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Posts Tagged ‘CSE’

ThreeD Capital Inc. $IDK.ca – #Crypto Market Wrap: #Bitcoin Dominating as Markets Retest 2019 Highs $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 2:02 PM on Thursday, May 9th, 2019

SPONSOR: ThreeD Capital Inc. (IDK:CSE) Led by legendary financier, Sheldon Inwentash, ThreeD is a Canadian-based venture capital firm that only invests in best of breed small-cap companies which are both defensible and mass scalable. More than just lip service, Inwentash has financed many of Canada’s biggest small-cap exits. Click Here For More Information.

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Crypto Market Wrap: Bitcoin Dominating as Markets Retest 2019 Highs

Martin Young

Crypto markets have been bolstered back up to their highest levels of the year again today. There was no selloff in the wake of the Binance hack and Bitcoin has finally broke resistance and made it over the psychological barrier of $6,000. Total market capitalization has been increased by $5 billion to just below $190 billion, its highest level since November 2018.

Bitcoin surged to a new 2019 high of $6,075 a few hours ago during early Asian trading. Getting above $6k is a huge achievement for BCT, especially considering recent news and FUD. Most analysts agree that there is huge resistance here and overcoming it will not be easy. Bitcoin traded in this range for over three months last year.

Ethereum has been flat and only managed a percent or so to creep back over $170. There has been little momentum for ETH since the CTFC nod which has largely been forgotten now.

The top ten is predominantly green at the moment but gains are marginal and Bitcoin is leading the pack. Bitcoin Cash has made almost 3 percent to top $290 while Litecoin and EOS have added 1.5 percent each, the rest have not moved much.

Top twenty gains are the greatest for Bitcoin SV which has surged almost 10 percent to $58. There does not appear to be a great deal driving momentum aside from the movements of its big brother. Monero, Tezos and Maker have all added 2-3 percent but Cosmos and IOTA have dumped 3-4 percent.

FOMO: Arcblock Enters Top 100

The big move of the moment is Arcblock which has surged into the top one hundred with a 20 percent pump on the day. The ABT blockchain ecosystem token has had a few project and wallet updates to boost momentum. DigixDAO is also on a roll today with 11 percent added taking DGD to $36. Horizen is also doing well alongside BSV with 9 percent gains.

Aurora is back dumping once again in its predictable pattern as AOA drops 14 percent. Following two days of pumps ABBC Coin is now dumping with 11 percent lost today. These are the only two double digit losers at the moment.

Total market capitalization 24 hours. Coinmarketcap.com

Total crypto market capitalization has surged by $5 billion on the day to $189 billion, equaling its 2019 high. Bitcoin has been responsible for most of this as it finally gets to $6,000 with dominance reaching an eight month high of 57 percent. Volume has dropped back to $46 billion so further consolidation at this level may be on the cards.

Market Wrap is a section that takes a daily look at the top cryptocurrencies during the current trading session and analyses the best-performing ones, looking for trends and possible fundamentals.

Source: https://www.newsbtc.com/2019/05/09/crypto-market-wrap-bitcoin-dominating-as-markets-retest-2019-highs/

North Bud Farms Inc. $NBUD.ca – ‘Game changer’: Health Canada changes cannabis licensing process $WEED.ca $CGC $ACB $APH $CRON.ca $HEXO.ca $TRST.ca $OGI.ca

Posted by AGORACOM-JC at 2:00 PM on Thursday, May 9th, 2019

SPONSOR: North Bud Farms Inc. (NBUD:CSE) Sustainable low cost, high quality cannabinoid production and procurement focusing on both bio-pharmaceutical development and Cannabinoid Infused Products. Learn More.

NBUD: CSE

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‘Game changer’: Health Canada changes cannabis licensing process

By David George-Cosh

Health Canada is changing the way it issues cannabis industry licences in a move that will likely alleviate a bottleneck that observers attribute to a long-running shortage of legal pot in the country.

Effective immediately, the regulator says new applicants seeking to produce, sell or process cannabis must already have a fully built facility. Previously, applicants were only required to make a paper submission.

“This is a game changer,” said Matt Maurer, a cannabis lawyer with Torkin Manes LLP, in a phone interview with BNN Bloomberg.

“We go from a situation where if you wanted to submit an application, you submit your paperwork and you sit and wait to hear back from Health Canada,” he said. “Now you’re asked to build a $30-million to $40-million facility before you even submit your application.”

Health Canada said it is making these changes after reviewing its existing process where more than 70 per cent of applicants whose paperwork was approved over the last three years failed to provide evidence of a having a cannabis facility that meets regulatory requirements.  

“As a result, a significant amount of resources are being used to review applications from entities that are not ready to begin operations, contributing to wait times for more mature applications and an inefficient allocation of resources,” Health Canada said in a release Wednesday.

Industry applicants have previously complained to Health Canada about the time it takes to become licensed as well as the number of current applications waiting for approval.

For example, Aphria Inc. interim chief executive officer Irwin Simon said in January during a call with analysts that his company was still waiting for Health Canada to approve licensing for an expansion to one of its facilities in Leamington, Ont. despite submitting an application with the regulator in early 2018. The company received licensing for the facility in March.

“This is not a slam against Health Canada. It’s just we as an entire industry were not fully prepared for the [consumer] onslaught,” Simon said. “We have great pent-up demand; we are impatiently waiting, but we are waiting.”

Sherry Boodram, chief executive officer of cannabis consulting company CannDelta Inc. and a former Health Canada staffer, said the new licensing requirements will likely “hit the industry hard” and make it more difficult to get investors to commit to a cannabis-related project.

“Your business plan has to be sound and make sense,” she said in a phone interview with BNN Bloomberg. “It might deter some people who were thinking of getting into the industry, like the micro-cultivation type, because they need a lot of money up front.”

Health Canada said that since May 2017 it has licensed more than 129 new sites and counts more than 600,000 square metres of production space for legal cannabis – the equivalent of growing 1 million kilograms of legal pot in Canada annually, roughly the same amount consumed in the country.

Cannabis Canada is BNN Bloomberg’s in-depth series exploring the stunning formation of the entirely new – and controversial – Canadian recreational marijuana industry. Read more from the special series here and subscribe to our Cannabis Canada newsletter to have the latest marijuana news delivered directly to your inbox every day.

Source: https://www.bnnbloomberg.ca/game-changer-health-canada-changes-cannabis-licensing-process-1.1255720

Enthusiast Gaming $EGLX.ca – #Esports; an Analysis on Competition Between the Digital World and the Physical $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:18 PM on Thursday, May 9th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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EGLX: TSX-V
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Esports; an Analysis on Competition Between the Digital World and the Physical

In this July 28, 2018, file photo, fans watch the competition between Philadelphia Fusion and London Spitfire during the Overwatch League Grand Finals competition at Barclays Center in the Brooklyn borough of New York. With eight new franchises and plans to take its regular season on the road for the first time, the Overwatch League is opening its second year a few steps closer to its goal of becoming a truly global, city-based esports league. (AP Photo/Mary Altaffer, File)

You’ve heard all the stories. We’ve seen all the legends. You’ve watched all the highlights. The formula remains the same throughout time. Two opponents enter an arena to do battle where only one may walk out the victor. We see this formula on display in the form of our favorite sports, from football to tennis. However, there is an emerging medium for competition in recent years: Esports.

What is an “Esport”?

At its core, an esport is simply a form of competition using video games. As nerdy as that sounds, the esports industry has exploded into a multi-million dollar business, complete with coaches, players, and sponsorships on the line. For as long as esports has been around, people have questioned the legitimacy of the medium and whether the various games constitute as a “sport”.

By definition, a sport is “all forms of competitive physical activity or games which, through casual or organized participation, aim to use, maintain or improve physical ability and skills while providing enjoyment to participants.”, according to the SportAccord International Convention.

The video below is from a 2004 Street Fighter match between players “Justin” and “Daigo” in front of a watching crowd. The score is 1 – 1 and this is the very last round:

What just happened in this clip is the reason for all forms of competition. It’s the equivalent of a Dwayne Wade buzzer beater from behind the arc for the win. It’s the equivalent to a magnificent “upper 90” shot from Christiano Ronaldo in the World Cup.

The definition seems to speak for itself. Esports are competitive games with insane amounts of organization and impressive communities that enjoy watching the abilities of the players. So much so, in fact, that some players have landed sponsorships, have met with celebrities and others have gone into league-style drafts.

Professional Esports

In most esports, professional, organized play is focused on matches between teams in a league-style of play. Blizzard Entertainment announced the Overwatch League for their game Overwatch. Ubisoft Entertainment created the Rainbow Six Pro League for Rainbow Six: Siege, a game entering its eighth season of regular play. To keep things simple for the average sports fan, however, it will be easiest to talk about a sport they might already know: basketball.

Some of the largest sports media groups in the world have bought into the growing phenomenon of esports including ESPN, Bleacher Report, and even Major League Soccer.

NBA 2K League

The NBA 2K game series is a collection of basketball simulation video games created to emulate the National Basketball Association. The 2K professional league was announced on February 9, 2017. At the start, 17 of the 30 NBA teams have their own NBA 2K League team to represent them in the opening 2018 season.

The University of Florida’s very own Chris “Konrtul” Cantrell, 21, was picked No. 8 in the first round of the 2018 NBA 2K League draft by LA Lakers Gaming. Cantrell’s journey to the professional level of gaming started similarly to any 90s kid’s childhood. Playing Game Boy games late at night and then graduating to bigger and more mature platforms, like the Nintendo 64, Xbox, and even PCs.

Read entire article here: http://www.wruf.com/headlines/2019/05/09/feature-esports-an-analysis-on-competition-between-the-digital-world-and-the-physical/

Tartisan #Nickel $TN.ca – Tesla’s $TSLA warning on #battery mineral shortage addressed in new mining-reform legislation $ROX.ca $FF.ca $EDG.ca $AGL.ca $ANZ.ca

Posted by AGORACOM-JC at 9:00 AM on Thursday, May 9th, 2019

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

Tc logo in black
TN: CSE
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Tesla’s warning on battery mineral shortage addressed in new mining-reform legislation

  • Representatives in the US government who are both aware and focused on the shortage issue have introduced legislation in the Senate to address delays rooted in the federal approval process.
  • The bill, titled the “American Mineral Security Act”, was presented at the same closed-door conference where Tesla expressed its concerns last week.

By Dacia J. Ferris

Tesla is concerned about a global shortage of minerals required for production of electric vehicle batteries, with the electric car maker recently warning major industry players and US government representatives of an upcoming mineral supply challenge due to underinvestment in mining sources, according to a report published by Reuters. Representatives in the US government who are both aware and focused on the shortage issue have introduced legislation in the Senate to address delays rooted in the federal approval process. The bill, titled the “American Mineral Security Act”, was presented at the same closed-door conference where Tesla expressed its concerns last week.

“Our bill takes steps that are long overdue to reverse our damaging foreign dependence and position ourselves to compete in growth industries like electric vehicles and energy storage,” Lisa Murkowski (R-Alaska), the main sponsor of the bill, said in a statement about the legislation. Senators Joe Manchin (D-W. Virginia), Martha McSally (R-Arizona), and Dan Sullivan (R-Alaska) are co-sponsors.

The bill specifically requires that a list of critical minerals be compiled at least every three years along with a resource assessment of those minerals nationwide. This data is then used to target and implement reforms in the federal regulatory process aimed at reducing government-driven delays in the mining approval process.

Aerial images of the Tesla Gigafactory as of August 28, 2018. [Credit: Joshua Mcdonald]  

As a major consumer of minerals required for the production of electric vehicle (EV) batteries and other vehicle parts, Tesla will need stable access to mined resources like copper, nickel, and lithium in the long term. The expansion of the EV market will continue to increase demand for these resources. Other tech players such as Amazon and Alphabet also need the same resources for the production of their digital assistants and home connectivity devices.

Tesla’s global supply manager for battery metals, Sarah Maryssael, spoke with representatives present at the industry conference about Tesla’s concerns regarding the company’s mineral needs. Maryssael noted that a “huge potential” existed for mining partnerships in Australia and the US to help with the supply issue, possibly citing a preliminary deal between the two countries for a joint effort towards research and development in the area.

The global demand for copper, in particular, is expected to increase from the current 38,000 tons per day to 1.5 million tons by 2030, and this estimate has driven major copper production companies to expand its mining activities in the US and Indonesia. Electric cars use twice as much copper as gas-powered cars, making the EV industry particularly sensitive to its market availability.

Tesla’s needs from the mineral industry go well beyond copper. The company’s Nevada-based Gigafactory 1 facility is expected to hit 255 GWh annual production of batteries once complete. At that rate, the current global supply of lithium will need to increase nearly three times over to meet the demand. Unlike copper, though, investments in lithium production are ongoing, and Tesla’s ramping need for the mineral is driving significant expansion in part of the mineral market.

Source: https://www.teslarati.com/tesla-battery-mineral-shortage-warning-legislation/

Enthusiast Gaming $EGLX.ca Signs Exclusive Monetization Agreement With RankedBoost, the Leading Online Game Resource and Guide Site $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:10 AM on Thursday, May 9th, 2019

Adds over 7 million monthly visitors to its network

  • Enthusiast will provide its vast platform, monetization optimization strategy, and international direct sales teams to drive further revenue.
  • RankedBoost’s 7 million monthly visitors will join the Enthusiast network, which substantially increases the size of the user base.

TORONTO, May 09, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”) is excited to announce that it has entered into a Representation Agreement (the “Agreement”) with Ranked Boost, LLC. (“RankedBoost”), a leading online media brand focused on creating strategy guides, tools, and resources for popular video games and esports titles such as Fortnite, Apex Legends, Overwatch, and League of Legends.

Founded in 2013, RankedBoost offers video game guides for popular video games by expert and pro gamers. More than 7 million monthly visitors browse RankedBoost to learn how to master their favorite video games using the strategy guides and resources created by the site. RankedBoost’s mission is to be at the forefront of online video game resources for competitive esports and casual video game titles.

Rudolf Zavala, President of RankedBoost commented, “We are very excited to partner and grow alongside Enthusiast Gaming. I believe our partnership could help unlock the significant growth potential RankedBoost has in this rapidly growing industry. The partnership will allow us to grow our dedicated user base of gamers looking to perfect their game strategy and perform better in competitive games.”

Under the Agreement, Enthusiast will exclusively represent all of RankedBoost’s online traffic for two years, allowing the Company to optimize advertising on the website. Enthusiast will provide its vast platform, monetization optimization strategy, and international direct sales teams to drive further revenue. RankedBoost’s 7 million monthly visitors will join the Enthusiast network, which substantially increases the size of the user base.

Yirmi Lazar, Director of Monetization at Enthusiast commented, “A key focus for Enthusiast is finding the strongest partners that will make the most impact for our network. We usually look for partners that have a profitable business model, visionary management team, strong growth trajectory with a loyal community, and most importantly, are considered the leaders in their respective industry niches. RankedBoost was a clear choice as the leading media brand providing gamers with the resources to support their mastery of their favorite games. We’re extremely happy to have them join our network.”

Enthusiast has the fastest growing network of owned and represented gaming websites, and through that network is able to provide monetization opportunities to property owners. These opportunities would not be available without the critical mass and size of the platform.  

About RankedBoost

RankedBoost is a fan-first media company led by top tier video gaming experts. From the very beginning, its primary goal has always been to provide easy to use and extensive gaming guides that even die-hard fans can enjoy. RankedBoost is a trusted source to millions of gamers looking for expert gaming insight and guides. For more information visit: www.rankedboost.com.

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is the largest vertically integrated video game company and has the fastest-growing online community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content and over 50 million YouTube visitors. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT INFORMATION:

Investor Relations:

Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

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

The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful. 


Source: GlobeNewswire (May 9, 2019 – 8:00 AM EDT)

Good Life Networks $GOOD.ca – Video will account for almost half of US #programmatic ad spend in 2019 $TTD $RUBI $AT.ca $TRMR $FUEL

Posted by AGORACOM-JC at 2:37 PM on Wednesday, May 8th, 2019
SPONSOR: Good Life Networks (GOOD:TSX-V) Video advertising is the future! Company’s A.I. makes 80,000 calculations / second, targeting 750 million users to deliver higher prices and volume. Company announced FY2018 trailing pro forma of ~ $48,000,000 with Adjusted EBITDA of $7,100,000 Click here for more information.
GOOD: TSX-V

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Video will account for almost half of US programmatic ad spend in 2019

David Murphy

  • US marketers will spend $29.24bn (£22.47bn) on programmatic video this year
  • Accounts for 49.2 per cent of all US programmatic digital display ad spend, according to the latest forecast from eMarketer

US marketers will spend $29.24bn (£22.47bn) on programmatic video this year, which accounts for 49.2 per cent of all US programmatic digital display ad spend, according to the latest forecast from eMarketer. For the next few years, the analyst expects the share of programmatic spend that goes to video to remain steady, rising to 49.7 per cent in 2020 and to 49.9 per cent in 2021.

“The near 50-50 split of spending is an indicator of how eager buyers and sellers have become to capitalize on video advertising in any and all forms,” said eMarketer principal analyst Lauren Fisher. “It also speaks to how quickly both sides have embraced programmatic as the primary method for buying and selling these ads.”

Last September, eMarketer forecast that programmatic video would represent 48.7 per cent of all US programmatic ad spending by 2020. The forecast has been revised upward due to growth in programmatic spending on connected TV, over-the-top (OTT) video and social video advertising.

eMarketer includes the majority of social video in its definition of programmatic video because platforms like Facebook, Twitter and Snapchat allow advertisers to transact via programmatic direct ad manager tools. The analyst expected the combined programmatic video ad revenues of social networks today to account for roughly a third of total programmatic video ad spending. Much of this spend is being directed through mobile devices.

Within programmatic video, dollars allocated to mobile devices edge out dollars given to desktop, laptop or connected TV only slightly this year. Mobile’s share of programmatic video will peak in 2020, at 53.9 per cent. By 2021, that share will dip, eMarketer believes, as ad buyers ramp up investments in areas such as connected TV.

Digitally native video companies like YouTube, Roku and Hulu are growing their ad businesses at a time when TV networks are opening more inventory to digital buyers, and as demand-side platforms (DSPs) are investing heavily in making TV ad buying more automated, targeted and measurable. These trends contribute to a growth in programmatic video spend.

eMarketer forecasts that 81.2 per cent of total digital video spend will be transacted programmatically in 2019. That’s slightly less than the 84.9 per cent of total digital display spend that will be transacted programmatically this year.

Source: https://mobilemarketingmagazine.com/video-will-account-for-almost-half-of-us-programmatic-ad-spend-in-2019

Esports Entertainment Group $GMBL – #Esports, are you ready for your own Netflix $NFLX $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:02 PM on Wednesday, May 8th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Esports, are you ready for your own Netflix?

Image via Higher Level Gaming

  • Higher Level Gaming launched this week with a focus on four main titles; League of Legends, Fortnite, Apex Legends and, Overwatch. Creators include the likes of FaZeApex, Tarzaned, Maniac, and Chronodota.
  • Focused on bringing in content creators with a focus on educational content

A new content platform has launched in partnership with some of the most popular streamers in the world to produce exclusive content for what is being called the ‘Netflix of esports.’ The platform is called ‘Higher Level Gaming’ (HLG) and plans to provide content creators with professional support that enables them to produce world-class content for esports fans.

Similar to other rival content platforms, content creators will enter a partnership with the HLG platform; however, it will be much easier to achieve this status than previously. Any person or company who is interested in being an affiliate can promote the site. HLG will compensate all affiliates by giving them a percentage of every user that signs up.

HLG is focused on bringing in content creators with a focus on educational content. The mix of content includes VOD’s, coaching sessions, and general guides that are designed to help players improve their skills. As the company grows, it also intends to start producing original esports content to rival the worlds best streaming platform.

Higher Level Gaming launched this week with a focus on four main titles; League of Legends, Fortnite, Apex Legends and, Overwatch. Creators include the likes of FaZeApex, Tarzaned, Maniac, and Chronodota.

HLG has plans to continue adding creators and expand into new titles as soon as possible. Users can sign up for a free trial on the official Higher Level Gaming website, once the free trial is over users will be able to activate a subscription that enables access to all content.

Source: https://dotesports.com/business/news/esports-are-you-ready-for-your-own-netflix

Bougainville Ventures Inc $BOG.ca – 8 incredible facts about the booming US #marijuana industry #weed $CROP.ca $VP.ca NF.ca $MCOA

Posted by AGORACOM-JC at 11:00 AM on Wednesday, May 8th, 2019

SPONSOR:  Bougainville Ventures Inc (CSE: BOG) Converting irrigated farmland to greenhouse-equipped farmland. Bougainville does not “touch the plant” and only provides agricultural infrastructure as a landlord for licensed marijuana growers. Click here for more info.
BOG:CSE
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8 incredible facts about the booming US marijuana industry

  • The US marijuana industry is worth billions of dollars, and is showing no signs of slowing down.
  • Ten US states have legalized recreational marijuana use, and 33 have legalized medicinal use.

The marijuana industry is booming in the United States.

From the $52 billion in sales the industry posted to the 76% increase in cannabis jobs this year, there are plenty of statistics to show marijuana’s startling contributions to the US economy.

Marijuana initiatives have swept through state legislatures in recent years. Recreational marijuana use is legal in 10 US states, while medicinal marijuana is legal in 33. Illinois became the most recent state to weigh the topic when Gov. JB Pritzker introduced a bill to legalize the drug on Saturday.

Now, the industry is showing no signs of slowing down.

Read on for eight interesting facts about the US marijuana industry:

The marijuana industry could soon be worth more than the GDP of 9 US states

Associated Press

Marijuana Business Factbook estimates the legal-marijuana industry’s economic impact in the US was between $20 billion and $23 billion in 2017. It estimates the economic impact could reach as high as $77 billion by 2022.

Those numbers are comparable to the GDPs of Idaho and West Virginia, which were both a tick over $77 billion in 2018, according to the Bureau of Economic Analysis. And it’s worth more than the GDP of nine states, including Delaware, Alaska, and both North and South Dakota.

Cannabis employs five times as many Americans as coal

Associated Press

New Frontier Data, a cannabis market-research and data-analysis firm, estimates that the US cannabis industry employs at least 250,000 people. And those are just the jobs that are directly involved with handling marijuana plants – others in the industry are harder to quantify, a New Frontier economist told the Associated Press.

Compare that to the size of one of the staple blue-collar industries, coal mining, which employed 52,300 in 2018.

Another study estimated the marijuana industry would grow to at least 330,000 jobs by 2022, a higher number than the 268,000 employees at US steel and iron mills.

The median marijuana salary is 10% higher than the US median salary

AP Photo/Steven Senne

The median salary in the marijuana industry salary was $58,511 in 2018, while the median salary for US workers as a whole was $52,863, according to Glassdoor data. That’s a difference of 10.7%.

Investors poured $10 billion into the North American marijuana industry in 2018

Investors poured more than $10 billion into the North American marijuana industry in 2018, according to the Associated Press. That’s twice the total amount invested in the previous three years.

And experts project that number will shoot up to $16 billion this year.

Source: https://markets.businessinsider.com/news/stocks/weed-us-marijuana-industry-facts-2019-5-1028177375#the-marijuana-industry-could-soon-be-worth-more-than-the-gdp-of-9-us-states1

Marijuana Company of America’s $MCOA #hempSMART Subsidiary Plans Separate Listing on the Vienna Exchange $AERO $CBDS $CGRW $APH.ca $GBLX $ACG $ACB $WEED.ca $HIP.ca

Posted by AGORACOM-JC at 8:37 AM on Wednesday, May 8th, 2019
15233 mcoa
  • Announced that its wholly owned subsidiary, hempSMART, Ltd., is taking steps to list on the Vienna Stock Exchange (H Smart SARL),
  • Intends to raise sufficient capital to expedite the rollout of its hempSMART™ product line in Europe.

Escondido, California–(May 8, 2019) – MARIJUANA COMPANY OF AMERICA INC. (OTCQB: MCOA) (“MCOA” or the “Company“), an innovative hemp and cannabis corporation, is pleased to announce that its wholly owned subsidiary, hempSMART, Ltd., is taking steps to list on the Vienna Stock Exchange (H Smart SARL), with the intention of raising sufficient capital to expedite the rollout of its hempSMART™ product line in Europe.

Marijuana Company of America plans to sell a minority interest of hempSMART, Ltd., currently engaged in developing and marketing the hempSMART brand in Europe, for up to $10 million. The Company expects that all of the necessary steps to trade on the Vienna exchange will be completed by the beginning of the third quarter of 2019.

Once listed, hempSMART, Ltd. will be one of the first U.S.-based hemp-derived cannabidiol (CBD) companies to do an initial listing on a European exchange, as most cannabis and hemp public companies opt to list in Europe as a secondary listing. This is a result of the Company’s commitment to prioritizing its marketing efforts in the burgeoning European cannabis, hemp and CBD markets, with future plans to expand further.

“We are very excited to do an IPO of hempSMART, Ltd. on such a reputable European exchange,” said Don Steinberg, CEO of Marijuana Company of America. “This is a huge leap forward to obtain the necessary capital to bolster our European launch and become a top hemp brand in Europe. Europe’s cannabis and hemp markets are undergoing a critical phase in their growth and this is the optimum time to establish our brand as a leader. To date, we have exceeded expectations at our London event in March. In order to capitalize on this positive market momentum, we have planned two additional events in England, with two more following in Liverpool and Birmingham.”

hempSMART, Ltd. is expected to enter Portugal later this month, with future plans to extend further in France, Germany and Austria. hempSMART, Ltd. markets and sells the Company’s hemp and hemp-based personal wellness products, including the U.S.-patented hempSMART Brain™, an effective wellness product formulated with proprietary composition of natural ingredients and CBD to enhance brain function.

Jesus Quintero, CFO of MCOA, stated, “This offering on the Vienna exchange will help to strengthen the worldwide valuation for our hempSMART brand. We are highly optimistic about the prospects of this offering and the financial success of hempSMART.”

Ian Harvey, COO of hempSMART, Ltd., commented, “The U.S. patent issuance is indicative of the advances the Company achieved, and is a testament to the Company’s continued commitment to produce unique products of the highest quality, which distinguishes hempSMART as a leader of hemp-based CBD products.”

About Marijuana Company of America, Inc.
MCOA is a corporation that participates in: (1) product research and development of legal hemp-based consumer products under the brand name “hempSMART™,” which targets general health and well-being; (2) an affiliate marketing program to promote and sell its legal hemp-based consumer products containing CBD; (3) leasing of real property to separate business entities engaged in the growth and sale of cannabis in those states and jurisdictions where cannabis has been legalized and properly regulated for medicinal and recreational use; and (4) the expansion of its business into ancillary areas of the legalized cannabis and hemp industry, as the legalized markets and opportunities in this segment mature and develop.

About Our hempSMART Products Containing CBD
The United States Food and Drug Administration (FDA) has not recognized CBD as a safe and effective drug for any indication. Our products containing CBD derived from industrial hemp are not marketed or sold based upon claims that their use is safe and effective treatment for any medical condition as drugs or dietary supplements subject to the FDA’s jurisdiction.

Forward-Looking Statements
This news release contains “forward-looking statements” that are not purely historical and may include any statements regarding beliefs, plans, expectations or intentions regarding the future. Such forward-looking statements include, among other things, the development, costs and results of new business opportunities and words such as “anticipate,” “seek,” intend,” “believe,” “estimate,” “expect,” “project,” “plan” or similar phrases may be deemed “forward-looking statements” within the meaning of the Private Securities Litigation Reform Act of 1995. Actual results could differ from those projected in any forward-looking statements due to numerous factors. Such factors include, among others, the inherent uncertainties associated with new projects, the future U.S. and global economies, the impact of competition, and the Company’s reliance on existing regulations regarding the use and development of cannabis-based products. These forward-looking statements are made as of the date of this news release, and we assume no obligation to update the forward-looking statements, or to update the reasons why actual results could differ from those projected in the forward-looking statements. Although we believe that any beliefs, plans, expectations and intentions contained in this press release are reasonable, there can be no assurance that any such beliefs, plans, expectations or intentions will prove to be accurate. Investors should consult all of the information set forth herein and should also refer to the risk factors disclosure outlined in our annual report on Form 10-12G, our quarterly reports on Form 10-Q and other periodic reports filed from time to time with the Securities and Exchange Commission. For more information, please visit www.sec.gov.

Contact:
[email protected]
888-777-4362

Corporate Communications Contact:
NetworkWire (NW)
New York, New York
www.NetworkNewsWire.com
212.418.1217 Office
[email protected]

For more information, please visit the Company’s websites at:

MarijuanaCompanyofAmerica.com
hempSMART.com
NetworkNewsWire/MCOA

To view the source version of this press release, please visit https://www.newsfilecorp.com/release/44536

Enthusiast Gaming’s $EGLX.ca Property “The Sims Resource” Grows Paid Monthly Subscribers to 61,000, an Increase of 20% Since Acquisition $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:14 AM on Wednesday, May 8th, 2019
Images
  • Sims Resource has grown its subscriber base to 61,000 monthly registered users.
  • The increase of 11,000 users represents a 20% increase in subscriber base from the initial definitive agreement (see press release announced January 5, 2019).  
  • TSR’s subscribers pay on average C$5 per month to access its VIP features growing the recurring revenue stream from paid subscriptions to over C$3.5 million on an annual run rate.

TORONTO, May 08, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”) is excited to announce that its digital property,  The Sims Resource (“TSR”) has grown its subscriber base to 61,000 monthly registered users. The increase of 11,000 users represents a 20% increase in subscriber base from the initial definitive agreement (see press release announced January 5, 2019).  TSR’s subscribers pay on average C$5 per month to access its VIP features growing the recurring revenue stream from paid subscriptions to over C$3.5 million on an annual run rate.

When Enthusiast announced the acquisition of TSR, the largest female gaming website in the world, the site had 50,000 monthly subscribers representing 40% of the annual revenue. The increase further validates the engagement of the TSR community and the demographic’s willingness to pay for exclusive content and features.  

Women drive 70% to 80% of all consumer purchasing(1), through a combination of their buying power and influence. TSR’s significant network of female gamers, which is ranked #7 on Quantcast’s Top 25 websites with the highest concentration of female audience in the United States (behind Oprah.com and Bravotv.com), positions the network as a leading destination for advertisers looking to target the female demographic.

Menashe Kestenbaum, CEO of Enthusiast commented, “All of the digital properties we have acquired have grown since inception, which supports our growth strategy though accretive acquisitions.  One of the leading factors for our decision to acquire TSR was their successful subscription model. The continued growth of their registered user base, further validates the engagement of their audience and also, the significant opportunity to growth recurring monthly revenue.  We see great potential for this model and are currently looking at opportunities to adopt it across our entire network.”

The TSR subscription model was one of three key revenue drivers for Enthusiast. The current subscription model allows registered users to have access to premium features and a simplified download experience. The subscription model has the potential to add considerable revenue across Enthusiast’s entire portfolio as it introduces it across its network of owned sites. In addition to the subscription model, Enthusiast sees an opportunity to drive revenue through direct sales. To date, TSR’s advertising revenue has been largely based on organic, programmatic advertising, and the addition of a direct sales strategy would allow the optimization of advertising revenue to contribute to the existing programmatic revenue.

TSR is the largest female video gaming content site in the world generating in excess of 2.5 billion page views per year and Comscore’s Gaming Information category currently ranks TSR in the top 5 independent video game websites.  With the rapidly growing female video game segment, TSR provides Enthusiast immediate reach into this valuable audience.

(1) https://www.bloomberg.com/diversity-inclusion/blog/top-10-things-everyone-know-women-consumers/ 

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is the largest vertically integrated video game company and has the fastest-growing online community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content and over 50 million YouTube visitors. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT INFORMATION:

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

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

The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful.