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Esports Entertainment Group $GMBL – #Esports exec: ‘Every day, a #baseball fan dies, and two #gaming fans are born’ $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:23 PM on Thursday, August 8th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Esports exec: ‘Every day, a baseball fan dies, and two gaming fans are born’

  • “Every day, a baseball fan dies, and two gaming fans are born. And there’s truth in that,” Ari Segal, IGC CEO, told Yahoo Finance’s On the Move. “So, I think the greatest expansion is going to just come from the generational kind of aging out of what you would currently think of or characterize as adults, and the birth of young people, who grow up in a world that’s digitally native.”-

Ralston Ramsay August 7, 2019

Professional esports is exploding and Immortals Gaming Club (IGC) has its eye on the next generation of gamers as it expands its revenue streams.

Launched in 2015, IGC reaches more than 35 million gamers and brings them together to play on teams across every major league. It recently bought Infinite Esports, OpTic Gaming parent company, for $100 million — the largest deal in esports history.

“Every day, a baseball fan dies, and two gaming fans are born. And there’s truth in that,” Ari Segal, IGC CEO, told Yahoo Finance’s On the Move. “So, I think the greatest expansion is going to just come from the generational kind of aging out of what you would currently think of or characterize as adults, and the birth of young people, who grow up in a world that’s digitally native.”

The biggest segment right now in terms of esports growth is 13- to 17-year-olds., according to Segal. “We certainly expect that that segment will continue to accelerate and adopting competitive gaming in all forms. And that is new young people are born and mature, that they will become the fastest growing segment pretty soon.”

‘More like traditional sports’

While IGC continues to attract a younger audience, it also is moving toward a direct-to-consumer model. So far, most of the company’s revenue comes from sponsorships and media rights. IGC plans to host more events like the Activision Blizzard’s LA home stand Overwatch League August 24 and 25 at LA Live, where it can sell tickets to consumers.

“Not only do we get the ticket revenue but there’s all the downstream revenue. There’s merchandise and parking and food and beverage and also access to first party data,” Segal explained.   Members of the teams ‘NAVI.GG.BET’ and ‘Ninjas in pyjamas’ compete during the ESL ONE Counter-Strike video game tournament at the Lanxess Arena in Cologne, western Germany, on July 5, 2019. (Photo by INA FASSBENDER / AFP) (Photo credit should read INA FASSBENDER/AFP/Getty Images)

Competitive gaming will look “more like traditional sports from a monetization standpoint,” said Segal, adding that IGC’s deal with K-Swiss “represents a little bit of a three dimensional approach to monetization.”

In addition to a sponsorship deal with the athletic shoemaker, IGC has developed a performance shoe for gamers. “This is actually a shoe developed by gamers for gamers and for use in competitive gaming. It’s the first performance shoe in gaming,” he said. “It’ll give the player complete control while they’re playing so that they never need to think about their shoe, or their foot or anything else. They can focus purely on the task at hand [game play].”

Source: https://finance.yahoo.com/news/esports-exec-every-day-a-baseball-fan-dies-and-two-gaming-fans-are-born-esports-exec-154701208.html

Esports Entertainment Group $GMBL – Shanghai sets the standards for building #Esports arenas $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:38 PM on Tuesday, August 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

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Shanghai sets the standards for building esports arenas

Xing YiChina Daily/Asia News Network Aug 06, 2019

  • Shanghai has taken another stride toward building itself into a global esports centre, as it announced standards for the construction and operation of esports venues during the China Digital Entertainment Expo and Conference which ended on Monday.
  • “The esports sector has been growing quickly in the past few years, but there is a lack of top design. The guidelines can boost industry growth in a healthy manner,” Yu Xiufen, director of the bureau, was quoted as saying by Xinmin Evening News.

Published by the municipal culture and tourism bureau, the standards for esports venues specify the construction requirements in areas such as stage lighting and telecommunication networks and set the service standards for operating such venues.

“The esports sector has been growing quickly in the past few years, but there is a lack of top design. The guidelines can boost industry growth in a healthy manner,” Yu Xiufen, director of the bureau, was quoted as saying by Xinmin Evening News.

The criteria for esports venues have four categories, from A to D.With a construction area of more than 50,000 square meters, class-A venues can host the highest level esports competitions, while class-D venues must have a 500-square meter construction area, and will be used to hold qualification trials.

One of the most important upcoming esports events in the city is The International 2019, an annual tournament for the popular multiplayer online battle arena game Dota 2, which will be held in the Mercedes-Benz Arena, a class-A venue, from Aug 16 to 25.

It will be the first time for China to host one of the most-watched esports events in the world. Its crowdfunded prize pool reached a record of more than $30 million (S$41.5 million) in July and is still growing.

According to Perfect World Zhengqi, a subsidiary of Perfect World Co Ltd and the operator of the game in China, the event’s 26,804 tickets were sold out in just 53 seconds in May.

“We have organised many esports events in Shanghai before, so we know the venues here are excellent and the viewers are very active,” said Xiao Hong, CEO of the company. “Shanghai has the best environment for esports in the country – both in facilities and government policies, and we’d like to co-operate with the government to build mature industrial chains in the future.”

Wang Yong, deputy secretary-general of Shanghai Esports Association, said the development of esports includes not only hosting tournaments, but also esports training, performance and public experience, which requires a number of esports venues of different sizes and functions.

Many shopping malls are interested in building esports venues, and these standards will help them find the right partners, Wang added.

A report published by gaming industry analyst company Gamma Data estimated that esports market revenue in Shanghai reached 14.6 billion yuan (S$2.9 billion) in 2018, accounting for 19 per cent of the national total.

Source: https://www.asiaone.com/digital/shanghai-sets-standards-building-esports-arenas

Esports Entertainment Group $GMBL – Attitude toward #Esports does 180 at #XGames $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:26 AM on Friday, August 2nd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Attitude toward esports does 180 at X Games

  • Gaming has become more mainstream and is currently at the forefront of public discussion due to the $30 million prize pool — one of the largest prize pools ever at an esports event — offered at the Fortnite World Cup Finals last weekend.
  • The winner, Kyle “Bugha” Giersdorf, took home $3 million as the solos champion.

Emily Rand

Wade was a competitor and silver medalist in BMX Freestyle Big Air in 2014.

Eight teams competed in Call of Duty: Ghosts in the MLG X Games Invitational in Austin, Texas. OpTic Gaming, then made up of Matt “Nadeshot” Haag, Seth “Scump” Abner, James “Clayster” Eubanks and Jordan “ProoFy” Cannon, became official X Games medalists.

The reaction against esports athletes receiving the same medals that the action sports athletes were getting was instant and vocal. At the crux of the issue was the fact that gamers didn’t put their physical bodies on the line in the same way as action sports competitors.

“I can see both sides,” Wade said. “I wasn’t particularly bothered by it, but from one point of view, the X Games are really physical sports in general, and gaming isn’t really physical. It’s very difficult, I’m not taking away from that, but the physical aspect of it, we do stuff with our bodies, we show our talents physically with what we can actually do. Whereas gaming is on the other end of the spectrum. The other side of that coin is that the gaming industry brought in a lot of sponsor revenue to keep all of us alive, so I’m not hating on it. Gotta keep the games flowing.”

A lot has changed since 2014.

“Honestly, the attitude shift I’ve seen is that no one talks about it,” Wade said. “When it first came out it was like, ‘What is this? It’s not even an action sport.’ Now it’s just kind of old news. It’s cool that there’s a spot for those guys. Everyone deserves to excel in what they love.”

Gaming has become more mainstream and is currently at the forefront of public discussion due to the $30 million prize pool — one of the largest prize pools ever at an esports event — offered at the Fortnite World Cup Finals last weekend. The winner, Kyle “Bugha” Giersdorf, took home $3 million as the solos champion.

The World Cup even made its way into an X Games Minneapolis news conference this week, when the EXP Apex Legends Invitational was introduced, with skateboarder Jagger Eaton asking if the event was a Fortnite tournament.

“Sports has always been the backbone of what we do,” said Tim Reed, vice president of X Games. “But the focus is on trying to remain relevant to youth culture and what kids are into so that people who show up at the X Games get a sense of what’s important to kids and important to young people in the world. So what we’ve just tried to do from the X Games perspective is make sure that we can bring in those elements that are also relevant.

“This year we’re doing more gaming. They’re getting different medals because last time we made that decision it was, uh,” Reed paused and laughed. “One that wasn’t very well-liked, so we made some adjustments, but we’re excited to bring those in.”

BMX rider Ryan Williams joked, “I’ll see how this X Games goes, and if I don’t do too well I think I’m going to start gaming.”

“I’ll carry you, I’ll carry you,” BMX rider Kyle Baldock replied.

“What’s the rule with that because I’m down to win some money if we’re going to do this,” Eaton said. “I’m down to play Apex. Let me know.”

“When we did it in, I think our first one was 2014, just the reaction was totally different,” Reed said. “There’s more athletes that play games than there was back then. You guys should hop in and try it out.”

“I’m gonna,” skateboarder Nicole Hause said. “Let’s go.”

Hause, a Minneapolis native, turned to video games while recovering from an injury that kept her from skating.

“I’ve been pretty shy about it,” Hause said. “I don’t usually talk about it that much, but at the same time, I don’t really care if anyone knows. It’s not something a lot of people would guess I do in my free time, but I do. A lot.”

Hause enjoys Battle Royale games, including Apex Legends, describing it as a mix of Halo and Call of Duty, but with a Battle Royale component.

“I like the Battle Royale gameplay style a lot,” Hause said. “I like Apex, but everyone wants to play Fortnite, and you need three people to play Apex,” Hause said. “I like both of them a lot, but I play Fortnite the most. In the past I played a lot of Call of Duty. A lot of Call of Duty.”

As for whether esports belong at the X Games, Hause thought it fit since so many X Games athletes play video games casually. In a way, video games have become a low-impact sport that traditional athletes can play in their offseason without serious injury risk.

“I think it’s cool because a lot of the action sports people play video games,” Hause said. “Especially nowadays. Most of the dudes in the park that I know play Fortnite — everybody plays video games now, NFL players — it’s like a sport we do in our off time. When we’re resting or it’s just a rainy day or whatever, you’re not practicing, it’s something everyone does whether they want to admit it or not.”

Esports Entertainment Group $GMBL – Gary Vaynerchuk #Garyvee on Investing in #Esports, the Opportunity Ahead $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:27 PM on Wednesday, July 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

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Gary Vaynerchuk on Investing in Esports, the Opportunity Ahead

Andrew Hayward ahaywa

  • Vaynerchuk is a brand unto himself, and a very public face of his companies.
  • He may be new to esports, but given his reach, reputation, and vibrant personality, it’s no surprise that he is likely to also be a public face for Minnesota’s Call of Duty organization.

Jul 31, 2019

Long before being announced as an investor in and member of the ownership group of the Minnesota franchise of Activision Blizzard’s upcoming geolocated Call of Duty League, Gary Vaynerchuk had his eye on the esports industry.

“I’ve been really paying attention in the back row for four to five years,” he told The Esports Observer. “I literally remember when Justin.tv became Twitch, and so it’s been on my mental radar for a little while.”

As the chairman of media holding company VaynerX and CEO of digital agency VaynerMedia, Vaynerchuk is one of the most visible investors to enter esports to date. The 43-year-old transformed his family’s wine shop into an online success story beginning in the late ’90s, and has gradually parlayed that momentum into a large social media presence (with several million followers across platforms), five New York Times bestselling books, angel investments in tech giants such as Twitter, Facebook, and Uber, and many other opportunities.

Given his status as a prominent investor, Vaynerchuk said that he’s seen “tens of thousands” of queries about esports-related opportunities pass across his desk over the years, but that only about 15 of them led to serious conversations and meetings. One potential opportunity came from an undisclosed Overwatch League ownership group early in the league’s genesis, said Vaynerchuk, but he didn’t pursue it.

Part of what made Vaynerchuk’s investment in WISE Ventures’ Call of Duty League franchise appealing was a close connection with the group’s Wilf family, which also owns the NFL’s Minnesota Vikings.

Credit: GaryVee

“One thing that I’m realizing about myself is that I’m really about people, comfort, happiness, and control, and all of these things. I’ve known the Wilf family for almost 15 years because they actually live in the area where my wine business is,” said Vaynerchuk, who was introduced to the family by a senior executive in the Wilfs’ real estate organization in New Jersey. “We’ve really had these nice human vibes towards each other for years, and then as my professional career started to evolve from wine into many other things, I started building even more of a relationship here and there, subtly.”

Vaynerchuk said that he was thrilled to see the Wilf family purchase the Minnesota Vikings in 2005, “especially when my career ambitions are to buy the New York Jets,” he added. He has also met with Activision Blizzard CEO Bobby Kotick and watched the evolution of the Overwatch League from an idea to a 20-team league on the verge of hosting matches in every home market, plus he feels that Call of Duty has the versatility and track record to thrive.

“I’m completely convinced that Minnesota and the five or six surrounding states right now have the best 11-year-old at some game in the world.”

“Call of Duty has proven to me over the last half-decade and more that it’s a franchise that can evolve,” said Vaynerchuk. “I think that a lot of these leagues are predicated on: How long is the franchise? Are you Zelda and Super Mario, or are you Kid Icarus, right? That’s how I think about everything. Call of Duty intuitively feels like it has the potential to be more Mario than Kid Icarus, which then gives the league longevity. Otherwise, you’re at the mercy of the IP.”

Gary Vee-sports?

Minnesota isn’t considered one of the esports capitals of the United States at present, but Vaynerchuk sees that as an opportunity more than a challenge. He believes that there’s enough demand for live esports events “in most parts of the country,” and said that establishing a geolocated esports franchise in the region could also give the team leverage in mining homegrown talent from Minnesota and surrounding states.

“I’m completely convinced that Minnesota and the five or six surrounding states right now have the best 11-year-old at some game in the world,” he said, “so I see it as an opportunity.”

Vaynerchuk is a brand unto himself, and a very public face of his companies. He may be new to esports, but given his reach, reputation, and vibrant personality, it’s no surprise that he is likely to also be a public face for Minnesota’s Call of Duty organization. He anticipates being heavily involved with the team and believes that he will be able to help with recruiting talent.

“We spoke about that quite a bit, as you can imagine,” he said of his role on the team. “I’m in it for the learnings, because I want to be close to culture and youth, and innovation. Probably more than most things, in a lot of ways.

“Listen, I mean, this is a recruiting game,” he continued. “This is ludicrous for me to say, but as my level of awareness grows and a lot of esports players have a lot of entrepreneurial ambitions—I’m not remotely close to Jay-Z’s sphere, but when you think about Jay-Z and Roc Nation, Jay-Z’s impact on the Brooklyn Nets is real. Not that I carry that weight, but ironically to this set of entrepreneur-laden players, I do believe we will sign a free agent that really fucking matters on the back of me.”

“I think esports is a top-four sport in America when I’m 62 years old, and I want to be a part of that.”

Given his status as a survivor of the dot-com bust, Vaynerchuk said that the rush for some investors to throw money at esports in search of success reminds him a lot of that formative time period in internet history. “I think it’s similar to 1999 internet,” he said. “There’s a lot of places to lose money, but I think that just like 1999 internet, that in 20 years, the people that have navigated it thoughtfully and carefully have a whole lot to gain.”

Vaynerchuk sees “macro acceptance” ahead for esports in mainstream culture, he said, as more people come to acknowledge and appreciate competitive gaming and its impact on entertainment and society. In fact, he believes that more parents will encourage their kids to play games at a high level to secure scholarships, “which is obviously the complete reverse of what parents did when I was growing up playing videogames,” he added.

Joining WISE Ventures’ Call of Duty League ownership group is Vaynerchuk’s first esports investment after a long period of consideration, but it won’t be his last. He’s not sure where his next investment in the space will come from, but he sees big things in the future.

“I don’t know what,” he said about potential next investments, “but I think esports is a top-four sport in America when I’m 62 years old, and I want to be a part of that.”

Source: https://esportsobserver.com/gary-vaynerchuk-interview/

Esports Entertainment Group $GMBL – #Blockchain, a Step Into the World of #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, July 28th, 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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Blockchain, a Step Into the World of eSports

  By Ezekiel Ng

  • Esports have become one of the fastest-growing industries in the world in the last decade with millions of dollars on the line for players to compete over.
  • The eSports industry has generated over $1billion yearly in revenue in the past couple of years and has provided many players with a stable income.

Being a gamer or streamer is more viable as a career option now with ever-increasing viewership and tournament prize pools each year. However, selections can be tough and not everyone can make the cut.

Blockchain can provide increased transparency into gaming as well as more ways in which platforms can monetize activities. On top of that, blockchain also reduces the barriers of entry into the gaming industry and provides regular gamers a stepping stone onto what could provide them a stable income.

Here are some ways in which blockchain and cryptocurrencies have been used in gaming so far!

Gambling

The gambling industry is a lucrative business and eSports has provided people with new options to throw their money on. Unikrn is a sports and eSports betting platform that also provides up-to-date news about eSports. They offer all the top popular games such as Dota 2, LOL, CS:GO and many others. They have 2 gaming currencies UKG(Unikoin Gold) and Unikoin silver which you can use for betting or even entering jackpots. Users will not be required to make an initial deposit or purchase and Unikoin Silver is given free to all users who signed up.

Buying and selling skins

Unikrn also has the function to allow users to connect their Unikrn account to steam and convert selected skins for UKG. Skins from popular games such as Dota 2 and CS:GO will be available for conversion. This provides players with an additional way to earn money as money earned by selling on platforms such as Steam can’t be withdrawn. UKG is being sold on some exchanges and can even be used to buy games, gift cards and keys from Gamivo.

Wagering

Wagering is a good way for players to use their gaming skills to earn money or items for themselves. Arena Match, an eSports gaming app, has the perfect platform for players to pit their skills against one another or push themselves to the limits.

Currently, they have only PUBG unlocked for skill challenges but will have many other top games such as CS:GO, Fortnite and Apex Legends available in the future. To give you an idea on how wagering works in PUBG on Arena Match here is an illustration. Players have to pay an entry fee in credits and enter into a solo match in PUBG. Depending on your performance in the game, a multiplier will be applied to your wager amount if you hit a certain requirement. For example, having 5 kills in a single game could earn you a 3x multiplier and a 10kill game could earn you an 8x multiplier and the payout will be in terms of real cash.

Arena Match has also adopted the Enjin Blockchain SDK and even has Enjin backed perks for players to use in-game to reduce the difficulty of challenges.

Streaming

Streaming can be considered bread and butter for many gamers and is a huge part of the entertainment industry as well. Some common ways of income for streamers are donations and partnership with the streaming platform.

Refereum has just announced a partnership with PUBG and is rewarding players for streaming. Due to their blockchain technology, players will also be able to receive rewards for streaming on some of their partnered platforms such as Twitch and Mixer.

Sliver.tv who has partnered with Theta is another streaming platform which allows streamers and watchers ways to earn by participating in activities on their platform. Users will be able to earn TFUEL(the operation token on the Theta protocol) by watching streams, winning giveaways and also donate to streamers. TFUEL can also be used to purchase items such as a Nintendo switch or a Playstation 4 in the Sliver shop.

Earn through playing

Refereum is also offering rewards for completing in-game achievements during their PUBG campaign.

Unikrn is giving players ways to earn UKG by linking their game account to the Unikrn platform and completing certain achievements. Games such as CS:GO, Dota 2, Fornite and many more are available in their list of premium games in their play to earn system.

Game hosting

Plairlife, a decentralized gaming ecosystem, has successfully hosted a Dota 2 tournament on their platform. Plair hosted a series of 1v1 and 5v5 Dota 2 matches for their Alpha testers to enjoy and also established a partnership with Team Eazy(HongKong Dota 2 team).

They will be looking to host CS:GO tournaments next and is actively looking for cyber café partners to integrate Plair into their physical locations.

Opportunities to go pro

DreamTeam is a platform for players to find teammates, use of AI to improve their gaming skills and to manage teams. As many people most commonly game at home, getting scouted by a pro team can be indeed near to impossible. DreamTeam connects and allows regular gamers to go professional with amateur or semi-professional eSports teams with over a 60% rate of success.

Salary and payment

DreamTeam platform also allows salaries, prize money and other deals to be settled on their platform. Due to the nature of blockchain, players can be sure to receive their payments as not getting paid is a real and not so uncommon thing in the pro scene of eSports.

Conclusion

Blockchain has shown its capability and also enhances the quality of gaming as well. It also shows it can solve many real and burning issues in the eSports world and provide gamers with more ways to be able to earn money. This also shows how blockchain and the eSports industry can work and grow together. Blockchain is constantly evolving and eSports is not showing signs of slowing down either. This space will be super exciting to watch and I am thrilled onto what developments blockchain can bring.

Source: https://www.altcoinbuzz.io/blockchain-gaming/gaming-news/blockchain-a-step-into-the-world-of-esports/

Esports Entertainment Group $GMBL – #Dota 2’s The International 2019 Prize Pool Surpasses $30M #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:50 AM on Wednesday, July 24th, 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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Dota 2’s The International 2019 Prize Pool Surpasses $30M

  • The prize pool for Dota 2‘s The International 2019 tournament has topped $30M USD to date.
  • The total is primarily crowdfunded via in-game Battle Pass sales, with 34 days of funding left until the final tally is reached.
  • The International 2019’s prize pool has now surpassed the $30M pool of this coming weekend’s Fortnite World Cup.

Andrew Hayward

The prize pool for The International 2019—the de facto Dota 2  world championship—has topped $30M to date, beating the prize pool for the upcoming Fortnite  World Cup finals.

As of this writing, The International’s prize pool sits at $30.2M, which beats the 2018 record of $25.5M. The prize pool can continue to grow for another month, as well, until the end of the actual tournament on August 25.

The International’s prize pool primarily comes via crowdfunding. Dota 2 publisher Valve  contributes the first $1.6M, with the remainder provided by a percentage of sales from the game’s Battle Pass. The purchase lets players unlock in-game content and access The International Compendium, which includes a Fantasy Challenge for the tournament.

Every edition of The International has surpassed the prize pool of the previous year ever since Valve introduced the Battle Pass in 2013. Each tournament has also set a new record for the largest prize pool for any single esports event. Last year’s winner, OG , took home $11.2M of the $25.5M pool.

This year’s prize pool surge is especially interesting in the wake of this coming weekend’s Fortnite World Cup finals, which has a $30M prize pool provided entirely by Epic Games .

With 34 days of crowdfunding left and the $30.2M tally already 29% of last year’s prize pool total at this point (according to the Dota 2 Prize Pool Tracker), the final amount could still be significantly higher. The International 2019 takes place at the Mercedes-Benz  Arena in Shanghai from August 20-25.

Source: https://esportsobserver.com/dota2-ti19-prize-30m/

Esports Entertainment Group $GMBL – Over 3.5 billion people are on social media; #Facebook $FB still biggest with teens; #Esports on the rise $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:42 PM on Monday, July 22nd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Over 3.5 billion people are on social media; Facebook still biggest with teens; Esports on the rise

  • Within internet users aged 16 to 24, 32 percent saying they’ve recently watched an esports tournament

By: Simon Kemp

The new Global Digital Statshot report from Hootsuite and We Are Social is packed with all the latest data you need to understand how people are using the internet in July 2019. You’ll find the complete report in the SlideShare embed below, but read on for my summary of this quarter’s essential headlines.

Social media users pass 3.5 billion

The number of people around the world using social media has just passed the 3.5 billion mark, less than two years after we reported that the number had reached 3 billion. The number of social media users has grown by more than a quarter of a billion over the past twelve months, with 46 percent of the world’s total population using social media in July 2019.

What’s more, if we focus on ‘eligible audiences’ – people aged 13 and above – the social media penetration figure increases to 59 percent, with the latest trends indicating that it should pass 60 percent within the next few months.

Half the world now watches online videos

The latest data from GlobalWebIndex shows that more than 4 billion people around the world now watch online video content each month, equating to more than half of the world’s total population. Vlogs are particularly popular, with more than 2 billion people tuning in to watch their favorite influencers over the past 30 days.

Snapchat’s audience jumps

Data published in Snapchat’s self-serve tools show that the platform’s advertising audience jumped by a massive 19 percent in the past three months, reaching a total of 369 million users by July 2019. That translates to an increase of almost 60 million users since April, with growth rates consistent across all age groups.

It’s not just Snapchat’s data that shows the platform is growing, either. The latest data from App Annie shows a spike in downloads of the Snapchat app over the past three months, with App Annie’s analysts attributing the platform’s renewed success to the launch of new A.R. filters, and improvements to its Android app.

Facebook still rules when it comes to teens

Despite Snapchat’s impressive growth, the platform still can’t claim to be the kids’ favorite. That honour doesn’t belong to Instagram or TikTok, either.

Perhaps surprisingly, it’s Facebook that boasts the largest number of global users aged 13 to 17, and if we extend the age range to include all teenagers, Facebook now has almost as many users as Snapchat and Instagram combined.

Facebook’s youth audience actually increased over the past three months, with the number of 13 to 17-year-olds using the platform up by almost 5 million since April.

The key take-away here is that we need to be more wary of clickbait and received wisdom. It’s easy to fall into the trap of believing that ‘the kids’ have given up on Facebook, but the cold, hard facts tell a different story.

Esports win with younger audiences

There are more surprises for brands marketing to teens when it comes to sports. The latest data from GlobalWebIndex suggest that esports may have reached a tipping point amongst internet users aged 16 to 24, with 32 percent saying they’ve recently watched an esports tournament, compared to 31 percent who say they’re interested in watching more ‘conventional’ sports like football, cricket, or motor racing.

Almost 1 billion people around the world have watched an esports tournament in recent months, with interest particularly high in Asian countries.

‘Game spectating’ is gaining broader momentum, too. Roughly 3 in 10 internet users say that they recently watched a live stream of someone else playing video games, equating to a global audience of 1.25 billion people.

The case for voice gets stronger

100 million people started using voice search and voice commands since April, with more than 43 percent of internet users now using voice tech every month. More than 1.88 billion people around the world now use voice to control their devices, with half of all internet users below the age of 35 already converted.

It’s also important to stress that most voice activity takes place on smartphones, so you don’t need to wait for everyone to have a ‘smart speaker’ before you take voice seriously. Now is the time to start making sense of what voice means for your business – before you need to play catch-up.

The value of truth

Despite the fact that more than half of the world’s internet users say they’re worried about ‘fake news’ online, it turns out that we’re four times more likely to use an ad-blocker than we are to pay for digital news content.

However, the excellent new Reuters Institute Digital News Report 2019 finds that people are starting to realize the potential value of paying for quality news content, although they’re much more likely to pay for a video streaming service like Netflix than they are to pay for news.
These findings are supported by the latest data from GlobalWebIndex, who report that roughly two-thirds of all internet users paid for some form of digital content in the past 30 days. Once again, video streaming platforms were the top choice.

Digging deeper

That’s all for this summary, but I’ll be digging deeper into all of these stories – together with the rest of this quarter’s key findings – in a series of additional articles over the next few days, so be sure to check back for those.

Source: https://thenextweb.com/podium/2019/07/17/over-3-5-billion-people-are-on-social-media-facebook-still-biggest-with-teens-esports-on-the-rise/

Esports Entertainment Group $GMBL – #Esports industry to reach $3 billion by 2025 says market reseracher $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:02 PM on Thursday, July 18th, 2019
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GMBL: OTCQB

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Esports industry to reach $3 billion by 2025 says market reseracher

Marta J.

  • The esports business seems to be booming
  • Eports is expected to grow with a 20% compound annual growth rate between 2019 and 2025.
  • That should see the market grow to more than $3 billion by the end of 2025.

According to ResearchandMarkets.com, esports is expected to grow with a 20% compound annual growth rate between 2019 and 2025. That should see the market grow to more than $3 billion by the end of 2025. This doesn’t come as a surprise, since esports’ popularity and support have been steadily growing worldwide.

The global esports market is likely to exceed a total revenue of over $1 billion for the first time this year, as it’s experiencing year-on-year growth of over 25%. According to Statista, the market generated $865 million in 2018.

Broadcasting rights have become a key source of revenue in esports with television networks like ESPN and ABC airing esports events alongside social media platforms like Twitch and YouTube.

That growth has extended to sponsorships even moreso. The field is by far esports’ strongest revenue stream, as it contributes to almost half of the total market revenue. This has been helped along by the increased attention from non-endemic brands like Nike and Puma who have begun sponsoring esports organizations Furia Esports and Cloud9, respectively.

It’s forecasted that the audience and the number of tournaments will continue increasing over the next five years, opening up opportunities for many potential vendors.

A major share of revenue to the global esports market is generated by North America, specifically the United States. Asia Pacific is one of the fastest-growing markets, with esports flourishing in China, Japan, South Korea, and Australia.

The vast majority of esports’ audience is male viewers aged 20-35.

That said, ResearchandMarkets.com states that esports’ growth “is mainly driven by cloud gaming and mobile gaming.” This makes matters a bit cloudy in regards to how much of that $3 billion is actually being funneled towards esports organizations, players, and tournament organizers.

The topic of inflated valuations in esports has become a hot one in recent months as multiple firms have had their methods questioned for their liberal definition for what counts as “esports.”

Source: https://win.gg/news/1673/esports-industry-to-reach-dollar-3-billion-by-2025-says-market-reseracher

Esports Entertainment Group $GMBL – #Esports Company #100Thieves Raises $35 Million In Series B $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:16 AM on Tuesday, July 16th, 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 Company 100 Thieves Raises $35 Million In Series B

  • 100 Thieves, the esports company co-owned by Grammy-winning artist Drake, talent manager Scooter Braun, billionaire Dan Gilbert and former pro gamer Matt “Nadeshot” Haag, announced today that it’s closed a $35 million Series B.
  • Funding round was led by New York-based private equity and growth investment firm Artist Capital Management. Its chief investment officer Josh Dienstag will join the 100 Thieves board of directors.

Matt Perez Forbes Staff

100 Thieves, the esports company co-owned by Grammy-winning artist Drake, talent manager Scooter Braun, billionaire Dan Gilbert and former pro gamer Matt “Nadeshot” Haag, announced today that it’s closed a $35 million Series B.

The funding round was led by New York-based private equity and growth investment firm Artist Capital Management. Its chief investment officer Josh Dienstag will join the 100 Thieves board of directors. The rest of the round is made up of previous backers like Braun and Gilbert along with a new investment from Aglaé Ventures, the investing arm of Louis Vuitton Moet Hennessy-owner Groupe Arnault.

The Series B brings the company’s total funding to $60 million. Other investors include Salesforce CEO Marc Benioff, Dropbox CEO Drew Houston and venture firm Sequoia Capital. Forbes last fall estimated the company was worth $90 million after a single year of competing.

The fresh capital will go toward a 15,000-square-foot training facility and headquarters in Los Angeles, as well as for expanding into new games and increasing its apparel production.

The facility will be the “center of the universe for all things 100 Thieves,” according to Haag, the company’s founder and CEO, as well as a Forbes 30 Under 30 alum. “We’ve grown a lot in this past year…so it’s finally time to put our flag in the ground and make some place our permanent home.”

Settling in as early as this October, the offices will house the company’s staff including players, coaches and content creators, and will serve not just as a production studio and training space, but also as a retail storefront for fans. Unlike many esports companies, 100 Thieves has made its retail arm a significant piece of its overall revenue. All of its seasonal apparel drops have sold out in 20 minutes or less, with each one selling faster and with 50% more product. Its most recent sale in April brought in over half-a-million dollars after selling out in five minutes.

“I don’t think it’s even scratched the surface of what it can be in the future,” Haag says.

The demand during 100 Thieves product launches speaks to the company’s business model—mixing competitive esports teams with a stable of popular influencers like Jack “CouRage” Dunlop and Rachell “Valkyrae” Hofstetter. The tactic might prove useful if talk of a soon-to-burst esports bubble becomes a reality.

“We’ve insulated our business in way where, this bubble that everyone continues to talk about, if it were to pop or there were less interest from investors or sponsors or whatever the case may be, we’re not going to live and die by esports and esports alone,” Haag says. “If esports were to disappear tomorrow, we’d still have a really great business strategy in my opinion.”

Not to say Haag isn’t still “all-in” on competitive gaming. According to Haag, 100 Thieves boasts the second-highest payroll in the North American League of Legends Championship Series, and part of the new investment is meant for expansion in the space. One title particularly linked to 100 Thieves is Call of Duty, around which its publisher Activison Blizzard is planning a city-based league with franchised team slots reportedly priced at $25 million, according to ESPN. Haag, who came up as a Call of Duty pro and whose team’s first championship came in the game earlier this year, says “We’re definitely still thinking through it.”

Source: https://www.forbes.com/sites/mattperez/2019/07/16/esports-company-100-thieves-raises-35-million-in-series-b/#120c3f334b15

Esports Entertainment Group $GMBL – This #NFL giant just got into #Esports, and here’s what the tipping point was $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:00 PM on Monday, July 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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This NFL giant just got into esports, and here’s what the tipping point was

  • On Tuesday, Activision Blizzard revealed that the Wilf family’s WISE Ventures investment fund, founded by Vikings owners Mark and Zygi Wilf, will become part of its upcoming Call of Duty league by fielding a Minnesota-based team.

Annie Pei

It’s just the first step in getting in on the “next evolution of entertainment.”

That’s how Jonathan Wilf describes his family’s, and subsequently the Minnesota Vikings’, first esports play. On Tuesday, Activision Blizzard revealed that the Wilf family’s WISE Ventures investment fund, founded by Vikings owners Mark and Zygi Wilf, will become part of its upcoming Call of Duty league by fielding a Minnesota-based team.

And while the Vikings owners have had their eye on the esports industry for awhile, it was Activision Blizzard’s approach to building the space that led them to finally get in on the hype. Just like their Overwatch League, the gaming giant intends to run another city-based franchise with Call of Duty as inspired by traditional sports leagues.

“Having watched closely as the ecosystem evolved and matured with the first few years of franchised leagues, we are confident in the long-term potential of what Activision Blizzard is building and in the esports industry as a whole,” Wilf told CNBC.

This makes the Vikings the latest traditional sports entity to charge into the esports industry, which research firm Newzoo projects will generate over one billion dollars in revenue this year. That’s a year-on-year growth of 27% with the North American market accounting for over a third of that $1.1 billion revenue.

But the Vikings are also entering a field where a good number of traditional sports giants have already snapped up slots in various leagues or started their own esports branches. Take-Two’s NBA 2K League, for example, features 21 teams that are each owned by their respective city franchises. Activision Blizzard’s Overwatch League, which features city-based franchise teams, also boasts a few traditional sports entities including the owners of the New England Patriots and the Los Angeles Rams.

These same traditional sports entities have also been wheeling and dealing in the space. In 2017, the Houston Rockets paid $13 million for a slot in Riot Games’ League of Legends North American league. This past April, the Rockets sold their League of Legends team, known as Clutch Gaming, to Harris Blitzer Sports & Entertainment, the parent company of the Philadelphia 76ers, the New Jersey Devils and esports team Dignitas, for a reported $20 million.

But despite their later entry into esports, Wilf emphasizes that the Vikings owners were waiting for what they perceived as a strong investment that would give them a solid foothold in the space.

“For us, investing in esports was never about being first, it was about finding the right opportunity at the right time,” said Wilf. “The proven staying power of Call of Duty as a franchise certainly factored into our thinking.”

Wilf also revealed that WISE Ventures is looking to expand into other games, and that they are exploring the possibility of building an esports-dedicated arena in Eagan, Minnesota on the Vikings Lakes campus.

The Call of Duty league is set to launch in 2020, and its addition of the Wilf family brings the total number of announced teams to seven. Back in March, ESPN reported that franchise spots for the new esports league were being sold at $25 million per slot, though Activision Blizzard has never confirmed that number.

Source: https://www.cnbc.com/2019/07/05/this-nfl-giant-just-got-into-esports-and-heres-what-the-tipping-point-was.html