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Esports Entertainment Group $GMBL Opens New Global Headquarters In Malta, Hires Two Key Executives $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:36 AM on Thursday, January 3rd, 2019
  • Announced the hiring of two key executives and the opening new global headquarters in Malta.
  • Malta was chosen due to its strategic location within the European Union, as well as, access to a highly educated and multi-lingual workforce, especially in the fields of online gambling. 

BIRKIRKARA, Malta, Jan. 03, 2019 — Esports Entertainment Group, Inc. (GMBL:OTCQB) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the hiring of two key executives and the opening of our new global headquarters in Malta.

Malta was chosen due to its strategic location within the European Union, as well as, access to a highly educated and multi-lingual workforce, especially in the fields of online gambling.  The Malta office launch includes two (2) key executive hires and will serve as the new global headquarters of the Company, with additional personnel expected to be added through 2019 as the Company ramps up development of its esports betting operations through vie.gg, the world’s first and most transparent esports betting exchange.

NEW ADDITIONS TO EXECUTIVE TEAM

The Company is pleased to announce the hiring of the following two key executives:

Adrien J. Lefèvre – Chief Risk & Compliance Officer

Adrien has served as a Compliance Officer, including Regulatory Compliance Officer and Money Laundering Reporting Officer in the gaming industry since 2015, including his most recent position with The Multi Group Ltd.  He will be responsible for creating an integrated risk framework, assess risk, quantify risk limits, develop plans to mitigate risks and manage any new license applications in any regulated jurisdictions.  His extensive experience at all levels of compliance will be invaluable as Esports Entertainment Group pursues additional gambling licenses in 2019 to further strengthen its market position and rapidly expand into new geographic regions.

Jenny Pace – Head Of Payments

Jenny has specialized in payments processing for almost 25 years, including her most recent position as Country Manager and Director of Western Union Business Solutions in Malta since 2009, where she maintained full leadership and operational control.  Her list of responsibilities will be extensive, including but not limited to, managing our relationships with banks, credit card companies and payment processors, as well as, insuring vie.gg provides its players with the most up to date payment options. Given the speed at which the payments world is changing, her extensive payments experience and industry relationships will be critical to the success of Esports Entertainment Group.

Grant Johnson, CEO of Esports Entertainment Group, stated, “The opening of our Malta office and the addition of our newest executives is a new milestone for Esports Entertainment Group. Malta is a full EU member nation that provides greater resources and the infrastructure necessary to continue our growth.  The addition of Jenny and Adrien significantly strengthens our regulatory and operational expertise.”

ABOUT VIE.GG

vie.gg offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding jurisdictions that prohibit online gambling. vie.gg features wagering on the following esports games:

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

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

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

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. 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 licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, Curacao 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
1-268-562-9111
[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 – Ninja made almost $10 million in 2018 with #Fortnite #Esports $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:52 AM on Wednesday, January 2nd, 2019
SPONSOR: Esports Entertainment $GMBL Connecting global leading educators to the mass population of India. BetterU Education has ability to reach 100 MILLION potential learners each week. Click here for more information
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Ninja made almost $10 million in 2018 with Fortnite

He also made more than $500,000 “on a good month” of 2018.

  • Ninja is used to working in quantities of 10 million at this point. He became the first Twitch streamer to reach that number of followers in the platform in early August 2018, and has since amassed 2.8 million more.
  • He also has 20 million YouTube subscribers and said he has 60,000 Twitch subscribers in a recent video for Wired.

Bhernardo Viana

Screengrab via Ninja

Fortnite streamer and gaming star Tyler “Ninja” Blevins earned almost $10 million in 2018, he told CNN reporter Dave Briggs.

The streamer also said he loses “tens of thousands of dollars” when he’s not streaming, and that he earns “a lot more” than $500,000 “on a good month.” Ninja’s interview was published on Dec. 31, which makes these values the most accurate to assess the streamer’s financial success in 2018.

Ninja said most of the revenue he gets from streaming comes from ads, like the ones he rolls or the brands he shows on screen when he’s live playing the game. His monthly revenue also takes Twitch subscriptions into account, which vary between $4.99 to $24.99 per subscriber depending on how much each one chooses to pay every month.

Ninja is used to working in quantities of 10 million at this point. He became the first Twitch streamer to reach that number of followers in the platform in early August 2018, and has since amassed 2.8 million more. He also has 20 million YouTube subscribers and said he has 60,000 Twitch subscribers in a recent video for Wired.

Ninja’s earnings are a consequence of his ever-increasing popularity. He streamed Fortnite in Times Square for the ball drop on New Year’s eve, went to several TV shows in the second half of 2018, and shattered a Twitch concurrent viewers record on an individual channel when streaming with rapper Drake.

Ninja refrained from detailing how much he makes from every source of revenue he has today, but he said he has to be constantly streaming to avoid losing viewers, subscribers, and money as a consequence. 

He told CNN he streamed nearly 4,000 hours of Fortnite in 2018. 

Ninja’s earnings and popularity are still dependent on Fortnite’s popularity since it’s the only game he’s been streaming. Regardless of what the future holds for Ninja, he’s one of the most financially successful Twitch streamers of 2018.

Source: https://dotesports.com/culture/news/ninja-made-almost-10-million-in-2018-with-fortnite


ThreeD Capital Inc. $IDK.ca – #MIT Technology Review: #Blockchain Will Become Normalized in 2019 $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 9:09 AM on Wednesday, January 2nd, 2019

SPONSOR: ThreeD Capital Inc. (IDK:CSE) Led by legendary financier, Sheldon Inwentash, ThreeD is a Canadian-based venture capital firm that only invests in best of breed small-cap companies which are both defensible and mass scalable. More than just lip service, Inwentash has financed many of Canada’s biggest small-cap exits. Click Here For More Information.

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  • Even as the hype surrounding blockchain reportedly subsides, it argues that their offerings of regulator-approved infrastructure for crypto are a major watershed in the sector becoming mainstream.
  • A further example, the Review continues, is the improvement in smart contract technology that will enable its use in multiple legal contexts — making the crypto adage “code is law” one step closer to becoming an accepted reality.

News

MIT Technology Review has published an article today, Jan. 2, arguing that 2019 is the year in which blockchain will become mundane. The Review is a magazine that is independent but wholly-owned by the United States Massachusetts Institute of Technology (MIT).

The article gives a laconic overview of its take on the recent history of blockchain, claiming that the technology was “a revolution that was supposed to disrupt the global financial system” in 2017, but that it was a disappointment in 2018 — in light of the significant decline in the valuations of virtually all blockchain-based crypto assets and currencies.

Nonetheless, the Review argues, on the cusp of the new year, many “innovative-sounding projects are still alive and even close to bearing fruit.” Together with several large corporations’ plans to launch major blockchain-based projects this year, 2019 is thus reportedly set to be “the year that blockchain technology finally becomes normal.”

As an example of the impending transformation of the sector, the Review cites the forthcoming entries of stalwart Wall Street players such as New York Stock Exchange (NYSE) owner Intercontinental Exchange (ICE) and investment giant Fidelity into the cryptocurrency business.

Even as the hype surrounding blockchain reportedly subsides, it argues that their offerings of regulator-approved infrastructure for crypto are a major watershed in the sector becoming mainstream.

A further example, the Review continues, is the improvement in smart contract technology that will enable its use in multiple legal contexts — making the crypto adage “code is law” one step closer to becoming an accepted reality.

The article’s final argument is that this normalization of the technology and the sector will entail a significant reshaping of the ideology that gave cryptocurrencies and blockchain their first impetus. Crypto’s roots as an anti-government movement is being upended, the article claims, by the advent of national cryptocurrencies — whether they be Venezuela’s already-launched controversial oil-backed cryptocurrency the Petro, or other states’ plans for their own state-backed coins.

A further example given is the endorsement of exploring the case for central bank-backed cryptocurrencies (CBDCs) by International Monetary Fund (IMF) head Christine Lagarde this fall.

Almost one year ago, in mid-January 2018, Cointelegraph published an analysis of the heat surrounding the blockchain revolution — encapsulated by the lucrative possibilities of businesses using the tech as a buzzword in their name to cash in on the over-hyped market.

Source: https://cointelegraph.com/news/mit-technology-review-blockchain-will-become-normalized-in-2019

ThreeD Capital Inc. $IDK.ca – #SaaS In #Blockchain $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 10:27 AM on Friday, December 28th, 2018

SPONSOR: ThreeD Capital Inc. (IDK:CSE) Led by legendary financier, Sheldon Inwentash, ThreeD is a Canadian-based venture capital firm that only invests in best of breed small-cap companies which are both defensible and mass scalable. More than just lip service, Inwentash has financed many of Canada’s biggest small-cap exits. Click Here For More Information.

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  • Do you know that Gartner has predicted that “Blockchain’s business value-add will grow to slightly over $360 billion by 2026, then surge to more than $3.1 trillion by 2030”?

Neeraj Sabharwal

Technologist at Xavient and hands-on leader with cloud and big data expertise. Exploring blockchain solutions.

I know that most of you have probably heard initial coin offerings and cryptocurrencies. But what about enterprise blockchain?

ICOs have made a significant impact — both in a positive sense and in a negative one — across several industries thanks to blockchain. The positive impact comes in the form of raising awareness about blockchain technology, and the negative side of things stems from the misguided conflation of blockchain and cryptocurrency. 

Do you know that Gartner has predicted that “Blockchain’s business value-add will grow to slightly over $360 billion by 2026, then surge to more than $3.1 trillion by 2030”?

In a sense, we as technologists are betting on the future, and based on my experience in the blockchain industry, there is a need for a product or software to help businesses to get ready for a better future by increasing revenue on their investments and reducing cost to deploy smart contracts.

We are almost to 2019, and what’s the story now?

According to Accenture research, 2015 was the year of blockchain exploration and investment, which led to early adopters embracing the technology in 2016 and 2017.

Accenture’s prediction is that from 2018 to 2024, there will be significant growth, as we will see more validated information from lessons learned and new use cases, better software, service providers and accurate clarity on all the hype of cryptocurrency. Maturity in regard to blockchain adoption will kick in by 2025.

There is a need of simplicity when it comes to any new technology, and I believe that once we have a simpler approach to deploy smart contract and blockchain then it can open the door to more opportunities.

It’s also why I believe one of the top trends in 2019 to watch for is blockchain as a service. Companies like Amazon, IBM and Microsoft stand to benefit from the potential widespread adoption of blockchain, indicating that big players are likely working on figuring out the true implementation of blockchain as an enterprise solution.

Also, there are lots of companies, particularly in the financial sector, that have already either created their own blockchain projects or are invested in blockchain startups. Visa, for example, released its B2B Connect platform earlier this year to facilitate cross-border business-to-business (B2B) payments via blockchain. And Goldman Sachs and JPMorgan are among a group of companies that have invested $32 million in enterprise blockchain startup Axoni.

So what exactly is blockchain as a service?

It’s a platform that comprises multiple blockchain technologies and enables developers to write and execute smart contracts without spending time on deploying and managing the blockchain. To understand this in detail, let me draw a picture for all of you to understand how blockchain as a service and smart contract as a service can enable businesses to use blockchain.

Let’s look at health care as an example, where you may just want to share patient information between various health care providers. So, let’s say in this context your application is based on exchanging patient information between hospitals, insurance companies and pharmacies. Your traditional application connects to software that provides a blockchain-based gateway that lets you store and process information from blockchain in the form of blockchain as a service, which can then lead to the idea of smart contract templates. I won’t go into the details of the smart contract, but just to provide some background: A smart contract is a piece of code that runs on blockchain and executes various business rules and logic to make sure that only relevant information is being processed and exchanged. Also, if there is a need of any checks or validations on the information before it’s being published, then smart contract provides that, too.

There are a couple of options to get started with BaaS and SCaaS. You can either build a blockchain team or center of excellence and create your own BaaS or you can leverage cloud-based solutions, such as Microsft Azure, AWS or IBM. As of writing this article, Google is a little behind with its own offerings, but nevertheless, it too has its own blockchain initiative.

There are also various startups that are based on their own version of blockchain as a service that use technologies covered either by the above-listed cloud vendors or uses open source technologies.

While blockchain is still a nascent technology, that doesn’t mean enterprises aren’t looking for ways to put it to good use. I think you can expect to see more blockchain-as-a-service offerings in 2019.

Source: https://www.forbes.com/sites/forbestechcouncil/2018/12/28/saas-in-blockchain/#10ba1f2d2e1f

CLIENT FEATURE: CardioComm Solutions, Inc. $EKG.ca – The heartbeat of Cardiovascular Medicine and Telemedicine

Posted by AGORACOM-JC at 2:21 PM on Thursday, December 27th, 2018
EKG: TSX-V

The heartbeat of cardiovascular medicine and telemedicine

  • Specializing in the software engineering of computer based electrocardiogram (heart monitoring) management and reporting software
  • Software permits physician interpretations of ECGs and supports private and public payer fee-for-service billings
  • ECGs are electrical recordings of the heart and performing an ECG is one of the most common diagnostic tests performed
  • Successfully launched technologies that enable the use of new medical devices and communication portals utilizing internet and cellular based technologies for the recording, transmission and viewing of ECGs

Recent Highlights

CardioComm Solutions’ HeartCheck(TM) CardiBeat and Smart Phone App Enter Final Stage of FDA 510(k) Review Read More

  • Market Release of HeartCheck(TM) CardiBeat and GEMS(TM) Mobile Application Set For Early 2019
  • Completed its response to the USA Food and Drug Administration for additional information following the Company’s filing of its premarket notification 510(k)
    • Class II medical device clearance application for the HeartCheck™ CardiBeat and GEMS™ Mobile Application
  • HeartCheck™ CardiBeat is the second of several planned Bluetooth-enabled ECG recording devices to be marketed by the Company

Launched 12-Lead ECG Smart Wearable Garment Monitoring Solution Read More

  • Announced joint partnership sales plans for the commercial launch of its newest software release designed to support an innovative and easy to use wireless, 12 lead ECG, vital signs, arrhythmia and ischemia monitoring wearable smart garment manufactured by Israel-based HealthWatch Technologies Ltd.

Company to Receive Royalty Payments from Biotricity Read More

  • Confirmed progress on a royalty licencing agreement with Biotricty Inc.
  • Royalty payment phase became active following confirmation that all necessary clearance and software development pre-conditions have been achieved
  • Royalty fees are due from the use of the ECG software Cardiocomm developed, or any derivative products, on a per patient monitored basis

First Company to Receive Approval for ECG Product Sales Direct to Consumers Read More

  • CardioComm was the first company to be approved to sell an ECG product directly to consumers in North America as evidenced by OTC Class II medical device clearances by both the United States Food and Drug Adminstration and Health Canada in 2012
  • HeartCheck ECG PEN is currently available for OTC sales on the shelves of Canadian pharmacy chain Shoppers Drug Mart.

Completed HeartCheck(TM) Clinical Validation for Long-Term, Self-Managed, Remote Monitoring of Atrial Fibrillation Patients Post-Ablation Read More

  • Moved into routine clinical use following completion of a long-term, remote arrhythmia monitoring pilot in high risk patients.
  • PACE cardiologists have been prescribing use of the HeartCheck™ ECG PEN and ECG Handheld Monitor to their patients to provide up to one year of enhanced remote patient monitoring for arrhythmias in addition to use of conventional but term-limited Holter and event monitoring.

Products

HeartCheck™ Pen

The HeartCheck™ PEN handheld ECG device is the only device of its kind cleared by the FDA for consumer use.


✓ Monitor For Arrhythmias Anywhere
✓ Web Access to a Qualified Physician
✓ No Prescription Required

 
The pocket-sized PEN allows you to take heart readings from anywhere, the moment symptoms appear.

The HeartCheck™ ECG Device

The FDA-cleared HeartCheck™ ECG device is portable, easy to use and can store up to 200 thirty second ECG readings.

Whether at home, the gym or at the office, the HeartCheck™ ECG Device with SMART Monitoring can help detect and monitor arrhythmias from wherever you are.  

  Features & Benefits
✓ SMART Monitoring ECG Interpretations
✓ Cleared by the Food and Drug Administration (FDA)
✓ Easy to use
✓ Accurate heart readings in only 30 seconds
✓ Store up to 200 ECGs

Company Accolades

CLIENT FEATURE: Tartisan Nickel $TN.ca Kenbridge Property Hosts M&I Resource of 7.14 Million Tonnes at 0.62% Nickel, 0.33% Copper

Posted by AGORACOM-JC at 1:32 PM on Thursday, December 27th, 2018

Investment Highlights

  • Kenbridge property has a measured and indicated resource of 7.14 million tonnes at 0.62% nickel, 0.33% copper
  • 17.5 (21.8 fully diluted) percent equity stake in Eloro Resources and 2 percent NSR in their La Victoria property

Kenbridge Ni Project (ON, Canada)

  • Advanced  stage  deposit  remains open  in  three  directions,  is  equipped with a 623m  deep  shaft  and  has  never  been  mined. 
  • Preliminary  Economic Assessment completed and updated returned robust project 
    economics and operating costs including  a  NPV  of  C$253M  and  cash costs of US$3.47/lb of nickel net of  
    copper credits.
  • Plans for Kenbridge include updating PEA, advancing the project through to feasibility and exploring the open mineralization at depth

FULL DISCLOSURE: Tartisan Nickel Corp. is an advertising client of AGORA Internet Relations Corp.

Esports Entertainment Group $GMBL – From #MichaelJordan to #Drake: The athletes and celebs who invested millions in esports in 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 12:57 PM on Thursday, December 27th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
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  • In case you missed it, esports are big business now and competitive gamers spent 2018 continuing to capture the attention (and the money) of the traditional sports world.

Tom Huddleston Jr

Rapper Drake greets Golden State Warriors star Stephen Curry following an NBA game in 2015. Dave Sandford | NBAE via Getty Images

In case you missed it, esports are big business now and competitive gamers spent 2018 continuing to capture the attention (and the money) of the traditional sports world.

The esports industry is on pace to bring in more than $900 million in revenue this year, and that number could reach as high as $2.4 billion by 2020, according to gaming research firm Newzoo. Competitive gaming has taken such a leap into the mainstream in recent years that even Wall Street giant Goldman Sachs is following the industry’s growth, with the firm recently predicting that, by 2022, the audience for esports will grow to 276 million people, putting it on par with the most popular traditional sports, including the NFL.

Unsurprisingly, the rapid growth of esports, and the vast amounts of money and exposure at stake, has attracted a great amount of interest from investors who want to get in on the action. Even before this year, several big names were already investing in esports companies and teams, including celebrities and athletes from traditional sports. Among them: Mark Cuban, NBA Hall of Famer Shaquille O’Neal, former MLB star Alex Rodriguez, high-profile NFL owners Robert Kraft and Jerry Jones, and celebrities like Ashton Kutcher, Tony Robbins, and Jennifer Lopez.

Those athletes, team owners and celebrities helped pave the way for more big names to join the ranks of esports investors in 2018, when everyone from Michael Jordan to Drake was looking to pump more money into the industry.

Here’s a look at some of the biggest athletes and celebrities who invested in esports in 2018: Michael Jordan

Jordan is a basketball legend and the current principal owner of the NBA’s Charlotte Hornets. With a fortune that Forbes estimates is worth nearly $1.7 billion, Jordan is an active investor in the worlds of sports and technology. He owns a minority stake in the MLB’s Miami Marlins and, in the past two years, he’s invested in tech startups like smart headphones company Muzik and Gigster, the online platform for freelance web designers.

In October, Jordan took his first leap into the world of esports by leading a group of investors that put $26 million into the competitive gaming company aXiomatic Gaming, which owns the popular esports organization Team Liquid. (Jordan isn’t even aXiomatic’s only NBA connection, as the company’s co-executive chairman is Ted Leonsis, owner of the Washington Wizards, one of the teams Jordan played for during his NBA career.)

Jordan called esports “a fast-growing, international industry” in a statement at the time of his investment. Drake

Drake gave away the entire $1 million budget for his new music video

The Canadian rapper (whose real name is Aubrey Graham) is not only a Grammy-winning and charts-topping recording artist, he’s now also the co-owner of an esports team. In October, Drake teamed up with Scooter Braun (the Hollywood manager who represents stars like Justin Bieber and Ariana Grande) to invest an undisclosed amount of money in the esports organization 100 Thieves. With their investment, Drake and Braun also became co-owners of 100 Thieves, which fields esports teams that compete in games like “Call of Duty” and “League of Legends.”

Drake is no stranger to the gaming community, either. The rapper made waves in March, when he played “Fortnite” online with the massively popular gaming streamer Tyler “Ninja” Blevins — a live-streamed pairing that attracted more than 635,000 concurrent viewers on the Amazon-owned video game streaming platform Twitch. Stephen Curry and Andre Iguodala

Golden State Warriors teammates Stephen Curry (L) and Andre Iguodala (R) high-five during a December 2018 game. Scott Cunningham | NBAE via Getty Images

Curry might be a two-time NBA MVP, but his Golden State Warriors teammate, Andre Iguodala, is the team’s star when it comes to investing in startups. Iguodala, who Fast Company referred to as “the NBA’s ambassador to Silicon Valley,” has invested in tech startups like direct-to-consumer mattress company Casper while introducing his teammates to Silicon Valley bigwigs like Salesforce CEO Marc Benioff and venture capitalist Mary Meeker.

So, it’s no surprise that Iguodala and Curry both got involved in esports together for the first time in 2018. In July, the pair was part of a group that invested $37 million in the esports organization TSM, which was founded by 26-year-old gamer Andy Dinh and fields competitive gaming teams for games like “League of Legends” and “Fortnite.” Steve Young

Hall of Fame quarterback Steve Young. Leon Halip | Getty Images

NFL Hall of Fame quarterback Steve Young was also in on the $37 million TSM investment alongside Curry and Iguodala. (TSM said part of the funding it raised in July will go toward building a new 15,000-to-20,000-square-foot esports facility in Los Angeles.) Young is a prolific investor among ex-athletes, as the former 49ers star is a managing director of private equity firm HGGC, which oversees over $4 billion in investments. Sean “Diddy” Combs

Sean Combs is a rapper, known variously as Puff Daddy, P. Diddy, Diddy, Puff and Puffy. He was born in Harlem and raised by his mother, a schoolteacher living in public housing. , and the family relocated to Mount Vernon, just outside of the Bronx.Combs attended Howard University in Washington ,  D.C, while simultaneously interning at Uptown Records in New York City. The internship won out, and he dropped out of college to focus on Uptown, where he was instrumental in developing such R&B artists Getty Images

The rapper formerly known as Puff Daddy and P. Diddy jumped aboard the esports trend in November, when Combs joined a group of investors that provided $30.5 million in funding to PlayVS. Based in Los Angeles, PlayVS is an esports league that partners with high schools around the US to create an infrastructure that allows high school students to represent their schools in esports competitions while trying to land some of the growing number of collegiate scholarships now available for competitive gamers. Combs served as an angel investor in the funding round for PlayVS.

The November fundraising round actually came on the heels of a $15 million investment in PlayVS that the esports league picked up in June from a group of investors that included the San Francisco 49ers, Twitch co-founder Kevin Lin, and professional athletes such as former NBA player Baron Davis and Los Angeles Chargers player Russell Okung. Kevin Durant

 Kevin Durant #35 of the Golden State Warriors  Gregory Shamus via Getty 

Much like some of his Golden State Warriors teammates (Curry and Iguodala, above), Durant is an active investor in Silicon Valley startups. In fact, when Durant left Oklahoma City to sign with the Warriors in 2016, he also launched the Durant Company, his own personal startup for managing his tech industry investments, which include scooter company Lime and Postmates.

In February, Durant added an esports venture to his growing investment portfolio when he joined a group that invested $38 million in Vision Esports, an esports investment fund and management company co-founded by former NBA player and actor Rick Fox, MGM Resorts executive Chris Nordling, and the NHL’s San Jose Sharks minority owner Stratton Sclavos. Vision Esports owns the esports team Echo Fox as well as esports content creator Vision Entertainment and the video game record-tracking site Twin Galaxies. Other investors in Vision Esports include the New York Yankees, the St. Louis Cardinals, and Durant’s business partner, Rich Kleiman. Odell Beckham Jr.

Odell Beckham Jr. of the New York Giants Getty Images

The All-Pro New York Giants wide receiver also joined Durant in contributing to the $38 million fundraising round for Vision Esports in February. Beckham, who signed a record-breaking $95 million deal with the Giants in August, says he has been an avid gamer since childhood, and he even faced off against rapper A$AP Rocky in a marketing stunt for EA Sports’ “Fifa 19” recently.

Source: https://www.forbes.com/sites/oracle/2018/12/19/2018-the-year-the-database-went-autonomous/#28e2762b6bdc

Betteru Education Corp. $BTRU.ca – Education A Necessity To Reduce Unemployment #Edtech $ARCL $CPLA $BPI $FC.ca

Posted by AGORACOM-JC at 9:52 AM on Thursday, December 27th, 2018
SPONSOR:  Betteru Education Corp.Connecting global leading educators to the mass population of India. BetterU Education has ability to reach 100 MILLION potential learners each week. Click here for more information.
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  • Education in India is a dire need to help reduce unemployment and increase economic activity in the country.
  • The setting up of physical schools is a time taking and expensive process, thereby slowing down the pace of eradicating education gap.

Online learning reduces dropouts as its more engaging, interesting and makes students more familiar with using computers

26 December, 2018 by Rajguru Tandon

A learning crisis in India seems imminent even as educational reforms surge ahead. Provision of schools does not guarantee the availability of necessary facilities in schools. The gap is still wide when compared to the enrolment of children in the school and learning outcome.

Captain Indraani Singh, Founder, and CEO, Literacy India talks about online education in India, technological advancements and Literacy India helping out students with the educational program. 

How can online education transform the Indian education sector?

Education in India is a dire need to help reduce unemployment and increase economic activity in the country. The setting up of physical schools is a time taking and expensive process, thereby slowing down the pace of eradicating education gap. While online education helps to reach more students in the least amount of time and is not expensive either. Therefore, online education can increase the speed of education in our country where digitization is spreading rapidly as well.

Besides, online learning enables students to engage with the subject matter, interact with course videos and learn at their own pace, which also reduces dropouts as its more engaging, interesting and makes students more familiar with using computers. On the other hand, it allows teachers to assign, monitor and evaluate coursework remotely, apart from highlighting the areas of students which need improvement.

How does Literacy India help drop-out students in the transition to education?

Literacy India’s technology-enabled remedial education program Gyantantra Udbhav has helped mainstream thousands of drop-out students. The program essentially enables these drop-out students who do not respond well to the confines of traditional classrooms and experience lack of access to education. The education program combines practical, intellectual and social attributes to create composite learning modules to help students complete school curriculum till Class 5. Embedded with an interactive multimedia interface, the modules are designed with a systematic instructional approach that makes learning fun, even for those who lack basic reading and writing skills. The tool tracks minimum levels of learning based on assessments and outcomes. Once students complete the program, they are eligible to join any other government school. 

How AI is being used in the system?

Gyantantra Udbhav is an interactive multimedia interface, which includes modules designed with a systematic instructional approach that makes learning fun, even for those who lack basic reading and writing skills. The tool tracks minimum levels of learning based on assessments and outcomes. It leverages gaming technology embedded with cartoon characters thereby ensuring effective retention of the information. As such the program is customized to bridge the learning gap which is of common existence among this set of children, who either are out-of-school or in-school children faltering on fundamental concepts. Understandably, technology and innovation with its various verticals such as IoT and AI have the ability to ably support the education mediums and increase efficiency and productivity of those involved like these children. Thus, it is with the integration of such new age technologies like artificial intelligence, machine learning or virtual reality that the learning experience will be more interactive and personalized thereby enhancing and improving access to education and learning.

Can technology improve engagement and result in better learning outcomes?

The most obvious benefit of technology run education is that it is subjective to the learner’s ability and level. Through virtual interactive engagement, it teaches students with different speeds depending on their backgrounds and more importantly different starting points. Also, technological education platform is cost-effective and time-efficient and is flexible to the needs of every single student— be it on-the-go, class of one, on-demand, gamified or crowdsourced.

 How can online education impact India’s education and development landscape?

Education is an important part of a country’s growth and development. It is not only about employment but also empowerment. Education serves as the front-runner in transforming the society, economy, and polity for better. Accompanied with technological advancements, that is online education, is then a game changer for a nation like India, which has an enormous population, with approximately 28 percent of children in the age group 0-14. Gyantantra program has been conceived to meet these very needs of the country, that is mass education and creating awareness about social and economic identity in a world marked by technological innovation. Ultimately, the future of education is to converge into the India’s new economy, which notably is fast on track to digitization. Online learning is then a natural step for the future generations and workforce in order to survive future technological disruptions.

Source: http://www.businessworld.in/article/Education-A-Necessity-To-Reduce-Unemployment-/26-12-2018-165553/

ThreeD Capital Inc. $IDK.ca – 2019: The Year Blockchain Begins Finance’s Great Unbundling $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 9:06 AM on Thursday, December 27th, 2018

SPONSOR: ThreeD Capital Inc. (IDK:CSE) Led by legendary financier, Sheldon Inwentash, ThreeD is a Canadian-based venture capital firm that only invests in best of breed small-cap companies which are both defensible and mass scalable. More than just lip service, Inwentash has financed many of Canada’s biggest small-cap exits. Click Here For More Information.

Idk large
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  • Blockchain has already started to level the playing field by disrupting correspondent banking and democratizing payments.
  • In 2019, blockchain will start to move beyond payments and will begin to unbundle securities, loans and other derivative financial products. Companies like Securitize*, Dharma, Dydx, Compound Finance and The Ocean are all interesting companies working on the next phase of Decentralized Finance (DeFi).

Asheesh Birla Dec 27, 2018 at 10:00 UTC

Asheesh Birla is senior vice president of product at Ripple.

The following is an exclusive contribution to CoinDesk’s 2018 Year in Review

Industries across the board – from cable companies to grocery stores – are desperately trying to hold on to their most prized possession: the bundle. The conventional wisdom goes “if you control access and distribution then consumers have little choice to go anywhere else.”

Unfortunately for sleepy incumbent bundlers, we’ve seen companies like Netflix and Amazon unbundle nearly every part of our lives. The same is now underway in crypto and finance, where some of the largest financial institutions are seeing their bundles face serious headwinds.

As the unbundling picks up in 2019, I expect it create opportunities for smart blockchain companies that can find their niche and be successful. But with that opportunity also comes great risk. If entrepreneurs and builders get over their skis or promise too much – like many did in early 2018 – they risk losing credibility and giving away their first-mover advantage.

Asia Leads the Way

For decades, the largest global financial institutions controlled much of the financial system underpinning the global economy.

Blockchain has already started to level the playing field by disrupting correspondent banking and democratizing payments. In 2019, blockchain will start to move beyond payments and will begin to unbundle securities, loans and other derivative financial products. Companies like Securitize*, Dharma, Dydx, Compound Finance and The Ocean are all interesting companies working on the next phase of Decentralized Finance (DeFi).

Over the last several years, mobile app companies like Grab, Gojek and Paytm have expanded their offerings to include payments, investments, remittances, loans and insurance. They are rapidly capturing newly banked consumers as many Asian economies move from cash to digital.

Regulators in Asia are providing clearer guidelines on blockchain and crypto projects, partially because they consider blockchain a catalyst for economic growth.

Additionally, over 80 percent of all cryptocurrency trading volume is based out of Asia, so there is strong appetite to build out a workable infrastructure. If Grab, Gojek, and Paytm can control distribution to a newly banked set of consumers, they’ll then start to look towards blockchain to source a better experience for payments, loans and other derivative financial products.

Back to basics

Over the last few years, the crypto space deviated from the original vision of financial access, which was well articulated in Satoshi Nakamoto’s bitcoin white paper. Similar to the internet boom and bust, nearly every imaginable use case from tracking flower freshness to Kodakcoin used blockchain as a buzzword to gain influence and attract eyeballs.

However, just like the early internet, use cases have to match where the technology is in its development stage.

For example, Netflix wouldn’t have been successful streaming TV shows in the year 2000 when fewer than one percent of people had access to broadband. In the last few years, it’s become clear that payments are the one use case where blockchain works today.

In 2019, blockchain will build on this momentum and branch into decentralized finance applications such as loans and insurance products that leverage blockchain-based smart contract platforms.

I’ve always found that some of the best building happens in down markets. As long as builders can stay focused on solving very specific use cases, we will see more competition, innovation and a much-needed unbundling.

That’s a great thing for the entire industry.

Disclosure: Ripple’s Xpring is an investor in Securitize.

Have an opinionated take on 2018? CoinDesk is seeking submissions for our 2018 in Review. Email news [at] coindesk.com to learn how to get involved.

Source: https://www.coindesk.com/2019-the-year-blockchain-begins-finances-great-unbundling

Esports Entertainment Group $GMBL – No one mold for #Esports venues as arenas continue to grow $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 12:58 PM on Monday, December 24th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
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  • The first event held at the Esports Stadium Arlington, which is the newest and largest esports events center in North America.
  • It’s a $10 million, 100,000 square-foot facility built within the Arlington Convention Center that can seat anywhere from 250 fans to 2,500 fans depending on the event.

Arash Markazi ESPN Senior Writer

The convoy of cars pulling into the parking lot at Esports Stadium Arlington and the line of fans waiting to enter the building on the Saturday after Thanksgiving have taken the parking attendants at the connected Arlington Convention Center by surprise.

“Are you here for the football game?” the attendant asks.

“What football game?” the young driver responds.

“Texas Tech and Baylor,” the attendant says. “They’re playing at AT&T Stadium.”

“No,” the driver says as he pays $10 for parking. “I don’t like football.”

The bewildered look on the attendant’s face upon hearing that a young man from Texas doesn’t like football was similar to the reaction of many of the older ushers inside the Esports Stadium Arlington watching 2,500 fans cheering while watching the best Counter-Strike: Global Offensive players and teams in the world compete in the Esports Championship Series Season 6 finals.

It was the first event held at the Esports Stadium Arlington, which is the newest and largest esports events center in North America. It’s a $10 million, 100,000 square-foot facility built within the Arlington Convention Center that can seat anywhere from 250 fans to 2,500 fans depending on the event. It’s the newest addition to a region that is the home of AT&T Stadium, the $1.5 billion home of the Dallas Cowboys, and in 2020 will be the home of Globe Life Field, the new $1.1 billion home of the Texas Rangers, which are all located within a walking mile of each other.

“The convention center was in need of some physical enhancements and improvements, particularly in the technology area, and as we started to look at that we also saw the rapid growth of the esports industry,” said Jim Parajon, Arlington deputy city manager. “We are very thoughtful in the business decisions we make, and we do a significant amount of analysis, and once we complete that analysis, we’re ready to move forward as fast as we can, especially with these emerging industries.

“We’re not going to be in it in a little way. We’re going to be in it in a big way. I think you can see that with the Esports Stadium, AT&T Stadium and the new Rangers ballpark.”

The stadium isn’t really a stadium in the traditional sense compared to the billion-dollar homes of Cowboys and Rangers. It’s more of a remodeled convention center space complete with a built-in 85-foot long LED wall, eight team locker rooms, a player lounge and media room. There’s also a state-of-the-art production facility equipped with a studio, data center and control room. The front of the stadium features retail space, concession stands and a gaming center that is open from noon to 2 a.m. seven days a week where anyone can hop on a PC, Playstation 4, Nintendo Switch or Xbox One for one hour for $4 (or $100 for 100 hours).

“We looked at every need for esports from the community level to the player experience, and we took all of those needs and built it into one single footprint here in Arlington,” said NGAGE Esports president Jonathan Oudthone, who will help book and manage the events at the stadium. “We not only want to host events for thousands of people, but we want the gaming center to be a local community hub every day. We want to create an ecosystem for esports in which all these different focuses are existing in one building.”

Esports Stadium Arlington is just one of many esports-specific venues, big and small, popping up around the country. The rise of esports venues doesn’t come as a surprise to anyone who has been following it in recent years. The 2018 Global Esports Market Report estimates that global esports revenues will reach $1.4 billion by 2020 with the global esports audience reaching around 400 million.

In 2017, there were 588 major esports events that generated an estimated $59 million in ticket revenues, which was up from $32 million in 2016. The League of Legends World Championship alone generated $5.5 million in ticket revenues.

Populous, a global architectural firm that has worked on more than 50 venues for the NFL, MLB, NBA and NHL, helped bring Esports Stadium Arlington to life and is working on other esports venues around the country. While there is usually a set seating capacity for arenas and stadiums that floats around the average of professional sports leagues, Populous knows that’s not exactly the case with esports. The venues need to be adaptable to small crowds of 25, small tournaments of 250 and larger events such as the ECS with 2,500. The Astralis Counter-Strike: Global Offensive team celebrates after defeating MIBR to win the FACEIT Esports Championship Series Season 6 finals at Esports Stadium Arlington on Nov. 25 in Arlington, Texas. Photo by Cooper Neill/Getty Images

“About five years ago we started doing a lot of research that I’ve been leading on how we can connect with the esports audience and connect venues around that,” Populous senior principal and director Brian Mirakian said. “Esports is still very formational. There’s a lot more structure that’s happening with leagues such as the Overwatch League with their regional model, but it’s still a formational sport in terms of the different leagues and competitions. So the goal is to create a place where fans can gather for these social experiences and be with other fans. The live experience is a big driver in what the future of the sport is going to hold.”

The key from a cost and usage perspective is that none of the esports venues that are popping up around the country have been built from the ground up. They’ve been constructed within preexisting structures that have been previously used as convention halls, nightclubs, sound stages or movie theaters.

“Looking at it from an adaptive re-use perspective allows you to go into a building and frankly not have to invest as much as you would with a new build,” Mirakian said. “And because of that, in Arlington, they were able to really focus their investment on the fan experience and technology and do it in a fast-paced project that was over in six months from start to finish. It was quick and economical and I see that as a great template for people to get involved in this space. It will evolve and I think in the very near future you will see purpose-built venues developed from the ground up, but it takes time. This is really the start of things to come.”

The birthplace of esports venues in North America began at the corner of 5th Street and Sycamore Street in Santa Ana, California, which is one of the more interesting intersections in the country. On one corner is the historic brick-laced Ramona Building that has been the home of the Esports Arena for three years, and across the street is the Church of Scientology of Orange County.

“There’s not a lot of crossover,” Frank Kelley, the director of operations at the Esports Arena, said with a smile. “I don’t think we have the same demo.” The Esports Arena Santa Ana was the first rendition of the organization’s multiple venues on the West Coast. Since its opening, the Esports Arena in Las Vegas has opened its doors at the Luxor Hotel & Casino. Photo by Arash Markazi

Longtime friends Tyler Endres and Paul Ward, who would set up their computers at a friend’s house and play Halo 2 for hours in high school, founded the arena in the 15,000 square-foot warehouse that once housed quinceañera and wedding shops and now is home to more than 120 PCs and other game consoles. The idea was to give gamers like them a place to gather and play outside of apartments, garages and internet cafes where LAN parties had predominantly been held and to give leagues and organizers a dedicated esports venue to host their events.

“It’s cool to see what I’ve started is expanding,” Endres said. “I hope all these new esports venues succeed. It validates the industry and validates what I’ve done and helps create more of a demand. The success heavily relies on foot traffic and the events, which cost a lot of money to put on, and you’re not going to have a big event every week.”

With that in mind, Kelly, who used to be the general manager at the Improv comedy club in Irvine and later booked shows at The Observatory in San Diego and Orange County, is trying to book non-esports events such as comedy shows, podcasts and concerts at the Esports Arena on nights where the main stage isn’t scheduled to be used.

“With esports, you don’t have tournaments every night,” Kelley said, “so your main stage is not utilized on a nightly basis, and there’s all these dark periods where you could utilize it. And with my background, I want to fill the arena with top-notch entertainment on off nights with hard ticket sales and bring in a different demo than we normally get. In the future I’d like to merge entertainers with gamers to increase the popularity of esports, like we saw happen with Drake and Ninja.”

The biggest weekly event at the Esports Arena is “Wednesday Night Fights.” It’s a night dedicated to the fighting game community with open tournaments ranging from Street Fighter V to Marvel vs. Capcom. The weekly event is open to anyone willing to pay a $10 tournament entry free and was started by Alex Valle, who is the founder of Level Up, a production company that produces live streaming broadcasts at esports events.

“I think in the very near future you will see purpose-built venues developed from the ground-up, but it takes time. This is really the start of things to come.” Brian Mirakian, Populous senior principal and director

“We used to play in the arcades, but there’s not that many arcades anymore, so I decided to host some events. And the very first event I hosted was in my apartment, and only two people came,” Valle said. “We then went to a friend’s house and got 20 people and then to a friend’s garage and got 50, and the next thing we knew Wednesday Night Fights was born. When Esports Arena first opened, I knew this was going to be the future. We had over 400 people come out to our first event.”

Earlier this year Esports Arena opened in Oakland’s famed Jack London Square, and Allied Esports International worked with Endres to open an Esports Arena inside the Luxor Hotel & Casino in Las Vegas. While the Oakland venue is similar in feel and size to the original in Santa Ana, the Las Vegas arena is unlike anything else in the space right now. They took over a 30,000-square-foot corner of the casino that once housed a popular nightclub and put in a 50-foot LED video wall, a broadcast center and production studio, luxury VIP lounges, private gaming suites, a vintage video game cocktail bar and a gamer-inspired menu created by renowned chef (and occasional gamer) Jose Andres. The Esports Arena Las Vegas played host to the League of Legends All-Star event and puts on tournaments in games like Mario Kart 8 Deluxe and other titles on regular weekends. Provided by Riot Games

“We have very ambitious expansion plans over the next two years, and when we realized that a location at Luxor was possible, we jumped at the opportunity to develop our flagship here,” CEO of Allied Esports International Jud Hannigan said. “Just as Yankees Stadium, Lambeau Field and The Staples Center are considered their sports’ most aspirational venues by players and fans alike, Esports Arena Las Vegas will be the iconic destination in esports.”

Johnny Carson and Jay Leno’s pictures and old NBC logos are still plastered on the walls of Studio 1 at what was the old home of NBC Studios and “The Tonight Show” in Burbank, California. The building is now called Burbank Studios; Studio 1 is now called Blizzard Arena, and the old pictures and logos are the the last vestiges of “The Tonight Show” in Los Angeles before Jimmy Fallon moved it to New York in 2014.

Blizzard Arena, which opened last year, is the home of the Overwatch League with all competitions outside of the grand final taking place on the old sound stage Carson and Leno used to call home. The 11,000 square-foot sound stage has been transformed into one of the most visually impressive esports venues in the country with a 13,000-pixel-wide 4 milllimeter LED wall and an LED halo hanging above the 450 seats. It’s just part of the 74,000 square-foot, five-level facility Blizzard Entertainment took over and transformed into their new home last year.

“I was giving a tour one day, and I told some players this is where Johnny Carson used to do ‘The Tonight Show,'” said Frank LaSpina, senior producer of Overwatch League and Blizzard Arena. “They just looked at me confused. So I said, ‘He did ‘The Tonight Show’ before Jay Leno.’ And I got the same look. They were so young so I said, ‘before Jimmy Fallon’ and they said, ‘Oh, that’s cool.’ There’s a lot of history here, and there’s this interesting dichotomy where the future of sports and entertainment is happening in a facility that has been around since the 1950s. It’s totally up to date, but ‘Days of Our Lives’ still films down the hallway, so that cool dichotomy still exists.” Members of Team Pacific compete during the Overwatch League All-Star event on Aug. 25 at Blizzard Arena in Burbank, California. Photo by Robert Paul/Provided by Blizzard Entertainment

The Overwatch League currently has 20 teams affiliated with cities all over the world, but those teams currently play all their regular season games in Burbank. The tentative plan is for the teams to play in their home cities as early as 2020, which would be the league’s third season. The Los Angeles Valient has already announced they will play their home games at the Microsoft Theater across the street from Staples Center. It is believed that the Los Angeles Gladiators would play their home games in the amphitheater being built next to the future home stadium of the Los Angeles Rams, which will be completed in 2020. Stan Kroenke owns both the Rams and Gladiators.

For now, however, the hub of esports is still in Los Angeles, and the epicenter of some of the biggest events planned around the world is at Riot Games, which is the developer and publisher of League of Legends. The home venue for the League Championship Series, the LCS Arena, is conveniently located across the street from the company’s campus.

“When we started the LCS in 2013, we had no live audience, and we were literally separating the teams with curtains,” said Chris Hopper, head of Esports for North America for Riot Games. “We moved to a soundstage in Manhattan Beach in 2014, but by 2015 we had the opportunity to set up shop on campus, and it was a great solution for all of our needs. We wanted to create a home base where our teams, talent and staff could build their presence and hone in on their craft.” A Team SoloMid fan cheers during a match at the LCS Arena in Los Angeles. The venue is home to the League of Legends Championship Series during the spring and summer splits. Provided by Riot Games

The LCS Arena seats about 400 fans, and like the Blizzard Arena stages all the competitions during the regular season before they go on the road for the finals. While the LCS Spring and Summer finals are held at NBA arenas such as Oracle Arena in Oakland or TD Garden in Boston, the League of Legends World Championship finals are often held in stadiums such at the Bird’s Nest in Beijing in 2017 and Incheon Munhak Stadium in South Korea in November.

When people talk about the popularity of esports and bring up a picture or video of a stadium filled for an esports competition, chances are they’re looking at a League of Legends event.

“There’s always something incredible about going to these massive venues like the Bird’s Nest,” Hopper said. “As a former soccer player, there was something special about going to the Seoul World Cup Stadium and standing on a field where World Cup games took place. We’ve been lucky to have so many of our events take place in such iconic venues.”

The goal for esports teams and leagues now is to build their own iconic venues that future fans and players can look forward to visiting and playing in.

“That day is coming,” Mirakian said. “It’s going to happen sooner than people think.”

Source: http://www.espn.com/esports/story/_/id/25602388/no-one-mold-esports-venues-arenas-continue-grow