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Esports Entertainment Group $GMBL Signs Definitive Agreement to Acquire Online Sportsbook and Casino Operator Argyll Entertainment $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 9:20 AM on Tuesday, July 7th, 2020
  • Signed a definitive agreement to acquire LHE Enterprises Ltd, the holding company of online sportsbook and casino operator Argyll Entertainment AG and its operating subsidiaries
  • Closing of the acquisition is expected to occur on or before July 31, 2020
  • “As a fast growing and innovative online gaming company licensed in the UK and Ireland, Argyll offers Esports Entertainment Group access to exclusive and proprietary sports and gaming content, including the flagship SportNation.bet brand and an award-winning rewards program, which was a major driver of Argyll’s $12 million in revenue in 2019,”

BIRKIRKARA, Malta, July 07, 2020 – Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, signed a definitive agreement to acquire LHE Enterprises Ltd, the holding company of  online sportsbook and casino operator Argyll Entertainment AG and its operating subsidiaries (”Argyll”).  Closing of the acquisition is expected to occur on or before July 31, 2020. 

“Reaching a definitive agreement to complete our first acquisition as a NASDAQ company is a major milestone,” commented Grant Johnson, CEO of Esports Entertainment Group. “Argyll CEO Stuart Tilly and CFO Dan Marks already joined our senior leadership team in June as Corporate Secretary and Chief Financial Officer, respectively. They are a great addition to our organization and will help us build on Argyll’s base of more than 100,000 registered users, placing us in a great position to grow revenue moving forward.”

“As a fast growing and innovative online gaming company licensed in the UK and Ireland, Argyll offers Esports Entertainment Group access to exclusive and proprietary sports and gaming content, including the flagship SportNation.bet brand and an award-winning rewards program, which was a major driver of Argyll’s $12 million in revenue in 2019,” added Tilly. “The esports industry is the strongest it’s ever been, and the strengthened financial position of our combined operations together with the ability to leverage the expertise and deep domain knowledge of its 30 strong staff in marketing, technology, risk management, and regulation will put Esports Entertainment Group in a great position to capitalize on the wealth of opportunities ahead in this rapidly growing market.”

Argyll, incorporated in Switzerland, with operational support services in London, UK and Malta, is licensed and regulated by the UK Gambling Commission under licence no. 000-045143-R-323955-001 and the Irish Revenue Commissioners under licence reference no. 1014456 to operate online sportsbook and casino sites in the UK and Ireland, respectively.

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta. For more information visit www.esportsentertainmentgroup.com


FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

U.S. Investor Relations 
RedChip Companies, Inc.
Dave Gentry
407-491-4498
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

UWindsor adding #Esports to student experience – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, June 28th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

UWindsor adding esports to student experience

Participants sit at computer monitors to play video games at the 2018 DreamHack video gaming festival on January 27, 2018 in Leipzig, Germany. The three-day event brings together gaming enthusiasts mainly from German-speaking countries for events including eSports tournaments, cosplay contests and a LAN party with 1,500 participants. Jens Schlueter/Getty Images / Windsor Star

  • The University of Windsor plans to form an intercollegiate esports team this coming fall semester.
  • Forming the team is a collaborative effort between the Office of Student Experience, the Student Success and Leadership Centre, the Faculty of Science, and the School of Computer Science.

By: Mary Caton

The University of Windsor plans to form an intercollegiate esports team this coming fall semester.

Forming the team is a collaborative effort between the Office of Student Experience, the Student Success and Leadership Centre, the Faculty of Science, and the School of Computer Science.

“Our students have been waiting for their chance to compete on the international stage,” he said in a media release. “I’m excited to finally give it to them with the support of the phenomenal partner ecosystem we’ve established.”

Meister and his team started last year and since September 2019, have signed on more than 250 UWindsor students from all faculties, including large contingents from engineering, science, and arts, humanities and social sciences.

The initial launch will involve a modest investment with a vision toward growth says Cindy Crump, director of the Student Success and Leadership Centre, which will be the home base of Lancer Gaming.

“Esports represents a great way to enhance the student experience and raise the profile of the University across the globe,” said Cindy Crump, director of the Student Success and Leadership Centre. “We’re excited to start a conversation with partners who want to see the University grow in this way.”

Esports is a billion-dollar industry worldwide that features both professional and recreational teams in online gaming competitions. In 2019, esports had an online viewing audience of 443 million, with numbers continuing to grow. At the time of writing there are more than 200 collegiate esports teams in the United States and Canada, including St. Clair College.

Chris Houser, dean of science, has supported esports activities, calling them an “innovative way for UWindsor to stand out” in the increasingly competitive recruitment environment, and noting that they present opportunities for research.

“Esports is not only about computer science and gaming, it also has ingredients of business, marketing, creative writing, visual and dramatic arts, and several other academic areas,” Houser said.

Lancer Gaming will make resources available for students to participate, including a room in Vanier Hall outfitted with high-speed internet and gaming consoles for those without access to suitable equipment.

Meister plans a 10-person team to represent UWindsor in upcoming international League of Legends tournaments and to have the school join the Ontario Post-Secondary Esports league set to launch this fall. To learn more about esports on campus, visit uwindsor.ca/LancerGaming, follow @UWinEsports on Twitter, or email [email protected].

Source: https://windsorstar.com/news/local-news/uwindsor-adding-esports-to-student-experience

David Beckham Invests in #Esports with London-based Start-up Guild – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 4:34 PM on Thursday, June 25th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

David Beckham Invests in Esports with London-based Start-up Guild

  • Former England soccer captain David Beckham is moving into the virtual world as co-owner of London-based start-up Guild Esports.
  • Guild said in a statement on Thursday that it will launch player academies and run teams in various esports arenas including Rocket League, EA Sports, FIFA and Fortnite.

“We have a vision to set a new standard, supporting these players into the future,” said Beckham, who is also co-owner of Major League Soccer’s Inter Miami.

“We are committed to nurturing and encouraging youth talent through our academy systems and I am looking forward to helping our Guild Esports team grow,” added the 45-year-old.

The Financial Times reported that Beckham was taking a significant minority stake in Guild through DB Ventures, his personal investment vehicle, and would be the second biggest shareholder.

It said Guild Esports was seeking a valuation of around 100 million pounds ($124.42 million) following a 25 million pound fundraising.

“David will be instrumental in helping shape the coaching programme implemented at our academies and we welcome his valuable mentoring as well as the inspiration he gives the younger generation of athletes,” said Guild executive chairman Carleton Curtis.

Esports has enjoyed a boom during the global COVID-19 lockdown.

According to analytics platform Newzoo, the global esports market will generate revenues of $1.1 billion in 2020 and $1.56 billion by 2023.

Source: https://www.news18.com/news/football/david-beckham-invests-in-esports-with-london-based-start-up-guild-2687447.html

#Esports Millions will award €1 Million Jackpot to CS:GO fans – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 6:01 PM on Wednesday, June 24th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Esports Millions will award €1 Million Jackpot to CS:GO fans

  • ESPORTS MILLIONS contest will award €1 million to Esports fans rather than players as they se Unikrn’s betting platform to call how CS:GO goes during the event series over the coming weeks
  • “Million-dollar prize pools are commonplace in esports,” he said, ‘But this is the first time esports fans could become millionaires themselves.

By Paul Seaton

It’s the news that Counter-Strike: Global Offensive fans will be most excited about this summer. Esports data provider GRID and online Esports betting site Unikrn have partnered up for an Esports event with a difference.

The ESPORTS MILLIONS contest will award €1 million to Esports fans rather than players as they se Unikrn’s betting platform to call how CS:GO goes during the event series over the coming weeks. The forthcoming ‘9to5’ event will see a free-to-play live prediction game take place, with fans asked 10 questions over weeks.

Whichever fans finish in the top three places for their predictions being correct will win gaming computers. If any fan scores a flawless set of predictions, they’ll win that million Euros for being top of the ESPORTS MILLIONS.

GRID’s Chief Operating Office, Thomas Warburton, was excited to announce the project, saying:

“We aimed at encapsulating the excitement of a high stakes wager and combining it with friendly competition. As fans, we love to look at esports and contest the next breakout stars, ESPORTS MILLIONS hopes to take the significance of the fans’ opinion to a whole new level. We could not think of a better partner to help us premiere ESPORTS MILLIONS than Unikrn.”

Unikrn’s Karl Flores, eulogized equally passionately about the collaboration.

“Million-dollar prize pools are commonplace in esports,” he said, ‘But this is the first time esports fans could become millionaires themselves. We host a hyper-engaged community of esports fans. Pairing GRID’s data-driven questions, our customers’ prowess, and our tips tools, we’re looking forward to a CS:GO fan making esports history.”

With the ESPORTS MILLIONS event beginning on June 29th and running until September, there are going to be plenty of opportunities to call how the CS:GO events go, with teams such as North, MIBR, Godsent, Havu, fore, OG and Team Spirit taking part.

Fans winning thanks to players is a great idea and the fact that GRID and Unikrn have made this free-to-play is amazing. Fans will look forward to backing their favourites for nothing at a time when, thanks to the global Coronavirus pandemic, times might be tight. It’s sure to buy Unikrn and GRID plenty of new fans when lockdown is over and make the enforced stay at home period a lot more fun for everyone involved too.

In my latest sports Op Ed piece, I want to focus on a decision made just 24 hours ago by one of the biggest football clubs in England.

Over the past few weeks, the statements, hashtags and passionate words of many football players, managers and clubs have displayed an allegiance to the Black Lives Matter movement around the world.

The fight for racial equality, felt so strongly by black managers and players for so many years, has seemed an endless, unwinnable war in recent years. However, From the moment Bulgarian football fans gave English players abuse last year, however, there seems to have been more momentum behind the movement.

In the past few weeks, following the killing of George Floyd, sports stars such as Colin Kaepernick and Raheem Sterling and football pundits such as Ian Wright and Gary Lineker have spoken movingly on how the time for action and change is now. How black people both in sport and around the world in all walks of life deserve equality and respect, the same as anyone else.

It was always going to be a revealing point on the graph as to how much change is really happening when the first manager to lose a high-profile job was sacked and what process that football club went through in recruiting their next manager.

Sadly, on Tuesday, we found out that wasn’t very much change at all.

Yesterday morning, Middlesbrough, who have played in twelve seasons of Premier League football, as well as winning the 2004 League Cup and reaching the UEFA Cup final in 2006, sacked Jonathan Woodgate as their first-team manager.

Here was the official club statement on the matter.

“Jonathan was relieved of his role on Tuesday morning and will be replaced by the experienced Neil Warnock. Warnock will assume responsibility immediately. The club would like to place on record its thanks to Jonathan for all his work in the role of head coach.”

Not only is it a minimalist statement in itself, paying no tribute to the fact that Woodgate was a former player in his first managerial position for instance, but it would appear that the Rooney Rule, which was adopted by the English football association in January 2018 and means that a quota of BAME (black and minority ethnic) candidates must be considered for roles, meant nothing to the North-East side.

Middlesbrough’s contribution to the Black Lives Matter movement on social media was this tepid effort – including their own club hashtag – which garnered just 21 retweets:

#NotTodayOrAnyDay #UTB pic.twitter.com/mGjT7l5lQe — Middlesbrough FC (@Boro) June 20, 2020

Whether Neil Warnock is the right man for the job at Middlesbrough remains to be seen. To this reporter, that’s not the issue. The point is that the first time a major club could have shown that action and change are more important than a panicked quick fix – and at 71, it’s hard to see Warnock building any kind of dynasty at The Riverside – they failed to do so.

Numerous black managers might be wondering why they weren’t considered for the position. Chris Hughton, who took both Brighton and Newcastle into the Premier League might be one of them. If he was interviewed at lunchtime between Woodgate being fired and Warnock being hired, we’d be very surprised.

Action and change? They are still just words until clubs adopt the Rooney Rule to any hired positions, whether it’s as a manager, board member, sports scientist or any other role. Black players have long been seen as vital by football fans, so why are they not allowed to progress further along the football journey once their playing careers are over?

Decisions that are made by clubs when it comes to managers hold back BAME candidates by exclusion. Neil Warnock could lose all eight games he manages for Middlesbrough and send them down. He could win all eight and be hailed a hero. He’s not at fault here, but the club who hired him are.

Did Middlesbrough include BAME candidates in their process? How long between Jonathan Woodgate’s dismissal and Neil Warnock was there? These questions need to be asked and more importantly answered for those who speak of change to stick by their words and make a new future where everyone is treated equally.

If action and change really aren’t just words but have genuine meaning, then they should apply to every managerial role at the very least and at any club, including Middlesbrough Football Club.

Source: https://calvinayre.com/2020/06/24/sports/esports-millions-will-award-e1-million-jackpot-to-csgo-fans/

#Esports & Gaming Industry on a Tear – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 6:00 PM on Monday, June 22nd, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Esports & Gaming Industry on a Tear

  • The esports industry is on a tear as very few ways of entertainment are as popular as video games.
  • “The video game industry is disrupting traditional media and entertainment,” according to VanEck. 
  • The world’s 2.7 billion gamers will shell out $159.3 billion on games in 2020, if we go by a forecast by market researcher Newzoo. This marks about 9% year-over-year growth.

By: Sanghamitra Saha

Newzoo also expects gaming revenues of $200.8 billion by 2023 at a compound annual growth rate of 8.3%. The coronavirus pandemic and the resultant stay-at-home trend made it more lucrative for the video gaming industry. The pandemic has caused the cancellation of all sporting events and consumers are indulging in video games or online watching of esports.

Notably,esports refers to competitive video gaming that is watched by spectators like sporting events. Approximately 400-500 million people watch esports globally (read: Will Esports and Video Gaming Benefit from Coronavirus Shutdown?).

Despite no breakout new releases, the month of May saw U.S. spending on hardware, full game sales and accessories touching $977 million, according to industry-tracking firm NPD Group.  The figure was 52% higher when compared to a year ago. This was the highest tracked outlays for a May month since the $1.2 billion achieved in May 2008.

Total video game sales so far this year are up about 18% year over year to $5.48 billion. Revenues from video game hardware gained 34% year over year while software sales rose 13% year over year. Video game accessories and game cards added 12% year over year.

Apart from this, there is a big market for sports betting. As of 2018, sports betting made up approximately 18% of the $449 billion global gaming market, as measured by gross gaming revenues, or “GGR.” Goldman Sachs expects the online sports betting market to increase 7.1% per annum from 2018 to 2022.

Regulated sports betting is currently legal in several European countries, Australia and Mexico. In the United States, legalization is enacted at the state level. On a country level, Brazil and India are moving toward likely regulation.

Source: https://www.zacks.com/stock/news/990608/esports-amp-gaming-industry-on-a-tear-etfs-to-bet-on

Why the Olympics should add #Esports – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 5:53 PM on Thursday, June 18th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Why the Olympics should add Esports

  • The IOC should act fast, though. It won’t be long until esports figures this whole thing out and once they do, the Olympic games won’t have anything to offer this emerging media powerhouse.

By: Brandon Byrne

I recently sat on a panel for gaming website Pocket Gamer that was focused on esports and the Olympics. We were debating whether esports were filling the gap in sporting events, including the Olympic games, which have been paused due to the COVID-19 pandemic.

It was an interesting conversation that started out like most esports panels. The only difference here is that instead of the typical question, “When will esports catch up to traditional sports?” it was, “Will esports become mainstream enough to make it into the Olympics?” A slightly different question, but the same sentiment: The international games are one of televised sports’ marquee events, and esports companies hope to earn a seat at the grown-up’s table.

In truth, the Olympics have been dropping in ratings relatively steadily in the U.S. for a long time. The only Olympic games that scored in the top five ratings going back to 1992 were the Salt Lake City Winter Olympics, presumably because they were held in the United States. Overall, viewership has been declining in recent years and the games don’t hold the prestige they once did.

Additionally, audiences are slowly becoming worth less and less to advertisers because the age of the average viewer is rising rapidly, a trend we are seeing in almost all traditional sports.

I doubt it would surprise anyone to learn that the average age of almost all traditional sports viewership skews older than esports’ audience. Even then, I think the actual data will be quite surprising. Only one professional sport (women’s tennis) actually saw its average viewers age come down in the last decade or so. Even in that context, the average age of a Women’s Tennis Association home spectator is 55 years old.

The average age of esports viewership looks to be around 26 years old. Think about that from a marketer’s perspective. Traditional sports are just missing young people, by a wide margin.

Where are the kids?

But there are more factors at play than just a lack of interest from millennials and Gen Z driving this trend: There’s also a question of access.

The IOC made the decision in recent years to stream the Olympics (the way most younger people consume content), but it capped the ability to watch online to 30 minutes if viewers didn’t sign in with their cable company (a relationship many millennials don’t have) to continue watching.

Additionally, the IOC made the laughable decision to “ban” GIFs with the press covering the event, which qualifies as one of the more stupid things a governing body has ever tried to do. First, it won’t work. Secondly, and more to the point, it demonstrates how out of touch the IOC is with the ways in which media has evolved in the last 20 years.

However, unlike the Olympics, where no corporation owns the rights to volleyball or the pole vault, all esports companies own the IP associated with the game itself. That means, by default, the IOC would not have carte blanche when making decisions about how to represent the games, programming, licensing rights and other factors it has enjoyed for a long time.

Finally, it’s worth noting that the IOC doesn’t like the idea of “violent” games being added to the Olympic roster. It would prefer to see current sports transformed into virtual competitions. But anyone who knows anything about esports understands that this isn’t how esports works. Before a game ascends to esports royalty, it needs to be a good game. If nobody plays it, it’s unlikely anyone will want to watch it.

Secondly, it has be digestible as a viewing experience. World of Warcraft Arena is a game that draws a lot of players, but it’s almost impossible to know what is going on unless you’re an expert at the game or you have a godly shoutcaster who can translate the on-screen action. You can’t make track and field an esport and hope audiences will want to watch.

The IOC Solution

The IOC has taken steps to try and stave off declining youth viewership trends by adopting sports considered “young” in the past few years. Five sports recently added to the Olympic games include:

  • Sport climbing
  • Surfing
  • Skateboarding
  • Karate
  • Baseball/softball

The baseball/softball addition notwithstanding, I think you would have to live under a rock if you thought that competitive sport climbing held a candle to Fortnite or League of Legends in terms of generating youth interest. Frankly, this seems like an idea that came from an old person trying to find a way to “get the kids back.”


To the IOC’s credit, it has begun to hold panels and conferences with esports experts and game publishers, but the deals that will come from these will look REALLY different than what they are used to. It seems to me that we have a long way to go here.

For my part of the panel, I argued that the Olympics need esports much more than esports need the Olympics. Media companies are only going to overpay for broadcasting rights for traditional sports for so long. At some point, someone is going to notice that the “inside the demo” group isn’t there and move on.

The thing that esports CAN get from the Olympics is understanding a better way to monetize its audience, something that the Olympics do well and esports doesn’t do well right now. A report from Goldman Sachs shows the audience size and monetization based on that audience, showing that esports dramatically underindex on monetization relative to their more established sports league equivalents. It is clear that esports is immature from a monetization perspective and, while the Olympics aren’t on this chart, I would assume that it punches WAY above its weight, much like MLB does, trading on its reputation more than on actual results these days.

The IOC should act fast, though. It won’t be long until esports figures this whole thing out and once they do, the Olympic games won’t have anything to offer this emerging media powerhouse.

Read More: https://techcrunch.com/2020/06/18/why-the-olympics-should-add-esports/

Video games, #Esports ‘skyrocket’ in popularity during pandemic – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 6:00 PM on Wednesday, June 17th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Video games, esports ‘skyrocket’ in popularity during pandemic

With people stuck at home, gaming companies report record sales and unprecedented engagement time

  • Game spending totalled a record-breaking $10.5 billion US in April 2020, according to Nielsen’s SuperData
  • That same month, gamers scrambled like never before to buy hardware, like the new Nintendo Switch, Xbox Ones, and PlayStation 4s, according to NPD Group, an industry tracking firm

By: Bonnie Allen

As an avid gamer, 38-year-old Steve Vomacka would often play the video game Fortnite, a multiplayer shooter game, for an hour each day just to unwind after work.

That was before the COVID-19 pandemic, back when Vomacka still had a job at a Saskatoon autobody shop, access to his kickboxing gym and fun places to take his three kids.

The unemployed father has tripled his gaming time in search of a “release” ever since pandemic restrictions came into effect in March.

“I wake up in the morning. I play some video games while I’m eating breakfast, then I do some of my [school] work, then go back to playing video games. Do a quick work-out; more video games,” Vomacka said, with a chuckle. “It’s a good escape for me.”

The shuttering of businesses and schools forced millions of existing and would-be gamers to stay home, prompting a spike in demand for what is already one of the most popular forms of entertainment on the planet and a multi-billion dollar industry. People aren’t just buying and playing games like never before, they’re also tuning in as spectators to stream highly-skilled players do battle in various esports, also known as competitive gaming.

It’s about escapism and curing boredom; it’s also about seeking connection. 

With so many other sports cancelled, it’s also about embracing the one sports realm that could flourish in a physical distancing world.

Record sales

Game spending totalled a record-breaking $10.5 billion US in April 2020, according to Nielsen’s SuperData. That same month, gamers scrambled like never before to buy hardware, like the new Nintendo Switch, Xbox Ones, and PlayStation 4s, according to NPD Group, an industry tracking firm.

Blockbuster games like Nintendo’s Animal Crossing and Playstation 4’s Final Fantasy VII Remake, both released during the pandemic, have soared in popularity, and there’s much anticipation for the PS4 action-adventure game The Last of Us Part II, set for release on June 19. Caption New Horizons, the latest game in Nintendo’s Animal Crossing series, launched in late March on the Switch gaming console — just as many people around the world were settling into quarantine. (Nintendo)

Websites that track gaming activity reported a record number of concurrent players and spectators in March and April, with numbers dipping slightly from that peak in more recent weeks.

“As people have been forced indoors, usage has skyrocketed, popularity has skyrocketed,” said Adrian Montgomery, CEO of Enthusiast Gaming, a video game media and eSports company in Toronto.

Enthusiast Gaming is reporting a “dramatic surge” in traffic — up 25 to 40 per cent — on its gaming-related websites and YouTube channels since early March. Montgomery said the pandemic hasn’t increased how many gamers it serves — about 160 million unique visitors a month — but rather how much time existing gamers are spending on their hobby.

Video games are the new social network. It’s how you make friends. It’s how you connect with your friends every night.

– Adrian Montgomery, CEO of Enthusiast Gaming

“They have doubled down on their passion through the pandemic and just spent more and more and more time on our sites,” Montgomery said.

Noodlecake Studios, a Saskatoon-based mobile gaming company that develops and publishes video games, is reporting a 20 per cent boost in free downloads in March and April. In-game analytics also reveal that people are playing much longer than usual. 

The company, best known for its free golf creations Super Stickman Golf and Golf Blitz, makes its money from sustained use and in-game purchases. Ryan Holowaty, Noodlecake’s head of marketing, said he’ll be watching to see whether new players stick around long-term.

“The longer that a player stays within a game the more likely they are to purchase items because they like it and they want to keep playing,” he said. So, you can see kind of a direct tie to to the engagement of a player to the revenue.”

Social connection

Industry insiders and analysts seem to agree that while gamers want to game, the surge in popularity during the pandemic is directly related to people’s desire for human connection.

“Video games are the new social network. It’s how you make friends. It’s how you connect with your friends every night,” Enthusiast Gaming’s Montgomery said. “As young people, like all of us, have been unable to meet up in person they’ve been able to continue to meet up online over video games.”  Caption Saskatoon father Steve Vomacka likes to play outdoors with his three children, but finds his strongest connection with his son Harley, 10, comes online through video games. (Submitted by Steve Vomacka )

Steve Vomacka  is proof of that. 

He lives in a downtown Saskatoon apartment and teams up online with his 10-year-old son Harley, who lives with his mother in the suburbs, to play Fortnite together from their separate locations. They talk and laugh on headsets, and often play with Harley’s friends.

“Video games is totally Harley’s thing. So that’s how him and I connect,” Vomacka â€‹â€‹â€‹â€‹said. “I’ve also had a chance to play with his friends, and get to know them, and I wouldn’t have had this opportunity if it wasn’t for, unfortunately, the coronavirus.”

‘The show has gone on’

Esports has continued at a time when other professional sports have been suspended.

Large in-person events, such as esports championships staged in packed stadiums, have been cancelled. However, video game competitions are better positioned to return to their online roots than other professional sports leagues, said Montgomery, whose company owns several professional esports teams.

Esports betting has taken off even more during the pandemic, he added.

“The show has gone on,” said Montgomery. “Esports has filled a void for content right now for sports content.” Caption Fans look on at Seattle’s KeyArena during the 2017 edition of the International Seattle gaming competition. These in-person esports competitions are on hold at the moment. (Elaine Thompson / The Associated Press)

Professional players compete for cash prizes and earn additional revenue from sponsorship and social media.  

University of Regina computer science professor David Gerhard has observed that people have been drawn to esports that highlight other professional sports which have been suspended — including NASCAR, football, soccer, and hockey.

I dropped out of university to pursue it. So I kinda got to give it my best​​​​​​.

– Travis Letwiniuk, aspiring professional gamer

Gerhard said esports competitions are likely the only high-level sporting events which can “carry on more or less unchanged with the distancing restrictions.”

That’s what aspiring pro-gamer Travis Letwiniuk is counting on.

The Saskatoon man’s skill at Overwatch, a team-based multiplayer shooter game, earned him a full scholarship to play on Harrisburg University’s esports varsity team in Pennsylvania in 2018. Letwiniuk competed on stage in front of cheering crowds in LAN events, where multiple players connect on a local area network (LAN) to compete in the same location.

In May, after the pandemic was well under way, Letwiniuk decided to move home to Canada to pursue a career as a professional gamer. He was confident that esports competitions would continue with online tournaments. The biggest challenges so far have been internet speeds and time zone differences.

“I’m really hoping that esports just takes off … I’m hoping to see it more on television, more on radio being broadcast with commentators, like hockey or football,” he said. Saskatoon’s Travis Letwiniuk moved to Pennsylvania in 2018 to join the Harrisburg University’s esports varsity team. Now he’s decided to quit university in order to try to go pro. (Submitted by Travis Letwiniuk )

Letwiniuk — who goes by “AutumnSouls” in Overwatch — plays for 10 to 12 hours a day in his Calgary apartment.

“I dropped out of university to pursue it. So I kinda got to give it my best,” he said. “It’s basically a full-time job in terms of hours. The money’s not there just yet.”

Steve Vomacka’s aspirations are more simple. 

Even after he returns to work, he plans to carve out enough playing time to stay connected with his children.

The only problem?

He said his son, Harley, and his son’s friends are spending so much time playing video games at the moment that he can’t keep up.

“I can tell their skill level has gone up way higher. Like, before I was getting whooped a little bit by the younger generation, and now I’m really getting whooped.”

Source: https://www.cbc.ca/news/canada/saskatchewan/video-games-and-esports-fill-void-in-pandemic-1.5612488

Esports Entertainment Group $GMBL Appoints Two Argyll Executives to Senior Leadership Positions $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 7:09 AM on Thursday, June 11th, 2020
  • Announce the appointment of Argyll Entertainment senior executives Stuart Tilly and Dan Marks as its Corporate Secretary and Chief Financial Officer, respectively
  • Stuart is the Co-Founder and CEO of Argyll Entertainment, the UKGC licensed operator of SportNation.bet, operating exclusively in the UK and Ireland since August 2017
  • Dan has spent 18 years in financial and operational leadership roles, predominantly in corporate banking, as COO for the UK Coverage team at Barclays in London and as CFO for US Large Corporates and MMEs at HSBC in New York.

BIRKIRKARA, Malta, June 11, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce the appointment of Argyll Entertainment senior executives Stuart Tilly and Dan Marks as its Corporate Secretary and Chief Financial Officer, respectively.

“We’re excited to officially welcome Stuart and Dan to the Esports Entertainment team,” said Grant Johnson, CEO. “As CEO and CFO of Argyll Entertainment, they have proven their ability to execute in our industry, growing the business from start-up to $12 million in revenue annually in just a few short years. As we continue to ramp the Vie.gg platform this experience will be invaluable.”

Stuart is the Co-Founder and CEO of Argyll Entertainment, the UKGC licensed operator of SportNation.bet, operating exclusively in the UK and Ireland since August 2017. Stuart is a practising UK solicitor, having trained and qualified at international Magic Circle law firm, Allen & Overy. Having held in-house legal roles with various blue-chip gaming companies since 2005, Stuart established the iGaming Counsel in 2012, a legal, regulatory and commercial advisory service for the gaming industry. Additionally, Stuart was the founder of FLIP Sports, a social fantasy mobile games developer providing real-time second screen gaming experiences for live sport and was a co-founder of the International Social Games Association.

Dan has spent 18 years in financial and operational leadership roles, predominantly in corporate banking, as COO for the UK Coverage team at Barclays in London and as CFO for US Large Corporates and MMEs at HSBC in New York. Dan entered the gaming industry in 2016, when he became CFO of Argyll Entertainment.

“I am delighted to be joining Esports Entertainment at such an exciting time, after becoming the first online e-sports betting company to list on NASDAQ. I look forward to working with the strong leadership team and assisting the Company in achieving its strategic and financial goals,’’ commented Marks.

Tilly added, “Esports Entertainment is ideally positioned to capitalize on a wealth of opportunities as growth in the esports industry continues to gain momentum. I am excited to be part of the team and look forward to my role in building a leading global brand.”

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Malta and Curacao, Kingdom of the Netherlands and is able to accept wagers from over 149 jurisdictions including Canada, Japan, Germany and South Africa. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company maintains offices in Malta. For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

U.S. Investor Relations 
RedChip Companies, Inc.
Dave Gentry
407-491-4498
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

#BoomTV raises $10 million for its #Esports livestreaming platform – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 12:04 PM on Tuesday, June 9th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

BoomTV raises $10 million for its esports livestreaming platform

  • BoomTV has raised $10 million for its livestreaming platform for automating esports event production
  • The company says it makes it much easier to watch and create amateur esports online events from any point of view that the viewer chooses, on any device

By: Dean Takahashi

BoomTV has raised $10 million for its livestreaming platform for automating esports event production. The company says it makes it much easier to watch and create amateur esports online events from any point of view that the viewer chooses, on any device.

The Redwood City-based BoomTV has built a platform that enables organizers to create and manage their own events, particularly smaller community events.

The company launched the BoomTV platform on the strength of the Code Red pro-amateur esports series. Boom.tv wants to make it easier to produce high-quality production of esports events and help the underserved community of civic groups, youth sports organizations, and school clubs share competitions with their audiences.

BoomTV runs a popular biweekly event series called Code Red, which reaches millions of monthly users. Top influencers participate from YouTube and Twitch, and that helps it aggregate tens of millions of watched minutes for its events. Additionally, influencers used the platform to run their own community gaming events every week.VB Transform 2020 Online – July 15-17. Join leading AI executives: Register for the free livestream.

“The whole beauty of it is that it’s all virtual,” said CEO Samir Gupta in an interview with GamesBeat. “And nobody is actually catering to the smallest communities. We have a long way to go, but it’s just a huge market. We’ve got a lot of momentum with what we were building, with a lot of influencers participating in the events.”

Previously, BoomTV acquired the American Video Game League in a move to expand collegiate esports. The AVGL is one of the largest producers of collegiate esports events, content, and community initiatives.

Gupta said the round was oversubscribed, meaning the company raised more money than it asked for. Bitkraft Esports Ventures led the round, with participation from PTW and Crest Capital. The most popular games are League of Legends, Fortnite, and Call of Duty: Warzone.

The company will continue to invest in the Code Red ProAm series by increasing its prize pools and establishing long-term relationships with top gaming influencers. It will also invest in original esports programming. Over the last 12 months, the Code Red series has averaged 2.7 million unique viewers, and it has more than 4 million fans across social platforms. Players have earned more than $3.9 million in cash across 11,000 events since the fall of 2018. More than 75,000 content creators and 1,600 college programs are using Boom.tv.

Hypothetically, a local YMCA group could challenge a local fire department in a Fortnite tournament to help raise funds for the group’s travel fund. They could jump on Boom to set the event, register players, and enable score-tracking. Parents, family members, and community leaders could watch, share, and support the cause.

These small-scale events are the backbone of the competitive gaming movement and Boom is dedicated to simplifying the hosting experience across platforms like Mixer or YouTube.

The company has 24 employees. It makes money from sponsorships for its biggest events. The pandemic has helped the company grow, as players are turning to games while sheltering in place.

“We are lucky to be able to grow momentum now,” Gupta said.

In the past month, the company has seen 11% growth in viewership, and growth among influencers has grown, Gupta said.

Source: https://venturebeat.com/2020/06/09/boomtv-raises-10-million-for-its-esports-3d-livestreaming-platform/

Esports Entertainment Group $GMBL Receives Additional $4.4M From Exercise of Warrants for a Total of Approximately $6.2M Since IPO $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 7:06 AM on Tuesday, June 9th, 2020
  • Announced the receipt of approximately $4,375,000 from the exercise of warrants
  • Combined with the Company’s press release on May 26, in which the Company announced the receipt of approximately $1,860,000 from the exercise of warrants, the Company has received an aggregate of approximately $6,235,000 as of June 8, 2020 from the exercise of warrants by investors participating in the Company’s IPO.

BIRKIRKARA, Malta, June 09, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce the receipt of approximately $4,375,000 from the exercise of warrants.

TOTAL WARRANT EXERCISE SINCE IPO TOTAL APPROXIMATELY $6.2 MILLION 

Investors participating in the Esports Entertainment Group’s public offering of securities, which was consummated on April 14, 2020 (the “April Offering”), exercised a total of 1,029,393 warrants at a price of $4.25 per share for gross proceeds of approximately $4,375,000 since May 22, 2020. 

Combined with the Company’s press release on May 26, in which the Company announced the receipt of approximately $1,860,000 from the exercise of warrants, the Company has received an aggregate of approximately $6,235,000 as of June 8, 2020 from the exercise of warrants by investors participating in the Company’s IPO. 

“Today’s announcement significantly bolsters our financial strength and resources necessary to execute our business plan,” said Grant Johnson, CEO of Esports Entertainment Group.  “The continued support and confidence of our valued shareholders is deeply appreciated as we aggressively pursue our growth strategy in 2020 and beyond.” 

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Malta and Curacao, Kingdom of the Netherlands and is able to accept wagers from over 149 jurisdictions including Canada, Japan, Germany and South Africa. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company maintains offices in Malta. For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

U.S. Investor Relations 
RedChip Companies, Inc.
Dave Gentry
407-491-4498
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup