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College eSports Will Be Bigger Than March Madness $GMBL

Posted by AGORACOM-JC at 3:02 PM on Tuesday, December 20th, 2016

The stratospheric rise of competitive gaming has inspired schools to create programs, scholarships and arenas devoted to the burgeoning sector, which has hundreds of millions of fans.

BY DAVE ROOS
  
  • In 2016, nearly 300 million people worldwide tuned in to watch major eSports tournaments online, and hundreds of thousands packed into sports stadiums from Seoul to Kiev to watch teams of professional gamers do battle

For a year after graduating from high school, Derek Micheau lived in his hometown of Olympia, Wash., flipping burgers at a Jack in the Box by day and playing League of Legends all night. Alone in his apartment, Micheau spent up to 14 hours a day chasing a dream shared by thousands of other serious League players — going pro.

League of Legends is one of a dozen hugely popular games known as “eSports,” in which teams of professional gamers from around the world compete for millions of dollars in prize money.

If this is the first time you’ve heard of eSports, you can be sure it won’t be the last. In 2016, nearly 300 million people worldwide tuned in to watch major eSports tournaments online, and hundreds of thousands packed into sports stadiums from Seoul to Kiev to watch teams of professional gamers do battle. This isn’t like watching your buddies play Super Mario Bros. Games like League of Legends, Dota 2 and Heroes of the Storm are team-based, real-time strategy contests known as Multiplayer Online Battle Arenas (MOBAs). The action is intense and matches stretch for an hour or more, with brilliant attacks and counterstrikes punctuated by high-adrenaline announcers called shoutcasters.

Global viewership of professional eSports already exceeds the 204 million people who watch NFL games, and the number of viewers is expected to explode to 500 million by 2020, toppling other traditional sports like basketball and baseball. The top-earning eSports pros earned nearly $2 million each in 2016 playing Dota 2, with prize money coming from corporate sponsors and crowd-funded contributions.

Micheau was about to quit his full-time League of Legends habit and enroll in a local community college when he got a call from Ferris Ganzman, a semi-pro League of Legends manager who had just been hired by Robert Morris University (RMU) in Chicago as the country’s first-ever head coach of a varsity League of Legends team. Like the school’s other athletic programs, the gaming squad was named after the school mascot, the Eagles. Ganzman was calling with an intriguing offer: more than $18,000 in annual scholarships to come play video games at RMU.

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“The first thing my parents told me was, ‘You’d better not give them any money,” said Micheau, who is now a senior business major at RMU in his third season with the Eagles. “I don’t think they ever thought that I’d be able to correlate how good I was at video games to any kind of school.”

The varsity eSports team at RMU was the brainchild of Kurt Melcher, a 20-year athletics administrator and former women’s soccer coach at the college. He’s also a lifelong gamer. Back in 2014, there were hundreds of student-run clubs at U.S. colleges playing in online eSports tournaments, but administrators scoffed at awarding official status to a bunch of gamers sitting in a dorm room.

“We went 100 percent the other way and said, ‘This is a sport,'” recalled Melcher, who used his cache as a veteran administrator to convince RMU’s president to back the idea. “We wanted to go all in, provide scholarships, provide training space, provide gear, and really treat it as if it were a college basketball team.”

There are 50 players on the 2016-2017 RMU League of Legends team. Roughly 30 of them receive a varsity scholarship equaling 70 percent of tuition and the other 20 get a varsity reserve scholarship, 35 percent of tuition. They practice eight to 10 hours each day under a full-time coaching staff in a state-of-the-art gaming facility that is sponsored by industry heavyweights like iBUYPOWER and Asus. The facility is equipped with $350 ergonomic gaming chairs, $100 headphones, and vast projection screens.

All of that training has paid off. In their first two seasons as a program, the Eagles came in second in the North American Collegiate Championships, a “March Madness”-style League of Legends tournament. Micheau and his teammates were beaten both times by a club team from the University of British Columbia.

“Since I’ve come to RMU, the only time we’ve ever lost is at finals,” said Micheau, noting that the University of British Columbia lost four of its five starters from last season. “It’s a completely different scene this year. I expect us to get first.”

The national championship tournament is run by University League of Legends (uLoL), a division of Riot Games, the creator of League of Legends.

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“Riot as a company never set out to start a college-focused program,” said Trey Keeler, associate brand manager at the Los Angeles-based gaming company. “We started getting emails from students asking for help, things like swag, sponsorship for their events and support.”

What began as a side project for a handful of Riot employees in 2013 evolved into a dedicated collegiate marketing team. ULoL is now the largest college gaming network in North America, with more than 700 uLoL teams. The vast majority of them are student-run clubs, with only 20 having official campus status like the program at RMU.

In 2016, the University of California Irvine (UCI) became the first public school to launch a university-backed eSports program. Mark Deppe, UCI’s acting director of eSports, managed to build a $250,000 campus gaming arena and fund 10 scholarship spots (at $15,000 each) without spending a dime of university money, the key to convincing cash-strapped administrators to take a bet on eSports. Deppe also decided not to call it a “varsity sport,” preferring to position eSports as a part of the broader student life experience at UCI.

“Our program is unique in that no one else in the world is looking at eSports holistically,” said Deppe, pointing out that his program’s “four pillars” — competition, academic research, community support and entertainment — reach a wider swath of UCI students and faculty.

“While we currently offer scholarships for players, we dream of offering scholarships for shoutcasters, internet broadcasters, coaches and managers,” Deppe said. “We’re partnering with undergraduates in our Computer Game Science program and faculty who are studying gaming and the brain.”

Both Melcher at RMU and Deppe at UCI predict that every college in America will have an official eSports team within 10 years. Both men have fielded hundreds of calls from schools and clubs that are interested in taking their game to the next level.

The only potential obstacle for Melcher is the issue of intellectual property and broadcasting rights. No one owns the rights to play football or basketball, but eSports are a different legal beast.

“I think League of Legends is a sport, just like I think Overwatch, which is a Blizzard property, is a sport. But at their core, those are two companies and their goal is to make money,” said Melcher, who fears that competing publishers could lock universities into exclusive contracts like Coke and Pepsi. “Companies like Riot and Blizzard need to step back and see the bigger picture.”

The folks at Riot defended their hands-off IP policy, which generally lets fans and gamers use League of Legends content as much as they want as long as it’s not a money-making enterprise. Michael Sherman, Riot’s associate collegiate eSports manager, stuck with the sports metaphor.

“You don’t see hockey fighting for the attention of football,” said Sherman. “We believe in coexisting with other eSports on campus and building out a framework that helps support growth in general.”

ULoL will hold its fourth North American Collegiate Championship for League of Legends in the spring of 2017. Around the same time, Blizzard will run its third Heroes of the Dorm tournament with the “final four” broadcast live on ESPN2. You can get a sense of last year’s tournament by viewing the Blizzard-produced documentary A New Hero: the Rise of College eSports.

Source: http://www.seeker.com/college-esports-will-be-bigger-than-march-madness-2157424835.html

Casino Gamblers’ Spending Prognosis Expected to Bump by 3.5 Percent Through 2020 $GMBL

Posted by AGORACOM-JC at 9:11 AM on Thursday, December 15th, 2016

Casino consumer spending is ready for takeoff. According to a study titled “Gambling: United States” conducted by Freedonia Focus Reports, an Ohio-based market analytics firm, gambling will grow in the United States at an annual rate of 3.5 percent through 2020.

casino consumer spending Steve Wynn

  • “States will attempt to overcome stagnating gaming receipts by proposing new forms of, or locations for, gaming such as retail gaming, satellite casinos, and slots at airports,” Spectrum predicts. “More casinos in Las Vegas and Atlantic City will stage eSports events and contests, while Atlantic City will attempt to reposition itself as an eSports hub.”

Due to increased consumer spending, domestic casinos should see their revenues and bottom lines bounce upwards 2.9 percent during the same period, if Freedonia’s projections come true. It’s promising news for gambling companies and industry operatives who might be concerned that the US has become oversaturated with casinos.

Freedonia points to an increasingly permissible gaming landscape in numerous states, as well as casino patrons having more disposable income due to a resurging economy.

“Casino hotels are expected to see above-average growth, as many of these establishments offer gambling as part of a diversified entertainment strategy,” the report states. “Efforts to offer the Las Vegas casino experience closer to home will also boost revenues.”

Bearer of Good News

There are only a dozen states remaining that don’t have either commercial or tribal gaming. That’s why some are understandably worried that there are simply too many slot machines and table games in the US.

But directly on the heels of a national recession, the casino players that know best are making substantial investments. Steve Wynn is building a $2.1 billion resort in Boston. MGM Resorts recently opened the $1.4 billion National Harbor outside of Washington, DC, and is working on a $950 million facility in Springfield, Massachusetts.

Two of the most well-known and respected gaming companies aren’t scared of competition, and along with Freedonia, another market research firm supports the notion that there’s more money up for grabs for casinos.

Spectrum Gaming Group, a consultancy company in New Jersey that analyzes gambling markets, says in its 13th annual list of gaming trends that casinos will adequately adapt to a changing environment.

Vegas Confidence

Casino revenue has stabilized on the Las Vegas Strip, after falling from $6.8 billion in 2006 to $5.7 billion in 2010. Total gross gaming receipts came in at $6.3 billion in both 2014 and 2015, but will eclipse $6.4 billion this year.

Many believe eSports is a key area that Vegas needs to tap into. The emerging world of competitive video gaming was a major talking point at the Global Gaming Expo this fall. ESports is an area highly popular arena with the millennial, a demographic that hasn’t seemed to keen on playing games of pure chance common on casino floors.

For now, the older generations are providing a rebound to overall revenues in Vegas. Paired with the prospect of bringing new customers to casinos with eSports, gaming companies remain optimistic in Nevada and throughout the country.

Source: https://www.casino.org/news/casino-gamblers-spending-prognosis-to-bump-3-5-percent-through-2020

Multi-Million Dollar Big Data Deal Paves The Way For Esports Betting $GMBL

Posted by AGORACOM-JC at 5:35 PM on Friday, November 18th, 2016
  • By 2020, wagering on esports is expected to reach $29.8 billion, with 15.4 million individuals placing wagers on the outcomes of video game competitions.
  • Bookmakers must prepare for extreme growth in this area, equipping themselves with requisite data and analysis to cater to bettors while protecting against accumulation of losses in the cases of wise competitors.

Sportradar, through its brand Betradar, noticed an early opportunity and has entered into a partnership with esports big data startup DOJO Madness in order to become first-to-market in offering bookmakers a suite of tools to provide live-odds across online and offline esports competitions.

The exclusive partnership has an initial term of eight years and includes multiple millions of dollars in guaranteed base payments from Betradar to DOJO Madness. The deal will extend automatically unless either side exercises an opt-out clause during the initial term. It also includes a revenue participation component, which will entitle DOJO Madness to a commission based on retainers received by Betradar from third party bookmakers for the esport services that Betradar contemplates providing.

At least some form of revenue share is guaranteed, as Betradar already has customers signed up when the esports product goes live, which DOJO Madness CEO Jens Hilgers says will be in a couple of weeks. Betradar is expected to tap into its existing network of partners, which includes over 450 bookmakers in more than eighty countries.

“Betradar doesn’t want to miss the esports portal,” says Hilgers. “We bumped into Betradar and realized that Betradar had trouble to create the algorithms to predict the outcome of esports matches. Betradar found that we had actually done that already.”

But DOJO Madness entered into the business of providing esports data as a matter of chance. Its main focus has been providing coaching esports apps for players and teams. According to Hilgers, the DOJO Madness team would spend some time during evenings to create real-time predictions for esports games simply as an enjoyable activity. The result is the formulation of a new division that has led to rapid growth for DOJO Madness and the employment of roughly twelve data scientists in Berlin that are focused entirely on esports.

“Esports games are much more complex than traditional sports. The strategic depths are significantly higher,” explains Hilgers. “Modeling that out with people who have never played esports games is complex. You need to aggregate a lot of data in various ways.”

Negotiations between DOJO Madness and Betradar were also quite complex. It took six months for the parties to go from having talks to executing a contract. Now, DOJO Madness will provide Betradar with pre-match and in-play odds for all of the popular esports games, including CS:GO, Dota 2, League of Legends and Overwatch.

“We were always clear that esports live betting provided a great opportunity to invigorate the market, but we weren’t prepared to rush in at the cost of our, and our clients’, reputation,” says James Watson, Betradar’s Head of Esports. “We’re delighted to have been able to partner with industry-experts DOJO to create a best-in-class approach, further enhancing the exclusive fast content from our partnership with ESL – we have really created a new and unique framework that will greatly benefit operators.”

Betradar’s parent company Sportradar received $44 million in a funding round in 2015, which was led by Revolution Growth with involvement by Charlotte Hornets owner Michael Jordan and Dallas Mavericks owner Mark Cuban. Washington Wizards owner Ted Leonsis is a co-founder of Revolution Growth.

Earlier this year, DOJO Madness raised a $4.5 million Series A round of funding led by March Capital Partners. At the time, DOJO Madness was still mainly focused on providing esports coaching, but Hilgers already recognized that the data he was collecting could lead to other opportunities. It has, in the form of millions of dollars guaranteed and the ability to earn much more through a revenue share platform with Betradar.

Source: http://www.forbes.com/sites/darrenheitner/2016/11/17/multi-million-dollar-big-data-deal-paves-the-way-for-esports-betting/#71f2ca075721

 

Nielsen Report Dubs eSports the fastest Growing Part of the Sport Industry $GMBL

Posted by AGORACOM-JC at 2:03 PM on Wednesday, November 9th, 2016
  • eSports the fastest Growing Part of the Sport Industry
  • Fans of eSports are rapidly growing in size, currently amounting to 14% of all Americans aged thirteen and up – almost double of last year when that number was only 8%
  • As the report states, 77% of all fans of eSports are male, with Millennials making up for most of the demographic, or 61%. The Millennial generation is often seen as the future of both online and land-based gambling, with casinos focusing on new ways to attract this elusive player base

Nielsen Report Dubs eSports the fastest Growing Part of the Sport Industry

November 7, 2016

According to a recent report from Nielsen Games, fans of eSports are rapidly growing in size, currently amounting to 14% of all Americans aged thirteen and up – almost double of last year when that number was only 8%. The report gives an interesting insight into the eSports market which seems to be overtaking the United States, as well as a comparing view of how eSport fans overlap with fans of traditional sports.

As the report states, 77% of all fans of eSports are male, with Millennials making up for most of the demographic, or 61%. The Millennial generation is often seen as the future of both online and land-based gambling, with casinos focusing on new ways to attract this elusive player base. However, while the online casino industry introduces novelties like VR gambling to attract Millennial players, eSports seem to have little trouble in getting their attention right from the start.

As to other interesting findings, fans of eSports games were found to be twice as likely to use streaming for traditional sports as opposed to those who aren’t fans of eSports, with 71% of the fan base preferring streaming, 40% having watched games on TV, and only 23% having attended a game in person. Fans of eSports were also three times likelier to be fans of Soccer, combat sports and racing – three of the most popular sport gaming niches.

Coinciding with the rapid growth of the fan base, eSport events and prize pools have been quickly expanding as well, with currently more than 16,000 tournaments played annually and more than 65 million in cash rewards. According to Nicole Pike, director of Nielsen Games, eSports can no longer be considered a “niche activity” as they have grown to become one of the fastest expanding parts of the sport industry.

Source: https://news.worldcasinodirectory.com/nielsen-report-dubs-esports-the-fastest-growing-part-of-the-sport-industry-37337

VGambling Appoints Director $GMBL

Posted by AGORACOM-JC at 2:12 PM on Thursday, October 27th, 2016

Vgabmlinglarge_copy

  • Recently appointed Mr. David George Atmore Watt, FCCA as a Member of the Board of Directors of the Company
  • Mr. Watt, FCCA, age 58, is a Fellow of the Chartered Association of Certified Accountants of the UK. Mr. Watt is a Chartered Certified Accountant and a Member of the Institute of Chartered Accountants of the Eastern Caribbean with more than 25 years of finance, accounting and senior management experience

ST. MARY’S, ANTIGUA–(Oct 27, 2016) – VGambling Inc. (OTCQB: GMBL) (or the “Company”), a next generation online gambling company specifically focused on eSports, has recently appointed Mr. David George Atmore Watt, FCCA as a Member of the Board of Directors of the Company.

“We are honoured to have Mr. Watt join our Board of Directors,” said Grant Johnson, Chairman of VGambling. “We believe that Mr. Watt’s leadership and financial expertise will enable him to contribute significant managerial and strategic oversight skills to the Company.”

Biography of Mr. Watt, Director

Mr. Watt, FCCA, age 58, is a Fellow of the Chartered Association of Certified Accountants of the UK. Mr. Watt is a Chartered Certified Accountant and a Member of the Institute of Chartered Accountants of the Eastern Caribbean with more than 25 years of finance, accounting and senior management experience. Most recently, Mr. Watt was Financial Controller for the Blue Waters Hotel and Caribbean Developments (ANU) Ltd., both in Antigua. Previously, Mr. Watt was a Partner with the accounting firm Derrick & Watt in Antigua. Prior, Mr. Watt was an Accountant with South Bank Glass Co. Ltd, Input Typesetting Limited, and Cable & Wireless Plc all in London, UK. Mr. Watt is a graduate of South Bank Polytechnic in London, UK.

On October 26, 2016, Mr. Chul Woong Lim resigned from his position as a director of the Board of Directors the Company. The resignation was effective immediately.

About VGambling Inc.

VGambling Inc. is a next generation online gambling company specifically focused on eSports. VGambling intends to offer wagering on eSports events on a fully licensed, regulated and secured platform to the global eSports audience, excluding the United States. In addition, VGambling intends to offer users from around the world the ability to participate in multi-player video games tournaments online for cash prizes. VGambling is led by a team of industry and technical experts from the online gambling and video game industries, e-Sports, marketing, legal and financial professionals. The Company maintains offices in St. Mary’s, Antigua and Barbuda. VGambling is currently developing several play money websites and their real money wagering website. VGambling common stock is listed on the OTCQB under the symbol GMBL. For more information, please see www.vgambling.net

Contact:
Grant Johnson
Chief Executive Officer
Tel. +1-905-580-2978
[email protected]

FEATURE: Wagering on eSports is projected to hit $23 BILLION by 2020 $GMBL

Posted by AGORACOM-JC at 11:33 AM on Thursday, October 20th, 2016

Vgabmlinglarge_copy
Online Wagering Platform for the Future of Competitive Gaming

Why VGambling Inc?

“There is no other way to say it … VGambling represents one of the best potential mega winners I’ve seen in years.” George Tsiolis, AGORACOM Founder

“The Business of eSports Is Set To Explode…. Billions of dollars will soon be wagered on eSports competitions. Brands, consultants and investors are always looking for the next great opportunity and eSports appears to be an able applicant for the role.” Forbes Magazine, October 15, 2015

The 5 Things You Need To Know:

1. eSports – Over 130 million people from around the world tune in to watch teams of video game players compete with each other.

2. eSports Wagering – Wagering on eSports is projected to hit $23 BILLION by 2020.

3. VGambling is the next generation online gambling company that is built for the purpose of facilitating as much of this wagering as possible

4. VGambling is fully licensed, compliant and authorized to legally transact in eSports wagering.

5. VGambling has assembled a team of officers and board members with significant star power in the world of eSports and online gambling

VIDEO: eSports Investing AGORACOM at League of Legends Finals

Who is VGambling Inc.?

  • Company intends to offer users from around the world the ability to wager on professional e-Sports events for real money in licensed and secure environment.
  • Makes it possible to play in multi-player video game amateur tournaments and win cash prizes.
  • Issued an Internet gambling License by the Kahnawake Gaming Commission in Canada
  • Applied for a License in Antigua and Barbuda.
  • Company intends to conduct real money interactive gaming activities on a global basis from our base in St. John’s, Antigua.
  • Bringing users from these two huge industries together by offering our users from around the world the opportunity to play, and bet on online single and multi-player, video game tournaments for real money in our secure and licensed environment.
  • Utilizing VGambling Inc.’s peer-to-peer wagering system, video game fans and enthusiasts everywhere will be able to place all manner of bets on eSports professional players’ performance. Wagering will be available on a wide range of professional eSports events from around the world.
  • Company also intends to offer the widest selection of video games of skill, designed to be compatible for all applications including mobile and in multiple languages, to be played online for real money in small groups, tournaments and major events

The Opportunity

INTERNET GAMBLING EXPENDITURE IS INCREASING GLOBALLY

Online gambling, also known as Internet gambling and iGambling, is a general term for gambling using the Internet.

  • $40B industry with +20% annual growth
  • Sports betting estimated to be 41% of total online market.
  • Internet gambling represents +10% of global gambling market

eSports

Electronic sports (also known as eSports, e-sports,
competitive gaming, or progamming in Korea) is a term for organized multiplayer video game competitions.
Last year Riot Games’ “League of Legends” world championship had 27 million streaming views. To provide some correlation, it was more than the average viewership of the World Series of baseball, which is the second most viewed sport in the USA. The number of professional eSports tournaments worldwide more than tripled from 430 in 2013 to 1,485 in 2014.

  • eSports organizations hosting major tournaments include the Electronic Sports League in Europe, Major League Gaming in North America, and the Korean eSports Association founded by the Korean government and affliated to the Korean Olympic Committee
  • China and Korea continue to dominate the global eSports market
  • eSports are currently being seriously considered by the IOC as an Olympic sport

Firm aims to tap eSports from Antigua $GMBL

Posted by AGORACOM-JC at 9:52 AM on Wednesday, October 12th, 2016

  • eSports, also known as electronic sports or professional video gaming, typically involves organised multiplayer video game competitions, particularly between professional players.
  • Deloitte Global predicts that eSports will generate global revenues of US $500 million in 2016, up 25 per cent from about $400 million in 2015, and will likely have an audience of close to 150 million people.

Gambling CEO Grant Johnson says the Grand Princess Casino in Antigua can be transformed into the ideal venue for eSports tournaments.

The Canadian Internet gambling firm VGambling Incorporated is aiming to buy the Grand Princess Casino, located in Jolly Harbour, and set up a base in Antigua to tap into the global eSports industry.

CEO Grant Johnson told OBSERVER media that the firm put in a bid for the property, which is jointly held by the Antigua Commercial Bank (ACB) and Antigua & Barbuda Investment (ABI) Bank.

eSports, also known as electronic sports or professional video gaming, typically involves organised multiplayer video game competitions, particularly between professional players. Deloitte Global predicts that eSports will generate global revenues of US $500 million in 2016, up 25 per cent from about $400 million in 2015, and will likely have an audience of close to 150 million people.

Johnson said he has already met with Prime Minister Gaston Browne and toured the three-storey, 62,000-square foot casino, with former owner Tony Velarde. He also noted he has made an application for approval under the business investment option of the Citizenship by Investment Programme (CIP).

VGambling is the only firm to have submitted a written bid for the foreclosed property and Johnson said he expects to have the transaction finalised, one way or the other, before the end of the year. The Grand Princess Casino was opened in 2004 but by 2008, Velarde was already running into trouble running it.

The Grand Bay Casino at Dickenson Bay, also owned by Velarde, is also under foreclosure.

More in today’s Daily Observer.

Source: http://antiguaobserver.com/firm-aims-to-tap-esports-from-antigua/

VGambling Inc. Files 10K Annual Report; Moves Forward With Casino Offer, Investment Banking and Investor Relations $GMBL

Posted by AGORACOM-JC at 12:50 PM on Monday, October 10th, 2016

Vgabmlinglarge_copy

  • The Company has made an offer to purchase the Grand Princess Casino in Antigua.
  • 3-story, 62,000 sq ft Grand Princess Casino will not be operated as a traditional casino.
  • Hosting more than 1,500 spectators as they watch live major eSports events on the main floor while the events are broadcast globally on multiple video streaming platforms, as well as, provide up to 200 visitors with the opportunity to participate in video game tournaments on the second floor, all under the eSports Coliseum brand.
  • The Company has engaged California based Monarch Bay Securities, LLC as the Company’s exclusive placement agent for one or more offerings of the Company’s securities

ST. MARY’S, ANTIGUA–(Oct 10, 2016) – VGambling Inc. (OTCQB: GMBL) (or the “Company”), a next generation online gambling company specifically focused on eSports, has recently filed its 10K Annual Report for the year ending June 30, 2016 with the United States Securities and Exchange Commission.

10K Highlights:

  • The Company has made an offer to purchase the Grand Princess Casino in Antigua. The 3-story, 62,000 sq ft Grand Princess Casino will not be operated as a traditional casino. Rather, it will host more than 1,500 spectators as they watch live major eSports events on the main floor while the events are broadcast globally on multiple video streaming platforms, as well as, provide up to 200 visitors with the opportunity to participate in video game tournaments on the second floor, all under the eSports Coliseum brand.
  • The Company has engaged California based Monarch Bay Securities, LLC as the Company’s exclusive placement agent for one or more offerings of the Company’s securities
  • The Company has retained the services of AGORACOM Investor Relations (http://www.agoracom.com) to provide online investor relations services.

“The last year has been exciting and productive, and we will continue to execute our business plan with the goal of becoming a leader in the eSports wagering sector,” said Grant Johnson, CEO of VGambling. “We are especially excited about moving forward with the acquisition of the Grand Princess Casino in Antigua and executing our plan to convert it into the largest dedicated eSports facility in the world, ideally positioned in Caribbean to attract eSports enthusiasts from around the world.”

For more information on VGambling, please contact VGambling.

About VGambling Inc.

VGambling Inc. is a next generation online gambling company specifically focused on eSports. VGambling intends to offer wagering on eSports events on a fully licensed, regulated and secured platform to the global eSports audience, excluding the United States. In addition, VGambling intends to offer users from around the world the ability to participate in multi-player video games tournaments online for cash prizes. VGambling is led by a team of industry and technical experts from the online gambling and video game industries, e-Sports, marketing, legal and financial professionals. The Company maintains offices in St. Mary’s, Antigua and Barbuda. VGambling is currently developing several play money websites and their real money wagering website. VGambling common stock is listed on the OTCQB under the symbol GMBL. For more information, please see www.vgambling.net

Contact:
Grant Johnson
Chief Executive Officer
Tel. +1-905-580-2978
[email protected]

Twitch’s New Virtual Currency Stream+ Could Be A Boost For Esports Betting $GMBL

Posted by AGORACOM-JC at 9:04 AM on Thursday, October 6th, 2016

Breakaway includes the option to make bets using the new virtual currency, Stream+.

During a brief video demonstration of Breakaway, Amazon Game Studios showed that players could wager on matches and earn Steam+ coins by watching.

Adam Wong, managing editor for Double Helix, part of Amazon Game Studios, explained:

“We wanted to create more ways for viewers, broadcasters and players to interact with each other on Twitch, so various teams within Amazon Game Studios are building new features that enhance the experience between players, broadcasters and viewers.”

Patrick Gilmore of Amazon Game Studios gave only slightly more information on Stream+:

“Stream+ is a loyalty points system where players can earn points by watching streams.”

He added that Stream+ points could be spent on wagering, but exactly how the system will work, and whether the Stream+ points or coins would be tradable across or outside of the Twitch platform was left unaddressed.

Game currencies raise regulatory issues

The issue is important from a regulatory point of view. The UK Gambling Commission (UKGC) has made its position clear.

If a virtual currency or in-game article (a skin) can be monetised, then it is the equivalent of money. If used for an activity that qualifies as gambling, then the provider needs a gambling licence.

“Where ‘skins’ are traded or are tradeable and can therefore act as a de facto virtual currency and facilities for gambling with those items are being offered, we consider that a licence is required.”

Twitch will almost certainly avoid skin betting controversy

The last few months have seen Valve attempt to stop its Steam platform being used for skin betting. Almost all the betting has revolved around CS:GO skins, which could be traded and monetized on third party sites.

Valve’s approach to the regulatory and reputational risks that arose will have been taken on-board by Twitch.

The likelihood is that Twitch will make certain that any gambling using Stream+ will fit strictly within the confines of the legal definitions of social gaming.

This will not prevent Twitch or game producers from receiving revenues from the sale of Stream+ coins, but will mean that Twitch is likely to set ground rules preventing the coins from subsequently being monetized.

Esports Betting Industry Coverage Brought To You By Betway

Esports betting may see second order benefits

While the new currency may not see esports betting operators benefit directly, it may introduce more players and fans to the fun of betting on their favorite players and games.

This greater awareness that betting is possible reduces the gap which esports betting operators have to bridge in attracting customers.

If customers are accustomed to betting on in-game action in Breakaway, betting real money on a Dota 2 or League of Legends tournament will be less of a novelty.

Source: http://www.esportsbettingreport.com/twitch-introduces-new-virtual-currency/

Demand For Esports Content Prompts Sky And ITV To Make $4 Million Ginx TV Investment $GMBL

Posted by AGORACOM-JC at 3:30 PM on Monday, September 26th, 2016
satellite dishes on rooftop

The demand for televised esports content is about as new a new thing as could be, but UK broadcasters ITV and Sky TV are determined to get ahead of the game.

Sky and ITV are doubling down on their initial investment in Ginx TV, which went live in June this year. Each has invested £1.55 million ($2 million) in cash and payment in kind via the provision of broadcasting services for a 16.5 percent stake in Ginx TV.

Ginx says that it is already to distributed to 14 million homes in the UK and Ireland and its foreign distribution takes the channel into another 23 million homes, letting Ginx claim to be the “largest eSports TV channel in the world, reaching 37 million homes.”

Emma Lloyd, group director of business development and strategic partnerships at Sky, commented:

“We’re really excited to have followed up our commercial partnership with Ginx with this investment, which will help us deepen our understanding of eSports and its audience. At Sky we are committed to bringing new programmes and channels such as GINX eSports TV to support and extend our leadership position in content.”

ITV and Sky have options to increase their stake further

The regulatory news announcement put out by ITV stated that:

“Both ITV and Sky have the option to acquire further holdings in Ginx TV. If either party does not take up its option, the remaining party may have the option to acquire 100%.”

Ginx is a 24/7 broadcaster offering a schedule that covers major esports tournaments such as FACEIT’s eSports Championship Series, and Valve’s The International Dota 2. It also offers independent programming, and rebroadcasts the Turner Broadcasting ELEAGUE.

Esports fans get to watch at times that are convenient to them, and the brand reputation of ITV and Sky help to create mainstream respectability for the content.

That 24/7 coverage also makes Ginx a critical resource and promoter for online esports betting.

TV coverage and esports betting can be expected to feed off each other as each expands. The consequent growth of Ginx may make the Sky and ITV options potentially very valuable.

Source: http://www.esportsbettingreport.com/sky-itv-invest-ginx-esports-tv/