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Esports Entertainment Group $GMBL Signs Affiliate Marketing Agreement with SpeedGaming, The Largest Competitive Speedrunning Network $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 8:09 AM on Thursday, November 29th, 2018

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  • Announced the signing of an Affiliate Marketing Agreement with SpeedGaming, the largest competitive speedrunning network and the second largest speedrunning group on Twitch.tv. As the first platform to offer wagering for speedrunning
  • This agreement is another milestone for vie.gg, the world’s first and most transparent esports betting exchange

Esports Entertainment Group Signs Affiliate Marketing Agreement with SpeedGaming, The Largest Competitive Speedrunning Network

ST. MARY’S, ANTIGUA / November 29, 2018 / Esports Entertainment Group, Inc. (OTCQB:GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the signing of an Affiliate Marketing Agreement with SpeedGaming, the largest competitive speedrunning network and the second largest speedrunning group on Twitch.tv. As the first platform to offer wagering for speedrunning, this agreement is another milestone for vie.gg, the world’s first and most transparent esports betting exchange.

SPEEDGAMING GLOBAL TRAFFIC NUMBERS

SpeedGaming was created by legendary speedrunner “Feasel” in 2015 as a way to give back to the speedrunning community. SpeedGaming hosts speedrunning races, which typically involves two to four players playing a video game with the intention of completing it as fast as possible.

SpeedGaming generates significant global traffic from its 6 channels on Twitch.tv in multiple languages. Over the most recent one week period, its main channel generated.

14.5 million views and 450,000 hours of total watch time. Over the most recent 30 day period, SpeedGaming generated approximately 30 million views and 850,000 hours of total watch time.

The global speedrunning community is growing at a very fast pace, with single events raising over $2,000,000 for charity in 2018, and is expected to continue growing at a very rapid pace for years to come. VIE is now positioned to become the P2P betting platform for speedrunning and expects to announce further agreements in this space.

SpeedGaming Founder Feasel stated “SpeedGaming is proud to be partnering with Vie.gg. We have built the largest competitive speedrunning network, broadcasting over 50 tournaments per year on 9 channels. We are happy to be giving our users the ability to bet on their favourite players. We expect that this, along with substantial cash prizes for upcoming tournaments, will serve to broaden the exposure of both SpeedGaming and Vie, as well as, continue to attract the top players in the world to join these events.”

Brian Cordry, Head of Esports at Esports Entertainment Group, stated, “SpeedGaming has been home to every important speedrun game for the past 3 years across its collective English Twitch channels, as well as, a handful of broadcasts in other languages. SpeedGaming is truly a speedrun authority and we look forward to supporting their community by sponsoring two tournaments and taking bets on several more they will be hosting to close out 2018. We are especially excited to build a long-term future with SpeedGaming and help push speedrunning to the heights that esports is currently achieving.”

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]

SOURCE: Esports Entertainment Group, Inc.

Tartisan Nickel $TN.ca – Nickel To See A “Fundamental Shift” In Supply And Demand $ROX.ca $FF.ca $EDG.ca $AGL.ca $ANZ.ca

Posted by AGORACOM-JC at 5:58 PM on Wednesday, November 28th, 2018

SPONSOR: Tartisan Nickel (TN:CSE)  Kenbridge Property has a measured and indicated resource of 7.14 million tonnes at 0.62% nickel, 0.33% copper. Tartisan also has interests in Peru, including a 20 percent equity stake in Eloro Resources and 2 percent NSR in their La Victoria property. Click her for more information

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Guest(s): Mark Jarvis President, CEO & Director, Giga Metals

Although batteries still account for a relatively small portion of nickel demand, the electrification of cars is growing that source of demand significantly, this according to Mark Jarvis, president and CEO of Giga Metals.
“The steady march of electric vehicles is a fundamental shift in the supply-demand equation, especially for class 1 nickel,” Jarvis told Kitco News on the sidelines of the Swiss Mining Institute Conference in Geneva.

WATCH INTERVIEW HERE

Source:Read More

ThreeD Capital $IDK.ca – Report: Blockchain Deployment Could Add $3 Trillion in International Trade by 2030 $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 4:41 PM on Wednesday, November 28th, 2018

SPONSOR: ThreeD Capital (IDK:CSE) Led by legendary financier, Sheldon Inwentash, ThreeD Capital 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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  • The World Trade Organization (WTO) released a report on blockchain technology’s effect on international trade today, Nov. 27.
  • Per the study, blockchain’s economic value-add on a global scale could reach almost $3 trillion by 2030.

The World Trade Organization (WTO) released a report on blockchain technology’s effect on international trade today, Nov. 27. Per the study, blockchain’s economic value-add on a global scale could reach almost $3 trillion by 2030.

“Blockchain and International Trade: Opportunities, Challenges, and Implications for International Trade Cooperation” analyzes blockchain applications and challenges that must be considered before the technology’s deployment in various sectors. The study considers the technology’s effect on industries such as trade finance, customs clearance, logistics and transportation.

Blockchain Business Value Forecast. Source: WTO

The study estimates that blockchain has the potential to significantly cut trade costs by increasing transparency and facilitating processes automation, including financial intermediation, exchange rate costs, coordination, and other aspects. “The removal of barriers due to blockchain could result in more than $ 1 trillion of new trade in the next decade,” the report reads.

Blockchain is expected to help administer intellectual property rights across multiple jurisdictions by delivering more transparency and efficiency, and enhance government procurement processes, including fighting fraud and managing public contracts.

Blockchain purportedly could improve supply chains, allowing for the tracking of shipments and proving their authenticity. Additionally, the technology could open new opportunities to micro, small and medium-sized companies.

Conversely, the study warns about challenges that must be addressed before deploying blockchain, as well as its impact on international trade. The researchers point out limited scalability of blockchains due to the predetermined size of blocks, in addition to energy consumption and security issues.

Although “blockchains are highly resilient compared to traditional databases due to their decentralized and distributed nature and the use of cryptographic techniques, they are not completely immune from traditional security challenges,” the study states.

The report stresses the importance of developing a multi-stakeholder approach in order to find appropriate use cases in cross-border trade. According to the WTO, blockchain requires frameworks that ensure the interoperability of networks and provide clear legal status for blockchain transactions across jurisdictions. The report concludes:

“Blockchain could make international trade smarter, but smart trade requires smart standardization — and smart standardization can only happen through cooperation. If we succeed in creating an ecosystem conducive to the wider development of blockchain, international trade could well look radically different in ten to 15 years.”

Earlier this week, Ethereum cofounder Vitalik Buterin said that the misapplication of blockchain technology in some industries leads to “wasted time.” Buterin argued that although there are a number of companies that try to establish higher standards by using blockchain technology, he does not think the technology is applicable in every industry.

Source: https://cointelegraph.com/news/report-blockchain-deployment-could-add-3-trillion-in-international-trade-by-2030

 

INTERVIEW: Liberty Star $LBSR Provides Update on Hay Mountain With Renewed Emphasis on “Great Cluster” #Copper $TMBXF $MIN.ca

Posted by AGORACOM-JC at 2:24 PM on Wednesday, November 28th, 2018

Esports Entertainment Group $GMBL: The Playbook Podcast: Million-Dollar Opportunities for #Esports Players, Parents and Entrepreneurs $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:23 AM on Wednesday, November 28th, 2018

SPONSOR: Esports Entertainment Group (GMBL:OTCQB) The esports betting site trusted by over 176 esports teams from around the world. Click here for more information.

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David Meltzer
VIP Contributor
Entrepreneur, CEO and Founder, Sports 1 Marketing
November 24, 2018 1 min read
Opinions expressed by Entrepreneur contributors are their own.

You might not fully understand eSports, but the fast-growing industry is providing a wealth of opportunities for entrepreneurs. Marty Strenczewilk, co-founder and CEO of the eSports giant Splyce, talks about the widespread appeal of eSports competitions, as well as how to find a role in the field.

Listen in as host Dave Meltzer and Strenczewilk talk about the expansion of Splyce and the similarities between traditional sports and eSports. Marty also discusses what qualities are necessary to set yourself apart as an eSports athlete and how parents can support their kids in the pursuit of video game glory.

Source: https://www.entrepreneur.com/article/323747

Good Life Networks Inc. $GOOD.ca Increases Third Quarter Revenue Year Over Year by 142% to $10,000,650 $TTD $RUBI $AT.ca $TRMR $FUEL

Posted by AGORACOM-JC at 4:50 PM on Tuesday, November 27th, 2018

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Financial Highlights:

  • Revenue for the three months ending September 30th, 2018 was $5,242,676, a 107% increase from $2,533,365 reported for the same period 2017.
  • Gross profit for the three months ending September 30th, 2018 increased to $2,342,005 from $1,145,747.

VANCOUVER, Nov. 27, 2018 – Good Life Networks Inc. (“GLN“, or the “Company“) (TSXV: GOOD) (FSE: 4G5), a programmatic advertising technology company, today announced that third-quarter revenue increased 107% to $5,242,676 from the same quarter last year, and reported net income of $1,010,990, compared to a net income of $628,780 in the same quarter last year.

“We continue our exceptional financial performance heading into Q4, which is typically our strongest quarter and the biggest quarter of the year in general for the advertising space,” said GLN CEO Jesse Dylan. “This financial performance further supports our projected revenue target and earnings objectives for the full fiscal year.”

Financial Highlights:

  • Revenue for the three months ending September 30th, 2018 was $5,242,676, a 107% increase from $2,533,365 reported for the same period 2017.
  • Gross profit for the three months ending September 30th, 2018 increased to $2,342,005 from $1,145,747.
  • Gross margins for the three months ending September 30th, 2018 decreased to 44% from 45%.
  • Adjusted EBITDA for the three months ending September 30th, 2018 was 1,503,667, a 148% increase from $606,361 for the same period 2017.
  • Revenue was $10,000,650 for the nine months ended September 30th, 2018, a 142% increase from $4,133,231 reported for the six months ended September 30th, 2017.
  • Gross profit for the nine months increased to $4,381,291 from $1,760,248.
  • Gross margins for the nine months ending September 30th, 2018 increased to 43% from 42%.
  • Adjusted EBITDA for the nine months ending September 30th, 2018 increased to 1,443,223 from an adjusted EBITDA loss of $190,978 for the same period 2017.

BUSINESS UPDATE
During the third quarter GLN achieved the following milestones:

  • GLN and Impression X entered a Definitive Agreement to acquire all the issued and outstanding shares of Impression X, Inc., a leading connected television (“CTV”) advertising technology company. The CTV ad revenues are expected to reach $31.5 billion in 2018, up 275% from 2015 according to the Interactive Advertising Bureau.
  • Released Q2 reviewed financials, increasing second quarter revenue year over year by 123% to $3,435,835.

Subsequent to Third Quarter

  • GLN entered an agreement with Einstein Exchange as launch partner for their AR (accounts receivable) blockchain application, US Patent Office, serial number 62/634,333. Einstein will provide the technology and infrastructure to allow the listing, promotion, sale, and redemption of the GLN AR token, both through accredited investors and via the Einstein Exchange.
  • GLN entered into an agreement with AMPD Holdings Corp (dba AMPD Game Technologies), to provide the Company’s programmatic advertising technology to the Gaming industry. AMPD is a Vancouver company that specializes in Game Technologies and is the only company in Canada specifically focused on providing technology solutions for game developers and publishers.
  • GLN’s technology integrates at the server level with both publishers and advertisers and is reached its target of 30 integrations in 2018 two months ahead of schedule. GLN will exit the year with 47 total integrations. GLN will only announce integrations that are deemed to be meaningful to revenue growth.

The Company’s condensed consolidated interim financial statements as at and for the nine months ended September 30th, 2018 and related management’s discussion and analysis can be found on the Company’s SEDAR profile at www.sedar.com. All figures are expressed in Canadian dollars unless otherwise stated.

Reconciliation of adjusted EBITDA
Adjusted EBITDA is a non-IFRS financial measure that we calculate as income (loss) before income taxes excluding depreciation and amortization, stock-based compensation expense, non- recurring non-operating expenses, interest expense, and gain or loss on financial instruments and foreign exchange.

Adjusted EBITDA is a measure used by management and the Board to understand and evaluate our core operating performance and trends. This measure differs from contribution in that adjusted EBITDA includes additional operating costs, such as general and administration expenses and marketing, but excludes funding interest costs.

The following table presents a reconciliation of adjusted EBITDA to loss before income taxes, the most comparable IFRS financial measure for each of the periods indicated:

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

The GLN Story
GLN is a patent pending machine learning programmatic video advertising technology company that does not collect PII (Personal Identifiable Information). GLN can serve millions of online video ads daily 3 times faster than IAB (Interactive Advertising Bureau) standards through multiple server to server integrations with both publishers and advertisers. GLN is headquartered in Vancouver, Canada with offices in the US and UK and trades on the TSX Venture Exchange under the stock symbol “GOOD” and The Frankfurt Stock Exchange under the stock symbol 4G5.

Addressable Market: The total media ad spend worldwide will rise 7.4% to $628.63 billion in 2018, according to “Global Ad Spending: The eMarketer Forecast for 2018.” Digital media will account for 43.5% of that investment, thanks to rising global ecommerce spending and shifting viewership from traditional TV to digital channels. By 2020, digital’s share of total advertising will near 50%.

Additional information identifying risks and uncertainties is contained in GLN’s filings with the Canadian securities regulators available at www.sedar.com.

SOURCE Good Life Networks Inc.

View original content to download multimedia: http://www.newswire.ca/en/releases/archive/November2018/27/c6341.html

Jessy Dylan, CEO, [email protected] CNW Group 2018

$GGX.ca GGX Gold Completes 11 Diamond Drill Hole Fall Program at COD Vein on the Gold Drop Property – Southern British Columbia $Tusk.ca, $GZC.ca $K.ca

Posted by AGORACOM at 9:20 AM on Tuesday, November 27th, 2018

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  • 2017 and 2018 drill intersections (core length) of 50.1 g/t gold over 2.05 meters; 54.9 g/t gold over 1.47 meters; and 4.59 g/t gold over 16.03 meters at the COD Vein
  • Gold and silver bearing quartz veins in multiple regions of the property with high grade gold reported (samples exceeding 1 oz. / ton gold reported)
  • Historic gold and silver production at the Gold Drop, North Star, Amandy and Roderick Dhu vein systems.

VANCOUVER,BC / ACCESSWIRE / November 27, 2018 / GGX Gold Corp. (TSX-v: GGX), (OTCQB: GGXXF), (FRA: 3SR2) (the “Company” or “GGX“) is pleased to announce it has completed the 2018 Fall diamond drilling program at its Gold Drop Property near Greenwood, southern British Columbia. The program consisted of 11 diamond drill holes (COD18-61 to COD18-71) targeting the gold bearing COD Vein, the focus being an area of previous high grade gold drill intercepts (some previous samples over 1 oz./ ton gold). Highlights for the Gold Drop Property, including the COD Vein are:

  • 2017 and 2018 drill intersections (core length) of 50.1 g/t gold over 2.05 meters; 54.9 g/t gold over 1.47 meters; and 4.59 g/t gold over 16.03 meters at the COD Vein.
  • Gold and silver bearing quartz veins in multiple regions of the property with high grade gold reported (samples exceeding 1 oz. / ton gold reported).
  • Historic gold and silver production at the Gold Drop, North Star, Amandy and Roderick Dhu vein systems.


(To view the full-size image, please click here)

The 2018 Fall diamond drill program tested the COD vein, located in the Gold Drop Southwest Zone. The program followed up on results from previous 2018 diamond drilling at the southern extension of the COD vein. Two of the previous 2018 holes at this southern extension, COD18-45 and COD18-46 (which were drilled at 45 and 50 degree dips to the west from the same site), intersected high grade gold. COD18-45 intersected of 50.1 grams per tonne (g/t) gold and 375 g/t silver over 2.05 meter core length including 167.5 g/t gold, 1,370 g/t silver and >500 g/t tellurium over 0.46 meter core length (News Release of August 15, 2018). COD18-46 intersected 54.9 g/t gold and 379 g/t silver over a 1.47 meter core length, including 223 g/t gold, 1,535 g/t silver and greater than 500 g/t tellurium over a 0.30 meter core length (News Release of August 22, 2018).


(To view the full-size image, please click here)

Intervals of quartz veining and / or mineralized host rock from the 2018 Fall diamond drilling program are outlined in the table below. Since true widths cannot be accurately determined from the information available the core lengths (meters) are reported.

Hole ID Interval length (m) Description
COD18-61 1.38 Quartz vein intercept
COD18-63 3.46 3.46m mineralized zone including 1.47m quartz vein intercept with local visible gold.
COD18-64 3 3 m mineralized granodiorite interval
COD18-65 2.43 2.43m mineralized granodiorite interval
COD18-66 1.84 1.94m mineralized zone including a 0.94 m quartz vein intercept
COD18-67 8.51 8.51m mineralized interval including a 7.32 m quartz vein intercept.
COD18-68 4.64 4.64 m mineralized interval including 1.6m of quartz veining
COD18-69 9.65 9.65m interval of quartz separated by mineralized wall rock
COD18-70 6.9 6.9 m quartz vein intercept (with 1 m core loss)
COD18-71 12.04 12.04m mineralized intercept including 2.2m of quartz veining

All of the 2018 Fall drill holes were collared within 25 meters of holes COD18-45 and COD-46. Holes COD18-61 to COD18-66 were drilled to the west and slightly northwest at dips of 45 to 60 degrees to intersect the approximately northeast striking vein(s). Holes COD18-67 to COD18-71 were drilled at dips of 45 to 60 degrees slightly northeast to intersect the vein(s) at a shallower angle, the purpose being to test the continuity of the quartz veining and mineralization.


(To view the full-size image, please click here)

The drill core is currently being split and securely packaged for shipment to ALS Canada Ltd. in Vancouver, BC. There the core will be analyzed for gold by Fire Assay and for 48 elements by Four Acid and ICP-MS. Some samples are being selected for additional Screen Metallic analysis. Quality control (QC) samples are being inserted at regular intervals.

David Martin, P.Geo., a Qualified Person as defined by NI 43-101, is responsible for the technical information contained in this News Release.

To view the Original News release with pictures please go to the website or contact the company.

On Behalf of the Board of Directors,
Barry Brown, Director
604-488-3900
[email protected]

Tetra Bio-Pharma $TBP.ca Bolsters Intellectual Property Position and Product Pipeline $AERO $CBDS $CGRW $APH.ca

Posted by AGORACOM-JC at 8:20 AM on Tuesday, November 27th, 2018

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  • Announced the signing of a non-binding term sheet to create a joint-venture to formulate, develop and deliver cannabinoid derived therapeutics for a number of indications
  • Altus has three distinct drug delivery technologies that will provide Tetra with significant strategic advantages over the competition.

Seeks joint venture with Altus Formulation Inc. – a drug formulation and development company with patented technologies

ORLEANS, Ontario, Nov. 27, 2018 — Tetra Bio-Pharma Inc. (“Tetra” or “TBP”), (TSX VENTURE: TBP) (OTCQB: TBPMF), and Altus Formulation Inc. (“Altus”) today announced the signing of a non-binding term sheet (“Term Sheet“) to create a joint-venture to formulate, develop and deliver cannabinoid derived therapeutics for a number of indications. Altus has three distinct drug delivery technologies that will provide Tetra with significant strategic advantages over the competition. These include IntellitabTM abuse deterrent technology, FlexitabTM breakable sustained release tablet technology and SmartCelleTM nano-technology. SmartCelle’s ability to enhance the solubility of our THC and CBD products permits increased oral absorption and enables parenteral delivery. All platforms are protected by patents in force globally.

The Proposed Joint-Venture will provide Tetra Bio-Pharma with:

  • Increased intellectual property protection for products developed under the joint venture;
  • Access to abuse deterrent technology to minimize non-medical use of cannabinoids;
  • An enhanced development pipeline addressing new therapeutic areas;
  • Opportunities for disease-appropriate delivery including intranasal and intravenous delivery; and
  • Increased oral drug absorption with immediate and extended release products.

Dr. Guy Chamberland, CEO and CSO of Tetra Bio-Pharma stated, “We are extremely excited about the creation of this joint venture as Altus brings many advantages to the table that will benefit our patients, their care providers and add tremendous value to the products being developed together. Their drug delivery technology will significantly strengthen our intellectual property portfolio.”

The White House Executive Office of the President of the United States along with several U.S. Federal agencies are encouraging pharmaceutical manufacturers to develop abuse-deterrent technologies. The Altus intellectual property will allow Tetra to bring formulations containing THC to market with a product label that clearly indicates its abuse-deterrence feature.

“This will be a major breakthrough for marketing THC drugs with opioid reduction claims at a time when society and the medical community are battling the epidemic abuse of opioids,” said Dr. Chamberland.

“We were highly impressed by Tetra’s science-driven approach to cannabinoid research and their proven ability to develop valuable medicines in this largely untapped new space,” said Dr. Damon Smith, CEO of Altus Formulation. “We greatly look forward to working with them and to bringing a range of life-changing new products to our patients.”

About Altus Formulation Inc.
Altus Formulation is a Quebec based drug formulation and development company using its proprietary and patent protected drug delivery technologies to generate novel, differentiated and cost effective new products for its partners and their patents. With a focus on safer to use formulations, Altus’ technologies also include SmartCelle technologies for intravenous or oral delivery of low solubility large and small molecules.

For more information, please visit www.altusformulation.com

About Tetra Bio-Pharma Inc.
Tetra Bio-Pharma (TSX-V: TBP) (OTCQB: TBPMF) is a biopharmaceutical leader in cannabinoid-based drug discovery and development with a Health Canada approved, and FDA reviewed, clinical program aimed at bringing novel prescription drugs and treatments to patients and their healthcare providers. The Company has several subsidiaries engaged in the development of an advanced and growing pipeline of Bio Pharmaceuticals, Natural Health and Veterinary Health Products containing cannabis and other medicinal plant-based elements. With patients at the core of what we do, Tetra Bio-Pharma is focused on providing rigorous scientific validation and safety data required for inclusion into the existing bio pharma industry by regulators, physicians and insurance companies.

For more information visit: www.tetrabiopharma.com

Source: Tetra Bio-Pharma

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

Forward-looking statements
Some statements in this release may contain forward-looking information. All statements, other than of historical fact, that address activities, events or developments that the Company believes, expects or anticipates will or may occur in the future (including, without limitation, statements regarding potential acquisitions and financings) are forward-looking statements. Forward-looking statements are generally identifiable by use of the words “may”, “will”, “should”, “continue”, “expect”, “anticipate”, “estimate”, “believe”, “intend”, “plan” or “project” or the negative of these words or other variations on these words or comparable terminology. Forward-looking statements are subject to a number of risks and uncertainties, many of which are beyond the Company’s ability to control or predict, that may cause the actual results of the Company to differ materially from those discussed in the forward-looking statements. Factors that could cause actual results or events to differ materially from current expectations include, among other things, without limitation, the inability of the Company to obtain sufficient financing to execute the Company’s business plan; competition; regulation and anticipated and unanticipated costs and delays, the success of the Company’s research and development strategies, the success of this joint venture, the ability to obtain orphan drug status, the applicability of the discoveries made therein, the successful and timely completion and uncertainties related to the regulatory process, the timing of clinical trials, the timing and outcomes of regulatory or intellectual property decisions and other risks disclosed in the Company’s public disclosure record on file with the relevant securities regulatory authorities. Although the Company has attempted to identify important factors that could cause actual results or events to differ materially from those described in forward-looking statements, there may be other factors that cause results or events not to be as anticipated, estimated or intended. Readers should not place undue reliance on forward-looking statements. While no definitive documentation has yet been signed by the parties and there is no certainty that such documentation will be signed. The forward-looking statements included in this news release are made as of the date of this news release and the Company does not undertake an obligation to publicly update such forward-looking statements to reflect new information, subsequent events or otherwise unless required by applicable securities legislation.

For further information, please contact Altus Formulation Inc.
Damon Smith
CEO
514-883-3447

For further information, please contact Tetra Bio-Pharma Inc.
Robert Bechard
Executive Vice-President Corporate Development and Licensing
514-817-2514
[email protected]

Media Contact
energi PR
Carol Levine
514-288-8500 ext. 226
[email protected]
Stephanie Engel
416-425-9143 ext. 209
[email protected]

 

Esports Entertainment Group $GMBL Appoints CFO $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 8:15 AM on Tuesday, November 27th, 2018

  • Announced the appointment of Christopher Malone, CPA/CMA as Chief Financial Officer
  • Mr. Malone is the founding Director of PrOasis, a professional consulting firm, where he has spent the past 26 years managing the firm which focuses on executive management, corporate finance, strategic planning and governance for major Canadian SME organizations.

ST. MARY’S, ANTIGUA / November 27, 2018 / 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 Christopher Malone, CPA/CMA as Chief Financial Officer.

Mr. Malone is the founding Director of PrOasis, a professional consulting firm, where he has spent the past 26 years managing the firm which focuses on executive management, corporate finance, strategic planning and governance for major Canadian SME organizations. He currently holds the positions of Chief Financial Officer and Director for an OSC registered Fund Manager, as well as, an IIROC registered Broker-Dealer member.

Mr. Malone has an extensive listing, regulatory reporting and governance experience with private businesses and public companies on Regulatory organizations and Exchanges in Canada and the United States. His experience stems from over 35 years of senior financial and information technology systems roles in some of Canada’s largest domestic and multi-national organizations. He has held senior-level financial executive positions in food processing, telecom, media advertising, document management, and financial service organizations.

Mr. Malone holds a CPA/CMA designation and graduated from the University of Western Ontario with a B.A. in Commerce and Economics.

Grant Johnson, CEO of Esports Entertainment Group stated “We are very pleased with the addition of Chris to our senior management team. His experience at the highest levels of finance and information technology organizations, with stringent reporting requirements to regulators on both sides of the border, will be invaluable now that our Company has secured financing and embarks on aggressive growth plans within the global esports industry.”

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 and pool betting on esports events in a licensed, regulated and secure platform to the global esports audience. 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 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 Group 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]

SOURCE: Esports Entertainment Group, Inc.

Esports Entertainment Group $GMBL – All in the game: Taking #Esports to the masses

Posted by AGORACOM-JC at 11:52 AM on Monday, November 26th, 2018

SPONSOR: Esports Entertainment Group (GMBL:OTCQB) The esports betting site trusted by over 176 esports teams from around the world. Click here for more information.

Eeg logo black 01

  • The professional Dota 2 eSports team, OG, caused a major upset by winning the richest eSports tournament to date, The International 2018
  • Held at the 20,000 seat Rogers Arena in Vancouver, the $25 million tournament was witnessed by a capacity crowd over its six-day run and live-streamed by a peak audience of close to 15 million people

eSports is pioneering workflows that could be picked up by mainstream sports coverage, and with rising interest and growing prize pots, the influence of eSports looks set to increase.

On August 25, the professional Dota 2 eSports team, OG, caused a major upset by winning the richest eSports tournament to date, The International 2018. Held at the 20,000 seat Rogers Arena in Vancouver, the $25 million tournament was witnessed by a capacity crowd over its six-day run and live-streamed by a peak audience of close to 15 million people.

In many respects, despite a total airtime of 122 hours, an eSports tournament workflow for an event such as T18 looks very similar to a conventional sporting event, as the graphic below from Newtek shows. The only real difference lies in swapping the cameras and audio that would normally be capturing physical sporting action for gameplay capture, with production cameras being deployed essentially for cutaways, commentary and reaction shots.

NewTek’s eSports workflow

With little or no heritage of using legacy broadcast circuits, IP-based workflows are increasingly dominant in the eSports field as is remote production, which is becoming commonplace even at an intercontinental level. Coupled with the growing use of cloud-based tools, there’s a sense that eSports is pushing workflows that will become mainstream in regular sports coverage not too far down the line.

This can inevitably entail the use of serious amounts of bandwidth and fewer and fewer productions are happy to be using the public internet, preferring to rent large pipes for their exclusive use.

As a case in point, The Switch supplied the 12th BlizzCon last month with 800Mbps of connectivity between California’s Anaheim Convention Centre to AWS, not to mention a 50Mbps link for ESPN to handle content for Twitter.

Private networks also minimise the problem of latency. Aside from the desire to attract audiences — and BlizzCon, for example had 40,000 attendees — one of the main reasons that tournaments take place in arena settings rather than having players log in from home is to provide an even playing ground when it comes to connectivity. Lowest costs circuits are not always the best nor the most direct route, a factor which contributed to League of Legends developer Riot Games building its own dedicated backbone, Riot Direct.

This is a move more commonly associated with major tech companies such as Google and Facebook, but provides a much more direct route. The diagram below shows the impact when the return path, marked here in red, from Chicago to a player in Portland was computed by the standard Border Gateway Protocol.

Solo streamer
eSports is, however, about more than the tournaments, with influencer-based social video a key component on platforms such as the Amazon-owned Twitch, the Microsoft-owned Mixer, Smashcast, Caffeine, and an increasing number of other outlets.

Monetised by a combination of adverts and subscriptions, some of the players are becoming genre stars in their own right, led by the Fortnite-playing Ninja, who currently has over 12 million followers.

The tech behind connecting player to audience tends to be the standard value-end of broadcast kit list as developed and refined on YouTube over the years, with added computing grunt and specialist live-streaming and video mixing apps such as player.me, XSplit or OBS to allow broadcasters to intercut the gameplay. Additional specialist broadcasting software such as StreamLabs, StreamElements, Muxy and OperaEvent provide an impressive and constantly evolving array of engagement and monetisation tools.

Over 200 third-party extensions are now available for Twitch alone, which generate customisable onscreen info about everything from player stats to avatars to viewer polls, provide tipjar functionality, enable charity donations, viewer-chat and a whole lot more.

Sports crossover
Viewer chat and the live, interactive and communal nature of game streaming is considered by many to be one of eSports’ killer apps and live viewing is very much where the action is. Data from the most recent Nielsen eSports Fan Insight survey suggests that in the past 12 months 72% watched a live streaming event online, dropping to 48% for a pre-recorded match.

So far, so normal sports, but one of the dangers of mapping traditional sports paradigms onto eSports is that it is a very different mindset.

“Monetisation remains problematic when measured against an established culture of free content”

According to Nielsen data, eSports fans are, in general, video game fans first and foremost. They may spend on average 8% of their media time consuming eSports, but they spend nearly a quarter of their time playing video games themselves.

The reason they watch eSports is primarily to become better players themselves; they are active participants in the same games in a way that traditional sports organisations trying to build grassroots fanbases can only dream about.

This has implications. First, despite the draw of live events, there is a huge audience for VOD highlights and replays. Add in that factor and YouTube actually overtakes Twitch as the most popular source of eSports programming, at least in the US market. It means there is distinct demand for clips and highlights, and a real opportunity for analysis and annotation.

Second, it will necessarily impact on the way that the increasing amount of eSports athlete data being captured is presented. Traditional sports player stats such as metres run or tackles made, serve to highlight the difference between the elite athletes and the watching viewer. But given the different levels of engagement with eSports, the sense is that data should be presented more as aspirational: you can do this too if you practice hard enough.

As an example of the sort of metrics that are starting to feed into the game, Turner Sports has started to use eye-tracking technology to track individual player’s focus of intent during games which are then analysed post-match. The broadcaster is also adding the sort of sports science analysis that has become a staple of traditional sports in recent years, measuring factors such as response times and the visual acuity of the players.

Monetisation, ads, and evolution
One interesting current trend in eSports broadcasting is the demand of the narrative, which is stemming less from a traditional sports model and more from a sports entertainment perspective. This demands both additional resource on behalf of the streaming services for capturing content specific to it, as well as more input at the tournament planning stage to ensure the ‘right’ personalities end up pitted against each other. Whether this will become the dominant format becoming further emphasised moving forward or whether eSports will default to what can be considered a more purist, skills-first model will depend on the audience sizes achieved.

As will monetisation. As with much of the online media space, monetisation remains problematic when measured against an established culture of free content. Nielsen data suggests that as many as 1 in 3 eSports viewers would refuse to pay anything to watch any eSports content, though that has to be contrasted against culture that is happy to crowd-fund the huge purse on offer at T18, for instance.

Happily for continuing to fund the expansion in eSports, a similar figure suggested they would pay for ad-free video. This might be tested sooner rather than later though. Amazon-owned Twitch drew criticism for ending ad-free viewing on Twitch Prime (essentially a suite of benefits for Amazon Prime subscribers) in September, directing those who wanted an ad free experience to the $8.99 monthly Twitch Turbo service.

Measuring the impact of that will be instructive, though, of course, apart from revealing that over a million people are watching at any given moment, like its owner Twitch tends to keep its viewing figures to itself. It continues to innovate to stay ahead of a surging market though, for example announcing the forthcoming karaoke-style interactive Twitch Sings that allows viewers to request songs through chat only last month.

Speaking at the October TwitchCon 2018, Twitch CEO, Emmett Shear, said: “I think we’re still at very early days on Twitch. It still feels like the start of the streaming world.”

And with eSports revenues predicted to hit $905 million or more this year and still rising, the real tournament is only just starting.

Source: https://www.ibc.org/delivery/all-in-the-game-taking-esports-to-the-masses/3463.article