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Esports Entertainment Group $GBML Releases Upgraded VIE.GG #Esports Gambling Platform $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:02 AM on Friday, January 17th, 2020
  • Announced the release of the latest version of VIE.gg (https://vie.gg)  the Company’s esports wagering platform
  • Latest upgrade delivers notable new features, including additional betting options such as Fixed Odds, Pari-mutuel, Fantasy and Pool Betting to complement our main P2P option

BIRKIRKARA, MALTA (January 17, 2020) – Esports Entertainment Group, Inc. (GMBL:OTCQB) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce the release of the latest version of VIE.gg (https://vie.gg)  the Company’s esports wagering platform.

UPGRADE DELIVERS LATEST FEATURES AND FULL DEVICE ACCESSABILITY

This latest upgrade delivers notable new features, including additional betting options such as Fixed Odds, Pari-mutuel, Fantasy and Pool Betting to complement our main P2P option. 

Furthermore, the upgrade delivers significant content enhancements, including real-time streaming and event coverage.  Finally, the upgrades now make VIE.gg (https://vie.gg) fully compatible with all major desktop, mobile and tablet devices, as well as, their respective operating systems.

Grant Johnson, CEO of Esports Entertainment Group, stated “This is another major milestone for our Company. This is our strongest release ever, with every new feature esports gambling enthusiasts could wish for in a platform. Combined with our unsurpassed transparency as a result of our status as a fully reporting public company, we believe VIE.gg is strongly positioned for success in 2020”.

In delivering this upgrade, Esports Entertainment Group partnered with Askott Entertainment, a Vancouver based software development company that has been building award-winning online betting and daily fantasy software since 2013.

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum https://agoracom.com/ir/EsportsEntertainmentGroup

RedChip investor relations Esports Entertainment Group Investor Page: 
http://www.gmblinfo.com

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds 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 and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance
+356-2757-7000 (Malta)
[email protected]

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

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

Esports Entertainment Group $GMBL.ca Announces Closing of $1 Million Private Placement $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 8:22 AM on Wednesday, December 11th, 2019
  • Company entered into securities purchase agreements with four accredited investors
  • Pursuant to the Purchase Agreements, in the final tranche, the Company issued the Investors convertible promissory notes in the aggregate principal amount of $550,000 (including a 10% original issue discount) and Warrants to purchase an aggregate of 916,667 shares of the Company’s common stock, par value $0.001 per share

BIRKIRKARA, Malta, Dec. 11, 2019 – Esports Entertainment Group, Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce the closing, on December 6, 2019, of the final tranche of its private placement offering (the “Offering”) whereby the Company entered into securities purchase agreements (the “Purchase Agreements”) with four (4) accredited investors (the “Investors”). Pursuant to the Purchase Agreements, in the final tranche, the Company issued the Investors convertible promissory notes (the “Notes”) in the aggregate principal amount of $550,000 (including a 10% original issue discount) and Warrants to purchase an aggregate of 916,667 shares of the Company’s common stock, par value $0.001 per share (the “Warrants”).

The Notes accrue interest at a rate of 5% per annum and are initially convertible into shares of the Company’s common stock at a conversion price of $0.60 per share, subject to adjustment. The Notes contain customary events of default and mature one year from the date of issuance.

Pursuant to the Purchase Agreements, each Investor was entitled to 100% Warrant coverage, such that such Investor received the same number of Warrants to purchase shares of the Company’s common stock as is the number of shares of common stock initially issuable upon conversion of its Note as of the date of issuance. The Warrants are exercisable for a period of three (3) years from the date of issuance at a price of $0.75 per share, subject to adjustment.

Grant Johnson, CEO of Esports Entertainment Group, stated: “This is another major milestone for our Company. This financing will allow us to complete initiatives that have been announced over the past several months, as we look towards building our business and our brand in order to return shareholder value.”

Joseph Gunnar & Co., LLC acted as Placement Agent in connection with the Offering.

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

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum https://agoracom.com/ir/EsportsEntertainmentGroup

RedChip investor relations Esports Entertainment Group Investor Page: 
http://www.gmblinfo.com

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds 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 and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL. For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance
+356-2757-7000 (Malta)
[email protected]

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

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

Vancouver #Canucks buy #CallofDuty pro #Esports team – Did you know Esports Entertainment $GMBL has partnered with 190 Esports Teams? $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 8:51 AM on Tuesday, September 17th, 2019

OUR FEATURED SPONSOR:

GMBL: OTCQB

WHAT YOU NEED TO KNOW

  • S-1 Filed for NASDAQ Listing
  • Partnered with 190 esports teams
  • Partnered with 250+ esports streamers
  • Launched VIE.gg P2P esports betting platform
  • P2P means an esports fan always wins
  • Superior to “House” model where fans VS. casino
  • Traditional sports teams owners are investing
  • Athletes and celebrities are investing
  • Wall Street is starting to invest
  • Biggest paradigm shift ever seen on the internet

Hub On AGORACOM

————————————–

Vancouver Canucks buy Call of Duty pro esports team

Canucks Sports & Entertainment is diving even further into the growing esports scene.

  • The organization has announced that they’ve partnered up with Enthusiast Gaming, a video game and esports company, and franchised a professional Call of Duty team.
  • The announcement comes less than a year after the Vancouver Titans, Vancouver’s professional Overwatch team, were unveiled to the public.

“Esports has shown extraordinary growth and we’re excited to be at the forefront with a new Call of Duty esports team,” Canucks owner Francesco Aquilini said in a statement. “With the continued support and expertise of our partners at Luminosity and Enthusiast Gaming, we believe the new Call of Duty esports league is also well-positioned for success.”

The newly-franchised team won’t be sharing space with the Canucks, the Titans, or the Warriors, however. Day-to-day operations and home games of the new team will be based out of Seattle.

The Aquilini Group and Canucks Sports & Entertainment will oversee the new franchise, while Luminosity Gaming, another partner esports organization, will handle player recruitment.

The league they’ll be playing in

The Seattle-based team will be playing in a brand new league owned by Activision, the video game company responsible for Call of Duty.

From 2016 to 2019, the company owned and oversaw the Call of Duty World League (CWL). Activision recently announced on Reddit that they would be closing the current professional league and creating a brand new one. Similar to the Overwatch League (OWL), the new league will be franchised with city-based teams from around the world.

Activision said that so far, there are 12 teams included in the league: Seattle, London, Chicago, Atlanta, Dallas, Florida, Minnesota, New York, Paris, Toronto, and two teams in Los Angeles.

Teams will have between seven to 10 members and similar to other professional sports leagues, players will sign contracts and enter free agency.

The company also says that in this new league, pro players will receive a minimum base salary of $50,000 (USD) per year, health and retirement benefits, and housing. At least 50% of a team’s prize pool earning must also go towards the players.

More details about the league, its franchised teams, and how play will work will be announced in the near future.

Team SoloMid to begin construction on $13-million #Esports training center in Playa Vista – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:00 AM on Thursday, September 12th, 2019

OUR FEATURED SPONSOR:

GMBL: OTCQB

WHAT YOU NEED TO KNOW

  • S-1 Filed for NASDAQ Listing
  • Partnered with 190 esports teams
  • Partnered with 250+ esports streamers
  • Launched VIE.gg P2P esports betting platform
  • P2P means an esports fan always wins
  • Superior to “House” model where fans VS. casino
  • Traditional sports teams owners are investing
  • Athletes and celebrities are investing
  • Wall Street is starting to invest
  • Biggest paradigm shift ever seen on the internet

Hub On AGORACOM

————————————–

Team SoloMid to begin construction on $13-million Esports training center in Playa Vista

By Arash Markazi Sep. 11, 2019 11:49 AM

  • One of the biggest esports organizations in the world will begin construction Tuesday on a 25,000-square-foot training center in Playa Vista.
  • The $13-million facility is slated to be completed by February 2020 and will be the home of Team SoloMid (TSM), which fields players and esports teams competing in popular video games such as “League of Legends,” “Fortnite,” “Apex Legends,” “PlayerUnknown’s Battlegrounds” (PUBG), “Hearthstone,” “Super Smash Bros.,” “Rocket League” and others.

Currently TSM players and staff are spread out around the world with their “League of Legends” team based in Santa Monica, their PUBG team living in Europe and other players and staff working out of various WeWork locations.

“League of Legends” is the most popular title in the billion-dollar world of competitive gaming and TSM’s “League of Legends” team won six of the first 10 splits of the North American League of Legends Championship Series, essentially making them the Lakers or Warriors in that space.

TSM’s “League of Legends” team won six of the first 10 splits of the North American League of Legends Championship Series. A rendering of the esports training center is shown. (Rendering by NxT Studios)  

The facility, shown in a rendering, will be the largest esports training facility in North America. (Rendering by NxT Studios)

“I actually toured the Lakers and Warriors facilities as we thought about our facility,” TSM founder and CEO Andy “Reginald” Dinh told The Times. “What they built was great for basketball players and we wanted to build a similar facility catered for esports players. We want to have the best training environment for our players. We want to make sure our players and staff have everything they need to succeed. Over the next 10-20 years we want to maintain our position as a global esports leader.”

The facility will be the largest esports training facility in North America when it opens and will house studios, streaming rooms, gaming rooms, coach rooms as well as a fitness studio and wellness center, making it the first esports training center to include both.

The facility, shown in a rendering, will be the first esports training center to include a fitness studio and wellness center. (Rendering by NxT Studios)

“Having all the players in one space and tracking how they perform, that’s where we can have the largest areas of growth,” Dinh said. “We’re focused on data science and physical science so we’re going to have a gym and a full-time sports psychologist there so our players have everything they need in order to perform better. Most esports teams don’t have this. We’re going to take it to a new level.”

Source: https://www.latimes.com/sports/story/2019-09-11/largest-esports-training-center-north-america-los-angeles

Esports #Betting is Expected to Become a Multibillion-Dollar Industry, #Esports Entertainment $GMBL is at The Forefront $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:53 PM on Monday, September 9th, 2019
GMBL: OTCQB

WHAT YOU NEED TO KNOW

  • S-1 Filed for NASDAQ Listing
  • Partnered with 190 esports teams
  • Partnered with 250+ esports streamers
  • Launched VIE.gg P2P esports betting platform
  • P2P means an esports fan always wins
  • Superior to “House” model where fans VS. casino
  • Traditional sports teams owners are investing
  • Athletes and celebrities are investing
  • Wall Street is starting to invest
  • Biggest paradigm shift ever seen on the internet

Hub On AGORACOM

————————————–

What Is Esports Betting?

  • The esports industry is growing at a rapid rate, and along with it is also a new form of gambling called “esports betting.”
  • The esports betting industry is expected to continue to grow even more over the next couple of years, becoming a multibillion-dollar industry.

Bear in mind that unlike physical sports, which have a very large fanbase and following, the esports betting industry has a very limited audience. As a result, not too many people have an idea of what esports betting is. Only those who follow the esports industry may have heard of it.

So, What is Esports Betting?

For those who don’t know, esports is the shortened term for electronic sports, which usually refer to competitive video gaming. Playing competitive video games is not an entirely new concept. In fact, a lot of gamers have been competing with one another ever since the first gaming consoles have been released. What’s new is what we now call esports betting, which is starting to attract the attention of many gamblers from around the world.

Simply put, esports betting is a form of online gambling wherein you put your money on a team or player that plays competitive video games.

As mentioned earlier, esports betting is a very huge business and it is expected to become a multibillion-dollar industry soon as esports as a whole continues to grow. As the world of video gaming can be very competitive, there are now thousands of professional gamers from different video games who compete with one another because of the prize. And, when there is money, there is always gambling. With the rise of this industry, you can now go to online esports betting sites such as Vulkanbet Esports to place your bets and gamble on-the-go.

How Esports Betting Works

Esports betting is completely different from physical sports gambling. In esports betting, you are allowed to place a bet on a team of professional gamers or on individual players who you think will win the match or tournament.

However, since there are plenty of esports games, the betting system and options are usually different from one another. Esports betting also welcomes beginners who are not familiar with esports and offer them with numerous betting opportunities.

Currently, the simplest betting option is to bet on an overall winner. You simply place a bet on a team or player who you think will win the match after you have carefully studied the odds. This is what makes esports betting really interesting: you are given some betting odds that will let you have a good idea of the match’s outcome or who will win. You’ll need to learn how to study these odds before you bet if you want to earn a lot of money from esports betting.

Types of Esports Betting

It’s challenging to identify the different types of bets on esports since they usually depend on the video game. For example, Counter-Strike: Global Offensive (CS:GO), which is a fast-paced first-person shooter game, provides exciting betting opportunities that allow you to place a bet on which team wins the first round of the game.

On the other hand, DoTA 2, a real-time strategy multiplayer online battle arena, allows you to place a bet on which player or team kills Roshan (the most powerful Neutral Creep in the map who’s considered to be a miniboss) first. These bets are not dependent on which team wins the entire match, but on the objectives achieved throughout the match.

Here are the three most common types of esports betting that you are usually offered by many betting sites:

  • Outrights Betting – These are bets that you are allowed to place before the tournament or match starts. You bet on which team will become the overall winner of the tournament, or which players progress to the next stage of the event. You are also allowed to place bets on teams or players who you think will be eliminated once the tournament starts.
  • Match Winner – This is the most common type of bet in esports. You place a bet on a team or player who you think will win a single match.
  • Totals – This is the type of bet that is dependent on stats. Here, you can place your bet on which team or player has the most number of kills, maps or rounds played, total points, etc.

Conclusion

The future of esports betting looks very promising as more and more people are getting into the exciting betting action of video games. Whether you are new to esports or are an avid esports fan, this is the perfect time for you to join the fun and excitement that esports betting brings. Aside from that, you can potentially earn a lot of money from it while enjoying some competitive video games at the same time.

Source: https://powerup-gaming.com/2019/09/07/%EF%BB%BFwhat-is-esports-betting/

Anheuser-Busch $BUD is Pouring #Beer and #Money Into #Esports, Grab a Drink and Learn More About Esports Entertainment $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:39 AM on Friday, September 6th, 2019

WHAT YOU NEED TO KNOW

  • S-1 Filed for NASDAQ Listing
  • Partnered with 190 esports teams
  • Partnered with 250+ esports streamers
  • Launched VIE.gg P2P esports betting platform
  • P2P means an esports fan always wins
  • Superior to “House” model where fans VS. casino
  • Traditional sports teams owners are investing
  • Athletes and celebrities are investing
  • Wall Street is starting to invest
  • Biggest paradigm shift ever seen on the internet

Hub On AGORACOM

———————————-

Anheuser-Busch is Pouring Beer and Money Into Esports

Anheuser-Busch is one of the brands that isn’t shy about embracing esports. It is a non-endemic brand, meaning it isn’t born and bred with gamers the way that, say, esports headsets are. It’s a mainstream brand looking to break into the previously insular world of esports a with authentic experiential marketing.

Some brands have been wary of the unpredictability of esports. The games come and go. The athletes can blow big deals with their big mouths. And fans don’t always behave in a becoming way at esports events. But it’s the job of Joe Barnes, director of experiential marketing at Anheuser-Busch InBev, to make sure that his company is represented in the right way in front of the right consumers of esports as the “official beer of esports.”

MillenThere’s a lot of money at stake, but Barnes believes that big brands have to be nimble when it comes to getting behind a big trend among young adults. He isn’t waiting for competitors to arrive. He is pushing ahead of them with the mission of making Bud Light and other Anheuser-Busch products the beer of choice for a new generation of esports fans. I’ll be moderating a session with Barnes at the Esports BAR Miami event in October.

Here’s an edited transcript of our interview.

Above: Joe Barnes, director of experiential marketing at Anheuser-Busch InBevImage Credit: Anheuser-Busch

GamesBeat: What does your job entail? The experiential part is intriguing there.

Joe Barnes: I lead the Anheuser Busch portfolio in the U.S. I lead our sports sponsorship strategy. Additionally I do the experiential marketing for esports, soccer, and our emerging properties, which also covers fighting and women’s sports and a few other things. Our experiential marketing team is part of our consumer connections team. We’re focusing on how we can impact and influence consumer decisions at the point of their passion points.

With Bud Light, one of those is esports. We’re trying to–how can we get fans to start experiencing our product in a different way? Right now, within esports, our biggest challenge is that there’s not the traditional norms within the sports industry where it’s very in-person and communal. “We’re going to bars to watch the games. We’re gonna watch the NFL game at the sports bar and get pitchers of Bud Light.”

It’s much different within esports. That’s where experiential for us is a big lever that we try to pull. At events, the consumers are with community, not just their virtual community. That gives us a true point to interact with them and introduce them to Bud Light. As crazy as it sounds, a lot of these consumers that are becoming the 21-27 year old are growing up without drinking Bud Light, or beer at all. Their main drink is Red Bull, energy drinks. We’re trying to bring in these beer occasions to esports, just like we’ve established 100 years ago within traditional sports.

GamesBeat: I don’t know how much gamers drink beer. Are you guys endemic or non-endemic to games and esports?

Barnes: We definitely consider ourselves non-endemic. The key challenge, when people ask us–what’s our value proposition in esports? We’re not going to make your internet faster. We’re not going to make your screen bigger. We’re not going to give you better posture in a nice chair. For us, we can offer the fan something different.

This week we announced another Twitch program, and in another month we’ll be announcing another one. The Bud Light Twitch channel is our key asset within esports. First and foremost, in this community, we’re able to age gate our channel, so only 21 and up is able to interact with Bud Light. That obviously a huge concern with the traditionally younger audience. But within our Bud Light Twitch channel, we can offer gamers something in addition to the game.

We’re not endemic, like I say. We’re not part of the game. But what we can do–I’ll give you an example. We just launched, this past Tuesday, the Bud Light Beer League, which is an amateur Tekken tournament. Amateurs can win a chance to become a pro esports athlete and compete at the Tekken grand finals in Bangkok for a huge payout. Our value proposition here is that we’ll host a tournament, and we’re going to do it for gamers, not just esports athletes. We’re going to give them the opportunity to win prizes. And what can Bud Light do that someone else can’t do? We’ll give you a chance to become a pro.

Above: Anheuser-Busch doesn’t want esports fans to become wine drinkers.Image Credit: Anheuser-Busch

That’s much different from our strategy with Overwatch League. We’re the official beer sponsor of Overwatch League. Our Twitch channel content with that one, it’s Bud Light Happy Hour. Every week we have two hosts talking for 20 minutes, essentially a Sportscenter of Overwatch League, where they look at the past and they talk about key storylines coming up. It’s set at a bar environment with beers, with neons and things, just to establish that–as you’re hanging out and talking about esports, it’s happy hour. Get excited about tonight and have some Bud Light. That’s the behavior that we’re trying to get people introduced to.

Then, within Overwatch League, since this is the first year they’ve ever done live in-person events, we also sponsor all of the homestand weekends. We had consumer experiences and giveaways. We put them in what we call the Bud Light Watchtower, playing on the Overwatch IP. It’s the most premium seat within all the venues, where we’ll invite guests to hang out with influencers, streamers and professional gamers. Free Bud Light, the best seats, and the best experience you could possibly have. When you drink Bud Light, when you’re playing games and Bud Light’s your beer of choice, the opportunities are endless for cool experiences. We consider ourselves the leader in terms of offering premium experiences for consumers.

GamesBeat: There’s been a lot of attention on esports hype. There was a long Kotaku story that talked about the mismeasurement of the audiences. I’ve interviewed someone from Nielsen — that story just ran — on how they’re doing measurement of the esports audience as well. These things are brand new. The information and the data still needs work.

Barnes: 100 percent. We do our own independent data collection. We do partner with Nielsen, and we value them and their partnership across all of our sports properties. That’s one of the reasons we use them. We also use a few other research companies, and then we always have–if we’re doing streams we have Twitch analytics. If we’re doing events we have exit surveys. We have a whole lot that–right now the key for us is data collection. Whether the true audience size of Overwatch League fans is 10 million or if it’s 100 million, for us right now, using whatever the data is, how can we use that data to inform how we interact with the fans?

It’s not necessarily about the numbers. We know the numbers are big. We may not know exactly how big. But for us what’s most interesting is, what are the consumer habits? What are the consumer passion points? How do we offer value back to the fans?

GamesBeat: In some sense I guess you would like better measurement, but there’s enough precision out there for you to take action and do what you need to do.

Barnes: That’s exactly it. For us it’s more about, are we asking the right questions with the research? Rather than, do we have the exact right sample data, and do we know the exact figures? For us it’s about fine-tuning the right questions and finding the right passion points for consumers.

Above: Bud Light wants to be the official beer of esports.Image Credit: Anheuser-Busch

GamesBeat: As far as the comparisons people make to traditional sports, what are your own observations about that? How soon do you think this catches up, or in what ways will they always be different?

Barnes: There is some crossover, and that’s what–when we’re trying to segment the real size of the prize, we look at the different consumer groups. There are the passionate, die-hard esports fans and athletes, and then there’s more casual gamers. What we see with the crossover with traditional sports — and this is very rich territory, because we have a league sponsorship with three of the top four core leagues — we want to see what is the crossover and how we can act on that.

What’s really starting the big crossover is that pro athletes in other sports are playing video games, whether it’s on Twitch or in their free time. They’re all big gamers. Juju Smith-Schuster, right? He’s a big gamer and he plays in the NFL. He reaches both. For Bud Light that’s super compelling. He’s a partner with us with the NFL, and we can look at partnering with him for esports. How can we tap into both consumer bases? Most people out there play Fortnite, and most people watch the NFL. What are the efficiencies Bud Light could have with that?

The other thing we look at, we have some data that shows that amongst gaming fans, Game of Thrones was as popular as the NFL. That may not be their number two or three passion point behind video games, it’s still top 10. There’s a lot of ways we can use our NFL partnerships and others to reach those fans. Right now, most brands and most esports teams are focusing on the esports strategy. We think there’s a lot of rich territory for crossover between true sports and esports.

GamesBeat: As far as which esports to bet on, what are your views there? Do you feel like you have to make bets and back certain games or certain events? Or can you stay above that and reach the whole audience in some way?

Barnes: I don’t think there’s one league that could be a silver bullet for an esports strategy. When we look at it, it’s going to require multiple partnerships in order to reach a big portion of the fans. We want Bud Light to be for everyone. How do we get to the biggest level there? It’s a mix. As we’ve already announced, in 2019 we have partnerships with the Overwatch League, with Tekken 7, and with NBA2K. We prefer to be looking with those at how we can reach consumers, how we can keep new and interesting partnerships like the Beer League — which can rotate in different titles — so we can reach more and more fans. We also want to use influencers within key games and titles to influence and reach those consumers as well.

There has to be a mix. There’s not a one-size-fits-all approach with one title. For us it’s a mix of assets. It’s about reach and what’s the best thing we can do to reach all those consumers, or at least a significant portion of them.

Above: Anheuser-Busch is experimenting with esports marketing.Image Credit: Anheuser-Busch

GamesBeat: So far, can you reiterate which games you’ve backed in some way, or that you’ve worked closely with and are happy with?

Barnes: We have our partnership with the Overwatch League, which is a global partnerships. Then, in the U.S., we have an NBA2K partnership, which we just announced at the end of our season. We’re planning 2020 right now. Then we have a Tekken 7 partnership, which will be for the Bud Light Beer League. It’ll be a mix of–it’s primarily Twitch streaming and the online tournament, and then there will be a few live event components as well. Overwatch League, for us that’s been a live event and a Twitch stream component as well. We’re looking for not only a mix of partners, but a mix of assets within each partnership.

GamesBeat: What about following some of these celebrity gamers, or top athletes within different esports? Would you do deals with individuals like that in addition to the league partnerships?

Barnes: Definitely. Arguably the most marketable and popular name would be Ninja. A few years ago, during our Bud Light All Stars program, which was before my time, we had a Ninja partnership. This year we’re partnered with a few influencers. We’ve used them more tactically, rather than just signing the biggest name. It’s about how we can use them to propel our Twitch content and help us to activate. We’ve been using influencer streams to promote our live events for Overwatch League. Before each homestand weekend we do influencer streams where they take over and give away consumer tickets to our Bud Light Watchtower experience.

Then, for 2020, we’re looking for partners that are, let’s say, endemic to beer. They already like to engage with the product. They have a large reach and are playing various titles. That’s great for us, because while it’s sometimes difficult for us to be involved with certain games, we can partner with the top streamers — as long as they’re over 21 — to create cool content and give that back to consumers.

GamesBeat: Some people have always talked about how esports and games are unpredictable. Sometimes you get bad behavior among the athletes, or strange things happening at events. This is supposed to be scary to brands. What are your thoughts on that, whether that’s manageable?

Barnes: I can answer that question in a few parts. One, in the current environment, whether it’s traditional sports or esports, as a brand you have to be nimble. You have to act fast. You have to be able to react to trends and react to what’s going on.

We understand that esports is in its infancy, and there are challenges that come along with that. But for us it’s worth it, knowing that we can be the brand, the beer brand, that is the beer of esports. We’re the official beer of esports, the official beer of games, the official beer of gamers. We did that for a reason. When we look at what consumers are talking about on social media, we have 70 percent share of voice amongst beer brands. Our competitors aren’t even really in the same sphere as us right now, and we want to keep leaning into that. As this grows, we know that we’ll continue to grow with it, and we can continue to dominate the share of esports.

As far as the question around titles, yes, we’re constantly watching what’s hot, what’s up and coming. You look at what happened this summer. Was Fortnite going to get dethroned by a little-known title from EA? And then a few weeks later, it fell off the radar. We need to continue to monitor, continue to watch, and that’s great for us, because it’s an opportunity to work with the top streamers. They can switch playing games. When something’s hot they can play that. When it falls off they can play something else and still reach their fanbase.

We have to be nimble. We have to be a part of it. We can’t just be a big, slow brand. We have to be able to act within the space at the pace it’s going.

Above: Social media multiplies the impact of esports marketing.Image Credit: Anheuser-Busch

GamesBeat: How do you find the right people in this business in order to do all those things fast? As you say, it’s fairly new still.

Barnes: The key thing for us is research. We like to make fact-based decisions. Of course we have to play in the margin of error, because it’s always changing so fast. We have to use good judgment. But we have a great team of agencies that support us on all our initiatives, help provide that research, help provide the insight on everything that’s going on.

GamesBeat: Is the team pretty large there, that focuses on esports?

Barnes: I lead it for Bud Light in the U.S. I’m supported by the brand team. They’re doing everything else. It’s a bit of a team effort internally. But then I also have my agencies that are more solely focused on esports. I have teams that are dedicated, that are experts in the space. They’re former gamers, former publishers. They offer the expertise and insight that can really help us to refine our strategy and act quickly.

GamesBeat: Do you happen to know Mark Friedler? He’s a long-time gaming person that just joined Anheuser Busch on the biz dev side for esports.

Barnes: I’ve had one call with Mark. He’s consulting with our ZX Ventures arm. Our ZX Ventures mission is to disrupt ourselves. What are these trends that could disrupt beer, and how do we essentially become a part of it before it can eat us alive? He’s consulting on the gaming aspect of that, because like I mentioned earlier, there’s not a ritual within esports like going to the bar on Sunday to watch the NFL. We’re looking at how we can bring these experiences, these rituals, into the U.S. gamer’s world.

GamesBeat: TopGolf is converting a lot of their bars into esports bars recently for local gatherings.

Barnes: Yeah, TopGolf is a great partner. Usually when they roll into town they become one of the top beer sellers in their market, because people really love the value proposition. If they continue to expand into esports or more VR types of activities, I consider that a win. They put their beverage venue at the top of the list for their priorities. It always helps us when we can help the category expand in this space.

GamesBeat: You have to think about a lot of different opportunities as far as how to get a win for a product.

Barnes: Definitely. What we’re seeing, this is such a digitally native, such an on-demand type of consumer. It’s different from who we try to reach with, say, Major League Baseball. There, you have an older fan. They skew to an age around 45. Gamers skew around 23. How beer comes to life for them is much different.

What we did two weeks ago for the Overwatch League homestand weekend in Los Angeles, we did a Drizly promotion targeting L.A. with one of the top players on the L.A. Valiant. Drizly is an online alcohol delivery service. We said, “Hey, L.A., you guys like tech. You don’t like doing things in person. But if you order Bud Light from Drizly, you’ll get the chance to not only get your beer, but your beer could be delivered by Custa from the L.A. Valiant, and he’ll give you VIP passes to the Bud Light Watchtower.”

Custa went out and delivered that beer to an unexpecting consumer. He’s from Australia, so he ended up what they call shooting the boot, shotgunning it out of a shoe. He did it with the consumer. Everyone had a great time. For us, that’s how we break through. We’re not going to be talking to the Valiant consumer in the way that they want to be reached. We want to be content creators, not content interrupters. We want to have them tune in to watch something because they think it’s cool — it’s their favorite player and their favorite team — rather than just serving them an ad on Twitch.

When you’re non-endemic you have to think much differently about the space. You have to find ways to offer value to the consumer while the endemic brands are doing it in a much different way.

Above: Influencers are part of the esports marketing plan.Image Credit: Anheuser-Busch

GamesBeat: What do you plan to talk about at Esports BAR in Miami?

Barnes: Stuart Saw and I are co-keynoting. Endeavor is our esports agency in the U.S. We have a lot of programs that we’ve developed together between Anheuser Busch and Endeavor. For a lot of it, it’s going to be talking about what we’re doing to reach consumers as a non-endemic brand. It’s exactly what we’ve talked about, but in more detail, with more videos and concrete examples that people can see, as well as some of the data.

By October we’ll have a lot of data for how this is working so far. We just ran our first social listening test, where we figured out that we’re now 70 percent of social share voice, which is huge for us. Consumers aren’t talking about beer brands because they want to. It’s because we’re offering something crazy and unique to them, something that gets them excited. They’re talking about this in their free time. It’s not just industry. We hope to have a lot more of those examples by then.

In addition, we’re hoping to have a very cool–it’s not fully finalized, but a very cool Overwatch League grand finals activation. We’re hoping to propel that message beyond what just core gamers and Overwatch League fans care about, but also transcend the message for the whole city of Philadelphia. Bud Light has a very rich history with Philadelphia, with things like the Philadelphia Eagles Super Bowl win, where we gave free beer to the city of Philadelphia. For this to come back to Philly, there’s a lot of excitement and a lot of cool things we’re planning. The Overwatch League finals are the week before Esports BAR, so we’re hoping to share a lot of cool things, and a full Overwatch League recap as well.

GamesBeat: Is your whole industry as active as you guys are, or do you feel like you’re ahead?

Barnes: We’re significantly ahead of our competitors. That’s where we want to be. We have much different approaches to esports. Our competitor, earlier in the year, their big esports moment of the year was announcing that they were turning a beer can into a controller. They had an event at E3 where the controller couldn’t connect to Bluetooth and no one could play.

We really try to stay clear, like I said, of being an endemic brand that will make your gameplay better. We want to be the beer for fans, the beer for casual gamers, and the beer for esports athletes when they’re not on the screen, so to speak. We want to play to our strengths. It’s just a much different approach.

Source: https://venturebeat.com/2019/09/05/why-anheuser-busch-is-pouring-beer-and-money-into-esports/

Esports Entertainment Group $GMBL – How the #Esports Industry Fares Against Traditional Sports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:29 AM on Thursday, September 5th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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  • In just a decade, electronic sports (eSports) has evolved from an underground culture into a mainstream industry worth billions of dollars today
  • The industry is growing at an explosive rate, and with major tech giants like Amazon and Google vying for a piece of the pie, the future of this industry is an exciting one.

How the eSports Industry Fares Against Traditional Sports

In just a decade, electronic sports (eSports) has evolved from an underground culture into a mainstream industry worth billions of dollars today.

The industry is growing at an explosive rate, and with major tech giants like Amazon and Google vying for a piece of the pie, the future of this industry is an exciting one.

It’s no surprise that eSports is often compared to its predecessor, traditional sports. However, eSports certainly has none of the typical confines of a traditional sport—so how does it compare in terms of audience size, market potential, and revenue?

An Equal Playing Field?

eSports is an umbrella term for competitions played on electronic systems, typically by professional video gamers—with the first competition dating back to 1972.

The 16 to 24-year-old audience has increased by 60% since 2017, fueling the rapid growth of this emerging industry. The global audience is expected to grow to 276 million by 2022, with League of Legends tournaments often boasting a higher viewership than some of the biggest U.S. leagues:

Cumulative Viewership (2017 finals)

  • NFL Super Bowl: 124 million viewers
  • League of Legends: 58 million viewers
  • MLB World Series: 38 million viewers
  • NBA Finals: 32 million viewers
  • NHL Stanley Cup Finals: 11 million viewers

While viewership can surpass that of well-known professional leagues, it doesn’t yet stack up in terms of monetization. That said, this aspect is now increasing enough to be seen as a threat to more traditional leagues.

How Much is eSports Worth?

According to Goldman Sachs, eSports will exceed $1 billion in revenue in 2019, and reach $3 billion by 2022. eSports creates the foundation for an entire ecosystem of opportunities, which include live-streaming, game development, player fanbases, and brand investments for sponsorship and advertising—where 82% of revenue currently comes from.

Although eSports under-indexes on monetization relative to the size of its audience, there is a huge opportunity for it to close the gap, given the predicted 35% compound annual growth rate (CAGR) for total eSports revenue between 2017 and 2022.

Getting Attention from the World’s Biggest Players

The success of eSports tournaments is attributed to live-streaming platforms. Amazon’s purchase of leading video-streaming site, Twitch, allowed Amazon to tap into the rapidly growing eSports audience, along with other live-streaming opportunities. Since the acquisition in 2014, the number of average viewers has doubled to 15 million, half of YouTube’s daily viewership.

Google, which lost the bidding war for Twitch, has recently made its own big move into gaming with cloud gaming service Google Stadia. Ultimately, the company hopes it will help keep live-streamers on YouTube instead of competing platforms.

The Future of eSports

Over time, eSports will tap into bigger advertising budgets, and reach national, regional, and global levels, as traditional sports are able to. eSports will also be a medal event in the 2022 Asian Games, which could pave the way for full Olympic status.

As a whole, eSports is starting to seriously compete with the big leagues. With a massive worldwide appeal, passionate fans, and billion-dollar revenues, the industry is only beginning to take flight.

The debate however, is not around the battle between eSports and traditional sports. It is around the shift to celebrating a culture that is completely virtual, over one that is physical—which has much bigger implications.

Source: https://www.visualcapitalist.com/how-the-esports-industry-fares-against-traditional-sports/

Esports Entertainment Group $GMBL Engages Partis Solutions for #iGaming Mergers And Acquisitions Advisory #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:08 AM on Thursday, September 5th, 2019
  • Engaged Partis Solutions Limited as the Company’s iGaming Mergers and Acquisitions Advisor
  • Esports Entertainment Group has an interest in acquiring one or more successful iGaming operators to help accelerate its growth by expanding its reach in the regulated iGaming markets
  • In addition, the Company has an interest in acquiring established leading B2C iGaming brands that can help accelerate growth, as well as, expand the Company’s global reach.

BIRKIRKARA, Malta, Sept. 05, 2019 — Esports Entertainment Group, Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce the Company has engaged Partis Solutions Limited (“Partis Solutions”) as the Company’s iGaming Mergers and Acquisitions Advisor. Partis Solutions, part of the Conexus Group, is a global leader in the provision of corporate services to the interactive gaming & gambling industry.

Esports Entertainment Group has an interest in acquiring one or more successful iGaming operators to help accelerate its growth by expanding its reach in the regulated iGaming markets.

In addition, the Company has an interest in acquiring established leading B2C iGaming brands that can help accelerate growth, as well as, expand the Company’s global reach.

Robert Dowling, Managing Director of Partis Solutions stated, “Esports Entertainment Group is well positioned to take advantage of opportunities in the huge but highly fragmented iGaming market and we look forward to supporting them in their growth efforts.”

Grant Johnson, Chief Executive Officer stated, “Rob and his team at Partis Solutions have years of iGaming M&A experience and extensive industry contacts. We are excited to have the opportunity to work together.”

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup

RedChip investor relations Esports Entertainment Group Investor Page: 
http://www.gmblinfo.com

ABOUT PARTIS SOLUTIONS

Partis Solutions is a global leader in the provision of corporate services to the Interactive Gaming & Gambling industry. We deliver strategic consulting, outsourcing and brokerage solutions to a diverse portfolio of international clients from across the sector. As part of the Conexus Group, Partis Solutions is uniquely positioned to leverage over a decade of collective market intelligence and industry understanding to provide tailored solutions that support the growth aspirations and strategic choices of our customers. Partis Solutions operates a business brokerage that utilizes over a decade of global intellectual property to provide transactional services for mutually interested parties within the Interactive Gaming & Gambling Industry. We are able to harness our industry knowledge and a network of carefully selected introducers to match parties interested in purchasing or disposing of companies or assets. The Conexus Group consists of a diverse group of companies including Partis Solutions and its sister companies, Pentasia, the iGaming Academy and Marden Executive Search. For more information visit www.partissolutions.com/

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds 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 and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance
+356-2757-7000 (Malta)
[email protected]

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

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

Esports Entertainment Group $GMBL – Esports Regulatory Congress to host event in Barcelona $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:57 PM on Tuesday, September 3rd, 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 Regulatory Congress to host event in Barcelona

  • The event will provide opportunities for networking with prominent industry figures and is said to be the first international esports regulations event.

Logo credit: Esports Regulatory Congress

The Esports Regulatory Congress will bring together more than 200 participants to get involved in discussions and debates, and to develop a consolidated set of rules for the industry. Spanning over two days, there will be over 20 keynotes & panels and over 30 speakers.

Among those speaking are Anna Baumann, Managing Director of Rogue, Chester King, CEO of British Esports Association, Saeed Sharaf, CEO of Esports Middle East, and Andy Miah of University of Salford.

Topics that will be discussed on the first day include:

  • The future of esports
  • Governmental recognition of esports
  • Investments in esports
  • The protection of esports ingretity
  • Collegiate esports
  • Education, scholarships, and certification in esports
  • The protection of intellectual property
  • Top esports players & influencers and their responsibilities
  • Race and gender equality in esports
  • Communication and collaboration with game publishers

The second day will include the following:

  • Sponsorship and advertisement in esports
  • Legal relations between athletes, organisations, authorities
  • Monetisation in esports and video games
  • Safety and security
  • The rise of esports arenas

In attendance will be esports federations, governing bodies and media representatives, politicians, legal professionals, athletes, and other figures that work within the industry.

The Esports Regulatory Congress is shaping up to be an event you can’t miss if you want to be in the same room as the above and want to learn more about the industry and its most pressing topics.

Source: https://esportsinsider.com/2019/09/esports-regulatory-congress/

Esports Entertainment Group $GMBL – #Mobile #Esports grossed $15.3 billion worldwide last year $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:22 AM on Friday, August 30th, 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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Mobile esports grossed $15.3 billion worldwide last year

  • Mobile esports industry has generated $15.3 billion in revenue last year.
  • Market intelligence firm predicts that mobile gaming is the fastest-growing sector when it comes to the global esports scene.

By Varun Parashar

Niko Partners is a market research and consulting firm based in Asia, which specializes in the sector of gaming and esports. According to their most recent 45-page report, the Mobile esports industry has generated $15.3 billion in revenue last year. The market intelligence firm predicts that mobile gaming is the fastest-growing sector when it comes to the global esports scene. This means that we can expect massive regional as well as global mobile esports tournaments coming our way in the upcoming years.

The steep climb in numbers remains constant when it comes to the number of players who are now engaging in mobile games because most of the popular titles are free to play and can be accessed easily as all you need is a mobile phone and an internet connection. Pc and console gaming involves comparatively more number of variables than mobile gaming which makes up for the major reason why people are looking up to playing mobile games on a competitive level as well.

“Mobile esports tournaments will engage consumers not only as spectators but as participants,” said Niko Partners managing partner Lisa Hanson.

Based on statistics, China is the largest market for both mobile and PC esport games, accounting for $5.6 billion and $6.4 billion respectively. League of Legends remains the leading PC esport game, having grossed $1.9 billion last year down from $2.1 billion the year prior. Most of us are aware of how popular this game is owing to its twitch viewership counts which remain at an all-time high except times when major events are taking place. Despite being the most viewed and the highest revenue-generating game on Pc, Riot Games’ MOBA falls short in front of Tencent’s mobile title Arena of Valor which grossed $2.5 billion in 2018. When it comes to PC, the most popular esports titles are League of Legends, Dota2, Counter-Strike Global Offensive, Fortnite and so on. But the mobile gaming world is fighting back with well-established titles like PUBG Mobile, Arena of Valor, Clash Royale, Brawl Stars, Mobile Legends and many more anticipated titles like Call of Duty awaiting their global release. 

The healthy competition between PC/Console gaming and Mobile gaming brings only good news to the community as the entire scene is growing and more people, organizations and nations are getting involved, hence it only gives us confidence when we tell it to the world that Gaming is the next big thing!

Source: https://www.talkesport.com/business/mobile-esports-grossed-15-3-billion-worldwide-last-year/