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#Esports Is The Next Biggest Frontier In Influencer Marketing $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:30 AM on Friday, June 29th, 2018

Nicolas Miachon is CMO of Upfluence, an influencer marketing software that helps brands to tell their stories.

 Nicolas Miachon , Forbes Councils

  • Whether you’re ready or not, competitive gaming is disrupting entertainment as we know it. Very soon you might find yourself betting on matches in Vegas, rooting for your country’s esports team during the Olympics or sending your kid to college with an esports scholarship.
  • The reality is, esports is everywhere. As a marketer, it would be crazy not to embrace it

Giant social networks, multimillion-dollar prizes, international audiences: Welcome to the world of esports.

Whether you’re ready or not, competitive gaming is disrupting entertainment as we know it. Very soon you might find yourself betting on matches in Vegas, rooting for your country’s esports team during the Olympics or sending your kid to college with an esports scholarship. The reality is, esports is everywhere. As a marketer, it would be crazy not to embrace it.

Not convinced yet? Let’s talk numbers.

In 2017, the esports industry raked in nearly 500 million dollars. As it continues to grow more than 40% year over year, the industry is destined to become a $1.7 billion market by 2021.

With an audience of over 300 million people, viewership of streaming sites like Amazon’s Twitch have surpassed popular news sources such as CNN, and according to one study, more unique viewers watched “Gaming video content” than HBO, Netflix, ESPN and Hulu combined in 2017.

The Intel Extreme Masters of 2017 (in Katowice, Poland) was viewed by 46 million people. To put that into perspective, the audience turnout was twice as large as the most recent NBA finals.

Who is watching esports, though? Demographically, the esports audience is mostly male aged from 13-40, making them one of the hardest marketing segments to address. They are also quite international, with Asia, North America and Europe constituting the biggest shares of the market.

How does the esports economy actually work?

The esports ecosystem consists of six major actors: game publishers, teams, players, fans, sponsors and investors. Players become professional when they join teams and play in tournaments organized by game publishers or third parties. These events, both offline and online, attract brand sponsors. Investors range from major sports teams to celebrities and corporate moguls like Russia’s richest man, Alisher Usmanov.

While professional players can earn team salaries and tournament cash prizes, streaming is where most of the action happens for advertisers and consumers. Platforms such as Twitch and YouTube Gaming allow players (professional and amateur alike) to broadcast their game play online 24 hours a day, seven days a week. Fans flock to these livestreaming sites where they can watch their favorite streamer, learn strategy and be entertained. In a way, streaming is the social media of esports.

Streaming is a new influence market.

With new platforms come new influencers. As explored in a previous article, influencers play a crucial role in social media ecosystems, acting as fuel for the platforms by connecting brands and consumers. In this case, the phenomenon of streaming influencers is exploding in esports – so the arrival of sponsors cannot be far behind.

Who are these new influencers and how are they different from professional players? While streaming influencers aren’t necessarily as highly ranked as pros, they do have much larger followings on their streams. The poster child for Twitch fame would have to be Tyler “Ninja” Blevins. In March, he broke records, drawing in over 600,000-plus concurrent viewers during a live stream with Drake.

Unlike traditional social media influencers, who are not paid by the platforms they post on, popular esports players can actually make money on these sites via integrated ads, direct donations from audience members and paid subscription offers. In short, followers are paying to follow and it’s no small matter. In an interview from this year, Tyler Blevins reported earning $560,000 per month from his Twitch streaming. This is purely based on known revenue from paid subscribers — the actual amount could be twice that when donations sponsorships and Twitch Bits are taken into account.

The esports environment is clearly brimming with potential, but advertisers will need to adapt their sponsorship strategies for this unique market. Unlike other niches, streaming influencers are much more likely to be self-sufficient and thus picky about who they work with. What’s more, professional players come as a team package, which is a barrier to smaller brands. So, how does one secure a partnership in esports?

Source: https://www.forbes.com/sites/forbescommunicationscouncil/2018/06/28/esports-is-the-next-biggest-frontier-in-influencer-marketing/#529b473a6d7b

By 2022, Goldman Sachs $GS Thinks #Esports Will Have 300 Million Viewers Like the #NFL $GMBL $KUU.ca $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:49 AM on Wednesday, June 27th, 2018
  • Esports are the next big thing, Goldman Sachs thinks.
  • Goldman said it sees eSports surpassing Major League Baseball and National Hockey League viewership
  • According to data from NewZoo, an estimated 167 million people around the globe will watch eSports per month in 2018

In a report published Tuesday, Goldman said it sees eSports surpassing Major League Baseball and National Hockey League viewership. According to data from NewZoo, an estimated 167 million people around the globe will watch eSports per month in 2018.

“The immense popularity of survival-based games like Fortnite, growing prize pools for eSports tournaments, the rise of live-streaming, and improving infrastructure for pro leagues have all paved the way for eSports to reach 300 million viewers by 2022, on par with NFL leadership today,” said the note.

Goldman analysts also stated that they “believe that eSports viewership is moving more into the mainstream, which should support a 14% audience growth for the next five years, Recently, Epic Games announced that it would set aside $100 million in prize pool for the first year of Fortnite eSports tournaments, nearly the size of an entire eSports prize pool in 2017.”

The popularity of eSports is related to the increase of infrastructure within the world of eSports. “In 2017, Riot Games created the North American and EU League of Legends leagues, while in January of 2018, Blizzard launched the Overwatch League. We believe these leagues created the requisite infrastructure that will allow eSports to finally start to close the demonetization gap relative to other established sports leagues.”

Activision Blizzard Inc. (ATVIGet Report) popular Overwatch league’s playoffs attracted over five million viewers. The company signed a $90 million deal with Twitch for streaming.

In July, the Overwatch League Grand Finals will take place at the Barclays Center in Brooklyn, New York on July 27-28. The event is the largest eSports event to happen. Within two weeks, fans had sold-out the 20,000 person stadium.

Goldman analysts wrote, “we expect total eSports monetization will reach $3 billion by 2022.”

Companies like Tencent Holdings Ltd. (TCEHY) have invested heavily in online video platforms. Goldman largely credits Tencent—which invested $630 million in Doyu and $461 million in Huya, both Chinese online video platforms—for the increase in funding for eSports.

Tencent’s contributions helped bump up the amount funneled into eSports in 2018. “since 2013, there has been $3.3 billion of venture capital investment in eSports related start-ups. In 2018 year to date, we have already seen $1.4 billion of investments, a nearly 90% year-over-year increase from the total fudning in 2017.

NewZoo data suggests that there’s over 2.2 billion active gamers worldwide. So far, only 5% of the gamers are part of the audience of eSports, but the industry—as Goldman’s data suggests—is growing rapidly.

Source: https://www.thestreet.com/technology/fortnite-helped-broaden-esports-audience-goldman-sachs-says-14634562

#IOC and #GAISF to host #Esports Forum $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:16 AM on Tuesday, June 26th, 2018
  • International Olympic Committee (IOC) and the Global Association of International Sports Federations (GAISF) have announced the organisations will host an “Esports Forum” on 21 July at The Olympic Museum in Lausanne
  • Aim of the Forum is to explore synergies, build joint understanding and set a platform for future engagement between the esports and gaming industries and the Olympic Movement

Invited participants will include representatives from across the esports and gaming ecosystem: players, publishers, teams, media, sponsors and event organisers; and from across the Olympic Movement: National Olympic Committees, International Sports Federations, athletes and the IOC.

GAISF President Patrick Baumann said: “Along with the IOC, the GAISF looks forward to welcoming the esports and gaming community to Lausanne. We understand that sport never stands still and the phenomenal growth of esports and gaming is part of its continuing evolution. The Esports Forum provides an important and extremely valuable opportunity for us to gain a deeper understanding of esports, their impact and likely future development, so that we can jointly consider the ways in which we may collaborate to the mutual benefit of all of sport in the years ahead.”

Intel/ESL

IOC Sports Director Kit McConnell said: “We are pleased to be hosting our first “Esports Forum”, which is a great opportunity for both the Olympic Movement and representatives from the world of esports and gaming to begin a discussion, listen and learn from each other, and understand the potential opportunities for collaboration. The IOC and GAISF are closely following the rapid development of esports globally, and we look forward to a really engaging discussion.”

The Forum follows the Olympic Summit held in October 2017, which asked the IOC, together with the GAISF, to explore this area in a dialogue with the gaming industry and players and to come back to the Olympic Movement stakeholders in due course.

Forum programme highlights:

PANEL: THE WORLD OF ESPORTS

Leading esports and gaming industry executives will share their thoughts on where the industry is now, what the current priorities are, and what they would like to see in terms of collaboration opportunities with the Olympic Movement.

INTERVIEW: WHAT DEFINES THE OLYMPIC MOVEMENT?

An interview by an esports player with an IOC representative to shed light on the various factors and events that have shaped the Olympic Movement as we know it today, and to provide insight on where it is headed.

INTERVIEW: THE KEY TO TWITCH’S SUCCESS

KEYNOTE SPEAKER: SPOTLIGHT ON INTEL EXTREME MASTERS PYEONGCHANG

FUTURE OPPORTUNITIES FOR COLLABORATION

INTERVIEW: A DAY IN THE LIFE OF AN ELITE PLAYER

PANEL: GENDER EQUALITY IN ALL SPORTS

ROUNDTABLE DISCUSSIONS:

SPORTS ORGANISATIONS – GOVERNANCE, STRUCTURES AND BEST PRACTICES

Covering “good governance”, the structural similarities and differences between esports organisations and traditional sports federations, and challenges in both industries.

MEDIA/BROADCASTING

Exploring new technologies and consumer preferences that are shaping the way sports/esports/gaming content is consumed, different models to create revenue, targeting the youth demographic, and methods to broaden fan bases. 

THE ATHLETE PERSPECTIVE

Featuring traditional sports athletes, Olympians and esports players. Covering what defines an athlete, challenges faced by each “type” of athlete, health and wellness, opportunities post-retirement, and how Olympians and esports players engage with fans.

THE INVESTOR PERSPECTIVE

Exploring investment in esports and gaming, the attraction for traditional sport to become involved in esports, learnings from each industry, and how esports and traditional sports can work together for mutual benefits.

For general enquiries, please contact: [email protected]

For media enquiries, please contact the IOC Media Relations Team:

Tel: +41 21 621 6000, email: [email protected], or visit our website at www.olympic.org

Source: https://www.olympic.org/news/ioc-and-gaisf-to-host-esports-forum

What It’s Like Wagering 400k On #Esports $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 9:51 AM on Friday, June 22nd, 2018

With seemingly everyone trying to stake their claim in the burgeoning esports market, one Ottawa native offers his insight on how he’s invested nearly $400,000 CAD betting on games you may never have even heard of.

It’s a classic gambler’s trope that a true degenerate (a term we’ve grown to use lovingly) will bet on anything. With sports betting working its way into nearly every conversation even tangentially related to sports these days, the time is now to give it a full send on that “KSI to knock out Logan Paul” bet before their celebrity boxing match this August.

If you didn’t already know that bets like this were out there, the short answer is, it’s 2018. You can wager on everything from the results of individual at bats of a Mets game in real time, to the birth weight of the next relevant celebrity baby. And as competitive professional gaming leagues — also known as esports — have developed, more and more gamblers have come out of the woodwork to bet on them. With Business Insider conservatively estimating that the esports gambling market is worth $900 million as it stands in 2018, and Eilers & Krejcik Gaming estimating that value to double by 2020, unfortunately for the crotchety old folks in the comments of all of ESPN’s gaming-related Facebook posts, these contests are going to continue to be a topic of conversation.

One of the most recognizable Counterstrike players of all-time, KennyS, shows off his world famous AWP skills to secure a round win.It makes sense that with esports viewership rising, so has the commotion around betting on them. Many games have had a long history of gambling internally that should have told us that this was going to be a thing sooner rather than later. Most notably, Counterstrike players have been gambling skins (purely cosmetic art for in game weapons) since random skin rewards were introduced in 2013. What began as the developers simply trying to bolster the game’s community became a thriving digital black market with the rarest skins often being worth in excess of $25,000 while trading hands over roulette and dice game results. So yeah, it’s that serious.

If you’re into wagering on your videogames the old-fashioned way (if there is one), online books offer the traditional odds where bettors can put their money down on the results of matches (the moneyline or spread), like you’d expect to see offered for any of the major sports. Bettors can also throw their hat in the ring on prop bets like character picks, who’ll get the first kill, and other game-specific events. These prop bet options (bets not concerned with or affected by the outcome of the game) are often limited to more high-profile matches, but if you’re willing to risk it on one of the shadier internet books, generally someone will take your money on just about anything, not unlike any other sport.

An example of what bookmakers like Bovada have to offer for betting on esports matches, in this case, Counterstrike.For Marcus “sixf0ur” Shea, founder of esportsforecasts.com, this market is worth playing, evidenced by the fact that he’s wagered nearly $400,000 CAD on it over the past two years. Shea got his start in finance, and then managed to, for lack of a better word, parlay, our adoration for shows like American Idol, and more importantly, our love for gambling, into a newfound career. Luckily for all of us, I was able to pick his brain and get the full story.

It starts in 2011. After earning his Master’s in Mathematics from the University of Waterloo, he landed what to many would be the job of a lifetime working for The Bank of Montreal as a quantitative analyst on Bay St, AKA he was the guy double-fisting espresso on the trading floor while somehow also yelling into his flip-phone and angrily snapping it closed every ten minutes. Once he started to apply that same expertise to betting, he found himself engulfed in a hobby that would steadily inch it’s way toward a career.

After 5 years of working for The Bank of Montreal, pricing billions worth of assets everyday, it proved to be just as stressful as you could expect. Considering I hyperventilate at the thought of losing the modest amounts I’m used to betting, I’ll take his word on how stressful life was as a quant if he was willing to become a professional gambler to escape that stress.

He built a bankroll using a program he had developed to shop odds on American Idol results offered on various online sportsbooks, namely Betfair and Pinnacle, and find arbitrage bets, or bets where he could still make a profit after betting all possible outcomes due to odds discrepancies between the books. These discrepancies generally arise most commonly within less popular betting events where books are more likely to offer significantly varying odds, or simply make a mistake in setting the market price. A word to the wise, and this should go without saying, this is easier said than done. Even if we’re talking American Idol odds, there’s a reason the house does so well in the big picture. Looking into the action around American Idol really strengthens the case that Sanjaya being a finalist was an inside job, but I’m going to leave that be for now.

A screenshot from the popular arbitrage betting software RebelBettingWhen Betfair, a popular online sportsbook, closed the digital door on Canadian citizens after merging with Irish betting service Paddy Power in 2015, Shea needed to look for other options. Part of what makes esports betting so appealing is that many bettors, like Shea, still see it as a market with high edge potential (potential to beat the books betting on lines they may not put the proper time or expertise into setting accurately). It was the logical next step, oddly enough.

So, starting from a humble(ish) Excel spreadsheet model to help predict the outcome of DOTA 2 games, he began to shift his focus from finding surefire arbitrage bets, to bringing in as much esports results data as possible and betting according to conclusions he was able to draw from the trends defined in his model. Essentially, his model assigns each team a rating based on their performance history, compares that with the rating of their opponent, and offers bettors a percentage chance that Team A or Team B will win. While model betting still carries risk, modeling is designed to let you as a bettor know where the value bets are, and allow you to slowly build profit over time. Long story short, it’s definitely better than throwing darts at a dartboard and throwing some money around on those results.

After finding some much-needed success betting on DOTA with the help of the Reddit esports community, he expanded to a program of his own development that was capable of handling the raw results data from four more esports: League of Legends, Overwatch, Heroes of the Storm, and Counterstrike.

At this point in the story, Shea’s model looks something like this.In true Moneyball fashion, this is right about the time in the story where the house comes calling. But really, they did. You can’t make this shit up. In late 2016 Marco Blume, the President of Pinnacle, where he had been using for the bulk of his betting, reached out to Shea looking to talk shop about all things esports. According to Blume, esports were the fastest growing market in the world of sports betting, even overtaking hockey in terms of total volume wagered in their book, so it makes since they could stand to learn a thing or two from someone like Shea. But when they offered him what would essentially amount to an entry level position working in their sportsbook, he doubled down and rejected it, choosing to continue to be his own boss with Esportsforecasts. He might as well just return to Bay St. if now was the time to cash in all he’d worked for.

As for the model itself, look, I copied every math assignment I ever had to do in school, and I didn’t even bother to find the smart kids to copy them from. This is to say, none of it stuck. The intricacies of this model, or any other really for that matter, are lightyears beyond my comprehension. But, when there is a will (and money to be made) there is a way, so in talking with Marcus, combined with my research comparing the esportsforecasts.com model to other sports betting models, I was able to find that the key differences in betting esports as opposed to say, college football, can be attributed to their general increased volatility, and this creates a need for the model to be more malleable. Take a game like Counterstrike for example. The maps that the match will be played on aren’t decided until the pick/ban process that takes place right before each match. Teams perform better on some maps than others, prioritizing them in the pick phase, while banning maps the other team is known to perform well on. How this all shakes out can drastically change the outlook of the match, and this is what gives people like him time to react before the books can adjust their lines for live betting.

The esportsforecasts model projection from the Grand Finals of the 2017 International DOTA 2 tournamentWhile he can’t yet port in map picks in real time yet, he has left you the availability to do so at home and adjust your bets accordingly, hopefully allowing you to make value bets before the books can adjust their lines based on their projected performance of each team map to map. The model also makes similar adjustments for red vs blue side performance in League of Legends, first vs second pick performance in DOTA, etc, which are all facets an esports match bet that don’t really have a traditional sports analog. Esports sharps generally look to target these areas of volatility. The process of factoring these potential effects on the outcome of games is one he soon hopes to streamline, but for now bettors can foot the responsibility, or take to the Esportsforecasts Discord channel and see what other bettors following the model have to say.

But perhaps most importantly, Shea’s esports model is designed to rate the players on their own scale individually, in addition to generating team ratings. Esports contracts are fragile at best, to non-existent at worst, which leads to teams consistently dissolving and forming at a rate that drastically outpaces the four major sports, as well as a lot of expected turnover within a given roster. This, in combination with teams now carrying extra players on their roster more frequently, represents a need for the ability to quickly evaluate teams based on various lineups in order to find the value. So aside from the added wrinkle of giving a quantified take on who the best players around really are, rating the players individually also serves to stabilize the inherent volatility in Esports competition and isolate the bettor’s edge before the books adjust the lines. See a theme here?

One thing no model can account for however, is match fixing, a common problem bettors face when it comes to esports. Players are more easily convinced to throw matches given that the prize money on the table for winning tournaments, particularly smaller ones, often pales in comparison to what they could make throwing a game. In light of the recent Supreme Court decision allowing individual states the right to legalize sports gambling, expect to see the 18+ age restriction employed by most professional leagues become universal, as many have already raised concern that minors playing professionally could be seen as easy targets for match-fixers. Hopefully with rising prize pools, players won’t feel as though their hand is being forced and this eyesore on the community will be minimized, but fortunately for bettors, the books know that a match being fixed is a real possibility. Shea recalled multiple instances of Pinnacle in particular refunding/voiding bets he had placed on matches that had drawn suspicion. It’s like we’ve always said. Sportsbooks are nothing if not understanding!

By the time I got around to asking why he was posting all of this delicious content for us internet vultures to pick at for free instead of being in the business of selling picks, he replied swiftly, undoubtedly because he knew it was coming.

“Not yet.”

Betting north of $1,000 a night on esports based on his model’s projections has worked generally worked out for him, but even he doesn’t bet every series. Discipline and knowing value bets when he sees them is how he has turned his gambling from a hobby into a career he can rely on. Even still, Shea says hes looking to make some subtle improvements before rolling out a subscription service for some added risk-free income and return on his time investment. He does plans to leave a free version open to the public for the foreseeable future.

You can find Marcus on Twitter: @esportsforecast

Parker Goss is a senior correspondent for Grandstand Central, where he writes about gambling, gaming, and fan culture. You can follow him here.

Source: https://grandstandcentral.com/what-its-like-wagering-400k-on-esports-f93dc2afd427

Nvidia $NVDA: #Esports To Catapult Growth $GMBL $KUU.ca $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:49 AM on Thursday, June 21st, 2018
  • eSports is growing at an exceptional pace.
  • The advent of this gaming segment would boost sales for Nvidia
  • Besides, Nvidia’s GeForce Now would target users who don’t want to spend huge chunks of cash on industry-leading gaming hardware.
  • This is a win-win situation for Nvidia.

Nvidia (NVDA) has grown at an exceptional pace across all of its segments for many quarters now and its shares are up by about 75% over the past year alone. Interestingly, naysayers and some perma-bears have begun proclaiming of late that the chipmaker would enter a phase of consolidation over the course of 2018 but that’s not necessarily a done deal. There is reason to believe that the emergence of a new category within gaming, eSports, will act as a key growth driver for Nvidia in addition to AMD (AMD). Let’s take a closer look.

(Source: Bigstockphoto, Image license purchased by author)

The age of eSports

It seems like eSports is gaining traction at an impressive pace. Gamers would be familiar with the term but for those who are hearing it for the first time, eSports is basically gaming at a professional level and simultaneously streaming the gameplay (via Twitch, YouTube, TV channels etc.) for their audience.

The advent of eSports has no doubt morphed into a full-blown profession for gamers as they are now able to monetize their time, skills and gaming hardware. Additionally, it has also opened up various kinds of revenue streams for those organizing, hosting and powering these events.

Source: https://seekingalpha.com/article/4182933-nvidia-esports-catapult-growth

Esports Entertainment Group $GMBL Signs Affiliate Marketing Agreements With Additional 10 #Esports Teams, Bringing Total To 60 Esports Teams $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 7:37 AM on Thursday, June 21st, 2018

Esports large

  • Addition of these 10 esports teams brings the total number of esports team affiliates to 60 since the Company’s first announcement on April 5th
  • No other esports wagering site has ever signed an Affiliate Marketing Agreement with any esports team
  • The Company anticipates many more Affiliate Marketing Agreements with esports teams throughout 2018

ST. MARY’S, Antigua, June 21, 2018 – 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 signing of Affiliate Marketing Agreements with 10 additional esports teams as the Company ramps up affiliate marketing activities in support of its’ recent launch of VIE  (https://vie.gg),  the world’s safest, most secure and transparent esports wagering platform.

The addition of these 10 esports teams brings the total number of esports team affiliates to 60 since the Company’s first announcement on April 5th.  No other esports wagering site has ever signed an Affiliate Marketing Agreement with any esports team.  The Company anticipates many more Affiliate Marketing Agreements with esports teams throughout 2018.

NEWEST ESPORT TEAM AFFILIATES

Sweepr Gaming
Esi Pirmais eSports
Tschokusel E-Sports
Team Mysterious Ducks
Just1Life Gaming
Legion5 eSports
Essential Gaming e.V.
MightyWolves
Team Native
ORTiC

VIE 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 features wagering on the following esports games:

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

Grant Johnson, CEO of Esports Entertainment Group stated “This is an incredible accomplishment when you consider no other esports wagering site has ever signed affiliate marketing agreements with esports teams.  We expect to sign many more such agreements with esports teams over the summer, with Gamescom 2018 expected to be our biggest week at the end of August. The industry has sent us a loud and clear message – our transparent and trusted P2P esports wagering platform is exactly what the esports world has been waiting for. We are humbled and look forward to helping all of our esports teams and their fans succeed for many years to come.”

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. Initially, Esports Entertainment intends to offer bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding the US and EU. 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, excluding the US and EU, in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua and 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 Investor Relations
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

Female Video Gamers Splashing the Cash Online $KUU.ca $GMBL #Esports #Egaming Egambling

Posted by AGORACOM-JC at 11:55 AM on Tuesday, June 19th, 2018
  • Number of female gamers active in the Chinese market grew 6 percent year-on-year to hit 264 million in 2017
  • Accounting for 45 percent of the total number in the country, according to a report by industry database Gamma Data Corp.

More and more female gamers in China are splashing their cash online, increasingly becoming a key driving force behind the world’s largest gaming market, according to a recent report.

The number of female gamers active in the Chinese market grew 6 percent year-on-year to hit 264 million in 2017, accounting for 45 percent of the total number in the country, according to a report by industry database Gamma Data Corp. The company predicted that number will grow steadily in the coming months, reaching 281 million this year.

The report said female gamers’ passion is set to create a market worth 56.84 billion yuan ($8.85 billion) by 2020, buoyed by mobile internet expansion, booming social media usage and major online game companies’ shift toward creating more games targeted at women.

The market is expected to reach to 49.93 billion yuan this year, compared with 43 billion yuan in 2017, the report said.

Kern Zhang, senior customer manager at mobile analytics firm App Annie in China, said the mobile internet boom has made it easier for producers to target female players’ needs and tastes.

“Unlike console-based games that usually require a long period of participation, mobile games are notably appealing to women as they are light, fun and particularly highlight their emotional demands,” Zhang said. “And the detailed game graphics activate players’ natural desire to share, especially their sharing of opinions on social networking sites.”

Gamma Data’s report said China’s mobile female gamers market was worth 26 billion yuan last year, contributing more than half of total sales revenue.

“It will still take some time to grow the market, and other similar mobile games can be expected to pop up in the near future,” Zhang said.

Seeing the new trend, a growing number of developers are already introducing games targeting women, and many have been reaping the benefits.

Love and the Producer, a mobile dating game developed by Paper Studio, based in Suzhou, Jiangsu province, has attracted a huge following among Chinese females in recent months. Given the role of female TV producers, the game allows users to date virtual boyfriends — four male protagonists with different professions and personalities.

Gamma Data reported that since its release last December to February this year, the game recorded more than 9.5 million downloads on Apple Inc’s iOS App Store and the Android app store in China.

Source: https://sputniknews.com/asia/201806071065172706-china-video-games-female-cash/

G2’s new COO Peter Mucha: “I do believe that mobile #Esports is a massive opportunity space for the Esports industry.” $KUU.ca $GMBL

Posted by AGORACOM-JC at 3:33 PM on Friday, June 8th, 2018
  • G2’s new COO Peter Mucha: “I do believe that mobile #Esports is a massive opportunity space for the Esports industry.”
Jacob WolfESPN Staff Writer

G2 Esports has hired former Adidas and Activision executive Peter Mucha as its new chief operating officer, the team announced on Thursday.

Mucha joins an executive team led by G2 CEO Carlos “ocelote” Rodríguez Santiago, a former professional League of Legends player who founded Gamers2 (lately rebranded to G2) in 2014. Mucha takes the job that was previously held by Jamie Bach, who has transitioned into a general manager role with G2.

Prior to taking the G2 role, Mucha worked in various different European-focused jobs for Adidas, Activision and most recently, Microsoft. At Activision, he served as the vice president of publishing for its European arm, with a specific focus on Red Octane and LucasArts (which is owned by ESPN’s parent company, Disney.) Mucha worked at adidas for a total of 11 years, starting as an account manager and working his way up to be a managing director of Adidas Austria and then Adidas’s arm in the Netherlands after that.

By July 1, G2 will have to submit its application for a franchise spot in the League of Legends Championship Series. It first entered that league in Sep. 2015 after qualifying via a promotion tournament and since, it has been a top performer in the league; G2 holds a total of four League Championship Series trophies. But to retain the slot in the league, it will need to go through a vigorous application process that is likely to include applications from fellow esports teams, traditional sports team owners and large and successful business entities.

ESPN spoke with Mucha about how he got involved with G2, some of the challenges in European esports and the opportunities ahead for the company.

ESPN: How did you get connected with G2? What led to you ending up working there and taking on an executive leadership role?

Mucha: I’ve spent over 15 years in various leadership roles in the entertainment industry, so I know the gaming space and esports well. G2 was looking for the overall executive leadership experience I bring to the table, especially across the gaming, sports and entertainment industries. When I met Carlos about six months ago, we both immediately knew that we’d make a good team – and I was fascinated by G2’s massive growth over the past few years and their ambitious future plans. My experience working with blue chip companies was definitely helpful in landing this role, but what I think pulled the trigger on the decision was my startup experience. I’ve worked with multiple fast-growing, agile companies as they navigate their first massive breakthroughs. That’s where I feel G2 is right now – and I’m beyond excited to be a part of this journey alongside them.

ESPN: Given your background in sports apparel, how do you think companies like Adidas, Nike, Under Armour could push into esports?

Mucha: I think for big companies like these, a move into a completely new industry like esports takes time. We have seen a ton of big non-endemic brands and names entering the space, but those decisions aren’t made lightly. For brands that aren’t native to the space, understanding and really connecting with the esports fan will be critical – diving deep into the minds of how they think, make decisions, attach to and stay loyal to brands, will be the most important factors. For their entry into the market to be successful, consumer brands need to completely tailor their approach to this very specific, and tough to reach, demographic.

ESPN: We’ve heard concerns about some of these companies using their main athletic brands in esports in terms of hurting their brand image of “performance apparel.” Do you think branching off and creating subsidiaries (i.e. Hurley, Converse, etc.) would be a better idea to focus on gamers and esports?

Mucha: That’s an interesting strategy that can definitely work, the same way it has worked for OMEN by HP, or the ASUS ROG brand. I don’t see Nike or Under Armour stepping away from their hugely popular brands to introduce something new for the sake of keeping the “physical performance brand” image to their non-esports fans anytime soon — but they would need to create campaigns that are specifically targeted at the esports audience in order to be successful. It will be very interesting to see brands develop new strategies to reach esports fans in the coming 12 or so months – including other non-apparel brands. Tailoring your approach specifically to esports is the way to go with our fans, and it’s something I hope every non-endemic and endemic brand in the space will do.

ESPN: How involved have you been in the European League of Legends Championship Series application for G2? What will separate G2 from the other teams applying?

Mucha: This is a massively important project for G2, and we’re excited to explore the opportunities of securing a permanent slot in the EU LCS ecosystem. I am particularly excited to be working with G2 Esports during this process, but as this is only my fourth day on the job with the team, I haven’t been involved much yet.

ESPN: How do you think European esports teams can become profitable? What steps will you take with G2 to increase revenues?

Mucha: I see incredible opportunities for the industry — and G2 in particular — to grow their revenues. The lowest hanging fruit and the biggest opportunity we have is fully utilizing the data we have about our fans. There is no other industry in the world right now that has so much access to data about its fans and their demographics, and is able to use it to create assets, products and services that can become a great value add for everyone in the industry, and an independent revenue stream for the makers.

ESPN: What other opportunities do you believe are worth pursuing outside of LCS? Overwatch League?

Mucha: I’m don’t like to make predictions — I’m way too pragmatic and down-to-earth for that, but I do believe that mobile esports is a massive opportunity space for the esports industry. Just seeing the growth of this particular vertical within esports in the past 24 months has been mindblowing, and I hope that it will continue to grow. Meanwhile though, there’s still plenty of things in motion that need our immediate attention: professional circuits for the most popular esports titles are thriving, and the EU LCS in particular is on about to take a major step towards long-term stability with the implementation of the partnership model.

Source: http://www.espn.com/esports/story/_/id/23723176/do-believe-mobile-esports-massive-opportunity-space-esports-industry

#F1 looks to the future with #Esports series $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:45 PM on Wednesday, June 6th, 2018
  • Electronic sports is one of the fastest-growing entertainment industries, swelling to a value of almost $1 billion as it attracts a young demographic of fans.
  • It an important area of focus for Formula 1, which is looking to capitalise on interest in virtual gaming and competition.

F1 had not stepped into the esports arena before Liberty Media’s takeover in January 2017. Fans looking to race together had to make do with unofficial leagues organised online, but that all changed last autumn when F1 launched its esports series.

The attraction to a broad and committed younger generation of F1 and esport fans is something that we are proud to support and nurture

Drivers were invited to take part in online qualifiers using the official F1 video game before the top 40 met in London for the live semi-finals. This was whittled down to 20 drivers for the live finals at the season-ending Abu Dhabi Grand Prix, where the races were broadcast online and given a full TV presentation similar to that of the real-life F1 events. The winning driver – 18-year-old Brendon Leigh, a kitchen manager from Reading – was awarded the trophy on the podium in Abu Dhabi just hours before the final grand prix of the season.

“The attraction to a broad and committed younger generation of F1 and esport fans is something that we are proud to support and nurture,” F1 commercial chief Sean Bratches said following the live final. “We look forward to establishing a season-long series in 2018.”

Liberty has been pushing to make F1 more attractive to a younger audience since its takeover, and esports offers a straightforward way to do that. A report from analytics provider Nielsen Sports found that the average age of esports fans is 26. And among those in its sample from the UK and Germany – two of F1’s most important markets – motorsports is the third most popular sport.

Nielsen reports that esports fans consume around 3.5 hours of digital/streaming content each week, and spend 4.5 hours watching videos online through websites such as YouTube. F1 recently launched its F1 TV platform, which looks to take the sport to a new, younger audience that would not watch the sport on mainstream TV. The crossover with the esports demographic makes it an obvious point of interest for F1.

I think there’s no doubt that F1 gaming, and specifically videos of it on YouTube, helps the real-life sport gain new followers

Enthusiasm for esports is also bringing fans to F1 who might not otherwise have tuned in. “I think there’s no doubt that F1 gaming, and specifically videos of it on YouTube, helps the real-life sport gain new followers,” said Aarav Amin, a leading F1 gaming content creator on YouTube whose videos have amassed more than 65 million views.

“From personal experience, I’ve seen comments from viewers countless times expressing how they’ve become new fans of the sport and are now obsessed with it thanks to watching my videos. These viewers are typically either teenagers or young adults, which is exactly the type of audience Liberty Media has been wanting to engage.”

Esports is also creating opportunities for drivers. Motorsport is traditionally a very expensive pastime, and young drivers require huge financial support to even get close to F1. As video games and simulations have improved, the gulf between the virtual and the real world has shrunk, giving gamers a chance to get a foot on the motorsport ladder.

The McLaren F1 team staged a ‘World’s Fastest Gamer’ competition last year to find a new simulator driver, testing gamers through a series of virtual and physical challenges. The event was won by Holland’s Rudy van Buren, who is now officially part of the McLaren team, working with race drivers Fernando Alonso and Stoffel Vandoorne to help develop the real-world F1 car.

Van Buren said: “Every boy that starts karting dreams about F1, and at a certain point that dream just vanishes. Now by winning World’s Fastest Gamer, I can relive that dream. It really was the toughest job interview I ever faced, but with such an incredible reward at the end of it.”

Van Buren and F1 esports winner Leigh were both given a berth in the ‘Race of Champions’ event in January that pits drivers from a variety of racing series in a head-to-head challenge. Leigh had never driven a real-life car until the week leading up to the showcase, but was able to get up to speed and underwent an intensive fitness regime similar to that of professional drivers, completing the transition from gamer to racer.

The esports effect on F1 is greater than simply offering a younger, previously untapped audience to the series. It is also makes motorsport more accessible and opens doors to aspiring racers.

Four-time world champion Lewis Hamilton is not convinced we will see future F1 drivers starting out in esports, but having come from a poorer background himself, he recognises the value of it and the opportunities it might create.

 I’ve got fans who are good at gaming but when they got into the car it isn’t the same

“It is quite incredible, the recent developments,” Hamilton said. “But do I think that will translate into a racing driver? Honestly, I don’t think you can ever be sure, but I doubt it. I’ve got fans who are good at gaming but when they got into the car it isn’t the same.

“It would be a far more feasible career for many because right now racing is so expensive and if [esports creates] an opportunity in the future, then that’s good for people that come from places that I came from. They can’t get that now. It is much harder for anyone from a council estate in Stevenage to get to F1 now – pretty much impossible because you need a lot of money.”

As F1 begins to map out its digital future, esports is going to be a key part of its plan – and it could have a significant impact both on and off-track.

This 25-Year-Old Has #Nas And The #49ers Investing In High School #Esports $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:07 AM on Tuesday, June 5th, 2018
  • PlayVS, a startup developing software to formalize high school gaming competitions
  • By integrating with a select number of games,
    • PlayVS serves as an all-in-one online portal for students and administration
  • Growth has been fast since its founding last June
Matt Perez , Forbes Staff

Delane Parnell is the cofounder and CEO of PlayVS.

If there’s a constant in the flourishing world of esports, it’s that enthusiasm often outpaces the necessary infrastructure to match it. In particular, high school students and teachers who hope to participate in competitive gaming must self-organize without the structure of an official body.

Delane Parnell’s high school science teacher was someone who took it upon himself to organize a gaming club for students. He provided the equipment, he kept track of stats and even awarded trophies for the myriad of games they played. It was a way for students to come together and to participate in a hobby they all enjoyed. It was also a way for Parnell to stay out of trouble on the west side of Detroit where he grew up.

“I was super in love with that, and it was probably one of the highlights of my life,” says Parnell, now 25 years old. “I never made the connection until maybe last year that I was building that company.”

That company is PlayVS, a startup developing software to formalize high school gaming competitions. By integrating with a select number of games, PlayVS serves as an all-in-one online portal for students and administration. Matches are set and scheduled on the platform, player stats are tracked and collected, and wins and losses are auto-reported to prevent cheating.

Growth has been fast since its founding last June. By November, Parnell and his collaborators at the incubator Science struck up a partnership with the National Federation of State High School Associations (NFHS), which publishes the rules for most high school sports and performing arts activities across the United States. The organization was searching for around 18 months before finding the right fit in PlayVS. With the NFHS exclusively rolling out esports through its Web app, Parnell’s company can now reach 19,500 high schools and the many students who pine for an esports program that functions like an officially sanctioned sport.

“There are 8 million kids today that don’t participate in any sports, and there’s an opportunity for them to get engaged, develop an affinity for their school, to just be a part of something that’s bigger than themselves,” Parnell says.

The inaugural season starts this fall, with around 18 to 20 states set to participate, a starting base that encompasses about 5 million students. Two seasons make up a school year, with each regular season played across two months and leading into conference finals and a state championship. PlayVS is still mum on which games will be offered, though it’s working with publishers to sanction IPs within three genres: MOBAs, fighting games and sports games. Students will need to pay a $16 per month participation fee to register for the platform.

While PlayVS still needs to prove itself come this fall, it’s already earned some believers in high places. The startup this week announced it pulled in $15 million through a Series A funding round. Investors include the NFL’s San Francisco 49ers, NBA All-Star Baron Davis, LA Chargers Pro Bowler Russell Okung and rapper Nas. According to the company, it’s the third-largest Series A for a black founder.

Despite the young age of the company—and its founder and CEO—it was an eventful journey to this moment.

Listen to Delane Parnell discuss his startup PlayVS on our podcast, Overworld:

Parnell grew up in Detroit’s Jeffries Projects, a notoriously rough neighborhood. His father was murdered before he was born, and his older brother’s dad passed away from sickle cell soon after. Part of his childhood was spent living with a family friend, but when the city imploded the housing project, he moved back in with his single mother on the west side of Detroit. Hoping to keep him and his brother out of trouble, Parnell’s mother put them in school sports and got them summer jobs. While his brother worked at a meat-packing facility, he got a job at a cellphone store. The man in charge taught Parnell the ropes.

“Without him, I’m not sure I’d be here today,” Parnell says. “Taught me everything I know about business, about hard work, about empathy and leadership and management, and just took me under his wing.”

They were lessons Parnell quickly put to use. He went on to own three Metro PCS stores, then he helped start a car rental service that now has 16 locations in the Midwest and Southeast. Turning his eyes toward venture capital, he came to work with billionaire Dan Gilbert’s Rocket Fiber.

“I’ve always been a gamer, but I fell in love with esports throughout working with Dan,” Parnell says.

Despite some early goings in the industry, including selling the team Rush eSports to Team SoloMid, Parnell wasn’t able to find sustained success in esports. But through a long series of connections and fortunate coincidences, Parnell would find the key to eventually founding PlayVS. While at a friend’s SXSW party, Parnell was introduced to Science cofounder Peter Pham, who was the lone brave soul out on the dance floor.

“He mentioned he was really interested in building something in esports,” Pham says. “I had been obsessed with the space for a while and wanting to kind of find a team to help build something in that space.”

Considering esports will near billion-dollar revenues this year, and considering 72% of teens play videogames, the interest was warranted. It was just a matter of finding the right partner and deciding where attention should go, something that became obvious upon talking to Parnell.

“Esports sort of has this task—this mountain task—to become multigenerational,” Parnell says. “If a sport has a strong and a stable high school system, then that sport typically not only has staying power but it also lasts for multiple generations at the pro level.”

The industry lacks a system to readily usher in the next wave of athletes. It’s endemic at the collegiate level. Though universities are beginning to offer esports scholarships, they use unorthodox measures to recruit the kids. With a more formalized ladder, a clearer path exists.

The two continued speaking for a number of months, and Pham asked Parnell to make the move to Los Angeles. He was hesitant given the deep connections he’d made in the Detroit startup scene.

“I wanted to see that through, and I was pretty passionate about that and I still am,” Parnell says, “but I knew if I wanted to build a big company, and certainly a company in esports, location matters.”

Pham finally gave an ultimatum to move out to the West Coast. As soon as he got off the phone, Parnell decided to make the leap. He got out of his lease, took his car into the dealership, gave most of his belongings away, threw the rest in a U-Haul and headed across the country. Former pro player and now 100 Thieves team owner Matt “Nadeshot” Haag hooked him up with a place to stay, but everything happened so quick, Parnell never even saw his new apartment before shipping out.

“It was really a decision around, how bad do you want to do this,” Parnell says.

Since then, Parnell’s been under Pham’s wing as they build PlayVS. Already, they’ve pulled a national partnership and a $15 million funding round. Now it’s time to spend the summer prepping for its debut season this fall. But given how fast he moves, it’s no wonder Parnell’s already thinking of the future impact of PlayVS.

“I can’t wait to send hundreds of thousands of kids to college on esports scholarships in the future, keep kids off the street and out of gangs and, most importantly, help kids develop new friendships,” Parnell says. “I think there’s something to be said around the benefits of gaming and how gaming brings people together.”

Source: https://www.forbes.com/sites/mattperez/2018/06/04/this-25-year-old-has-nas-and-the-49ers-investing-in-high-school-esports/#48397a35777b