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The Future Of #Gaming: Activision Blizzard $ATVI , The Future Of #Egambling: #Esports Entertainment $GMBL

Posted by AGORACOM-JC at 3:33 PM on Friday, September 1st, 2017
  • The gaming industry is growing rapidly, though mobile gaming is set to displace older consoles.
  • Activision Blizzard has made key investments in eSports and will look to capitalise on its march to the mainstream.

Introduction

Activision Blizzard (NASDAQ:ATVI) is a primarily a video game developer founded less than a decade ago through the merger of Vivendi Games and Activision. It operates through five business units: Activision, Blizzard Entertainment, Major League Gaming (a professional eSports organisation), Activision Blizzard Studios, and King Digital Entertainment (a social games development company).

The company owns and operates record breaking franchises, including the beloved Call of Duty, World of Warcraft, StarCraft, Diablo, Overwatch, Destiny and King’s social behemoth Candy Crush Saga. With a market cap of $47 billion, it is one of two dedicated gaming companies on the S&P 500, along with EA (NASDAQ:EA) at $36 billion. The gaming development industry is highly competitive, with a number of players, including Konami (NYSE:KNM), Ubisoft (OTCPK:OTCPK:UBSFY), Capcom, and Sony (NYSE:SNE).

Gaming Continues Breakneck Growth

Overall sales, including hardware, software, and accessories, rose 19% Y/Y to $588M, according to NPD Group, while PC and console software were up 14% and 17%, respectively. A large portion of that increase across the board belonged to ATVI’s Crash Bandicoot renaissance, with the game’s sales in its second month since release edged out only by Nintendo’s new release Splatoon 2 in July sales.

Looking forward, Newzoo predicts that the global video game industry will grow at a CAGR of 6.2% from $101.1 billion in 2016 to $128.6 billion in 2020. The interesting segment, though, is mobile gaming, with its revenue set to grow 68% from $38.6 billion in 2016 to $64.9 billion in 2020, with its share of the total market increasing from 29% to a full 50% over that time frame.

Source: https://seekingalpha.com/article/4103698-future-gaming-activision-blizzard

Opinion: Why #Esports is in a league of its own $GMBL

Posted by AGORACOM-JC at 11:22 AM on Tuesday, August 29th, 2017

Esports is the biggest growth area in gaming and is creating countless opportunities in the market, says George Brasher, MD of HP, UK and Ireland.

They’re champion athletes with the reaction times of a fighter pilot. They’re elite performers that fill stadiums the world over. And they’re creating a buzz that’s unprecedented for any form of competition. These aren’t sportsmen and women who are used to rackets, bats and balls – at least not physical ones, anyway. These are eSports professionals and their tools of the trade are electronic hardware. Their growth is creating a market boom that everyone must pay attention to.

Remember when PC gaming was a niche pursuit that few people took seriously – even those who worked in technology? Those days are far behind us. That’s because eSports is now progressing at a rate that exceeds regular sports. More people watched the League of Legends World Championship than the Masters, the Stanley Cup Finals and the NBA Finals. As such, many companies have to rethink what they know about esports and look at the exciting prospect it now presents.

Take a look at the emerging eSports celebrities who resonate with a global audience. They’re the target of countless sponsorship deals and they’re also the ones helping to garner huge amounts of investment into this burgeoning industry. In fact, HP is one of those sponsors. We’re a big supporter of eSports and we partner with the athletes, leagues and major events in the eSports calendar.

This August, HP attended Gamescom, welcoming pro-gamers, esports journalists, and industry experts to discuss the future of the industry in the UK and compete in the OMEN Challenge where some of the world’s best CS:GO players skills are tested in a number of team battles. We also unveiled HP’s most powerful gaming laptop yet, the OMEN X. Studying how gamers compete at the highest levels, HP is channeling innovation towards performance, design and customisability, delivering desktop power in a laptop for gaming enthusiasts at Gamescom and beyond.

It’s not far out of the realms of possibility that esports could become a mainstream interest. It’s already being screened on UK TV with its own dedicated channel and revenues for the gaming industry stand at $4 billion per year in Britain. And from a personal standpoint, the thrill I see from my two boys transporting them from gaming event to gaming event at weekends is infectious.

But at the heart of all this is great technology. It’s hard not to be excited by the hardware already in the hands of today’s champions and what they will be using in the future. I firmly believe that VR will shape eSports and its future. Both players and spectators want to be immersed in the virtual worlds of video games. That’s why we’re working with the leading VR headset manufacturers including HTC and Microsoft to make sure VR works in harmony with the hardware powering it. Combine that with 4K UHD technology and there’s a lot to look forward to.

But before we get to this future vision, the gaming revolution continues. And it shows no sign of slowing down.

Source: http://www.pcr-online.biz/news/read/opinion-why-esports-is-in-a-league-of-its-own/039641

Esports Entertainment Group $GMBL Announces Receipt Of #Curacao #eGaming License To Conduct Real Money #Esports #Betting On A Global Basis

Posted by AGORACOM-JC at 4:39 PM on Monday, August 28th, 2017

Esports large

  • Received its Curaçao eGaming License
  • License allows wholly owned subsidiary to conduct real money online gambling and wagering activities on a global basis

ST. MARY’S, ANTIGUA–(Aug 28, 2017) – Esports Entertainment Group Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on eSports wagering, is pleased to announce today the Company has received its Curaçao eGaming License (the “License”). The License allows the Esports Entertainment Group wholly owned subsidiary to conduct real money online gambling and wagering activities on a global basis. A constituent country of the Kingdom of the Netherlands, Curaçao has been offering the Curaçao eGaming License since 1996, making Curaçao one of the first jurisdictions to regulate online gambling.

Grant Johnson, CEO of Esports Entertainment Group stated, “We are very pleased to have been granted this eGaming from Curaçao. Curaçao is recognized as one of the world’s leading iGaming jurisdictions and this License authorizes Esports Entertainment Group to deliver real money next generation online gambling to Esports enthusiasts worldwide. This is especially timely given both our upcoming launch and tremendous success at gamescom 2017.”

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

About Esports Entertainment Group

Esports Entertainment Group Inc. is a licensed online gambling company specifically focused on eSports wagering. Esports Entertainment intends to offer wagering on eSports events in a fully licensed, regulated and secured platform to the global eSports audience, excluding the United States. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player video games tournaments online for cash prizes. Esports Entertainment is led by a team of industry and technical experts from the online gambling and video game industries, eSports, marketing, legal and financial professionals. The Company maintains offices in St. Mary’s, Antigua and Barbuda. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL. For more information please 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 Inquiries
Stephen Cotugno
Vice President
Corporate Development
[email protected]
201-220-5745

All Investor Relations Inquiries
AGORACOM
[email protected]
https://agoracom.com/ir/eSportsEntertainmentGroup

Invested in Take Two Interactive $TTWO? Check out Esports Entertainment Group $GMBL #Esports #Egambling #Egaming #gamescom2017

Posted by AGORACOM-JC at 9:18 AM on Friday, August 25th, 2017

Esports large

GMBL:OTC

Online Wagering Platform for the Future of Competitive Gaming

Why Esports Entertainment Group?

“There is no other way to say it … Esports Entertainment Group represents one of the best potential mega winners I’ve seen in years.” George Tsiolis, AGORACOM Founder

“The Business of eSports Is Set To Explode…. Billions of dollars will soon be wagered on eSports competitions. Brands, consultants and investors are always looking for the next great opportunity and eSports appears to be an able applicant for the role.” Forbes Magazine

Things You Need To Know:

1.  Financing closed
2.  Will be the safest and most secure online esports gambling site due to being fully licensed and regulated by the SEC

VIDEO: Esports Investing AGORACOM at League of Legends Finals

#ESports League Will Pay Players A Minimum Of $50,000/Year + Benefits; # Patriots/ #Mets Acquire Franchises For $20 Million $GMBL.us

Posted by AGORACOM-JC at 11:08 AM on Thursday, August 24th, 2017

Players will also get health insurance, retirement benefits

League is built around company’s Overwatch shooting game

The league is one of several professional video-gaming organizations built to resemble traditional sports groups like the National Football League or National Basketball Association. Overwatch League will have franchises based in specific cities, with media rights, revenue sharing and free-agency periods. Unlike the established sports leagues, however, there is no players union to collectively bargain for benefits, leaving those decisions largely up to the publisher.

Video-game players competing in Activision Blizzard Inc.’s new esports league will receive minimum salaries of $50,000 a year, health insurance and retirement benefits.

Players in the Overwatch League, set to launch later this year, will also get at least 50 percent of all performance bonuses earned by their team, the Santa Monica, California-based company said in a statement Wednesday. Total bonuses distributed in the first season will be $3.5 million, according to Activision, with at least $1 million going to the season champion.

In esports, professional video-game players compete live and online before crowds of spectators. Game publishers see the competition as a way to showcase titles and connect with fans. The new league is built around Activision’s Overwatch game, a cartoonish version of a shooting game featuring six-player teams competing in a future version of Earth.

The league is one of several professional video-gaming organizations built to resemble traditional sports groups like the National Football League or National Basketball Association. Overwatch League will have franchises based in specific cities, with media rights, revenue sharing and free-agency periods. Unlike the established sports leagues, however, there is no players union to collectively bargain for benefits, leaving those decisions largely up to the publisher.

Mad Scramble

Activision’s announcement Wednesday sets the stage for a mad scramble for talent. All 30 million Overwatch players are considered free agents, meaning they can sign with any team, regardless of previous affiliations. The official signing window will run from Aug. 1 to Oct. 30. All players will sign a one-year guaranteed contract with an option for a second year. Teams will also provide housing and practice facilities. The $50,000 salary floor compares with a $53,000 minimum in Major League Soccer.

Activision shares rose 2.8 percent to close at $62.64 in New York Wednesday. They’ve gained 73 percent this year.

Earlier this month, Activision announced the first seven ownership groups in the league, a list that includes New England Patriots owner Robert Kraft and Jeff Wilpon, whose family owns the New York Mets. The groups each agreed to pay a $20 million franchise fee, according to people with knowledge of the matter.

Activision Chief Executive Officer Bobby Kotick has identified esports as one of the growth areas for the company, the largest independent video game publisher. In March, Overwatch was named Game of the Year at the Game Developers Choice Awards.

The main rival to Overwatch League is Riot Games’ reformed League of Legends Championship Series, or LCS. The 2018 North American LCS announced that league revenue would be split among players (35 percent), teams (32.5 percent) and the publisher (32.5 percent). Los Angeles-based Riot Games is part of China’s Tencent Holdings Ltd.

There is no set launch date for Overwatch League. Activision said it may add more teams before the league starts later this year.

VIA BLOOMBERG

VIDEO: Stephen Banham Talks Vie #Esports from #gamescom $GMBL

Posted by AGORACOM-JC at 9:59 AM on Thursday, August 24th, 2017

Interested in Activision Blizzard $ATVI.us? Check out Esports Entertainment Group $GMBL.us #Esports #Egambling #Egaming

Posted by AGORACOM-JC at 11:23 AM on Tuesday, August 22nd, 2017

Esports large

Online Wagering Platform for the Future of Competitive Gaming

Why Esports Entertainment Group?

“There is no other way to say it … Esports Entertainment Group represents one of the best potential mega winners I’ve seen in years.” George Tsiolis, AGORACOM Founder

“The Business of eSports Is Set To Explode…. Billions of dollars will soon be wagered on eSports competitions. Brands, consultants and investors are always looking for the next great opportunity and eSports appears to be an able applicant for the role.” Forbes Magazine

Things You Need To Know:

1.  Financing closed
2.  Will be the safest and most secure online esports gambling site due to being fully licensed and regulated by the SEC

VIDEO: eSports Investing AGORACOM at League of Legends Finals

Who is Esports Entertainment Group?

Nielsen count: Measuring value of #Esports tournaments $GMBL.us

Posted by AGORACOM-JC at 11:04 AM on Thursday, August 17th, 2017
  • Nielsen has launched a competitive gaming branch that will measure the value of esports tournaments, events and streams
  • Also release global fan insights throughout the year, with a new research offering spanning the United State, England, Germany, France, Japan, South Korea, and China in 2017

Nielsen developed Esport24, a syndicated sponsorship tracking service for esports tournaments. The service measures brand exposure in esports tournaments representing a variety of titles, event formats and geographic locations based on the same methodology that allows traditional sports rights holders and brands to quantify value and benchmark performance.

Nielsen has created an esports advisory board of industry stakeholders who will provide insight to help shape the future of esports audience measurement and valuation. ESL, ESPN, Facebook, FIFA, Major League Gaming/Activision Blizzard, NBA 2K League, The Next Level, Sony PlayStation, Turner, Twitch, Twitter, Unilever, and Google YouTube are all part of the board.

“The global, digital and young nature of esports fan base audience represents advertising’s most highly sought after segment, yet consistent and high quality data has been a challenge to measure and define,” said Craig Levine, CEO of North America, ESL. “As ESL has been pioneering esports for the past 15 years, we have witnessed the incredible growth and enthusiasm of our audience.

“We’re excited to partner with Nielsen and other industry leaders to guide the framework to measure esports sponsorships, shape the industry, and help further accelerate the esports industry overall.”

Nielsen is one of top market research firms that measure the TV and media business.

Stephen Master and Nicole Pike will-lead the global Nielsen Esports business.

Source: http://nationalpost.com/pmn/entertainment-pmn/nielsen-count-measuring-value-of-esports-tournaments/wcm/7ab5e381-753b-447e-946f-c12fbb83b3b6

College #Esports Teams Aim To Get Varsity Sport Status $GMBL.us

Posted by AGORACOM-JC at 6:00 PM on Wednesday, August 16th, 2017
  • New leagues. Tespa’s events now include competitions in Overwatch, Hearthstone, Heroes of the Storm, StarCraft II, World of Warcraft and Rocket League.
  • Open membership. Previously, students had to compete in a Tespa league or go to a university with a Tespa chapter. This year, students at any North American university may compete, a move Tespa hopes will spur chapter creation.
  • Six broadcasts a week, and on- and off-seasons for each game (Overwatch in the fall, for example, and Hearthstone or Heroes in the spring.)

I write about PC gaming, virtual reality games and Blizzard eSports.Opinions expressed by Forbes Contributors are their own.

Heroes of the Dorm Blizzard Entertainment

Fans cheer on University of California, Irvine, at the 2017 Heroes of the Dorm competition.

Two announcements today will help esports take one more step toward traditional competitive sports status at universities around the country.

Tespa, organizers of the “Heroes of the Dorm” competitions broadcast on ESPN networks, announced a slew of new changes for its events designed to direct more scholarship money towards student gamers and encourage participation from more university campuses. Among the announcements:

  • New leagues. Tespa’s events now include competitions in Overwatch, Hearthstone, Heroes of the Storm, StarCraft II, World of Warcraft and Rocket League.
  • Open membership. Previously, students had to compete in a Tespa league or go to a university with a Tespa chapter. This year, students at any North American university may compete, a move Tespa hopes will spur chapter creation.
  • Six broadcasts a week, and on- and off-seasons for each game (Overwatch in the fall, for example, and Hearthstone or Heroes in the spring.)
  • More money. Tespa tournaments will hand out more than $800,000 in scholarships and $200,000 in other prizes. Heroes of the Dorm winners already received full scholarships for the remainder of their college careers.
  • In-game rewards. Tespa competitors in Blizzard Entertainment titles–all the games on the list but Rocket League–will earn in-game goodies such as Hearthstone card packs or Heroes of the Storm loot chests by progressing in standing with Tespa.

In a simultaneous statement, Georgia State University announced that it will join two collegiate gaming leagues, the National Association of Collegiate eSports (NACE, which has 33 programs) and the new Georgia Esports League (GEL), which launches next month. GSU will become the latest university to award scholarships, practice facilities and other varsity-team perks to its gamers, joining such campuses as University of California, Irvine; Western Kentucky University and the University of Utah.

 

Blizzard Entertainment

Adam Rosen

“One of the things we’re focused on is to help grow collegiate teams in the esports space,” said Adam Rosen. He and twin brother Tyler founded Tespa when they were students at  the University of Texas at Austin. “We want competing for universities to be an aspirational thing. A lot of times universities are a little bit scared of it. It’s a risky endeavor. We’re attempting to provide assurances that our leagues will be around for multiple years, and formats will be consistent. We strongly feel it’s going to be the best year ever for esports.”

Tespa’s first year in 2010 consisted of an informal group of approximately 30 gamers from UT who showed up to compete in StarCraft II. Today it encompasses more than 65,000 members, with 220 chapters at more than 1200 universities.

“If we were to look at Tespa’s size now and compare it to a Greek organization, we’d be in the top 10 in the world for number of chapters,” Tyler Rosen said. “When Adam and I founded Tespa, we had this dream of elevating gaming to the same levels as traditional sports on campus. Last year, we had more tournaments than ever before.”

Georgia State University statements say the university sees esports as a way for its students to not only compete, but build skills and provide opportunities to learn concepts in broadcasting, production, coaching, student management, game development and marketing.

Blizzard Entertainment

The University of Texas at Arlington won Heroes of the Dorm 2017.

“The skills developed by eSports-interested students are the very skills most needed for success in the 21st century economy, including collaborative soft skills and computer coding,” said David Cheshier, director of the Georgia State Creative Media Industries Institute, in a written statement. “We see this initiative as building essential links to emerging creative careers in animation, 3D and immersive world creation, and other media industries.”

More than 90 million viewers watched esports finals in 2016, the university said.

“Esports are both the most rapidly growing field of sports and also one of the best ways to get students interested in technology,” said Andrew Greenberg, president of the Georgia Game Developers Association. GGDA sponsors the new Georgia league.

“Georgia State has become one of the first schools to recognize the link between eSports and academic achievement. We are delighted both with its role as one of the Georgia Esports League’s inaugural members and the opportunities it is providing its students.”

 Blizzard

Tyler Rosen

Tyler Rosen said when the company first got started–even when its Heroes of the Dorm tournament was first broadcast on ESPN–colleges were hesitant.

“At first, a lot of the universities ignored their teams,” he said. “But what we saw hosting that tournament year over year was that universities were supporting their teams: celebrating on social media, giving them facilities they needed. Arizona State University [winners the 2016 Heroes of the Dorm competition] brought them back to campus, paraded them at a baseball game, and gave them full housing scholarships. That’s a really great trend that we’ve seen growing.”

Registration for upcoming Tespa tournaments begins today.

 

I’ve covered gaming for more than two decades, and I cover PC games, VR games and Blizzard eSports for Forbes. Sign up for email alerts when my stories run. Follow me @gbitses.

 

Source: https://www.forbes.com/sites/hnewman/2017/08/16/college-esports-teams-aim-to-get-gaming-varsity-sport-status/#3a5ce9c51191

 

How Esports Will Win The Future And So Will Activision $GMBL.us

Posted by AGORACOM-JC at 9:49 AM on Tuesday, August 15th, 2017
  • When an investing firm which boasts about how few investments it makes, says it’s excited about a company, then it’s time to listen
  • Rossbach says eSports are the future and will likely leave the pro-sports in the dust, at least for investors

,

When an investing firm which boasts about how few investments it makes, says it’s excited about a company, then it’s time to listen.

The operation in question is London-based J. Stern & Co., which describes itself as a private investment office — somewhere between a family office and an investment manager.

“We are very long term investors and since inception of the core portfolio in October 2012, we have traded only two or three companies a year,” says Chris Rossbach, chief investment officer at J. Stern.

He and his team have recently been turned on by a new trend that could reap big rewards. Specifically, Rossbach says eSports are the future and will likely leave the pro-sports in the dust, at least for investors. The stock in question is Activision Blizzard.

Visitors play the video game ‘Overwatch.’ Credit: LIONEL BONAVENTURE/AFP/Getty Images

If you don’t already know, eSports are competitive video game sports that people not only like to play but also like to watch when others play.

“The management and CEO of ActivisionBlizzard almost created the industry,” says Rossbach.

If watching others play video games sounds strange to you, don’t worry, there are plenty for whom this is normal. How many? A July-dated report from J. Stern sums it up:

“Newzoo, an expert in video games data, predicts that the global eSports audience will increase to a staggering 385 million people in 2017 and estimates that revenues from eSports will grow from $130 million in 2012 to $696 million this year.”

More than that, the “audience is highly engaged,” says Rossbach.

So eSports has a fast growing audience that is really ‘in’ to gaming as an activity to participate in or as a spectator. The same could be said about other pro sports. Yes, and that is also where the comparison is instructive.