Agoracom Blog Home

Archive for the ‘All Recent Posts’ Category

Esports Entertainment Group $GMBL – Five predictions for the #esports industry in 2019 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:46 PM on Friday, January 4th, 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

Mobile esports on the rise

  • These days, you can pick up your mobile phone and play against other people in real time – all you need is a decent internet connection.
  • This is a major part of why mobile esports is on the rise and why many predict it will take off in a huge way in the not-so-distant future.

Five predictions for the esports industry in 2019

By Adam Fitch -January 4, 2019

2018 is over, and nobody will deny that it was a ridiculous year for the esports industry. Celebrity investors, new competitions, almost-unbelievable organisation valuations, and a plethora of incredible game play have all made it a year to remember, but what’s to be expected in 2019?

Here at Esports Insider we cover the business side of esports so, naturally, our predictions will be based on such. Of course, we’d love to speculate on how Astralis will fare in CS:GO in the new year and whether the FGC will ever stop squabbling or not, but business is what we live and breathe.

Let’s get into our five predictions for the esports industry in 2019!

Overwatch League troubles?

Activision Blizzard has brought in eight new investors to own expansion teams in the Overwatch League at $30-60 million a piece, but things aren’t perfect. A vocal portion of esports fans think the game is too hectic to follow (which could well make the game less accessible to new viewers), average viewership – excluding China and potential bots – declined steadily over the course of the inaugural season, and the developer is fully in control of everything that happens in the competition which is a scary prospect.

Overwatch League

A slew of inappropriate behaviour and, subsequently, suspensions were present in the first season of the premier Overwatch competition, which isn’t attractive to sponsors. The OWL has acquired a roster of prominent sponsors and secured a ludicrous amount of money at the same time – but what happens if they decide to drop out? How easy will it be to acquire new sponsors if everything isn’t as great as it’s being portrayed?

The second season of the Overwatch League kicks off on February 14th, and we feel as if it’ll be pivotal. If the aforementioned problems are addressed as much as possible and faith in the game is restored in those who have become disillusioned in it, then things could be OK for the foreseeable future. If not, then franchise owners could well start to feel a little iffy about the future of their trusty investments.

Battle Royale remains relevant

2018 was undoubtedly the year of the Battle Royale genre. With PlayerUnknown’s Battlegrounds and Fortnite both having their fair share of the limelight in terms of player base and viewing figures, the genre was truly put on the map in a casual basis; it’s had a harder time from a competitive viewpoint, however. From H1Z1 Pro League coming and going, PUBG’s dwindling popularity, and Epic Games’ questionable esports efforts, there’s plenty of room for the genre to grow when competition is involved.

We predict that Battle Royale titles will continue to thrive in 2019 – with games similar to Call of Duty’s Blackout being released and making a wave in the market, albeit briefly – but people will still argue over the genre’s status as a legitimate competitive format. PUBG Corp. is launching six Pro Leagues with three additional pro circuits and Epic Games still has millions of dollars to give out over the course of the year, so it’s an interesting time for the industry.

Traditional sports clubs continue to invest

Over the last couple of years there have been a number of trends in the esports industry, many of which aren’t as significant as traditional sports clubs and their involvements in video games. Whether it’s straight-up acquiring majority shares in organisations (such as OpTic Gaming and compLexity Gaming), investing and partnering with local companies (Pittsburgh Knights and the Pittsburgh Steelers, most recently), or entering the scene through a safe route (football teams expanding into FIFA, for example), there’s been an abundance of instances in recent times.

Pittsburgh Knights joins forces with Pittsburgh Steelers

It’s hard to imagine this will slow down. With that being said, if a bunch of clubs that have already invested decide to back out of esports now as is hasn’t been immediately fruitful monetarily, then it may heed a warning for those looking for a quick cash-grab. This isn’t a bad thing for the esports industry at all, though. In 2019, we expect to see more and more crossover between traditional sports and esports when it comes to ownership of organisations and teams.

Mobile esports on the rise

These days, you can pick up your mobile phone and play against other people in real time – all you need is a decent internet connection. This is a major part of why mobile esports is on the rise and why many predict it will take off in a huge way in the not-so-distant future.

When we attended the Clash Royale League World Finals in Tokyo, Japan, we saw a potential glimpse into the future. Not too different from esports as we currently know it, the arena was filled with impassioned fans that were happy to pay to see the best players in the world compete.

Accessibility is a huge factor in the attractiveness of mobile esports, but titles such as Clash Royale have proven that mobile games don’t need to merely be a portable version of PC titles. MOBAs such as Dota 2 and League of Legends are undeniably popular and so it’s understandable that mobile versions of the genre are flooding the scene, but originality may well trump all. We truly think we’ll find out more in regards to this theory in 2019.

Course corrections

Even as valuations for organisations and companies continue to rise, it hasn’t all been smooth sailing in 2018. Echo Fox announced that it would undergo an organisational restructure in October to better position itself for profitable and sustainability in the future – releasing its Call of Duty and Gears of War rosters, as well as fighting game competitors and other select players.

On a bigger scale, Infinite Esports and Entertainment – the parent company of OpTic Gaming, Obey Alliance, the now-defunct Allegiance and a host of supporting companies – released a whole host of staff members around the same time as Echo Fox. Growing too fast was where blame was placed, following a rapid expansion and a suite of acquisitions following the majority share sale of OpTic Gaming in November 2017.

We wouldn’t be surprised to see this happen at other prominent companies and organisations in the upcoming year, too. Spend is ridiculously high when you occupy spots in League of Legends and the Overwatch League, player demands are ever-growing, and contract buyouts are nearing unfathomable heights. Sometimes you have to take a step backwards to move forward in a stronger state, and it should be expected as the industry edges towards a potential bubble.

Source: https://esportsinsider.com/2019/01/5-predictions-esports-2019/

Betteru Education Corp. $BTRU.ca – 3 Reasons Why #India Will Be A Leader in the #EdTech Industry in the 21st Century $ARCL $CPLA $BPI $FC.ca

Posted by AGORACOM-JC at 3:04 PM on Friday, January 4th, 2019
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.
——–

3 Reasons Why India Will Be A Leader in the EdTech Industry in the 21st Century

  • According to a joint report by KPMG and Google, the online education industry is expected to grow at a healthy rate of 8 times to become a $1.96B industry by 2021
  • Five categories of education in India have been cited as the ones with great potential for considerable online adoption

By Matthew Lynch

According to a joint report by KPMG and Google, the online education industry is expected to grow at a healthy rate of 8 times to become a $1.96B industry by 2021. Five categories of education in India have been cited as the ones with great potential for considerable online adoption. These include primary and secondary supplemental education, test preparation, reskilling and online certification, higher education, and language and casual learning.

The important question here is – what’s driving the considerable growth of education technology in India? Well, the following are the 3 key reasons why India will be a leader in EdTech in the 21st century:

  1. E-learning Boost via the Digital India Initiative

With an aim to transform the country into a digitally empowered society, the Indian government launched The Digital India Initiative. This was a huge move that had a substantial impact on the country’s technology industry, bringing a wave of revolution in every aspect. The education sector is one of the sectors that are benefiting from this initiative.

To boost e-education, all schools and universities are set to be connected with broadband and free Wi-Fi.  Also to be put in place is a Digital Literacy Program, as well as the development of pilot Massive Online Open Courses. Once the goals of the Digital India Initiative are realized, India will certainly be ahead in the EdTech game.

  1. Vast User Base of Mobile Device Use

There are more than 850 million mobile phone subscribers in India. According to a report by the Internet and Mobile Association of India (IAMAI), mobile internet is largely used by youngsters. With an increase rate of over 10M users a month, there’s no doubt that mobile devices are the classrooms of tomorrow. Current user base for e-learning predominantly consists of school students and working professionals.

Not only are Indians realizing the potential for mobile learning, but major technology and publishing companies are also increasingly becoming aware of the potential of the education services delivered through mobile services. So, it’s only a matter of time and there will be a gold rush into the Indian mobile education market that will put the country at the top as far as EdTech is concerned.

  1. Low Cost Alternative to Offline Learning

Even though the average tuition for online courses varies from one program to another, it’s clear like night and day that online courses are much cheaper compared to the ones offered in classroom settings. Online skill enhancement courses are estimated to be about 53% cheaper compared to offline alternatives. Larger student base and lower infrastructure cost help leverage on the economies of scale, thus the reduced costs via the online channel.

It’s apparent that the EdTech industry in India is one of the blooming sectors with a lot to offer to stakeholders. There’s no doubt that edtech will undergo an evolution and set the stage for the momentous growth that will be witnessed in the forthcoming years not just in India, but all around the world.

Source: https://www.thetechedvocate.org/3-reasons-why-india-will-be-a-leader-of-the-edtech-industry-in-the-21st-century/

CLIENT FEATURE: Peeks Social $PEEK.ca Live Streaming With $2.1M In Quarterly Revenue / 6.5M User Sessions

Posted by AGORACOM-JC at 12:54 PM on Friday, January 4th, 2019
PEEK: TSX-V

WHAT IS PEEKS?

Peeks is a live streaming platform where people can interact and transact in real time by sending cash tips as appreciation for content and or selling goods and services to their live viewers.

HIGHLIGHTS

  • Platform generated gross revenue of $2.1 million during Q2 2019, up from $1.3 million during Q2 2018;
  • User sessions were 6.50 million for the three months ended August 31, 2018, as compared to 4.63 million for the three months ended August 31, 2017 (and as compared to 6.20 million for the three months ended May 31, 2018).

The Shifting landscape

  • Digital marketing spend is projected to grow from $57.3B USD in 2014 to $103.4B USD in 2019
  • Viewers spend 8x longer with live video than on demand:  42.8 min vs. 5.1 min       
  • Live video is outpacing growth of other types of online video with 113% increase in add growth yearly   
  • 100,000,000 internet users watch online video everyday
  • By 2019 online video will be responsible for 80% of global internet traffic.
  • In the U.S. online video will be responsible for 85% of domestic US traffic

Hub On AGORACOM

FULL DISCLOSURE: Peeks Social is an advertising client of AGORA Internet Relations Corp.

Esports Entertainment Group $GMBL Appoints Alan Alden, General Secretary of Malta Remote Gaming Council, To Board of Directors

Posted by AGORACOM-JC at 10:09 AM on Friday, January 4th, 2019
  • Announced the appointment of Alan Alden to the Board of Directors
  • Mr. Alden has been a specialist in advising remote gaming companies located in Malta since 2000, when he advised the first remote gaming companies as the Senior Manager of Enterprise Risk Services at Deloitte & Touche (Malta)

BIRKIRKARA, Malta, Jan. 04, 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 appointment of Alan Alden to the Board of Directors.

Mr. Alden has been a specialist in advising remote gaming companies located in Malta since 2000, when he advised the first remote gaming companies as the Senior Manager of Enterprise Risk Services at Deloitte & Touche (Malta).  In 2006 Alan set up Kyte Consultants Ltd, a company that specialised in the remote gaming and payment card sectors, to assist companies located in Malta. In 2009, Alan became a founding director in Contact Advisory Services Ltd, a licensed Company Service Provider (CSP) that offers a complete service to its customers, from company incorporation, to licensing for gaming and financial institutions.

Since 2010, Alan has served as the General Secretary of the Malta Remote Gaming Council. Alan is a certified CISSP and CISA. Alan was also the founding President of the ISACA Malta Chapter between 2005 -2008. In 2015, Alan became a Part Time Lecturer on IT Auditing at the University of Malta. 

Mr. Alden stated, “I am very pleased to have been offered this opportunity by Esports Entertainment Group, as they are an ambitious company with vision, a solid strategy and an exciting and unique product offering. I look forward to working with the team and hope I am able to assist them in achieving their objectives.”

Grant Johnson, CEO of Esports Entertainment Group stated, “Alan’s experience in finance, Gambling and regulatory matters make him uniquely qualified as a board member for our company. We are excited to have him join our Board, as he will be a major asset in our future plans.”

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] 

CLIENT FEATURE: Star Navigation $SNA.ca Real-Time Flight Tracking and Monitoring Technology

Posted by AGORACOM-JC at 10:01 AM on Friday, January 4th, 2019

RECENT HIGHLIGHTS

COMPLETED SALE OF FIVE STAR-A.D.S SYSTEMS TO ALMASRIA UNIVERSAL AIRLINES

  • Announced that AlMasria Universal Airlines of Egypt has decided to proceed with the installation and activation of the STAR-A.D.S.® System across all five (5) of its current aircraft fleet, which includes A-320, A-321, A330 and B737 aircraft.

BOMBARDER JOINT RESEARCH AND DEVELOPMENT PROGRAM

  • Joint research and development program with Bombardier and other industrials and universities of Canada is progressing very positively.
  • The STAR-A.D.S. ® system which is at the heart of the program, after having been validated and extensively used by the aircraft manufacturer, has now been transferred to another flight test vehicle to complete the flight testing and the data collection.

EMERGENCY MEDICAL SERVICES APPLICATIONS

  • Star’s Land System Aided Medical Monitoring system for ground ambulance applications has undergone a series of demonstrations by a care organization in North America.
  • Its airborne parent system, the In-Flight System Aided Medical Monitoring system (STAR-ISAMM™â€), has now been demonstrated to several stakeholders of the commercial and civil air ambulance market.

CHECK OUT OUR RECENT INTERVIEW

ThreeD Capital Inc. $IDK.ca – Falling Crypto Prices Aren’t Stopping Real Blockchain Progress $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 8:55 AM on Friday, January 4th, 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.

Idk large
—————–

Falling Crypto Prices Aren’t Stopping Real Blockchain Progress

  • While public exchanges have been consolidating their hold on the market, private blockchains are getting to work by delivering real business value for enterprises.
  • At EY, a number of systems entered production status, including our software licensing solution with Microsoft and a maritime insurance joint venture with Maersk and Guardtime.

Paul Brody   Jan 4, 2019 at 05:00 UTC  

Paul Brody is EY’s global innovation leader for blockchain. The views expressed are his own.

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

Plunging cryptocurrency values in 2018 and the collapse of the money-for-nothing white paper market in initial coin offerings (ICOs) took much of the focus last year for many people when it came to blockchain mindshare.

All of that marketplace drama, however, concealed an enormous amount of real progress for the technology that will, slowly but surely, lay the foundation for a robust revival of the blockchain markets in the future.

Over the last year, the market did provide lots of drama related to ICOs. Nearly a quarter of all the ICOs from 2017 lost most of their value, and the market as a whole declined by nearly two- thirds.

The first half of 2018 was no better. There were nearly 1,000 ICOs every month, but only 5% of them raised more than $1 million – with one, EOS, raising around $4 billion.

Not only did the bulk of the money raised go to a very small number of the ICOs, but nearly every aspect of the world of blockchain also became more consolidated and, dare I say, centralized, in 2018 – rather counterintuitive for blockchain, since decentralization is at its core.

Public blockchains consolidate

According to a study by EY that examined the ICOs’ progress and investment returns, ethereum, which is the dominant platform and shows the highest activity among developers and on social media, became even more dominant, with more than 95% of all ICOs and funds raised.

The market for exchanges consolidated rapidly as well, with 73% of daily trading volume in the first half of the year taken by the top 10 exchanges. Though the full-year numbers are yet to be updated, that trend seems set to continue.

The biggest exchanges are consolidating their positions in part by rapidly maturing their processes and approach to regulatory compliance. Know-your-customer procedures are being tightened and many of the big exchanges are, or soon will be, audited by some of the major financial services organizations (EY included). These same exchanges have been beefing up their security as well, with fewer large-scale thefts in 2018 than in 2017.

Another big trend last year in the world of public blockchains was the surge in popularity of stablecoins of all kinds, mostly based on fiat currencies. While stablecoins offer some advantages, including stability, they do raise the single most important question remaining for public blockchains: why are they useful?

Parking money in a stablecoin is beneficial if it’s between investments or purchases as a way to avoid volatility, but it’s not a very good investment in and of itself. The purpose of capital markets is to allocate capital to productive uses and, at least for the moment, that doesn’t seem to be happening. For public blockchains in 2019, this is the single most important question.

Private blockchains deliver

While public exchanges have been consolidating their hold on the market, private blockchains are getting to work by delivering real business value for enterprises. At EY, a number of systems entered production status, including our software licensing solution with Microsoft and a maritime insurance joint venture with Maersk and Guardtime.

Looking at the enterprise space, there are three key learnings from the work with blockchain in 2018.

First and foremost, the biggest rule in blockchain seems to be: “If it ain’t broke, don’t fix it.” Over and over again, when companies are working on projects where blockchain seemed to be an excellent fit, they did not move forward because they already found a solution to their problem. Despite the fact that blockchain in nearly every case would be better, that isn’t necessarily enough to justify replacing already existing processes, given the cost and risk.

Second, and very closely related to the first learning, is the primacy of solving real problems. While chief innovation officers sometimes love to do blockchain proofs of concept, the technology is far past that. It’s all about the focus on productizing and solving solutions for line-of-business executives — with real ROI. If one can, with confidence, point to an ROI from a solution, then there’s no need to worry about which blockchain platform or future comes to pass. There is a return from this investment, no matter what.

Finally, and perhaps most importantly, it is clear that companies are prioritizing operations before finance. While tracking products and assets as they move through the supply chain is useful, there are a lot of financial services that could add value, from the very simple approach “payment upon delivery,” to complex services like factoring receivables and trade finance.

However, in most cases, companies want to achieve confidence in their operational systems before closing the loop with payments and financial services, a challenge they will start to take up at the start of 2019.

Ladder image via Shutterstock

Source: https://www.coindesk.com/falling-crypto-prices-arent-stopping-real-blockchain-progress

Betteru Education Corp. $BTRU.ca – #Google $GOOG and #KPMG estimates #India’s online education #edtech industry to grow eight-fold to reach $1.96 billion by 2021

Posted by AGORACOM-JC at 2:34 PM on Thursday, January 3rd, 2019
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.
——–

Google and KPMG estimates India’s online education industry to grow eight-fold to reach $1.96 billion by 2021

Growing EdTech Market in India: Key Catalyst

  • India is witnessing demographic dividends, implying more and more people, students and professionals alike are undertaking smart courses in order to improve knowledge base to gain a competitive edge in their careers.
  • This phenomenon has convinced analysts of the immense growth prospects of the burgeoning EdTech industry in India.
  • Reducing internet costs and increasing internet penetration in the country are other notable factors favoring the growth prospects of EdTech industry.
  • In fact, a research report from Google and KPMG estimates India’s online education industry to grow eight-fold to reach $1.96 billion by 2021. Further, the study projects paid users in EdTech to grow six times from 1.6 million in 2016 to 9.6 million in 2021.

By Zacks Equity Research, Zacks.com

Microsoft MSFT has introduced Surface Go tablet in India exclusively through Bengaluru, India-based e-commerce company, Flipkart. Recently, the company commenced shipping of the device, with prices ranging from INR 38,599 to INR 50,999.

The different variants of the new tablet series come with storage capacity of 64 GB and 128 GB, with 4 GB and 8 GB RAM, respectively.

Notably, Surface Go was introduced by Microsoft in a bid to explore the low-priced tablet market to take on Apple’s budget iPads, and Alphabet’s lower-priced Chromebook.

The company had unveiled Surface Go device around Jul 10, 2018 which was made available in early August, with prices ranging from $399 to $549 in the United States.

We believe that availability of Surface Go in India will position the company well to capitalize on the emerging EdTech market. Furthermore, the enhanced security and performance features hold promise in the growing enterprise market in the country.

Microsoft is likely to benefit from the competitive pricing of its Surface Go device. The latest Samsung Galaxy Tab S4 with 64 GB capacity is priced approximately at INR 57,900.

Microsoft Corporation Revenue (TTM)

Microsoft Corporation Revenue (TTM) | Microsoft Corporation Quote

In the words of Country General Manager, Consumer & Devices at Microsoft India, Priyadarshi Mohapatra, “Globally and in India, it’s encouraging to see the rapidly growing Surface community in both consumer and enterprise.”

Enhanced Security & Performance Features Hold Key

The compact Surface Go features a 10-inch screen and weighs 522 grams (or 1.15 pounds), lighter than its prevailing Surface counterparts. Further, the latest series is equipped with Intel’s INTC processor and graphic chips.

Additionally, the device has a decent nine hour battery life and canfunction with optional keyboard, mouse and Surface Pen 2.

Surface Go’s Windows Hello facial recognition option feature for logging-in and Windows 10 S mode, makes it a compelling option.

In a bid to enhance security and performance, users can utilize Microsoft Store appsincluding Microsoft Edge to browse safely.

Enterprises may avail Windows 10 Proto safeguard business infrastructure with robust security features. Windows Autopilot enables users to configure Surface Go from the cloud, in turn simplifying the IT processes a great deal.

Growing EdTech Market in India: Key Catalyst

India is witnessing demographic dividends, implying more and more people, students and professionals alike are undertaking smart courses in order to improve knowledge base to gain a competitive edge in their careers. This phenomenon has convinced analysts of the immense growth prospects of the burgeoning EdTech industry in India.

Reducing internet costs and increasing internet penetration in the country are other notable factors favoring the growth prospects of EdTech industry.

In fact, a research report from Google and KPMG estimates India’s online education industry to grow eight-fold to reach $1.96 billion by 2021. Further, the study projects paid users in EdTech to grow six times from 1.6 million in 2016 to 9.6 million in 2021.

Enemy’s Enemy an Ally?

One important point to note in this latest development is that Microsoft selected Flipkart’s e-commerce platform to launch Surface Go in India. Notably, Amazon AMZN and Flipkart are the two major players in Indian e-commerce market. Additionally, Walmart WMT acquired a 77% stake in Flipkart.

Microsoft Azure directly competes with Amazon’s cloud platform Amazon Web Services (“AWS”) in the cloud market. Walmart which competes with Amazon in the retail and e-commerce market has selected Azure cloud platform.

When we join the loose ends, it makes sense to say that “my enemy’s enemy is my friend.”

Our Take

Microsoft is well poised to benefit from robust adoption of Surface Go on the back of improving EdTech and enterprise scenario in India.

We believe the availability of Surface Go will aid the company in bolstering competitive strength in the direct consumer market, primarily in EdTech market in India.

Notably, Surface revenues increased 14% (same at cc) in first-quarter fiscal 2019 on a year-over-year basis on the back of strong performance of the latest editions – Surface Book 2 and Surface Go.

Moreover, Microsoft Surface series of devices have registered considerable double-digit growth in India in this year, as per Priyadarshi Mohapatra’s statement to IANS. The incremental sales from India will eventually benefit the top line.

Source: https://www.nasdaq.com/article/microsoft-msft-debuts-surface-go-in-india-via-flipkart-cm1076740

New Age Metals Inc. $NAM – #Blackwater founder launches fund to invest in electric car #EV battery metals $LIC.ca $LIX.ca

Posted by AGORACOM-JC at 1:31 PM on Thursday, January 3rd, 2019

SPONSOR: New Age Metals Inc. (TSX-V: NAM) The company’s new Lithium Division has already made significant acquisitions in Canada and the USA. The company also owns one of North America’s largest primary platinum group metals deposit in Sudbury, Canada. Learn More.

———————–
Blackwater founder launches fund to invest in electric car battery metals

  • Blackwater founder Erik Prince aims to raise as much as $500 million to invest in metals needed for making the batteries that power electric vehicles (EVs), the Financial Times reports.
  • Fund will focus mainly on cobalt, copper and lithium assets

Cecilia Jamasmie

Erik Prince, the founder of controversial U.S. private security firm Blackwater and an informal campaign adviser to President Donald Trump, is looking to raise as much as $500m to invest in metals used in the batteries that power electric cars. (Image courtesy of Miller Center | Flickr.)

Blackwater founder Erik Prince aims to raise as much as $500 million to invest in metals needed for making the batteries that power electric vehicles (EVs), the Financial Times reports.

Prince, who besides starting the controversial private security company is known for have been an informal campaign adviser to US President Donald Trump, said the fund will bring unexplored deposits into production and then sell them to large miners after four to five years.

The fund will focus mainly on cobalt, copper and lithium assets located mainly in Africa and Asia, Prince told FT.com.

“For all the talk of our virtual world, the innovation, you can’t build these vehicles without minerals that come from generally weird, hard-to-access places,” he said.

Metals such as cobalt, lithium, nickel and copper have seen demand soar in recent years as the shift away from cars powered by fossil fuels gains momentum and mining companies are investing billions of dollars into developing deposits of those key commodities.

Experts expect the need for the commodity from battery makers alone to jump 650% by 2027, while overall demand is forecast to rise more than threefold in the next nine years.

Prices, however, are projected to drop in the early 2020s as a result of an ever-rising number of projects expected to come online.

Wave of lithium supply coming online. (Source: BMO Capital Markets.)

Prince sold Blackwater in 2010, after it was hit with a series of lawsuits. Since then, he’s been running Frontier Services Group, which provides integrated security, logistics and insurance services in frontier markets and is backed by Hong Kong investor Chun Shun Ko and China’s CITIC Group.

Frontier has also invested in a bauxite mine in Guinea, and identified a copper and cobalt deposit in the Congo.

Prince’s sister Elisabeth Dee DeVos is Trump’s education secretary.

Source: http://www.mining.com/blackwater-founder-launches-fund-invest-electric-car-battery-metals/

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
———————–

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