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Esports Entertainment Group $GMBL – Global Esports Economy will Exceed $1 Billion This Year $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 11:25 AM on Wednesday, February 20th, 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 Economy will Exceed $1 Billion This Year

  • Growing popularity and viewership of esports across the world has given rise to plenty of leagues and tournaments over the past few years.
  • So much so that the global esports revenue is expected to hit $1.1 billion this year.

Pooja Singh Features Editor, Entrepreneur Asia Pacific

The growing popularity and viewership of esports across the world has given rise to plenty of leagues and tournaments over the past few years. So much so that the global esports revenue is expected to hit $1.1 billion this year.

According to predictions from leading analysts at market research company Newzoo, the esports market will for the first time exceed the billion-dollar revenue mark, a year-on-year growth of 26.7 per cent. Newzoo’s “2019 Global Esports Market Report” estimates the global esports audience will grow to 453.8 million worldwide in 2019, a year-on-year growth of 15 per cent, and will consist of over 200 million esports enthusiasts and more than 250 million occasional viewers. As the esports market matures and the number of local events, leagues, and media rights deals increases, we anticipate the average revenue per fan to grow to $6.02 by 2022, the report says.

“Esports’ impressive audience and viewership growth is a direct result of an engaging viewership experience untethered to traditional media,” says Newzoo chief executive Peter Warman. “Plenty of leagues and tournaments now have huge audiences, so companies are positioning themselves to directly monetize these Esports Enthusiasts. While this began happening last year, the market is constantly expanding on its early learnings. The result: 2019 will be the first billion-dollar year for esports, a market that will continue to attract brands across all industries,” he adds.

Investment is the Driver

Endemic and non-endemic brand investments (media rights, advertising, and sponsorship), the report says, will make for 82 per cent of the total market. The highest-grossing individual esports revenue stream worldwide is sponsorship, generating $456.7 million in 2019. The fastest-growing esports revenue stream by far is media rights, it adds.

Besides non-endemic brands, digital broadcasters and TV media companies have already started to compete for esports content and the extent to which these deals will generate a direct return on investment will impact the pace of media rights growth. Other ongoing developments that have high revenue potential include increased esports franchising, new content formats and premium passes, the success of mobile gaming, team profitability, and the success of new focus on professionals and streamers as brands.

Considering the current growth, Newzoo estimates the esports market will reach $1.8 billion by 2022. If any of these factors accelerate, a more optimistic scenario places revenue at $3.2 billion, it says.

The China Effect

As per the report, China will generate $210.3 million in revenue this year, overtaking Western Europe as the second-largest region in terms of revenue. The country is notable for the growing popularity of mobile esports, including casual titles.

North America, meanwhile, will once again be the largest esports market, with revenue of $409.1 million. The report predicts that it will show strong growth toward 2022, reaching $691.1 million. The largest share of North America’s 2019 esports revenue will come from sponsorship, at $196.2 million. Meanwhile, media rights will contribute most to this growth and will remain the fastest-growing and second-largest esports revenue stream in the region.

Source: https://www.entrepreneur.com/article/328025

Esports Entertainment Group $GMBL – ESports poised to break $1bn barrier in 2019: Report $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:17 PM on Wednesday, February 13th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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ESports poised to break $1bn barrier in 2019: Report

  • The global market for eSports is poised to breach the $1 billion mark this year.
  • Gaming and eSports analytics firm Newzoo’s ‘2019 Global ESports Market Report’ projects that global eSports revenues will hit $1.1B this year.
  • The North America and China markets will spearhead this race with $409.1 million and $210.3 million contribution respectively.

Commodity wise brand investments like media rights, advertising, and sponsorships will contribute 897.2 million – 82% of total revenue. The brand investment contribution is projected to reach $1.5 billion by 2022 and account for 87% of total eSports revenues.

Courtesy: Newzoo

China will remain home to 75 million eSports gamers this year – the most of all global markets – and is expected to register the equivalent of US$210.3 million in revenue. The report also hints that the total eSports audience will reach 453.8 million in 2019.

“These numbers cannot be ignored, and it will double in next 3 years. As per PWC Sports Survey 2018 also ESports tops the chart for “Top ten sports by growth”, says  Lokesh Suji, Director, ESports Federation of India.

ESports has now left football and basketball behind as fastest growing commercial sports. The top ten chart for the fastest growing sports has cricket in the 10th position, a rank below tennis.

“Time has now come to just get involved in eSports, whichever way. Though the revenue numbers for India are miniscule, but India poised to become fastest growing market for esports. Our Infrastructure is getting better day by day and Skills of our esports athletes is improving every passing day,” adds Suji.

The audience will make a significant base to eSports growth, according to Jurre Pannekeet, a senior marketing analyst for NewZoo. Many eSports leagues are shifting their focus towards monetising their audiences having worked hard to establish a loyal fan base, Sportspromedia has quoted Pannekeet as saying.

“ESports has always provided an engaging viewing experience to an audience no longer tied to traditional media,” he said. “This has propelled the massive growth in esports viewership and audience numbers.

“This transition started in 2018, but this year, the industry will take its early learnings and expand upon them. As a result, 2019 will be esports’ first billion-dollar year, and its vigor has attracted brands and companies across every industry.

“Non-endemic brands sponsored eSports organisations in droves last year, which will continue in 2019.”

The League of Legends World Championship was 2018’s biggest tournament by live viewership hours on Twitch, with 53.8 million hours, while the Overwatch League was the most-watched league by live viewership hours on Twitch, generating 79.5 million hours.

The total prize money in 2018 reached $150.8 million, a significant increase from 2017’s $112.1 million.

Source: https://www.insidesport.co/esports-poised-to-break-1bn-barrier-in-2019-report/

Esports Entertainment Group $GMBL – In the Video: This Is How #eSports is also Changing the Sports Industry $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:10 PM on Monday, February 11th, 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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In the Video: This Is How eSports is also Changing the Sports Industry

  • At ISPO Munich 2019 eSports was represented for the first time
  • Competitive gaming has long been more than a hype. And the sports industry can also benefit.

Insights by: ISPO Digitize

Even the big football clubs have long since created facts: Schalke 04, VfL Wolfsburg or FC Bayern have their own departments and employ professional players. Training, competition, ambition and title – just like in any sport. Physical and mental fitness are basic prerequisites.

  The annual event for the digitalization of the sports business! Be a part of it on July 3rd and 4th!  

Martin Müller, Vice President of the German Sports Federation: “The sporting goods industry should have an interest in eSport. We have a relatively large merchandising sector. The big teams go on stage with their jerseys. So as a fan I would like to own such a jersey. When we talk about four million eSportsmen, four million eSportsmen also have to be equipped a bit. And I think there’s great potential for the sporting goods industry.”

Source: https://www.ispo.com/en/markets/video-how-esports-also-changing-sports-industry

Esports Entertainment Group $GMBL – #Overwatch League to air on #ESPN, #Disney XD, #ABC $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:05 PM on Friday, February 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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Overwatch League to air on ESPN, Disney XD, ABC

  • Overwatch League announced the broadcast schedule for Season 2, which begins Feb. 14.
  • Three matches per week will be broadcast on Disney XD: the final match each Thursday beginning at 11:30 p.m. ET along with the first two matches every Sunday at 3 p.m. and 4:30 p.m. ET.

All matches will be available on the ESPN app. Three matches per week will be broadcast on Disney XD: the final match each Thursday beginning at 11:30 p.m. ET along with the first two matches every Sunday at 3 p.m. and 4:30 p.m. ET.

The semifinals and finals for Stages 1 and 2 as well as the All-Star Game will air on ABC. ESPN2 will broadcast the Stage 3 finals, with the broadcast schedules for Homestand Weekends, season playoffs and the finals to be announced at a later date.

Season 2 of the OWL kicks off on Feb. 14 with the Philadelphia Fusion facing the London Spitfire in a rematch of the Grand Finals from the inaugural season.

Field Level Media

Source: http://www.espn.com/esports/story/_/page/overwatchseason2schedule/overwatch-league-air-espn-disney-xd-abc

Esports Entertainment Group $GMBL – China recognizes #esports as a profession $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:03 PM on Wednesday, February 6th, 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

China recognizes esports as a profession

  • China’s Ministry of Human Resources and Social Security (CMHRSS) announced 15 new professions on Jan. 25, including “esports professional” and “esports operator.”
  • The world’s most populous nation has finally recognized esports as a legitimate profession, and the ministry has officially identified it in the courts.

Jerome Heath

China’s Ministry of Human Resources and Social Security (CMHRSS) announced 15 new professions on Jan. 25, including “esports professional” and “esports operator.”

The world’s most populous nation has finally recognized esports as a legitimate profession, and the ministry has officially identified it in the courts. It comes as news following last year, when the Chinese government issued its support and interest in the esports industry.

The term “esports professional” is defined as players who compete in esports tournaments, perform at esports events, or train with other professional players, according to the CMHRSS. While “esports operator” is explicitly classified as those who organize or develop content for esports tournaments.

Additionally, the CMHRSS noted that “account boosting” is one of the main jobs accompanying the esports profession. Account boosting and cheating are punishable offenses in League of Legends, Overwatch, and a number of other esports titles, and have caused controversy in the past. A lack of communication between the Chinese government and the esports industry could be the reason for the term account boosting being used, or it could just be a misunderstanding.

The term account boosting could have been used by the CMHRSS to reference players using their teammates’ account during professional play, but generally “account boosting” is defined as the act of one player logging into another player’s account with the intent of boosting their rank.

Former LMQ League of Legends player Yu “XiaoWeiXiao” Xian received a one-year ban for account boosting in Aug. 2015, Philadelphia Fusion player Su-min “SADO” Kim was suspended from the Overwatch League after accusations of taking part in a boosting scheme in Nov. 2017, and 1,400 Overwatch accounts were banned for boosting in Aug. 2018.

It is not clear yet if the ministry’s use of the word account boosting will be revised. However, the announcement of the inclusion of esports professional and esports operator as official jobs is a positive step for the growth of esports in China. It means that Chinese players will have extended working rights, giving them easier access to working visas, and allow them more freedom of movement.

Source: https://dotesports.com/business/news/china-recognizes-esports-as-profession

Esports Entertainment Group $GMBL – How does League’s Worlds viewership compare to the #SuperBowl ? $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:37 PM on Monday, February 4th, 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

How does League’s Worlds viewership compare to the Super Bowl?

  • The amount of people that watch the big events in esports has a direct correlation to how many people care about any particular esports league.
  • The League of Legends World Championship, for instance, can rack up tens of millions of viewers for a single best-of-five series, depending on the location and teams involved.

Aaron Mickunas

Photo via Riot Games

One of the most important metrics to look at when evaluating the success of the esports industry at large is viewership statistics. Why? Well, it’s obvious. The amount of people that watch the big events in esports has a direct correlation to how many people care about any particular esports league. The League of Legends World Championship, for instance, can rack up tens of millions of viewers for a single best-of-five series, depending on the location and teams involved.

One of our favorite comparisons to make is weighing the viewers of League esports to viewers of the NFL’s Super Bowl. The NFL is one of the most popular traditional sports in North America, and with how often the “Are esports considered sports?” debate is thrown around, it’s interesting to see how the two compete side-by-side.

So let’s see the numbers. How close is the competitive League scene to catching the Super Bowl in terms of viewership? Well, the answer is a little shocking, because it’s a lot closer than you may have thought. The Super Bowl typically nets around 110 million unique viewers, according to stats site Sports Media Watch. At least, it has every year since 2011, with one exception in 2018 when it only reached 103 million. In 2011, it hit 106 million, but the total didn’t breach 100 million at all before that. Every year prior to 2011, the norm was around 90 million.

The League World Championship, or Worlds, clocked in at 99.6 million viewers in 2018 for the final series, according to stats provided directly by Riot Games, League’s developer. That means the difference between American football’s biggest event and League’s biggest event in 2018 was a mere 3.4 million people—103 million for the Super Bowl and 99.6 million for League’s Worlds.

Unfortunately, Riot doesn’t provide the same statistics every year and for every event, which makes comparing Worlds’ progression with the Super Bowl year by year more difficult.

League’s past couple of Worlds have had comparable numbers, though, with 2017’s hitting 80 million live viewers in the semifinals. Riot also shared viewing statistics from that year’s Mid-Season Invitational, but unfortunately it didn’t provide the amount of viewers for any one series of the tournament. For example, Riot shared the total number of viewers over the course of the entire MSI 2017 tournament, 364 million, but it didn’t share the total number of viewers for either the finals or semifinals series alone like it did for Worlds in 2017 and 2018 respectively. It’s currently unclear why Riot reveals stats in such a sporadic way.

Unfortunately, Sports Media Watch hasn’t released data on 2019’s Super Bowl, but when it does, we will update this story comparing 2018’s Worlds to 2019’s Super Bowl.

Source: https://dotesports.com/league-of-legends/news/league-of-legends-vs-superbowl-viewer-numbers

Esports Entertainment Group $GMBL – $8 Million Won by Top 10 Mobile #Esports Athletes in 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:41 PM on Thursday, January 31st, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
  • The top 10 competitors won more than $8 million in combined prizes in 2018, with 7 of the 10 rankings claimed by women.
  • The prizes earned by this year’s winners were three times larger than that earned by 2017’s top players.

SAN FRANCISCO, Jan. 31, 2019 – Skillz, the worldwide leader in mobile eSports, today announced the top mobile eSports athletes of 2018. The top 10 competitors won more than $8 million in combined prizes, with 7 of the 10 rankings claimed by women. The prizes earned by this year’s winners were three times larger than that earned by 2017’s top players.

Rankings Username State Prizes Won
1 Kmamba1090 CA $1,418,508
2 SirLastBit OH $1,321,255
3 HestiaX NJ $978,551
4 LegalEnormousPhds NY $976,269
5 yutourmaline NY $873,526
6 kk8245 VA $681,863
7 Goinhiking NC $639,234
8 jpark87 MI $627,191
9 zZzSleepyzZz NY $625,858
10 CaliCountry5 NJ $618,005

“When I first started competing on the Skillz platform, I never realized this was something I could do professionally,” says Jennifer Park (jpark87), a college engineering student from Westland, Michigan. “The prizes I’ve earned from playing Skillz games have helped put me through college.”

The mobile gaming industry is projected to grow into a $70 billion market in 2019, accounting for over half of the $138 billion gaming space. As the industry’s revenue has increased, competitive gaming prize pools have also grown in tandem. Prizes from eSports tournaments such as the “Dota 2” International topped $25 million last year, now exceeding those of prestigious offline sports events such as the Indy 500 andthe Masters.

According to eSportsEarnings.com, global eSports prize pools grew 31.5% from 2017 to 2018. In comparison, the top 10 Skillz competitors generated over a 300% year over year increase in prizes won, with the top player ranking #6 on the list of highest-earning 2018 athletes across the global eSports industry.

“Top mobile eSports athletes bring the same inspiring dedication you see in world-class NBA or MLB players to our increasingly digital world,” says Andrew Paradise, CEO and founder of Skillz. “Similar to how radio and television revolutionized the future of sports, Skillz is using mobile technology to do the same for eSports.”

Skillz was recently recognized for disrupting the technology industry and shaping the future of eSports, being named to both the 2018 Forbes Next Billion-Dollar Startups list as well as the 2018 Entrepreneur 360 list. The company also reported doubling its revenue run-rate twice in 2018 to a current total of over $400 million.

The top Skillz competitors are ranked based upon total tournament prizes won by each player, excluding any entry fees paid to enter those tournaments. For more information on Skillz-enabled games and implementing mobile eSports competitions, visit www.skillz.com or email [email protected].

About Skillz
Skillz, the leading mobile eSports platform, connects the world’s 2.6 billion mobile gamers through competition. In 2018, Skillz was named to Entrepreneur Magazine’s 100 Brilliant Companies, Forbes’ Next Billion-Dollar Startups, and the Entrepreneur 360. Skillz has also been named the #1 fastest-growing private company in America by Inc. Magazine and a CNBC Disruptor 50. Over 18 million gamers use Skillz to compete in mobile games across 13,000+ game studios. Founded in 2012, Skillz is headquartered in San Francisco and backed by leading venture capitalists as well as the owners of the New England Patriots, Milwaukee Bucks, New York Mets and Sacramento Kings. To learn more, visit www.skillz.com.

Press Contact
Roxie Bostwick
Communications Lead
Skillz Inc.
[email protected]

SOURCE Skillz

Esports Entertainment Group $GMBL Joins #Esports Integrity Coalition, Commits To Highest Level of Esports Integrity Monitoring $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:49 AM on Wednesday, January 23rd, 2019
  • Announced it has joined the Esports Integrity Coalition (ESIC), an independent global body that aims to protect the integrity of esports, including working with the world’s largest betting operators and esports organizations to safeguard players, combat cheating and educate audiences.
  • This association is another milestone for VIE.gg, the world’s first and most transparent esports betting exchange.

BIRKIRKARA, Malta, Jan. 23, 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 it has joined the Esports Integrity Coalition (ESIC), an independent global body that aims to protect the integrity of esports, including working with the world’s largest betting operators and esports organizations to safeguard players, combat cheating and educate audiences. This association is another milestone for VIE.gg, the world’s first and most transparent esports betting exchange.

A GLOBAL ESPORTS COALITION TO MONITOR, PROTECT AND ENFORCE

Established in 2016, the Esports Integrity Coalition is a not-for-profit association taking responsibility for disruption, protection, investigation and prosecution of all forms of cheating in esports including the threat of match fixing and betting fraud, as well as, other integrity challenges posed to the esports industry. Current partners include ESL, DreamHack, Intel, UK Gambling Commission, Esports Insider and many other important esports entities.

Since the coalition has formed it has led efforts to uphold standards of vital principles applied to esports such as leading a 2017 investigation that culminated in two Dota 2 players getting banned from UCC tournaments for two years for betting fraud.   Most recently, Counter-Strike:Global Offensive player Nikhil â€forsaken” Kumawat received a five-year ban by ESIC from all esports related activities for or with any ESIC member organizations, after being proven guilty of using hacks on two CS:GO tournaments.

VIE.gg and its members will benefit from its membership in ESIC as follows: 

a) The ESIC suspicious bet alert system is a global network of operators and regulators that identifies and eradicates corrupt betting; 

b) Contributing to the anti-corruption education of players and helping make the esports ecosystem safer;

c) Tapping into the accumulated best practices developed by ESIC and its members; 

d) Greater viability in the esports space by association with ESIC and its coalition of members.

Ian Smith, Commissioner of the Esports Integrity Coalition stated “We are impressed by the early commitment Grant Johnson and Esports Entertainment Group to have competitive integrity embedded in their product, contacting us at the earliest opportunity and keeping us updated throughout the development process.  It’s always interesting when someone moves into the esports betting space with a new offering, especially one that allows players to pit themselves against other players. Naturally, competitive integrity is as important in that arena as it is in any other part of the esports ecosystem. Consequently, we are very pleased that VIE.gg has chosen to work with us to protect their product and esports from attempted corrupt influences. We are really looking forward to working with Grant and his team in the interface between esports and betting on esports.”

Grant Johnson, CEO of Esports at Esports Entertainment Group, stated, “Our ESIC membership is a symbol of our commitment to protecting our players and partners from cheating and fraud in esports. VIE.gg is the world’s most transparent esports bet exchange and we will continue to incorporate systems that protect our players. As a result of our participation in this great coalition, we are extending our transparency and protections to even greater levels.”

ABOUT VIE.GG

VIE.gg offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding jurisdictions that prohibit online gambling. VIE.gg features wagering on the following esports games:

  • Counter-Strike: Global Offensive (CSGO)
  • League of Legends
  • Dota 2
  • Call of Duty
  • Overwatch
  • PUBG
  • Hearthstone
  • StarCraft II 

VIE.gg has announced affiliate marketing partnerships with 190 esports teams and 3 leagues from around the world and expects that number to increase in 2019.

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 – Here’s why esports can become a billion-dollar industry in 2019 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 12:40 PM on Tuesday, January 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

Here’s why esports can become a billion-dollar industry in 2019

  • Research firms like Statista estimate that global revenues for the wildly popular, still nascent sector may even surpass that milestone this year — particularly because of the number of companies and investors getting in on the esports market. 
  • Estimates from Newzoo project that the global esports market will exceed $1.6 billion by 2021.

Annie Pei@pei_annie

Electronic sports (esports) experts considered 2018 a landmark year that cemented the space’s potential as the next billion-dollar industry.

Research firms like Statista estimate that global revenues for the wildly popular, still nascent sector may even surpass that milestone this year — particularly because of the number of companies and investors getting in on the esports market. Estimates from Newzoo project that the global esports market will exceed $1.6 billion by 2021.

“When I look at 2018, I feel like it was the year that esports really started cracking into the mainstream,” Jack Etienne, owner of North American esports team Cloud9, told CNBC recently—. “To me it feels like we’ve broken a barrier that we’ve never attained before in esports.”

Like other industry participants, Etienne believes the past year also laid down catalysts that will drive esports’ development going into 2019. This is particularly true in some key areas that he thinks are essential to building a more sustainable ecosystem for the industry. Getting in the Game

In October, Cloud9 became the world’s most valuable esports team after raising $50 million in Series B funding, leading Forbes to peg the team with a $310 million valuation. The same report also estimated that a total of nine esports teams worldwide are worth at least $100 million.

Those numbers have attracted attention from a number celebrities, including basketball legend Michael Jordan, who joined the ownership group for Team Liquid in October 2018.

Meanwhile, big-time investors like Mark Cuban have also taken stakes in esports-related entities for years, and traditional sports moguls have bought in. For instance Robert Kraft, who owns the New England Patriots, also paid $20 million to own the Boston-based team in Activision Blizzard’s Overwatch League prior to its launch last year.

Aside from the star-studded line of investors, 2018 saw a new rush of brands into the space. Last year, research firm Newzoo estimated that about 60 percent of the esports market’s revenue would come from sponsorships and advertising.

One big trend some esports players are betting on is the continued entry of non-endemic companies into the space. In 2018, a rush of non-gaming companies, from autos to telecom, struck deals and sponsored events, leagues and teams alongside more traditional tech and gaming-related names.

According to Naz Aletaha, head of esports partnerships at Riot Games, “our audience is predominantly digital first and that gives us different opportunities to engage in meaningful ways.” 

Using Riot’s “League of Legends” competitive scene as an example, she recently told CNBC that “the scale that we’ve achieved globally by operating 13 leagues has created the perfect ecosystem for brands to get involved.”

These partnerships lead Aletaha to believe that some of the next big non-gaming brands to enter esports will be from three primary areas: Quick service restaurants, male grooming and apparel. All three stand to benefit from a space that is “not overly saturated yet” that also boasts a younger audience, Aletaha added.

Cloud9′s Etienne also expects that many of these brands will establish longer-term deals in the esports space. The number of brands wanting in leaves teams and companies in a position with more options to consider for their longevity.

“One of the things I need to balance out is I need to look at these brands,” he said. “Long-term partnerships are really starting to

[generate]

and dig in with that partner and start building some really great products and I want to do that, but I also want to sign partners” best suited to esports teams and companies, he said.

Creating longer-term deals will establish a more sustainable esports market that companies will also benefit from, according to esports experts.

“The longer you’re in the space, the more of an authentic layer you’re going to become, which really just helps win the hearts and minds of the audience,” explained Aletaha.

Source: https://www.cnbc.com/2019/01/20/heres-why-esports-can-become-a-billion-dollar-industry-in-2019.html

Esports Entertainment Group $GMBL – LOOT.BET publishes Esports betting trends in 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 1:58 PM on Thursday, January 17th, 2019

LOOT.BET publishes Esports betting trends in 2018

  • Report reveals that Russian eSports bettors were the luckiest. The highest win rate belongs to the Russian users coupled with a winning combo-bet with the record-breaking—over 665—odd multiplier belonging to a Ukrainian punter, who won big on the final matches of the Counter-Strike: Global Offensive ESL Pro League; by placing only €20, he got about €13,300.

LOOT.BET has published the stats and major trend reports on esports betting in 2018.

The report reveals that Russian eSports bettors were the luckiest. The highest win rate belongs to the Russian users coupled with a winning combo-bet with the record-breaking—over 665—odd multiplier belonging to a Ukrainian punter, who won big on the final matches of the Counter-Strike: Global Offensive ESL Pro League; by placing only €20, he got about €13,300.

Top-three countries with the most risk-taking bettors are Georgia, Spain, and Ukraine, while the most cautious users came from Sweden and Denmark.

Choice of esports disciplines was also connected with the geographic location of the bettor. CS:GO was the world’s most popular game to place bets on, while Russian and Ukrainian audience also tended to bet on Dota 2 eagerly whilst users from Western Europe and Asia—on League of Legends and Overwatch as well.

The most significant trend of the last year on LOOT.BET was the rapid rise of the interest to live bets and broadcasts. More than half of the wagers placed on the service in 2018 belong to the live markets and continue to gain momentum. The vast majority—over 80 per cent—of the clients in the process of live betting watched the matches directly on the website instead of switching to streaming platforms, such as Twitch and YouTube. As a comparison, in 2016, during the first months of LOOT.BET service, the amount was approximately 30 per cent and at the end of 2017—50 per cent.

In 2018, LOOT.BET users were the most active to bet on the following teams: Astralis, Team Liquid, and Na’Vi. And the team on whom bets did not work in most cases were not the meme-stars Na’Vi but rather Virtus.pro.

Source: https://europeangaming.eu/portal/latest-news/2019/01/09/35945/loot-bet-publishes-esports-betting-trends-in-2018/