management’s current expectations or beliefs regarding future growth,
results of operations, future capital (including the amount, nature and
sources of funding thereof) and expenditures. Any and all
forward-looking information contained in this press release is expressly
qualified by this cautionary statement. Trading in the securities of
the Company should be considered highly speculative.
Neither the TSX Venture Exchange nor its Regulation Services
Provider (as that term is defined in the policies of the TSX Venture
Exchange) accepts responsibility for the adequacy or accuracy of this
release.
The securities of the Corporation have not been and will not be
registered under the United States Securities Act of 1933, as amended
and may not be offered or sold in the United States absent registration
or an applicable exemption from the registration requirement. This press
release shall not constitute an offer to sell or the solicitation of an
offer to buy nor shall there be any sale of the securities in any
jurisdiction in which such offer, solicitation or sale would be
unlawful.
Posted by AGORACOM-JC
at 9:00 PM on Sunday, April 14th, 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
———————–
Steph Curry discusses old-school video games, eSports popularity
The eSports world has become — well, a world of its own.
It’s a continued success that has turned a gamer’s paradise into what some view as a respected sport.
On his latest episode of the YouTube series, “5 Minutes from Home,”
Warriors guard Steph Curry sat down with eSports stars Myth and Hamlinz
to discuss the two’s success in the gaming industry.
“Very excited to talk about their background in the eSports world,”
Curry said. “Now they’re pioneering a new industry and creating a brand
and creating their legacy from the jump.”
Hamlinz and Myth didn’t waste any time asking Curry the important question: What are some of his favorite video games?
“I’m terrible at ‘Fortnite,'” Curry said amid chuckles from the group. “God awful.”
He listed the popular sports-related video games as the main ones he dabbles in.
“I love any golf game, 2K, Madden, Tiger Woods had his old game that I loved to play,” Curry said.
He also said “Call of Duty” was one he enjoys playing, but that changed when he got married and had kids. Naturally.
The trio finished out the night when they stopped by the KoJa Kitchen food truck — a favorite place of Curry’s to indulge in.
You can watch the interview in its entirety below.
Posted by AGORACOM-JC
at 4:23 PM on Wednesday, April 10th, 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
———————–
eSports is Playing Out to Be a Big Opportunity for Investors
Esports sector represented just 1% of the global gaming market at nearly $700 million in 2017, with the industry expecting to reach $1.65 billion by 2021, representing a 27.4% CAGR estimates Newzoo.
Worldwide eSports viewership is expected to grow by nearly 50% from 2018 levels to 560 million by 2021
Sean Mason | April 10, 2019 | SmallCapPower: Video games are nothing new – people have been playing them since the 1970s. But with the proliferation of social media in recent years, electronic sports, or eSports, could eventually generate more revenue than traditional professional sporting events, such as National Football League (NFL) games.
eSports can be most simply defined as organized, competitive video
gaming at the professional level, where participants compete in a
virtual environment for money and recognition. Much of eSports’ appeal
is in its inclusivity, as anyone with dexterity and determination can,
in theory and with plenty of practice, reach an elite level regardless
of their athleticism. And thanks to the Internet, eSports tournaments
have quickly gone global. This, after all, is due to the fact that the
distribution of eSports is almost entirely digital, with fans being able
to stream eSports content for free anywhere in the world.
To give you an idea how much growth potential exists within the
eSports sector, it represented just 1% of the global gaming market at
nearly $700 million in 2017, with the industry expecting to reach $1.65
billion by 2021, representing a 27.4% CAGR estimates Newzoo.
With its popularity rising, worldwide eSports viewership is expected
to grow by nearly 50% from 2018 levels to 560 million by 2021. In fact,
in the U.S. eSports viewership on key streaming platforms such as
Twitch, Youtube, and TV with traditional channels like TBS, ESPN have
already surpassed that of the NHL and is expected to take the #2 spot
behind the NFL by 2021, according to an August 2018 report by Eight
Capital, adding that the sector remains under-monetized relative to
traditional sports. To put that into perspective, average revenue per
eSports enthusiast was just $3.60 in 2017, a fraction of the $15 average
revenue per basketball fan and $54 average per sports fan globally,
this based on a study by Newzoo.
Audience engagement for eSports is extremely high, which has become
ideal for advertisers to target a captive and young demographic.
According to a Goldman Sachs eSports report dated October 2018, eSports
generated an estimated $655 million in annual revenue in 2017, 38% of
which came from sponsorships, 14% from media rights, and 9% from ticket
revenue. By 2022, though, media rights are anticipated to reach 40% of
total eSports revenue, with sponsorship expected to become the second
largest contributor of revenue at 35%.
Goldman Sachs believes eSports will increasingly migrate from PCs to
other platforms, such as console and mobile. For mobile eSports, Goldman
Sachs said it is seeing increased venture investment in the space.
Since 2013, there has been $3.3 billion of venture capital investment in
eSports-related start-ups, which is set to capitalize on two primary
trends: the opportunity for live-streaming to monetize the growth in
eSports; and the popularity of eSports in Asia. China’s eSports market
is derived from the largest gamer base in the world, with approximately
442 million gamers by the end of 2017 and a 57.2% penetration rate of
China Internet users, according to CNNIC.
Technological evolution in the eSports space will likely mean more
money will flow into trends such as streaming, mobile, and Virtual
Reality (VR). To that end, Canadian company YDX Innovation Corp. (TSXV:YDX) already has direct experience in eSports in addition to a product that fits well with the segment.
“When we created our VR game a year and a half ago, we already knew
we were taking the platform in an eSports direction,†YDX Innovation CEO
Daniel Japiassu told SmallCapPower in an interview.
YDX Innovation’s Arkave VR Arena is a gaming platform that brings an
immersive Virtual Reality experience to different venues – a highly
scalable business model according to the Company. YDX Innovation
announced recently that it had signed an agreement with eSports company
Jackpot Rising to organize tournaments using Arkave VR.
And, in 2019, YDX plans to launch its Game On festival for the new
gamers, younger players who have not yet experienced competitive
gaming.
“This is an industry (eSports) fueled by people 10 years of age and
older,†Mr. Japiassu said, adding that although it’s a new industry
there’s already a substantial number of participants.
Disclosure: Neither the author nor his family own shares in the company mentioned above.
Posted by AGORACOM-JC
at 10:00 AM on Friday, April 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
———————–
Professional esports are just getting started, Take-Two CEO says
According to research firm Newzoo, esports is projected to generate $1.1 billion in revenue in 2019, marking the first year the industry would reach the billion-dollar mark.
Earlier this week at the Barclays Center, 74 men and 1 woman got the
chance to live out a dream — they became professional competitive
gamers.
The esports athletes were officially drafted for the second season of
Take-Two‘s NBA 2K League, the gaming giant‘s esports league featuring
their flagship NBA 2K sports video game franchise. Take-Two Interactive
CEO Strauss Zelnick emphasized the excitement surrounding the league‘s
second season, highlighting the popularity and rising importance of the
esports industry as a whole.
“The first season ended with a great result, and everyone‘s looking
forward to the April second tip-off,†he said Friday on CNBC‘s “Fast
Money.†“Over 250 million people worldwide consume esports as a form of
entertainment. About half of them, 125 million, are avid esports
watchers.â€
According to research firm Newzoo, esports is projected to generate
$1.1 billion in revenue in 2019, marking the first year the industry
would reach the billion-dollar mark.
In many ways this year‘s NBA 2K League embodies how quickly the space
is growing. AT&T is joining the likes of Dell and Intel as a
partner for the league, which has also expanded to 21 teams from the
original 17 NBA franchise-owned teams that hit the virtual court during
last year‘s inaugural season.
This year‘s draft pool also included 22 international players from
outside of the U.S., reflecting the overall industry‘s drive to expand
globally. Among the players in the draft pool was Chiquita Evans from
Chicago, who became the league‘s first female player in a time when the
esports industry as a whole is grappling with discussions around
diversity and inclusion.
Ultimately, Zelnick believes that esports leagues like NBA 2K will boost the video game industry as a whole.
“We‘re having a record year with NBA 2K, so one of the things we love
is that when there‘s more hits in the market, there are more people
engaged and the entire market grows,†he said. “So we‘re going to sell
more units of NBA 2K this year than ever before, we‘ll have higher
recurrent consumer spending than ever before.â€
But the biggest gaming companies are facing stiff competition. While
Take-Two and Activision Blizzard have dove into esports, with Blizzard‘s
Overwatch League being the latter‘s most recent investment in the
space, they‘re still facing the likes of other publishers who have
dominated the industry.
For example, Tencent-owned Riot Games‘ “League of Legends†events
still draw huge numbers of viewers, with last year‘s World Championship
finals attracting nearly 100 million unique viewers who watched the
match (for comparison, this year‘s Super Bowl had 98 million viewers).
This while Epic Games‘ “Fortnite†also continues to dominate online
viewership, both recreational and competitively.
Zelnick, however, believes that those same competitors, like “Fortnite,†lift the games industry as a whole.
“We think that ‘Fortnite‘ is a great thing for the industry, it has
probably brought in a somewhat younger consumer,†he explained. “I‘m
often asked if it‘s something that has hurt us. To the contrary, we‘ve
seen the market continue to grow at the same time that ‘Fortnite‘ has
been an extraordinary hit for Epic.â€
This despite the fact that some analysts believe game revenues could
be set to decline. Back in January, London-based research firm owner
Pelham Smithers forecast that video game revenue is headed for its first
decline since 1995 on the back of tightening regulations in China, a
shortage of big console hits in 2019 and waning player enthusiasm for
battle royale titles like “Fortnite.â€
But Smithers also made his predictions before the release of
Electronic Arts‘ “Apex Legends,†which took the gaming world by storm
and garnered 50 million players in just one month. The battle royale
title is yet another name in the free-to-play ecosystem that has
revolutionized the gaming industry in the last few years, allowing users
to download a game at no cost. In this case, the vast majority of
revenue is made through in-game purchases and microtransactions, which
have become dominant sources of earnings for many publishers.
This has led even the biggest publishers to explore in-game
monetization. Zelnick notes that not only have microtransactions become
the “biggest opportunity†to encourage users to continue interacting
with a title, but it ultimately is the biggest measure of engagement.
“Microtransactions is spending, and that‘s a reflection in our view
of engagement,†he said, adding that they often are a result of “making
the highest quality enttertainment†that “[engages] the customer.â€
“If we get that right, monetization follows, revenues follow and
profits follow, and that‘s been our story for the 11 years that we‘ve
been responsible for this enterprise,†he added.
Additionally, the Chinese government has seemingly eased on their
game approval regulations. After freezing game approvals for months last
year in a content crackdown on gaming companies, Chinese regulators
have since approved 80 new games in January and one more for gaming
giant Tencent in late February.
Despite the games industry‘s growth, Activision Blizzard and Take-Two
Interactive have struggled with both stocks down 9 and 15 percent
respective this year. Thanks to its “Apex Legends†sensation, Electronic
Arts has outperformed its competitors and surged 25 percent.
Posted by AGORACOM-JC
at 12:22 PM on Tuesday, April 2nd, 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
———————–
Durham College opens first ESports gaming arena in Canada!
Durham College’s ESports gaming arena opens today! The arena is broadcast-grade for streaming online and competitive gaming.
Posted by AGORACOM-JC
at 10:29 AM on Friday, March 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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Simplicity set to open five esports gaming centers
Simplicity has identified locations for five esports gaming centers, representing around 9,000 square feet of space with over 150 gaming stations.
The first center will be located in Boca Raton, which is scheduled to have its grand opening in April of this year.
Logo credit: Simplicity
Simplicity
has now opened its franchise partner program, allowing the centers to
be opened in new locations by partners while retaining the
organisation’s branding. The centers are said to “feature cutting edge
technology including high performance PCs.â€
Jed Kaplan, CEO of Simplicity discussed
the venture in a statement: “I am excited to announce the opening of
our first Esports Gaming Center and the locations of our next four. Our
goal is to open 15 locations by year end and a total of 50 nationwide in
the next 24 months. Additionally, we offer attractive opportunities for
advertisers and sponsors to connect with our audience via our digital
and physical real estate.â€
In late 2018, Simplicity was acquired by SMAAASH Entertainment. In a statement given at the time of the deal, F. Jacob Cherian, CEO of SMAAASH Entertainment revealed that the company aimed to build “brick and mortar esports centers.â€
Following
the merger, Kaplan joined SMAAASH Entertainment as its Co-CEO and is a
minority owner of NBA team Memphis Grizzlies and Welsh football club
Swansea City.
Simplicity is currently partnered with esports apparel company Raven GG and competes in PUBG, SMITE, Gears of War, and NHL.
Esports
Insider says: More and more companies and organisations are looking to
open centers, either for internal use or aimed at the public. As gaming
and esports continue to be gradually embraced by the general public,
there’s potential for these establishments to become mainstays all
around the globe. These plans sound very ambitious considering
Simplicity’s centers are unproven in terms of popularity so we’ll have
to see how things pan out after the Boca Raton center opens.
Posted by AGORACOM-JC
at 10:00 AM on Wednesday, March 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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Esports Popularity Around The Globe
Recent years have seen an explosion in the popularity of esports, fuelled by an insatiable appetite in Asia.
You can be sure that when a new trend starts, the USA won’t be far away from the action.
The country has taken esports to its heart and produced big names, like the celebrity gamer Ninja, otherwise known as Tyler Blevins from Michigan.
Recent years have seen an explosion in the popularity of esports,
fuelled by an insatiable appetite in Asia. It’s not just a case of
playing your favorite games hoping to get a better score than your
friends; players compete for mega bucks and have become rich and famous.
Massive Growth in Asia
There are billions of dollars to be made in the esports business.
Forecasters believe that the global market will expand by 75% to $1.6bn
by the end of 2021. The arrival of smartphones has made esports even
easier to play.
A major area of growth is in the number of live tournaments. Mixed
martial arts (MMA) promoter ONE Championship has already made a $50m
investment and wants to hold esports events alongside MMA matches.
China listed esports as an official sport in 2003
and 13 years later, it was declared a national industry. Another major
boost came in 2018 when esports became a demonstration sport at the
Asian Games. The next event takes place in 2022 and esports will be an
official medal sport.
More partnerships are being forged as companies realize just how much
money could be made in the future. The number of competitive players in
China doubled last year leading to online companies such as Alibaba
Group Holding and Tencent Holdings to set up venues in the country.
Rural areas, as well as the major cities, are being targeted, and events
take place on a weekly basis.
It’s big news for game developers as the tournaments create more
awareness of their products. The hope is that games such as League of
Legends and Dota 2 will see their already impressive sales boosted.
Academies are opening up in countries such as China, Malaysia, Singapore and Japan.
It’s becoming big business with students paying up to $975 for a
month’s tuition, all dreaming of becoming professional players.
Achieving that dream could see them earning up to $700,000 a year.
Japan has also seen incredible growth in the popularity of esports.
That’s led to increased sales of high-performance gaming computers that
eliminate the possibility of even the shortest lag. Be sure to check out
our own reviews for the best gaming gear.
The Tokyo Game Show held in October 2018 saw plenty of talk about
esports. The second-hand market for these computers also sees increased
business. Others just go to many internet cafes and use their superior
equipment.
Perhaps the best-known Asian market of all is South Korea,
which is regarded as the country that started the esport revolution.
Gamers like Faker, Bang and Wolf are more or less household names.
South Korea hosts probably the biggest live esports event in the world – the League of Legends World Championship.
The Middle East is catching up
Dubai is a place of extravagance, and the Middle
Eastern kingdom has already made it known it would like to be a global
gaming destination for esports. The United Arab Emirates is already constructing the region’s first dedicated esports venue,
catering for players who can’t get enough of games like Counter-Strike.
Pro teams play each other with over $54,000 won in prize money.
Overwatch is also popular, and teams in the UAE include Risky Gaming,
Inferno Game Zone and Dubai Mirage.
However, esports is still some way behind other social online
entertainment there, such as online casinos. Despite land casinos and
sports betting being prohibited, locals are able to find plenty of legal opportunities to play online.
Saudi Arabia is another part of the Middle East
enjoying rising esports popularity; there’s even official government
representation and support for competitive gaming.
The United States and esports
You can be sure that when a new trend starts, the USA won’t be far
away from the action. The country has taken esports to its heart and
produced big names, like the celebrity gamer Ninja, otherwise known as Tyler Blevins from Michigan.