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.â€
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.â€
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.
Tags: CSE, EA sports, egaming, esports, Fortnite, LOL, stocks, tsx, tsx-v Posted in Enthusiast Gaming Holdings Inc. | Comments Off on 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
The esports industry is growing at a rapid rate, and along with it is also a new form of gambling called “esports betting.â€
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.
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.
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 “overboostâ€
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.
Posted by AGORACOM-JC
at 9:55 AM on Monday, September 9th, 2019
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Bitcoin Price Hovers Around $10,000, Analysts Urge Buyers to Accumulate, Bodes Well For ThreeD Capital
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 marketâ€. 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.
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
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.â€
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.â€
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.
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.â€
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.â€
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.â€
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.
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.
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
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 “integrated across a number of industry verticals from pharma to
food.â€
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.
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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.
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.