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Esports Entertainment Group $GMBL Announces Partial Exercise of Over-Allotment Option $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:17 AM on Friday, May 15th, 2020
  • Announced that in connection with its previously announced underwritten public offering of 1,980,000 units, the underwriters partially exercised and closed on their over-allotment option and purchased an additional 209,400 shares of common stock from the Company at a price of $4.23 per share

BIRKIRKARA, Malta, May 15, 2020 — Esports Entertainment Group, Inc. (Nasdaq CM: GMBL, GMBLW) (or the “Company”) a licensed online gambling company with a focus on esports wagering and 18+ gaming, today announced that in connection with its previously announced underwritten public offering of 1,980,000 units, the underwriters partially exercised and closed on their over-allotment option and purchased an additional 209,400 shares of common stock from the Company at a price of $4.23 per share. Esports Entertainment Group received additional gross proceeds of $885,762 from the sale of these shares, before deducting underwriting discounts and commissions and other estimated offering expenses.

Maxim Group LLC acted as the lead book-running manager for the offering. Joseph Gunnar & Co., LLC acted as co-book-running-manager for the offering.

The offering was conducted pursuant to the Company’s registration statement on Form S-1 (File No. 333-231167) previously filed with and subsequently declared effective by the Securities and Exchange Commission (“SEC”) on April 14, 2020. A prospectus relating to the offering has been filed with the SEC. The offering was made only by means of a prospectus. Electronic copies of the prospectus relating to this offering may be obtained from Maxim Group LLC, 405 Lexington Avenue, 2nd Floor, New York, NY 10174, at (212) 895-3745 and is available on the SEC’s website at http://www.sec.gov.

This press release shall not constitute an offer to sell or the solicitation of an offer to buy these securities, nor shall there be any sale of these securities in any state or jurisdiction in which such offer, solicitation or sale would be unlawful prior to registration or qualification under the securities laws of any such state or jurisdiction.

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Malta and Curacao, Kingdom of the Netherlands and is able to accept wagers from over 149 jurisdictions including Canada, Japan, Germany and South Africa. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company maintains offices in Malta. 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:

U.S. Investor Relations 
RedChip Companies, Inc.
Dave Gentry
407-491-4498
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected] 
http://agoracom.com/ir/eSportsEntertainmentGroup

Why is Mobile #Esport booming like crazy? – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:42 PM on Thursday, May 14th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Why is Mobile Esport booming like crazy?

By: Ben Hill

  • 2020 is going to be a year we’re never going to forget, that’s pretty much a given
  • Covid-19 is going to be the headline for the year, but there’s another that’s quietly burning in the background: mobile esports
  • We think the market is going to explode this calendar year. And here’s why:

The Numbers 

Let’s start with what the data-driven experts give us. The gist of it: in terms of cold numbers, esports is going through incredible growth (and it’s going to get even better). In 2017, revenue number clocked in at an impressive $665 million. 

Compared to what 2020 promises to be, however, these figures will look like chump change. What you find in the back of the couch kind of stuff. Esport is definitely here to stay according to WSN, it is expected that wagering will reach a staggering $12.9 billion in 2020 alone. Considering that at the time of writing most of the world is in lockdown mode, that figure could climb even higher. 

So the conclusion is an obvious one. 2020 will be a great year for mobile esports. But why? What are the reasons behind this shift? Let’s break it down. 

The Introduction of 5G Networks

There’s an infamous quote that has gone around the gaming community for a few years: “Games don’t make you violent, lag does.” Even if you’re not a gamer, you’ve undoubtedly experienced similar frustration. You’re in the middle of finishing your last-minute work presentation while commuting on the train, and the signal dies. You’re trying to watch Netflix, but all you get is a stuttering grainy mess that vaguely resembles your favorite show. 

Lag is the worst. 

And because of the lack of a high-speed reliable connection, mobile gaming hasn’t quite been able to reach its potential. When it comes to multiplayer esports gaming, lag is a showstopper. With the already decent 4G and with the introduction of 5G networks, mobile gaming is now a serious proposition. 5G technology will allow more of us to connect, higher speed transfers, and lower latency (the latter being essential for multiplayer gaming). 

Introduction of Major Titles 

Mobile esports has always been a bit of a brother to more popular gaming options. Developers would look at the flagship titles for PCs and consoles first and foremost, with mobile gaming coming in at a distant second. 

That situation is changing rapidly. Instead of having to choose from games developed by the second string, mobile esports is growing in credibility and in the quality of games available. Compared to just a few years ago, it’s just no contest. 

Perhaps the best example is Free Fire, essentially an online battle royale that attracts millions of players from around the world. Comparable and perhaps even superior to titles in the same genre, Free Fire welcomed over one million viewers for its inaugural tournament. 

We’re also seeing familiar titles from traditional consoles being released on mobile. Call of Duty: Mobile is perhaps the most well-known example, with the game being downloaded more than 170 million times since it was released. Clearly the big players are seeing there’s a huge market with massive potential to tap into. 

The ‘Non-Gamer’ Gamers 

Mobile games attract a sector that most consoles and PCs haven’t yet been able to touch: non-gamers. The numbers are revealing: 80% of people who do not list gaming as one of their interests are nevertheless still playing games on their cell phones on a consistent basis. Considering many of us own a smartphone, that’s a huge number of people being introduced to mobile gaming (and by extension esports) that never would have been otherwise. 

Also, consider just how popular smartphone gaming is in fast-growth markets. In Africa, for example, 70% of smartphone users open up a mobile game. In LATAM, it’s 60%. With smartphone usage increasing and connections being improved across the board, esports is now a realistic option for many players. 

Accelerated Growth 

Covid-19 has touched every fabric of modern life. With the majority of us being stuck inside for most of our waking hours, gaming has become a nice distraction from the realities of the outside world. And companies have taken notice, accelerating the growth of the mobile esports industry. 

Activision, for example, has partnered up with Sony to launch the exciting Call of Duty: Mobile World Championship for the end of April 2020. With a kitty of $1 million, we’re talking some serious cash. While it’s nowhere near the console version (with competitions easily being worth 8 figures), it’s a promising start. 

What’s Beyond 2020? 

It’s clear that 2020 is going to be a seismic year for mobile esports. But the way we see it, it’s just the start. Once 5G has truly landed, the big players in the industry roll out even more options, and people start to really understand the potential that’s there, we expect mobile esports to become ubiquitous amongst a huge proportion of gamers.

Source: https://esportsjunkie.com/2020/05/14/why-is-mobile-esport-booming-like-crazy/

#Coronavirus Has Caused A Boom In #Esports Betting – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 6:14 PM on Wednesday, May 13th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.


Coronavirus Has Caused A Boom In Esports Betting

  • With all traditional sporting events on hold across the world thanks to the coronavirus pandemic many gambling fans have turned to esports, and as a result bookmakers are seeing a massive increase in esports betting.

By: Mike Stubbs

While esports events have still been cancelled due to the coronavirus pandemic, most competitions are still taking place online, meaning no one has to put themselves at risk to continue playing. The digital nature of esports makes this incredibly easy to do, and as a result it is pretty much the only sports adjacent competition that is still happening on a regular basis. 

This has resulted in many fans who would normally bet on more traditional sports turning their attention to the world of esports and they are now placing bets on competitive gaming.

“All of our key performance indicators have been through the roof in the past three months,” says Quentin Martin, CEO of Luckbox, an esports gambling site. “Turnover has risen to almost 13 times that seen in November 2019, while deposits are up 10x since then. The uptick is across the board and globally. As well as an increase in registrations, we’ve noticed an increase in average bet size, almost double since February.”

But it’s not just consumers who are focusing more on the world of esports betting. With no sports to look for sponsors and investors are also investing more into the esports side of things during this time, looking to capitalize on the boom that is currently happening. 

“Clearly, these are challenging times for many people across the world but, for many, esports and gaming is a welcome distraction,” says Martin. “As well as an increase in customers and betting activity, we’ve seen a huge level of interest from potential investors, who are realizing that esports is resilient to many of the forces that affect traditional sports, not least COVD-19 and a potential recession.”

Typically in most esports it is agreed that when matches are played online there is more potential for major upsets, be it because of technical issues, poor connections or simply players being more comfortable in their own homes. While this certainly makes for more interesting matches, it also helps out the bookmakers, who credit this as another reason for their improved profits during this time. 

“Our data shows that we see an increased number of upsets when moving from LAN to online,” says Martin. “It’s especially noticeable for favorites in odds ranges 1.2 to 1.3 and 1.4 to 1.5, where the trend is clear. There are respectively 6.81% and 11.02% more upsets since most events were forced online due to the pandemic. From our point of view, this is certainly better for the bottom line and we see an increase in profit margins.”

Of course the pandemic won’t last forever, and when traditional sports returns so too will the massive amounts that are gambled on them across the world every day, but for those bookmakers like Luckbox who specialize in esports, it is clear that this pandemic will actually have a long term benefit for their business. 

“Undoubtedly, the lack of traditional sports has prompted more fans to consider esports and it’s realistic to expect that, when sports eventually return, a lot of those fans will go back to the games they know best,” says Martin. “However, the potential of esports betting is well documented and these past few months have brought that into sharper focus, accelerating the numbers. I think the growth level won’t sustain, but the uplift will. A lot of fans of traditional sports have been exposed to the excitement of esports for the first time and, hopefully, they like what they see and will be sticking around.”

Source: https://www.forbes.com/sites/mikestubbs/2020/05/13/coronavirus-has-caused-a-boom-in-esports-betting/#45ce220a6b0a

Esports Entertainment Group $GMBL Receives Malta Gaming License $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:07 AM on Wednesday, May 13th, 2020
  • Received its Gaming Service License for online pool betting from the Malta Gaming Authority
  • The License, issued April 30, 2020, is effective for a 10-year term;
  • May be renewed by MGA for further 10-year periods subject to regulatory provisions.

BIRKIRKARA, Malta, May 13, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, received its Gaming Service License (“License”) for online pool betting from the Malta Gaming Authority (“MGA”). The License, issued April 30, 2020, is effective for a 10-year term and may be renewed by MGA for further 10-year periods subject to regulatory provisions.

IMPORTANCE OF MALTA GAMING LICENSE

The country of Malta was one of the first countries in Europe to allow and regulate online gambling after first giving out a license in the year 2000. License holders benefit from onshore status in Europe, as well as, advertising across the EU.

In addition, Malta’s globally recognized and powerful regulatory system for iGaming provides our players and partners with the highest levels of trust and confidence in knowing they are dealing with an onshore jurisdiction, whose legislation is in line with applicable EU legislation and international agreements.

“Receiving our Malta gaming license is another major milestone achievement for Esports Entertainment,” commented Grant Johnson, CEO of Esports Entertainment Group. “Fresh off our announcement of a Binding LOI to acquire Argyll Entertainment last week, we are now in the early stages of executing an aggressive growth plan that contemplates both organic and acquisition growth strategies throughout 2020. This Malta License will be an important part of our growth plan.”

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta. 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:

U.S. Investor Relations 
RedChip Companies, Inc.
Dave Gentry
407-491-4498
[email protected] 

Media & Investor Relations Inquiries
AGORACOM
[email protected] 
http://agoracom.com/ir/eSportsEntertainmentGroup

Interest in #Esports Is booming! – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 5:27 PM on Monday, May 11th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Interest in Esports Is booming!

  • Esports is the fastest growing theme in the gaming sector
  • Although eSports currently caters to a niche audience – almost 10 per cent of the global online population of around 4.5 billion – its reach is expanding rapidly

Esports is the fastest growing theme in the gaming sector. These organised multiplayer video game competitions have enjoyed spectacular growth over the last decade, with thousands of fans filling stadiums to watch live events and millions following them on streaming platforms.

Although eSports currently caters to a niche audience – almost 10 per cent of the global online population of around 4.5 billion – its reach is expanding rapidly.

GlobalData’s latest reSports eport states that the industry has proved largely immune to the Covid-19 pandemic due to its prompt transition into online formats and sudden spike in interest from traditional sports organisations, which pushed esports further into the mainstream and brought it to the attention of a wider audience.

Rupantar Guha, Senior Analyst of Thematic Research at GlobalData, commented: “Brands from a wide range of industries are investing in esports to reach a young demographic that is typically resistant to traditional advertising channels. The increasing involvement of non-endemic brands such as Coca-Cola and BMW is helping to legitimise eSports, as well as bringing in significant revenue.”

Source: https://advanced-television.com/2020/05/11/report-interest-in-esports-booming/

#CSGO has a million active players, is CSGO the best #Esports for tournaments? – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:30 PM on Sunday, May 10th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

CSGO has a million active players, is CSGO the best esports for tournaments?

By: Ben Hill

With over a million active players playing CSGO it’s a huge game and with over 450 million esports fans worldwide. Of these 450 million fans 201 million are active players from League of Legends, Dota 2 and CSGO. 

CSGO only recently hit the 1 million milestone. Previously at 950,000 and jumped to 1 million active users. In areas like China, CSGO is unpopular but the game is still clearly the most popular. 

Looking at CSGO with Asiabet.org, sites like these offer a wide range of games and reviews that show how much esports fans love esports betting. 

Big tournaments in the CSGO Esport universe provide the ability to inspire and improve your style by seeing the incredible talents of athletes representing your favourite team.

Please enjoy this list of the next CSGO 2020 tournaments if you share our enthusiasm. Don’t forget – the list is in progress, and when it is publicly released, we will include updates on other contests according to the CSGO tournament schedule. 

Many tournaments have different formats, however, esports platforms have data on each match and data on all teams. 

Most pro players do not only use different skins to customise their characters but also to personalise csgo settings.

List of the most-watched CSGO tournaments: 

  • ESL One Cologne (506,000 viewers)
  • IEM Katowice (1,200,000)
  • StarLadder Berlin (838,000)

These tournaments see millions of views following the tournament due to esports fans not being able to watch the tournament live. 

What is CSGO?

CSGO or lengthened to Counter-Strike: Global Offensive is the Valve and Secret Path Entertainment squad focused the first-person shooter, published in 2012. The name itself was a standalone game developed in 1999 and eventually adapted into a Valve game series. 

Players play the role of a terrorist or counter-terrorist with each side having a particular task to achieve before they are eliminated by the opposing team, or according to the full timeline, such as, for example, planting and protecting a bomb on a specific location, while counter-terrorist agents must destroy the terrorists before they can be planted or re-armed

Esports fills the gap while sports declines

In recent years, global recognition on a different stage has been influenced by esports clubs, competitions and matches. The result was that the marketers were looking more and more at the sporting industry in the same way as they consider conventional American sport like basketball and football. 

Earlier in this year, we saw leading brands like Nike, BT, and Kia Motors all partner with sports teams at Louis Vuitton’s then planned 2020 League of Legends World Championships.

With the advent of the pandemic of coronavirus, athletics have now another feature where the sporting industry maintains: widespread suspension of live activities and all the resulting destruction. 

But one distinction with esports is that it is fairly well placed to change to the pandemic environment, given its increasing popularity for filling stages and arenas around the world. Live sporting competitions can be moved online very quickly, unlike conventional sporting. Even though IEM Katowice is absent from his usual live crowd, the annual Counter-Strike: Global Offensive (CSGO) game event set a new crowd record in early March, making it one of the most highly watched major tournaments ever. 

It can only be the solution for the millions of fans whose regular activities are now held. Announcers are informed. So why are companies only just coming on board if they should have had an edge in the first mover?

Source: https://esportsjunkie.com/2020/05/08/csgo-has-a-million-active-players-is-csgo-the-best-esports-for-tournaments/

Esports Entertainment Group $GMBL.ca Signs Binding LOI to Acquire Online Sportsbook and Casino Operator Argyll Entertainment $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:01 AM on Thursday, May 7th, 2020
  • Signed a binding Letter of Intent to acquire LHE Enterprises Ltd, the holding company of online sportsbook and casino operator Argyll Entertainment AG and its operating support subsidiaries
  • Argyll has established itself as a fast growing and innovative gaming company within the UK and Irish market
  • “With Argyll already generating around $12 million in revenue annually, this acquisition will have a major positive impact for our company,” commented Grant Johnson, CEO of Esports Entertainment Group.

BIRKIRKARA, Malta, May 07, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, signed a binding Letter of Intent (LOI) to acquire LHE Enterprises Ltd, the holding company of  online sportsbook and casino operator Argyll Entertainment AG and its operating support subsidiaries (”Argyll”).

Since launching its flagship brand, www.sportnation.bet, in the summer of 2017, Argyll has established itself as a fast growing and innovative gaming company within the UK and Irish market leveraging the expertise of its 40 strong staff in marketing, technology, risk management, and regulation to offer its customers an entertaining, safe and secure online gaming experience, an award winning rewards program, and access to exclusive and proprietary sports and gaming content.

“With Argyll already generating around $12 million in revenue annually, this acquisition will have a major positive impact for our company,” commented Grant Johnson, CEO of Esports Entertainment Group. “In the current global environment of COVID-19 there has been a surge of interest in online gaming to fill the void left by traditional sports and other activities. Argyll’s established footprint and revenue base, combined with our strong cash position from our successful April capital raise combined with our esports betting platform, places Esports Entertainment in a great position to capitalize on this evolving opportunity.”

Argyll, incorporated in Switzerland, with operational support services in London, UK and Malta, is licensed and regulated by the UK Gambling Commission under licence no. 000-045143-R-323955-001 and the Irish Revenue Commissioners under licence reference no. 1014456 to operate online sportsbook and casino sites in the UK and Ireland, respectively.

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta. 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:

U.S. Investor Relations 
RedChip Companies, Inc.
Dave Gentry
407-491-4498
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

theScore’s #Esports Menu Expands With Live Shows – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:42 PM on Tuesday, May 5th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

theScore’s Esports Menu Expands With Live Shows

By Danni Santana

  • The company tested its live content strategy with a charity esports event May 1.
  • theScore has set new records for Youtube views in two straight months, headlined by 28 million views in April.

Toronto-based theScore is best known for its sports news and betting apps. But it has quickly developed a strong following on YouTube for esports – surpassing 1 million subscribers last November. 

Now, the company is adding to its esports repertoire by introducing live-streamed shows and community events to gaming fans. 

theScore’s esports vertical, launched in 2015, has undergone multiple iterations, according to Aubrey Levy, who oversees esports strategy as the company’s vice president of content. What began as just providing scores and highlights of significant pro leagues and events has shifted to a focus on competitive gaming culture.

“It’s been a bit of navigation and an exploratory journey to get to the strategy that works,” Levy said. “We started by thinking we could leverage our existing sports app and apply that to esports when nobody was doing that. We did that. We marketed the hell out of it and saw some pickup, but ultimately we saw a cap on that addressable audience, which was surprising.” 

theScore now produces between eight to 10 original shows weekly for viewers, delving into crucial moments from competitions and profiling player personalities. The approach is a common one within esports circles as a means to grow the industry’s popularity with casual gamers while appeasing hardcore fans. 

Rather than adapting franchises to popular esports titles, theScore’s original shows, including “The Story Of” and “Esports Shorts,” look for story angles from competitive League of Legends or Counter-Strike: Global Offensive that directly fit its shows concepts. theScore also partners with publishers to produce one-off series that promote a tournament or a younger esports title such as Mortal Kombat or Tom Clancy’s Rainbow Six Siege.

Staff being forced to work remotely due to the coronavirus pandemic hasn’t led to a disruption in any of theScore’s programming. theScore attracted a record 23.3 million views in March, a number it later surpassed in April with 28 million views. The company attributes the rise in viewership partly to the backdrop of traditional sports being on pause. 

“I think consumers are looking for outlets, and fortunately, we’ve been able to benefit in terms of an uptick in viewership because of that,” Levy said. theScore’s April viewership totals represent a 150% year-over-year increase.

Following the success producing video-on-demand content for streaming audiences, theScore took its first crack at running a live esports event around Ubisoft’s Rainbow Six Siege on May 1.

The COVID-19 relief event, “Pros vs. Plebs,” offered fans of Rainbow Six Siege a chance to enter a one-day competition and face off against current world champions SpaceStation Gaming and former world champion and esports content creator George “KingGeorge” Kassa. 

Fans gave $5 per entry – which was donated to the Coronavirus Relief Fund part of the Global Giving’s Disaster Recovery Network. More than $8,000 was raised, according to theScore. 

The three-hour stream was broadcast on theScore’s Twitch and YouTube channels and was produced without the help of a third-party, according to the company. More than 37,000 fans have watched the event as of May 4.  

“This is an extension to live streaming from VOD, and less so about starting an events division,” Levy said. “The event just seemed like a good opportunity for us to dip our toes into the water with livestreaming.” 

theScore concedes there will be a large amount of trial and error as it introduces more live shows or community-based gaming competitions across multiple titles. To date, there is no defined or concrete content strategy for its new approach. 

However, in the leadup to the coronavirus pandemic, theScore came up with several show ideas to test, including a desk-side studio show and another focused on gameplay style.  

“Honestly, I think both live shows and events are open avenues for us,” Levy said. “We have the capacity to run these community-based events. And if they are successful I think we have the ability to continue standing those up across multiple titles. At the same time, we figure out our next live show after our charity event. I think you’ll probably see us try out both.”

Source: https://frntofficesport.com/thescore-esports-content-strategy/

How #NBA 2K And #Esports Are Filling Voids Left By The #Coronavirus Outbreak – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:50 PM on Monday, May 4th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

How NBA 2K And Esports Are Filling Voids Left By The Coronavirus Outbreak

By: Ben Dowsett

  • On a Saturday night at downtown Manhattan’s Terminal 5, the atmosphere resembles that of a primetime awards show
  • Flashing bulbs and cameramen line a red carpet, straining for shots of luminaries as they walk by
  • A line of spectators waits to be granted entry to an event promised to feature celebrities, musical guests and the best in the world at their craft being recognized

Only this isn’t the Oscar’s, Emmy’s or Grammy’s. It’s the 2020 NBA 2K League Draft.

The evening has all the makings of the big leagues. The venue, one that’s featured performances from the likes of Jay-Z and Snoop Dogg in recent years, sets the stage; players who spend most of their lives in relative anonymity are, for tonight, transformed into full-on celebrities.

“There are more than 50 million players who play 2K in some way, shape or form,” said Brendan Donohue, NBA 2K League Managing Director. “We’re ending up with the top 100 players in the world, so we want to make that player feels like he got to the highest mountaintop.”

Washington Wizards owner Ted Leonsis announces the first pick on behalf of Wizards gaming. Former New York star Allan Houston selects for Knicks gaming. It’s a watershed moment of sorts for NBA 2K and even esports as an industry, a sign of how far a once-niche pursuit has come in just a few short years and a clear notice served that this world isn’t going anywhere.

And within just a few weeks, it will be shattered by a worldwide crisis – replaced by a wholly different reality, one shedding a completely new light on the relevance and importance of gaming in our modern world.

On an early April afternoon, Ronnie Singh is sitting alone in his bedroom. Singh – better known in the gaming world as Ronnie 2K, Director of Influencer Marketing for NBA 2K and the franchise’s wildly popular public face, boasting over a million Twitter followers – is handling commentary and organization duties for a one-on-one tournament being played remotely between 16 NBA players, broadcast on ESPN.

He’s alone, as are each of the tournament’s participants, due to the coronavirus outbreak that’s swept the world in the weeks since he and other big names in the 2K realm convened on Terminal 5.

Scheduled 2K League play, the bulk of which is typically run at a central studio location in New York, was shut down. Players, like their NBA counterparts, began sequestering at home.

It was certainly an adjustment for Singh, who by his own admission hadn’t gone more than 10 days without traveling in four years. His efforts shifted to a support role, both for his staff and for the many players around the NBA with whom he’s developed close relationships over the years. He also took advantage of a rare chance to log a few more hours on the 2K sticks and connect with the community.

LOS ANGELES, CALIFORNIA – SEPTEMBER 05: Dwyane Wade (L) and Ronnie 2K attend the NBA 2K20: Welcome … [+] Getty Images for NBA 2K20

Quickly, though, his days were busied by helping fill society’s live competition void, starting with the ESPN collaboration.

“We had a responsibility to provide entertainment where there was a massive vacuum,” Singh said in a phone interview.

Some broadcast clunkiness aside (to be expected for such a unique first-time event), the tournament’s success was pretty undeniable. It was the single highest-viewed esports program in ESPN’s history, an early indicator of the public’s appetite for this sort of thing while traditional sports are shut down.

Secondarily, it was a chance to answer a question Singh and the folks at 2K have long debated: Who is really the best NBA player at the game? Competing schedules would normally keep such a dedicated competition from happening – dominant eventual champ Devin Booker and others might not have even been available to play otherwise.

“I think people really appreciated watching these guys get their competitive juices flowing in a game they love,” Singh said. “I think it was really well-received.”

So well, in fact, that there’s real interest in a sequel before long. Ronnie isn’t giving away any details, but keep an eye out – and in typical 2K style, expect a fresh format to keep fans on their toes.

NBA 2K League is set to begin play remotely Tuesday night, another big bridge for the sport to cross. It’s been no small undertaking, one facing similar challenges to the formation of the ESPN collaboration.

“A lot is going to be different about this season,” said Donohue. “We normally play most of our games in our New York studio. This year we’re going to be going to 23 different studios – teams will be playing from their homes or studios in their respective markets.

“We’ll be doing a broadcast right at those locations. They’ll be with their teammates – they’ve been living together for the last several months.”

The league is prepared to play remotely for as long as needed to ensure safety, Donohue says. At least six weeks are scheduled for now.

A contestant toggles a game controller during day one of the NBA 2k League (NBA2KL) professional … [+]

The difficulties of the shift have also offered opportunities to innovate. Instead of a single location in New York as the league’s hub, a virtual studio has been set up to serve every market playing. Play-by-play commentators will be located in several cities, but everything will feed into one centralized broadcast that can toggle between games.

There are tweaks abound for the tactical diehards out there as well. Based on feedback from players and team GMs, the league has expanded positional player “archetypes” – each of the five positions on the floor (point guard, shooting guard, etc.) now has eight such archetypes rather than five, opening up previously-unexplored strategic gold mines.

Twenty-three is the high-water mark for teams in the league in its third season, with a unique addition this year: The Gen.G Tigers of Shanghai will join, the first team outside North America to do so.

Who are the favorites?

“I think the T-Wolves, after winning last year, will come back strong,” Singh says. “The Blazers are always very strong.

“Celtics gaming, they have one of the best players in the league in Fab, they’re always going to be dangerous. There’s a lot of parity in the league for what I believe is the first time, so I’m fascinated to see the action when it kicks off.”

A distinct pride in their work is evident when speaking to Singh or others involved with NBA 2K. Between buy-in from the NBA superstars who define its identity and many of the franchise’s grassroots efforts, more than just a video game tropes don’t sound contrived.

Take a recent partnership with musical entity UnitedMasters to collaborate on the NBA 2K20 soundtrack. Up-and-coming artists from around the world were asked to submit tracks for consideration, with ten actually added to the game to help launch their creators.

“One thing we’ve done that’s different than a lot of other video game brands is adapted to the culture of basketball,” Singh said.

Now, though, the stakes are different. 2K League was already well on its way, with over a million unique viewers for last season’s finals, but no one expected this. As corny as it may sound to some outsiders, those involved feel a real sense of the gravity of it all: A pursuit that for so long has struggled for mainstream acceptance is finally discovering it right as our definitions of normal collapse.

“I’ll tell you what: I’m in my 30s, and just like everyone else in my generation I’ve had to defend our playing video games,” Singh says. “Now it’s an aspirational career.”

For many, at least right now, it might be even more than that.

Source: https://www.forbes.com/sites/bendowsett/2020/05/04/how-nba-2k-and-esports-are-filling-voids-left-by-the-coronavirus-outbreak/#759020c05947

With content consumption patterns changing, the #NHL continues to embrace #Esports with Player Gaming Challenge – SPONSOR Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:00 PM on Friday, May 1st, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

With content consumption patterns changing, the NHL continues to embrace eSports with Player Gaming Challenge

  • One of the major things marking the 21st century is a radical shift in the way people consume their entertainment
  • Sports are no different, with eSports video streaming being the main way NASCAR, NBA, and NHL fans have been getting their fixes this spring

by Mike Usinger

It’s not lost on the National Hockey League brain trust that the world we once knew has changed in dramatic ways. And we’re not just talking about what will be remembered as one of the most culture-shifting periods in the history of humankind.

One of the major things marking the 21st century is a radical shift in the way people consume their entertainment. Music is all about streaming, after decades of vinyl, CDs, cassettes, and 8-tracks. There’s no need to head to the video store or multiplex when you’ve got Apple TV, Netflix, and Amazon Prime. And why spring for Nancy Silverton’s Breads From the La Brea Bakery when YouTube will walk you through every step of making sourdough?

Sports are no different, with eSports video streaming being the main way NASCAR, NBA, and NHL fans have been getting their fixes this spring.

Like other major organizations, the NHL has taken our lockdown times and found a positive among the uncertainty.

Last week, the league gave traditional-hockey-starved fans something to get excited about by announcing the Player Gaming Challenge, a four-week charity tournament featuring players from every NHL team—including the Seattle Kraken! (And no, we don’t care if the NHL expansion franchise ends up being named the Seattle Grunge, Seattle Pioneer Squares, or Seattle Microsofties—there’s only one name that counts, and that’s the Kraken!)

But the league’s recognition of the booming world of eSports began long before the Player Gaming Challenge, starting with streamed NHL 20 video versions of cancelled COVID-19 games in mid-March.

When he’s reached by the Straight at his Connecticut home, NHL mobile marketing strategist Chris Golier is excited about how the league has successfully pivoted to eSports.

In some ways the shift isn’t new. Golier notes the ongoing success of the NHL Gaming World Championship, the 2020 version of which got under way on March 11. That’s where hockey-obsessed gamers from around the globe compete in online matches for this year’s pool of $200,000 in prize money.

“The objective, right from the beginning, has been ‘Let’s use this gaming platform as a way to reach the younger fans,’ ” Golier says of the eSports tournament, which is now in its third year. “It’s a touchstone for fandom—some people start to learn the game based on playing the game, and in some cases that’s because of the video game.”

With folks turning to eSports in record numbers to pass the time—think everything from eNASCAR races to NBA2K20 to NHL 20—the challenge became capitalizing on that. Giving hockey fans something to get excited about a time when the Stanley Cup Playoffs would normally be in full swing added an extra incentive.

It was out of this that the Player Gaming Challenge was born. Step one was reaching out to teams, and the response to the tournament was enthusiastic across the board. Fifty players from the 31 existing NHL franchises signed on, with Thatcher Demko and Adam Gaudette eager to represent the Vancouver Canucks.

The Player Gaming Challenge will see players from each team competing head-to-head from their homes, in games viewable on platforms ranging from Twitch, Facebook, and YouTube to television broadcasts on Sportsnet ONE and NBCSN.

Working with its teams as well as the NHL Players’ Association, the NHL had a good idea which players were already active on streaming platforms and social media. A short list of participants includes Ryan Reaves (Vegas Golden Knights), Filip Forsberg (Nashville Predators), Evgeny Kuznetsov (Washington Capitals), and Zach Hyman (Toronto Maple Leafs).

A big goal of the tournament is to engage fans through in-game banter—and if you’ve ever heard players miked up during an on-ice NHL game, you know that what gets said behind the play and between the whistles is fascinating. Considering that participants include the famously colourful likes of the Calgary Flames’ Matthew Tkachuk and his brother Brady from the Ottawa Senators, the NHL 20 gameplay in some ways seems like bonus content.

“The Tkachuk brothers were actually taped over the weekend, and you can imagine there was some good chirping going on,” Golier says with a laugh. “We tried to align the matchups in that way—either there was a common bond where they’d played together in the pros or juniors, or came from the same area and came up together in a province. In some cases we had college teammates. We tried to group them together in that way, so the actual matches themselves would be a whole lot of fun.”

Some games have already been taped for the tournament, which officially starts April 30, and Golier says there’s a major payoff for those who love hockey.

“It gives fans another point of reference for the players,” he suggests. “The players are human—they have families, and they’re in this quarantine together. They’re working out the best they can, much like we’re all trying to get a run in. To see that side of the players they normally don’t see—gaming is the conduit here. It’s the conversation starter, and it also allows the players to get their juices flowing again. They don’t want to lose, even though all this is for fun and for charity.”

And yes, hockey fans aren’t the only big winners of the Honda-sponsored Player Gaming Challenge. NHL 20 game publisher Electronic Arts donated $70,000 to COVID-19 relief as part of the initiative, an amount matched by the NHL.

The important message in a time of crisis is an oft-repeated one: we’re all in this together.

Source: https://www.straight.com/esports/with-content-consumption-patterns-changing-nhl-continues-to-embrace-esports-with-player