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The Gaming Industry is colossal with over a billion gamers worldwide, Enthusiast Gaming $EGLX.ca Aims to Be the largest vertically integrated gaming media and #Esports company in the world $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:30 PM on Monday, September 9th, 2019
  • The gaming ecosystem is approaching a market share comparable to professional sports
  • Enthusiast Gaming has its eyes set on building the largest community of authentic gamers to monetize and leverage their market-leading analytics network
  • EGLX is the most adept enterprise at increasing fan engagement for its influencers and teams through its massive media portfolio

By: Eva Bieniarz

The gaming industry is colossal — there are more than 2.5 billion gamers around the world, and the gaming market is set to grow to US$196 billion by 2022 alone! With a CAGR of nine per cent for the period 2018–2022, this industry has become a legitimate rival to the traditional sports market.

To compare earnings, the global sports market generated US$488.5 billion in 2018, whereas the global gaming industry hauled in US$135 billion. While both segments are projected to see significant growth in the short term, the gap is poised to shrink as gaming solidifies itself at the “heart of the entertainment business,” according to Newzoo.

The gaming industry is also thriving based on its growing and diverse audience base. For instance, 65 per cent of American adults play video games, and the average gamer is only 34 years old.

Transforming the gaming world one acquisition at a time

Within this massive industry, Enthusiast Gaming (TSX.V: EGLX) is building the largest vertically integrated gaming media and esports company in the world.

As a newly listed public company by way of its merger with Luminosity Gaming, J55, and Aquilini GameCo, the company is on track to make this global vision a reality. One of the new conglomerate’s goals will be to build out a central gamer data source from its three divisions (media, events, influencers), to facilitate brands and advertisers.

Regarding the company’s merger and acquisition strategy, Menashe Kestenbaum, president and founder of Enthusiast Gaming, explains, “Enthusiast has an aggressive growth strategy through accretive acquisitions, which allows us to scale the business quickly and effectively.

“Our strategy is to acquire the leading digital communities across the entire gaming ecosystem, which keeps our platform diversified and agnostic. It also provides us with significant competitive advantage against anyone trying to enter the space.”

The company’s largest acquisition to date, The Sims Resource, is the leading female gaming website in the world, generating $7 million in revenue and $5.25 million in EBITDA (2018).

“This acquisition provided us with immediate access to the growing female gaming demographic and 2.5 billion page views a year. The Sims Resource also has a unique subscription model, which generates recurring monthly revenue from over 60,000 subscribers. We see this as an opportunity to adopt a similar model across our network of 85 websites to drive future revenue growth,” Kestenbaum notes.

Enthusiast has an aggressive growth strategy through accretive acquisitions, which allows us to scale the business quickly and effectively. Our strategy is to acquire leading digital communities across the gaming ecosystem, which keeps our platform diversified and agnostic.Menashe Kestenbaum, President, Enthusiast Gaming Holdings Inc.

What Enthusiast’s merger means for esports

Enthusiast’s merger will make the company a leading publicly traded esports and gaming organization, with $22 million in pro forma revenue on the closing of the merger backed by $55 million in financing, with a combined global audience reach of approximately 200 million.

So why is this merger so significant, and why did Enthusiast partner with Aquilini GameCo? How, exactly, will this benefit the company in the long run?

Well, since Enthusiast’s successful monetization strategy and wealth of analytical data covers an abundance of demographics in the broader gaming industry, the company’s knowledge can be combined with Luminosity’s influencers and esports properties to create a unique gaming ecosystem.

Enthusiast’s success in monetizing gaming properties will also allow the company to monetize Luminosity’s championship esports franchise through the same data-centric, ad tech approach to engage partnership and advertising opportunities.

The fact that Enthusiast is merging with Aquilini GameCo gives the company a huge boost to diversify and expand its presence across more than merely sports and entertainment, but potentially food and hospitality, living, and more.

Luminosity Gaming is currently competing in games like Counter Strike, Fortnite, Call of Duty, Madden and more at the highest professional level. Supplied

Enthusiast is also party to a long-term services support agreement with Vancouver Arena Limited Partnership (VALP), pursuant to which VALP will provide Enthusiast with a broad range of marketing and business support services, including corporate partnership and selling support, retail support, brand association and marketing support (to be provided by Canucks Sports and Entertainment), and more.

Apart from a company perspective, when taking a holistic look at the esports and gaming industry, it’s clear that sentiment towards gaming is growing. The industry even has tech giants Amazon and Google wanting in on the action.

What’s more, esports is also being compared to professional sports — hockey, baseball, you name it — in terms of garnering millions of fans around the world.

For instance, in 2017, the League of Legends tournament garnered more viewers than the MLB World Series, the NBA Finals and the NHL Stanley Cup Finals! This would have been unheard of a few years ago.

Kestenbaum explains, “The size and scalability of our ecosystems are a significant competitive advantage. Enthusiast’s online presence of 150 million visitors, combined with Luminosity’s rich content creation reaching over 60 million followers, will be invaluable for us moving forward.”

Enthusiast’s merger is expected to provide further significant strategic and financial benefits to the company, including but not limited to expected margin improvement, involving a combination of the net funds from the private placement and cash-on-hand that may be used to repay all or part of the Sims Resource Deferred Payment, as well as an enhanced capital market profile through the closing of the transactions.

Growth drivers propelling the company towards success

Enthusiast is also growing its fan base and subsequently its customer base through seven strategies:

  • Growth in revenue per user goal: Target revenue per user of $0.40
  • Build out a direct sales team: Increase of 10–20x / CPM compared to commoditized programmatic advertising rates. Expand to key financial hubs like Toronto, New York, London, Los Angeles, and San Francisco
  • Subscription model growth: Offer unique content and player access to increase subscriptions. Currently, over 60,000 subscribers generating approximately $2.5 million in recurring revenue
  • Mergers and acquisitions: Grow the size of Enthusiast’s fan base, and better engage with them to increase revenue and profitability
  • Expand the EG Live division: Build on the success in Toronto and bring similar events to New York, Chicago and the Pacific Northwest
  • Franchise value appreciation: Increase the value of the franchise through content creators, influencers, professional esports professionals and championship esports teams
  • Non-endemic opportunities: Sell more non-endemic sponsorships and partnerships through direct sales and programmatic advertising

Apart from the company’s strategic growth model, Enthusiast has five key business segments that enhance the company’s overall expansion plans. They include:

Content: Enthusiast offers news, reviews, videos, live streams, blog posts, tips, chats, message boards, and other video-gaming related content.

Advertising: The company operates an advertising network for brands targeting the gamer demographic, generating over 30 billion advertisement requests per month.

Events: Enthusiast organizes Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, which attracted over 55,000 attendees in 2018, including a Rising Star Series.

Data and ad tech: The company has built a proprietary ad tech platform around a tech-enabled gamer data platform.

Leading esports franchise: Luminosity Gaming is one of the most popular esports brands, offering a subscription growth model that leverages content and player access to increase subscriptions.

Add in celebrity endorsement from Canadian recording artist Tory Lanez, and the top esports athletes and influencers including YELO, and the company has all the right ingredients to reach success.

A knowledgeable management team leading the way

Enthusiast’s skyrocketing success and popularity is catalyzed by Menashe Kestenbaum, president of Enthusiast, who began his career in video games when he was 13 years old, writing for IGN, a large gaming media site. Kestenbaum launched his first gaming blog, called “Nintendo Enthusiast,” in 2011, which subsequently became the foundation of Enthusiast Gaming today.

Adrian Montgomery, CEO of Enthusiast, has also been instrumental in Luminosity’s new partnership with Enthusiast. As ex-president of Canucks Sports and Entertainment, Montgomery brings decades of knowledge about sports and what it means to be a dedicated fan.

Steve Maida, president of esports at Enthusiast, built the popular esports franchise from the ground up and was responsible for finding talent like “Ninja,” one of the world’s top Fornite players.

With its merger between Aquilini GameCo and Luminosity completed, Enthusiast Gaming is on the right path towards dominating the gaming industry. Through its clear growth objectives, diverse revenue streams, acquisitions, partnerships and more, the company is building a world-class gaming company that cannot be replicated.

Investors should look forward to more company updates as Enthusiast continues to scale and add to its roster.

Source: https://business.financialpost.com/business-trends/canadian-sports-mogul-bets-on-gaming-and-esports-with-enthusiast-gaming

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

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

WHAT YOU NEED TO KNOW

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

Hub On AGORACOM

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What Is Esports Betting?

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

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

So, What is Esports Betting?

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

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

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

How Esports Betting Works

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

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

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

Types of Esports Betting

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

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

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

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

Conclusion

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

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

#3rdFlix secures $5 million in pre-series A round from #Exfinity Ventures, #Yournest, as funds flow into hot #Edtech sector #betterU $BTRU.ca $ARCL $CPLA $BPI $FC.ca

Posted by AGORACOM-JC at 11:26 AM on Monday, September 9th, 2019
SPONSOR:  Betteru Education Corp. The Only Education Marketplace In India Serving 1.3 Billion Potential Customers Click here for more information.
BTRU: TSX-V

3rdFlix Visual Effects secures $5M funding led by Exfinity Ventures

ETtech

  • Hyderabad-based educational technology startup 3rdFlix Visual Effects has raised $5 million in a pre-Series A round led by Exfinity Ventures.
  • YourNest, IDFC Parampara and high net-worth individuals also participated in the funding round.
  • The startup plans to use the capital to expand the 6-12th grade segment and launch immersive and experiential content later this year

Founders (L-R) Subbarao Siddabattula, Charu Noheria and Ilangovel Thulasimani


Hyderabad-based educational technology startup 3rdFlix Visual Effects has raised $5 million in a pre-Series A round led by Exfinity Ventures. YourNest, IDFC Parampara and high net-worth individuals also participated in the funding round.

The company plans to use the capital to expand the 6-12th grade segment and launch immersive and experiential content later this year. It also aims to launch in international markets, including the United States, Africa, UAE, and Southeast Asia, in the next 18 months.

“With amazing advancements in spatial computing, combined with artificial intelligence, we are looking at a new era of intelligent, interactive and immersive content that will change the way we learn,” said Subbarao Siddabattula, Founder and CEO of 3rdFlix.

The startup, founded in 2014 by Siddabattula, Ilangovel Thulasimani and Charu Noheria, uses VFX and technologies such as machine learning, artificial intelligence, augmented reality, virtual reality and mixed reality to create life-like intelligent shared experiences for enhanced learning. It focuses on interactive and experiential learning to increase retention and engagement levels among students.

The animation and VFX segment grew 18.7% in FY19, to reach Rs 87.7 billion, mostly driven by animation content on OTT platforms and rising demand from non-entertainment sectors such as education and healthcare.

The sector is expected to grow at a compounded annual growth rate of 16% between FY19 and FY24 and reach Rs 184 billion, according to a report by KPMG.

Source: https://tech.economictimes.indiatimes.com/news/startups/3rdflix-visual-effects-secures-5m-funding-led-by-exfinity-ventures/70977294

#Porsche #Taycan Debuts as One of the Most Anticipated #EV Cars of the Decade, Great News For $HPQ.ca Silicon Resources $FSLR $SPWR $CSIQ $PYR.ca $XMG.ca

Posted by AGORACOM-JC at 10:17 AM on Monday, September 9th, 2019

When the electric vehicle paradigm shift en masse hits in the next 3-4 years, it will be a monster.

Get in front of it.

Do your due diligence now.

HPQ Silicon – Pilot Plant running in next 6 months

Hub On AGORACOM

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With as much as 750 hp on tap and about 240 miles of range, Porsche’s all-electric sedan charges onto the market. 

By Sean Evans on September 8, 2019

  Photo: Courtesy of Porsche AG.

Niagara Falls in Ontario, Canada, was chosen as the locale for the North American reveal of the Porsche Taycan fully electric sedan for good reason: the ginormous hydro-electric power plant that resides there. It didn’t hurt that the Taycan looked imposing in the foreground of the press snaps either. It’ll likely garner attention wherever it goes, especially from whomever it quietly zooms past thanks to the eye-catching, futuristic design and some serious power-train engineering.

In terms of size, the Taycan is smaller than the Panamera, about the same size as a BMW 5 Series or a Mercedes-Benz E-Class, or even the car that it’ll henceforth be benchmarked against: the Tesla Model S. I got a test-ride in a Taycan around a Formula E track. Despite being thrashed around by a professional racing driver, I felt that the backseat was plush and spacious enough for my 6-foot-2 frame. The car was also fast as hell.

The 750 hp Taycan Turbo S surges from zero to 60 mph in 2.8 seconds using launch control.  Photo: Courtesy of Porsche AG.

Underneath the floor is a skateboard containing a 93 kWh lithium-ion battery pack, which pushes energy to a pair of synchronous electric motors, one for each axle. The front axle receives a single-speed motor while the rear contains a two-speed transmission. For the quizzical, the first gear is for acceleration, and the shift point is around 62 miles an hour. While it’s pretty unusual for an EV to include a transmission, the point here is pure power and time will tell whether this will practically benefit drivers.

Onto the name. The base Taycan will be called the Turbo and some engineering tinkering will eke out more power for the Turbo S. As there is no combustion engine to which a turbo can physically be affixed, it’s silly to keep the conventional names, but Porsche is doing so because it believes customers can better equate the products to competitor vehicles. (Later next year, there will be a wagon variant, too.)

Both the Turbo and the Turbo S generate 616 hp, but an “overboost” function affords the Turbo bursts up to 670 hp while the Turbo S pushes 750 ponies to the wheels. The torque is 626 and 774 ft lbs, respectively, which is good enough to propel the 5,121-pound beast from a standstill to 60 mph in 3.0 seconds for the Turbo and in 2.6 seconds for the Turbo S. While those numbers are more blunted than a Tesla Model S, Porsche would prefer you focus on the fact that the engineers were more concerned with making an all-around dynamic car with repeatable performance rather than a drag strip winner.

The Taycan Turbo runs with 670 horses and 626 ft lbs of torque.  Photo: Courtesy of Porsche AG.

Porsche hopes for a range of 280 miles, though no official EPA numbers have arrived. It’ll likely clock in around 240 miles, and that’s a little bit of a bummer because the Model S can go about 50 percent further (370 miles) on a battery that’s only about 8 percent bigger. Perhaps to offset this, Porsche’s imbued the Taycan with 800-volt charging systems, a giant nose-thumb to the norm of 400-volt systems in most other EVs. Still, the battery can only take about 270 kWh at its peak, though Porsche believes to achieve 400-500 kWh as advancements in technology develop. For now, with optimal temperature and conditions, the Taycan can go from five percent charge to 80 percent in roughly 20 minutes.

The Taycan’s high-tech interior.  Photo: Courtesy of Porsche AG.

The Turbo starts at $153,510 (though the launch edition includes a glass roof and better charger) and the Turbo S will begin at $187,610. After launch, they’ll drop down to $150,900 and $185,000, respectively. Are they worth the money? Check back with us later this month after our first-drive review.

Source: https://robbreport.com/motors/cars/porsche-taycan-debut-2868021/

#Bitcoin Price Hovers Around $10,000, Analysts Urge Buyers to Accumulate, Bodes Well For #ThreeD Capital $IDK.ca Diverse #Crypto Holdings $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 9:55 AM on Monday, September 9th, 2019

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IDK: CSE

Bitcoin Price Hovers Around $10,000, Analysts Urge Buyers to Accumulate, Bodes Well For ThreeD Capital

by Bhushan Akolkar

  • As the Bitcoin price consolidate around $10,000 level, analysts tell investors that now is the time to remain bullish and accumulate more BTC tokens in their wallets.

After making a recovery above $10,000 last week, the Bitcoin price is hovering above $10,000 levels now. Last week, Bitcoin was riding on an upward momentum until Thursday, where it hit its weekly high of $10,850. However, post that the momentum has again turned south for the world’s largest cryptocurrency.

In the last three days, Bitcoin lost nearly $700 of its price. At the press time, Bitcoin is trading at $10,151 with a market cap of $181 billion. But there’s a good amount of trading activity in Bitcoin with 24-hour trading volumes crossing $14 billion. Bitcoin still dominates a massive 69.8% share in the overall cryptocurrency market cap.

However, some analysts feel that this is the right time to buy more Bitcoins. They are urging investors to make the most of this moment and stash as many BTC tokens as per their appetite.

Bitcoin Bull Market Is Now On

Bitcoin investor and partner at Adamant Capital, Tuur Demeester compares this time with the “post-ICO-bubble bull market”. Demeester calls for “a screaming buy” on Bitcoin. Besides, he also predicts that Bitcoin price will just sky-rocket as the Amazon stock did over the last two decades.

He says that just like Bitcoin, Amazon stock showed massive volatility in its first decade of listing. Thus, he believes that weathering this roller-coaster ride, Bitcoin will ultimately emerge victoriously.

Source: https://www.coinspeaker.com/bitcoin-price-10000-byuers-accumulate/

Nickel Is Hotter Than Gold Right Now, Great News For Tartisan #Nickel! $TN.ca $ROX.ca $FF.ca $EDG.ca $AGL.ca $ANZ.ca

Posted by AGORACOM-JC at 4:24 PM on Friday, September 6th, 2019

Investment Highlights

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

Kenbridge Ni Project Highlights

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

Hub On AGORACOM

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Nickel is hotter than gold right now

Matthew Bohlsen | September 05, 2019

  • Indonesia has declared that they will ban nickel ore exports as of January 1st, 2020 (previously scheduled for 2022).
  • On Monday, September 2, 2019, Indonesia’s Energy and Mineral Resources Ministry confirmed plans to move the ban up and place it ahead of schedule. Indonesia currently accounts for about 27-28% of global nickel ore supply.
  • Nickel prices surged higher on the news.

Nickel’s price surge – up over 50% in the past 3 months, up 10% in the last week

Indonesia’s Coal and Minerals Director General Bambang Gatot Ariyono stated: “The government decided, after weighing all the pros and cons, that we want to expedite smelter building. So we took the initiative to stop exports of nickel ores of all quality.”

Indonesia will soon have 36 smelters, and if exports were to continue there would have been only enough reserves for seven to eight years. These smelters can process low-grade nickel ores and they can be used for batteries to help Indonesia meet its electric-vehicle goals. Bambang continued: “We already exported 38 million tons up until July this year. At this rate, we would need to think about our reserves especially if we keep issuing exports permits.”

Put simply, Indonesia has long wanted to encourage investments within Indonesia that can value-add to their nickel ore. The end game would be for Indonesia to be able to produce their own finished nickel, stainless steel, and lithium-ion batteries (NMC batteries require plenty of nickel).

Nickel supply by country

Other sources of nickel supply

The Philippines has maintained its position as a top nickel ore producer and exporter for approximately a decade. Even though Indonesian ore was generally of a higher grade than ore from the Philippines, nickel miners in the Philippines will try to boost ore production next year when the Indonesia export ban kicks in. The Philippines has 29 nickel mines and two nickel processing plants. However strict environmental law changes in the Philippines in recent years have reduced their nickel supply. Also, it is said that many Chinese buyers prefer higher-grade ores from Indonesia. Current Philippine nickel ore production has dropped to about 340,000 tonnes in 2018, due to the closure of 23 mines as the government seeks to curb environmental damage from mines in the Philippines.

Perhaps the boost will come from New Caledonia, Russia, Australia, Canada, and some contributions from the new Indonesian smelters. But will this be enough?

Nickel demand looks set to increase boosted by electric vehicles

All experts agree that the demand for nickel sulphate is set to go through the roof as electric vehicles (EVs) take off. Demand for nickel in the EV space is expected to reach 350,000-500,000 tonnes by 2025.

Final thoughts

No doubt new sources of nickel will start to fill the supply gap that Indonesia will leave, but this takes time. Indonesia will also step up it’s processing of ores, but this will take several years to raise capital and then build out the processing plants. Many companies that halted nickel sales due to the recent bear market years for base metals will start to come back online, as will new nickel projects assuming the nickel price stays strong. Will we see nickel over USD 10/lb in 2020? Yes, I would say this is very possible, as with most severe supply disruptions the industry usually takes a couple of years to catch up.

The top global nickel producers are Vale, Norilsk Nickel, Jinchuan International Group Resources, Glencore, and BHP Group. Some nickel developers to consider include RNC Minerals and Ardea Resources. And some nickel explorers include Canada Cobalt Works Inc. (TSXV: CCW | OTCQB: CCWOF), New Age Metals Inc. (TSXV: NAM | OTCQB: NMTLF),  Noble Mineral Exploration Inc. (TSXV: NOB) and Searchlight Resources Inc. (TSXV: SCLT).

For investors, it has been a great past week for the nickel miners, but the best may be yet to come.

Source: https://investorintel.com/sectors/gold-silver-base-metals/gold-precious-metals-intel/nickel-is-hotter-than-gold-right-now/

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

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

WHAT YOU NEED TO KNOW

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

Hub On AGORACOM

———————————-

Anheuser-Busch is Pouring Beer and Money Into Esports

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

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

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

Here’s an edited transcript of our interview.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A Top #Apple Executive Reveals the Company Thinks #Crypto Has ‘interesting long-term potential’ – Bodes Well For ThreeD’s $IDK.ca Vast Crypto Holdings

Posted by AGORACOM-JC at 9:15 AM on Friday, September 6th, 2019

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A Top Apple Executive Reveals the Company Thinks Crypto Has ‘interesting long-term potential’ – Bodes Well For ThreeD’s Vast Crypto Holdings

  • Vice president of Apple Pay Jennifer Bailey told CNN Business during a private event in San Francisco that Apple is “watching cryptocurrency,” adding the company thinks “it has interesting long-term potential.”
  • The comments follow Apple’s latest push into consumer finance products, with its Apple Card credit card releasing in August in collaboration with Goldman Sachs and Mastercard.
  • Apple’s potential move into digital coins would serve as “a major shot in the arm for crypto,” Wedbush Securities analyst Dan Ives told CNN Business.

By: Ben Winck

An Apple executive said the tech giant is keeping an eye on cryptocurrencies during a private event in San Francisco, saying digital coins have “interesting long-term potential.”

“We’re watching cryptocurrency. We think it’s interesting,” vice president of Apple Pay Jennifer Bailey told CNN at the event. “We think it has interesting long-term potential.”

She addressed the new asset class as part of a talk on the future of digital payments and the company’s push into the sector.

Bailey’s comments follow the August release of the Apple Card, a credit card made in collaboration with Mastercard and Goldman Sachs. The card served as the first major expansion of Apple’s consumer finance products since Apple Pay launched in October 2014.

Apple’s potential move into digital coins would serve as “a major shot in the arm for crypto,” Wedbush Securities analyst Dan Ives told CNN Business. He added that the interest in crypto “could make sense given its sights on further monetizing its consumers.”

The introduction of finance products would fall in line with Apple’s continued push into service revenue growth. Its Services business now contribute to more than one-fifth of the company’s quarterly income, and upcoming offerings like Apple TV+ and Apple Arcade could further boost its earnings.

Source: https://markets.businessinsider.com/currencies/news/top-apple-executive-reveals-company-is-watching-cryptocurrency-2019-9-1028503107

Spyder #Cannabis $SPDR.ca – New Report Puts North American Cannabis Market At $47.3B By 2024 $CGC $ACB $APH $CRON.ca $HEXO.ca $OGI.ca

Posted by AGORACOM-JC at 7:02 AM on Friday, September 6th, 2019

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New Report Puts North American Cannabis Market At $47.3B By 2024

  • Market research and data analytics firm Prohibition Partners has released its first North American Cannabis Report.
  • The firm is estimating that by 2024, the continent’s cannabis market will be worth $47.3 Billion.
  • Big-name brands entering the game and celebrity endorsements are cited as important steps toward positioning cannabis as a mainstream product.

In the 134-page paper, the firm analyzes the current state of the cannabis industry in Canada and the United States to draw key insights into the industry’s future in the region.

The firm is estimating that by 2024, the continent’s cannabis market will be worth $47.3 Billion.

Daragh Anglim, the firm’s managing director, said the report offers good reason to believe that both medical and recreational cannabis will be completely legal in the entire region by that same year and â€œintegrated across a number of industry verticals from pharma to food.”

Key Insights

Although the report places Canada as a global leader and an example for countries looking to follow suit with cannabis legalization, it also said the U.S. could soon challenge its northern neighbor’s leadership.

Federal legalization could turn the scale around for the two countries.

Big-name brands entering the game and celebrity endorsements are cited as important steps toward positioning cannabis as a mainstream product.

A long-term decline in smoking and a stagnation in alcohol consumption are helping the cannabis sector accelerate through Big Tobacco and Big Alcohol investments and alliances, which are expected to continue to flourish, according to Prohibition Partners. 

The cannabis industry is expanding within the beauty market, with many premium retailers offering cannabis products.

The edible revolution is expected to hit big, with great expectations around Canada’s legalization of cannabis edibles next month. 

Publicly Listed Cannabis Companies

The number of cannabis companies listed on stock exchanges has increased substantially.

The CSE is by far the largest lister for cannabis companies, with 156.

Curaleaf (OTC: CURLF), Green Thumb Industries (OTC: GTBIF), Cresco Labs (OTC: CRLBF), Acreage Holdings (OTC: ACRGF) and Harvest Health & Recreation (OTC: HRVSF) top the CSE’s list in terms of market cap.

The TSX follows with 22 listed companies; NASDAQ with 15; and NYSE with nine, where the leaders in terms of market cap are Canopy Growth (NYSE: CGC), Aurora Cannabis (NYSE: ABC), The Scotts Miracle-Gro Company (NYSE: SMG), Aphria (NYSE: APHA) and Hexo Corp. (NYSE: HEXO). 

Current, Projected Cannabis Market Values

The estimated value for medicinal cannabis in both Canada and the U.S. today is of $10.6 billion, and that figure is expected to climb to $25.2 billion by 2024, the North American Cannabis Report said.

The recreational market is estimated at $6.5 billion, with a climb to $22.1 billion projected in five years. Both markets are projected to climb to a cumulative $47.3 billion in 2024, which would represent 177% growth.

Cannabis Consumers: Key Insights

In both countries, 22% of the population reported having consumed cannabis within the past 12 months.

In the U.S., 19% of users said they use cannabis products to relieve pain. In Canada, the average age of first-time consumption is almost 19 years old.

Click here for more information about the upcoming Benzinga Cannabis Capital Conference Oct. 22-23 in Chicago

Source: https://finance-yahoo-com.cdn.ampproject.org/c/s/finance.yahoo.com/amphtml/news/report-puts-north-american-cannabis-160855123.html

Spyder #Cannabis $SPDR.ca – An Analysis of Canadian Cannabis Sales Growth $CGC $ACB $APH $CRON.ca $HEXO.ca $OGI.ca

Posted by AGORACOM-JC at 5:55 PM on Thursday, September 5th, 2019

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Canadian Cannabis Sales Growth: An Analysis

  • Statistics Canada released June data on cannabis retail sales last week. Nationwide, June retail sales hit $91.1M, which implies an annual run-rate of $1.1B in cannabis sales across Canada.

By: SmallCapPower

Statistics Canada reported that Canadian cannabis sales on a retail level for June continue to show growth across Canada, driven by new retail locations in Ontario, British Columbia, and Alberta

In Canada, unadjusted sales of cannabis in stores have grown by 120% between October 2018 and June 2019 (Figure 1). In our opinion, recreational cannabis sales are set to continue growing with the upcoming legalization of edibles expected in October 2019. With the increasing demand for cannabis products, there are concerns for Canada’s ability to avoid a supply shortage. For instance, Ontario, the most populous province in Canada, currently has 25 retail locations (plans to increase to 67 by October 2019). As it is a heavily-concentrated area for cannabis companies, with Canopy Growth and Aphria being headquartered in the province, there is the largest demand for cannabis at about 2.9M users. We believe that there are currently not enough retailers to meet demand and as more retailers come on-line,  nationwide sales are expected to increase.

Figure 1: Statistics Canada: Cannabis Legal Retail Sales

Source: Statistics Canada, Ubika

Based on Statistics Canada’s June retail sales data, retail sales are at the highest level since legalization back in October 2018 and have reached an annualized run-rate of $1.1B. Retail sales grew 6% month-over-month (MoM), a decrease of 900 basis points from the prior month. By our estimates this represents ~20% legal market penetration of the illicit market, as Statistics Canada reported that in 2018 total sales of cannabis in Canada totalled ~$6B.

Figure 2: Statistics Canada: Sales Figures by Province

Source: Statistics Canada, Ubika

There was an initial bump in retail sales in April 2019, which coincided with new store openings nationwide particularly in Ontario, but that growth seems to have tapered off in June. Notably, Ontario, Quebec, Alberta, and British Columbia have seen MoM growth of 13%, 8%, 5%, and 18%, respectively, driven by 69 new brick-and-mortar retail locations opening from April to June (24 in Ontario, 2 in Quebec, 30 in Alberta, and 13 in British Columbia). Retail sales are expected to continue to increase as additional retail stores are added, particularly in Ontario. Currently, Ontario has approximately 1 store per 115,000 people, compared with Alberta, which has 1 store for every 10,000 people. Ontario has ~740 liquor stores (1 store/20,000 people) and Alberta has ~875 liquor stores (1 store/5000 people). We are of the opinion that Ontario could support ~1,500 cannabis retail stores, which would bring store saturation to ~1 store/10,000 people. Going into the second half of 2019, we expect steady growth in store openings, in particular Ontario, where the OCS has announced the 42 winners of the cannabis retail lottery, which will bring the total number of retail locations in Ontario to 67. This highlights that with an already underserved market, the provinces will have to start increasing the number retail locations per province to satisfy demand.

Source: https://smallcappower.com/news/market-news/canadian-cannabis-sales-growth/