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Enthusiast Gaming $EGLX.ca Acquires Significant Interest in Waveform Entertainment, a Leading Esports Operator and Tournament Producer $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:32 AM on Tuesday, April 9th, 2019
  • Producers of major esports events in Canada including Dreamhack, GOML, Cineplex, CNE, WESG (EGLX)
  • Partners with major brands and sponsors including Ubisoft, NXNE, AMD, CSL
  • Strategic partnership expands Enthusiast’s client services to include experiential advertising, esports tournaments, and broadcast and production capabilities

TORONTO, April 09, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF) (“Enthusiast” or the “Company”) is pleased to announce that it has, through a wholly-owned subsidiary, signed a definitive agreement to purchase 20% of the issued and outstanding shares (“Purchased Shares”) in Waveform Entertainment Inc. (“Waveform”) for an aggregate consideration of $1,680,000 (the “Subscription Price”). Waveform is a leading esports broadcast and production company specializing in the organization of premium esports tournaments world-wide. Enthusiast has also secured an irrevocable option, at its sole discretion, to acquire a 100% interest in Waveform. (the “Buy-Out Option”).

While Waveform was established in 2018, its team has been on the leading edge of esports event production and broadcast for several years, servicing some of the world’s most prestigious esports tournaments and events including Dreamhack, Cineplex WorldGaming, and Enthusiast owned, EGLX.

“Investing in Waveform will contribute greatly to the expansion of EGLX and our events business. Waveform’s infrastructure and expertise are key for the roll out of the Rising Star Series and upcoming esports tournaments at EGLX in the future,” commented Menashe Kestenbaum, CEO of Enthusiast. “We were very impressed by the organization of our esports tournaments at EGLX in October 2018 and we see significant growth potential as esports continue to soar.”

Waveform was responsible for the broadcast, production and execution of Canada’s largest esports tournament, WESG Canadian Finals at EGLX in October 2018. Enthusiast will continue to partner with Waveform as EGLX executes on its North American expansion plan and introduces the Rising Stars Series this summer.  Waveform will provide the infrastructure, broadcast and event support to drive the expansion and continued growth of EGLX in 2020.

As esports continues to grow with $1.1bn in projected revenues in 2019,(1) large brands are entering the industry by sponsoring esports teams and championing their own activations.  Waveform has partnered with major brands including Evil Geniuses, Virtus Pro, Ubisoft, AMD, Asus, Team Liquid and more.  The investment into Waveform will help Enthusiast’s mission to reach gamers both online and offline. The Company will provide digital advertising and experiential marketing opportunities to major brands and publishers, increasing visibility and event attendance.  The partnership enables Enthusiast’s event business to increase its client services portfolio to include event production, broadcast, streaming services and creative experiential brand ambassadorship programs. In turn, the partnership also allows Enthusiast’s platform to promote Waveform’s business and portfolio of large brands and help them drive new partnerships moving forward.

Terms of Transaction

The Purchased Shares will be purchased pursuant to the terms of a share subscription agreement (the “Agreement”), among Waveform and a wholly owned subsidiary of Enthusiast created for the purpose of the transaction. Pursuant to the Agreement, Enthusiast agreed to purchase the Purchased Shares in three tranches: (i) on April 4, 2019, Enthusiast purchased 40.5% of the Purchased Shares for a portion of the Subscription Price, being $680,000.00; (ii) Enthusiast agreed to purchase, on or before (as decided by Enthusiast) October 4, 2019, 29.75% of the Purchased Shares for a portion of the Subscription Price, being $500,000.00; and (iii) Enthusiast agreed to purchase, on or before (as decided by Enthusiast) June 3, 2020, 29.75% of the Purchased Shares for a portion of the Subscription Price, being $500,000.00. On the date Waveform and Enthusiast entered into the Agreement, they also entered into a Shareholders’ Agreement for Waveform (the “Shareholders’ Agreement”). The aggregate purchase price for all Waveform’s shares, if the Buy-Out Option is exercised by Enthusiast shall be equal to the greater of: (i) four (4) times Waveform’s gross revenue (as defined in the Shareholders’ Agreement), multiplied by eighty percent (80%); or (ii) $7,680,000 (the “Option Purchase Price”). The Option Purchase Price will be subject to agreed adjustments.

The purchase of the Purchased Shares on the two remaining tranches, as well as the exercise of the Buy-Out Option (if exercised by Enthusiast) are subject to obtainment of all applicable regulatory approvals (including by the TSX Venture Exchange).

About Enthusiast Gaming

Founded in 2014, Enthusiast is 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 over 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

(1) NewZoo: https://newzoo.com/insights/articles/newzoo-global-esports-economy-will-top-1-billion-for-the-first-time-in-2019 

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.

Enthusiast Gaming $EGLX.ca – The State Of #Esports: Why Investors Should Pay Attention $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:00 PM on Monday, April 8th, 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 partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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EGLX: TSX-V
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The State Of eSports: Why Investors Should Pay Attention


  • Forget marijuana stocks and cryptocurrencies, one of the latest disruptive trends investors are looking to capitalize on in 2019 is professional video gaming.
  • “esports,” brings millions of spectators around the world together both online and on-location to watch competitive video gaming.
  • Now, 2019 is slated to be the first year the industry surpasses $1 billion in revenue, solidifying esports’ position as a serious contender on the world stage.

Luis Aureliano , Benzinga Contributor

Newzoo Global Esports Economy 2019

Market research firm Newzoo released its 2019 report on the global esports economy last month and projects revenue for the industry to reach $1.1 billion marking an impressive +26.7 percent growth year-on-year. Newzoo indicates the fastest growing revenue stream for the industry is the selling of media rights for viewing esports with an expected growth of 41.8 percent in 2019. 

Media Rights and Increased Viewership

When it comes to esports entertainment, popular streaming platform Twitch.tv, which was acquired by Amazon.com, Inc. AMZN 0.57% for $970 million in 2014, has been at the forefront. Earlier this year, Twitch and Activision Blizzard, Inc. ATVI 0.42% agreed on a two year, $90 million-minimum deal to grant the streaming platform broadcasting rights for one of Activision Blizzard’s most successful games and competition, the Overwatch League (OWL).

The expansion of media rights as a revenue stream fits with the explosive growth in viewership for esports as a whole. Compared to just years ago, viewership for esports has grown significantly, particularly for League of Legends, the most popular competitive game. During the 2018 Mid-Season Invitational, League of Legends attracted more than 60 million unique viewers. To put things into perspective, the most-watched NBA game since 1998 attracted roughly half that number in 2016 with a record 30.8 million viewers during game 7.

Number of Unique Viewers for Select Esports Competitions, Statista 

The Early Esports Advantage 

Perhaps the most attractive aspect of esports for investors isn’t just the size of the audiences but the state of the market. While esports has grown substantially since its inception, the industry is still mainly a nascent one. Consider Activision Blizzard’s Overwatch as an example again since the title was one of the first games launched with esports already in mind.

Since its launch in 2016, the company has franchised out geo-located teams for Season 1 of the OWL that began last year. Now, as Season 2 is underway, the league is beginning to look more like a traditional professional sport with teams like the “London Spitfire,” “LA Gladiators,” and many others spreading from New York all the way to China and South Korea. And yet, because the OWL is still so young, no teams have their own home arenas to play in as one would expect for a professional sports team — yet.

In Philadelphia, home to the OWL’s “Philadelphia Fusion,” Comcast Corporation CMCSA 0.41% is investing to build a $50 million esports-specific arena; the first in the league. Set to be placed directly in the center of the Philadelphia Sports Complex alongside the homes of the Eagles, Flyers, 76ers, and Phillies, the 60,000 square foot arena is expected to seat 3,500 spectators and include training and broadcasting facilities as well. 

Compared to the well-established world of professional sports, esports offers a unique opportunity for investors to still gain access during the industry’s infancy. 

Growing Pains 

Though esports has experienced impressive growth, that’s not to say it hasn’t come with some growing pains along the way. A major pain point is due to the decentralized nature of competitive play as the term “esports” encompasses a vast array of different game titles, playerbases, and various leagues. Because of the fractured nature of esports, it’s not uncommon for a title to have several unaffiliated leagues for professional players like Counter Strike:Global Offensive’s open circuit system.

However, there are efforts to reduce that confusion and forward the maturity of esports. After the success of the OWL, Activision Blizzard has hinted at the creation of a similar league for Call of Duty with geo-located franchised teams. Likewise, other actors are looking to meet the needs of standardization and legitimacy for esports as well. One of the largest platforms to-date with over a million users, DreamTeam, is creating standardization for professional players across many titles like League of Legends, CS:GO and Electronic Art’s EA 1.06% latest success, Apex Legends. The platform is aiming to bring players together with event organizers, team owners and sponsors to offer an all-in-one solution for professional gaming as a whole.

Amateur players can use the platform to create teams of their own to compete and work their way to the professional levels of play, drastically reducing the barrier to entry for many games. For some titles, that barrier to entry can be steep too. In the case of League of Legends, North American teams seeking a franchise spot had to pay a hefty $10 million fee — in Overwatch, that fee was $20 million per team and potentially doubling for expansion teams in the future. With a lower barrier to entry for players around the world and an easy-to-understand ecosystem, DreamTeam is working to bridge the gap for players forming a professional team.    

The Bottom Line 

With the advent of franchised teams, massive media rights deals and the attraction of big name sponsors like The Coca-Cola Co (NYSE: KO) and Red Bull, it’s clear that video games are no longer just a way for kids to kill time. Now, competitive gaming is one of the fastest growing industries and investors are quickly looking to get in. Whether buying a team of one’s own or investing in the endemic brands propelling esports forward, investors all over are recognizing the promising future of the industry. 

Image sourced from Pixabay

Source: https://www.benzinga.com/markets/cannabis/19/04/13488198/the-state-of-esports-why-investors-should-pay-attention

Enthusiast Gaming $EGLX.ca Ranked as Fastest Growing Gaming Information Property With 324% Growth in Total Views Year-Over-Year $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:51 AM on Tuesday, March 12th, 2019
  • Total Unique Visitor traffic growth of 56% and Total Views growth of 324% year-over-year
  • Significant growth is based on measurement of the Company’s digital media property by Comscore, a leading 3rd party media measurement and analytics company.

TORONTO, March 12, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the largest community of authentic gamers, is excited to announce that it has received its end of year ranking report and confirmed Total Unique Visitor traffic growth of 56% and Total Views growth of 324% year-over-year.  The significant growth is based on measurement of the Company’s digital media property by Comscore, a leading 3rd party media measurement and analytics company. (Source: Comscore Media Metrix Multi-Platform, Dec 2017-Dec 2018, US).

According to the report, compared to its peers in the Gaming Information category, Enthusiast was the fastest growing company, with the highest growth rate over the 12 month period.  With its significant growth in 2018, the company also achieved a Top 5 ranking for largest Gaming Information property based on Total Views, and a Top 10 ranking for largest Gaming Information property based on Total Unique Visitors.  (Source: ComScore Media Metrix Multi-Platform, Gaming Information, Sep 2018 and Nov 2018, US).  Currently, Enthusiast has a network of over 80 gaming related websites with 75 million monthly visitors, and a platform of 900 YouTube channels adding an additional 50 million monthly visitors, making it one of the largest networks of gamers in North America.

Enthusiast continues to execute on its growth strategy through acquisitions and has completed 8 accretive acquisitions since January 2018.  The Company also has new revenue generating streams through direct advertising and monthly subscriptions which will bring in additional recurring revenue in 2019.  The new monetization opportunities are greatly attributed to the rapid growth of Enthusiast.

Menashe Kestenbaum, CEO of Enthusiast, commented, “Being ranked as the fastest growing gaming platform by Comscore is a significant accomplishment for Enthusiast as we continue to chase large industry players for the number one spot.  It shows we are executing our strategy of becoming an industry leader. Since 2015 our network has grown from 5 websites to over 80 and we are positioned as a leading gaming community online.” He added, “We are excited for the future growth of our platform and the new monetization opportunities that have already started to come from our massive network of lifestyle gamers.”

About Enthusiast Gaming

Founded in 2014, Enthusiast is 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 over 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.

Enthusiast Gaming $EGLX.ca – In Focus: Women and eSports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:42 PM on Monday, February 25th, 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 partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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EGLX: TSX-V
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In Focus: Women and eSports


  • When modern eSports were introduced more than a decade ago, only a small number of people have realized that this specific form of competition and entertainment can break the boundaries of nationality, religion, and gender.
  • eSports is a trending activity which is practiced by thousands of people.
  • Also, millions of others are fans of eSports and they can’t wait to watch the most popular tournaments and single matches. With this specific form of competition, participants can improve team skills, learn more about leadership and have fun.

Wendy Stokes

Source: Tilt Report

eSports and Women: What can we expect?

In the past, many people viewed this activity as an exclusive all-male activity. But, the situation is not the same today when women have shown that they can be inspiring players and show that men and women are equal.

Young ladies are more visible in eSports today. While it’s true that only a small number of eSports pro players are female, their number is growing every year. What’s interesting is that we can see two trends related to eSports and women.

First of all, there are cases when women are part of eSports teams where most of the players are men. We have seen many women that were participating in teams like this which were part of popular tournaments. On the other hand, there are efforts to create special all-female leagues, competitions, and tournaments. This works similarly to women in regular sports. For instance, there’s NBA and there’s WNBA. Almost every sport has a female version and it looks like eSports is developing in this way too. As expected, the prize pools on these tournaments are significantly lower, but things are expected to change in the near future.

Source: Esports.net

Many things suggest that eSports fans would like to see more females involved in this activity. For example, more people want to place bets on female eSports professionals. They are using websites like Esportsbettingexperts.co.uk to find the best eSports betting websites where they can place bets related to female players. There’s something about multi-gender teams that make betting more interesting and fun. The same goes for the competition.

Furthermore, we should also mention that there are many TV channels and online streaming channels that are specialized in female players. They are following their performance which helps these players build stronger fan bases. Of course, many of these players have their own channels where they have thousands of followers.

What’s good to know is that female players are not focused on just one eSport. You can find female players in almost every eSport. For instance, Sasha Hostyn which is one of the most successful women in this area is playing StarCraft II. She has earned more than $200K in the last five years and she has an army of followers on Twitch (over 50,000). Also, Ricki Ortiz is another popular female eSports player who is focused on fighting games. Ricki has participated in more than 60 national and international tournaments.

Source: Business Insider

Even though most of the female players come from North America, there are successful women in the field of eSports from other countries too. Julia Kiran is a Swedish player who is playing Counter-Strike: Global Offensive and she’s good at it. She also has one of the most visited Twitch channels. China has a great female representative too and that’s Wang Xinyu aka BaiZe. She is playing many different games, but she is primarily focused on Hearthstone.

As you can see women are deeply involved in eSports activities and we can expect this trend to continue in the future.

Source: https://thefrisky.com/in-focus-women-and-esports/

Enthusiast Gaming $EGLX.ca – Any Brand Not Marketing in the Esports World Is Already Behind the Curve $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:46 PM on Wednesday, February 20th, 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 partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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EGLX: TSX-V
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Any Brand Not Marketing in the Esports World Is Already Behind the Curve

It’s valued at $1.5 billion and has a reach of 385 million people globally

  • EGLX is one of the leading platforms for brands to reach the gaming and Esports Audience.
  • “Any Brand Not Marketing in the Esports World Is Already Behind the Curve. It’s valued at $1.5 billion and has a reach of 385 million people globally.
  • Enthusiast’s network of 80+ gaming and Esports related websites with over 75 million visitors on a monthly basis and 900 gaming youtube channels reaching an additional 50 million visitors is well positioned as a lead

By Robert Davis

Esports suffers from a gaming stigma, which has marketers hesitant to delve into the industry. Getty Images

The conference circuit is rife with people preaching about disruption and missed opportunities. Did you hear how Apple redefined the music industry? How about how Uber rearranged the business of personal transportation? I bet you have.

Well, what about that time when the marketing world sat on the sidelines and missed the video game revolution?

Yes, that happened, even though we don’t like to talk about it. As early 8-bit console gaming grew into a $140 billion global juggernaut that captured millions of eyeballs for billions of hours, we never quite figured out the role of advertising within a gaming environment. Aside from a few cool award-winning integrations (e.g., Verizon’s Minecraft phone) and a niche market for in-game programmatic logo placements (think, billboards in car racing games), the gaming landscape is littered with dead pixels from ham-fisted, force-fit attempts at in-game branding that annoyed gamers and disappointed advertisers. Brands can participate via advertising, sponsorships and creative activations much in the same way already they do with any analog sport.

We have a second chance to embrace gaming. One extra life, in the form of esports.

Marketers’ reaction to esports is typically rather black and white: overt enthusiasm or adamant incredulity. Rest assured, fans really do fill professional sports arenas to watch organized competitions among skilled teams of video gamers. With a projected $1.5 billion market next year, a global audience of 385 million people and an inordinate amount of money being invested by the NFL, NBA and NHL along with big-name former players (Michael Jordan, Magic Johnson and Shaq), many would argue that esports is already the next big thing.

When one peels back the veneer, there’s actually a lot of familiar territory for brands to explore in esports. The model of event/broadcast/influence prevails in every major traditional sport; esports is no different, other than using screens in place of a playing surface. The esports world revolves around a growing network of tangentially aligned teams, leagues and tournaments. Like their counterparts on the ice, parquet and grass, esports stars wield a great amount of social influence. Feeding off social currency and monetary value from posting videos on Twitch and YouTube, gaming stars are rising fast. The best earn millions of dollars a year from their craft and have followings that eclipse even the most popular analog athletes.

Brands can participate via advertising, sponsorships and creative activations much in the same way already they do with any analog sport. There’s no pressure to solve the conundrum of in-game advertising; the value lies in the surrounding media and opportunities. Esports should be a slam dunk for advertisers: Fans pack into arenas, devotedly follow their favorite gamers and watch competitions at home via TV and online streams. That’s right in our wheelhouse.

So why aren’t brands and agencies flocking to esports?

To be fair, some have found their way. Endemic industries and some brave consumer-focused brands have jumped in feet-first. But the gold rush is not on yet. Esports suffers from a stigma passed down from video gaming, the misperception that fans are reclusive tweens and unemployed teens who spend their days worshipping at the altar of Xbox or the sanctum of PlayStation. It’s a popular belief that happens to be wrong. Esports fans skew older (traditionally males between the ages of 21 to 35), and with higher income than marketers generally give them credit for.

There is a generation gap in perception, perhaps a bit of cynical generation gap. The tone used by people who don’t understand esports is similar to that which is directed at snowboarders in that sport’s early days, as if it were somehow an abomination just because it was new.

We blew it with gaming all those years ago, but let’s not do it again with esports. Now is the time for us to take this growing industry seriously. There are only so many multi-billion-dollar trends that come around.

We’ve got that extra life. What will we do with it?

Source: https://www.adweek.com/brand-marketing/any-brands-not-marketing-in-the-esports-world-is-already-behind-the-curve/

Esports Entertainment Group $GMBL – ESports poised to break $1bn barrier in 2019: Report $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:17 PM on Wednesday, February 13th, 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 poised to break $1bn barrier in 2019: Report

  • The global market for eSports is poised to breach the $1 billion mark this year.
  • Gaming and eSports analytics firm Newzoo’s ‘2019 Global ESports Market Report’ projects that global eSports revenues will hit $1.1B this year.
  • The North America and China markets will spearhead this race with $409.1 million and $210.3 million contribution respectively.

Commodity wise brand investments like media rights, advertising, and sponsorships will contribute 897.2 million – 82% of total revenue. The brand investment contribution is projected to reach $1.5 billion by 2022 and account for 87% of total eSports revenues.

Courtesy: Newzoo

China will remain home to 75 million eSports gamers this year – the most of all global markets – and is expected to register the equivalent of US$210.3 million in revenue. The report also hints that the total eSports audience will reach 453.8 million in 2019.

“These numbers cannot be ignored, and it will double in next 3 years. As per PWC Sports Survey 2018 also ESports tops the chart for “Top ten sports by growth”, says  Lokesh Suji, Director, ESports Federation of India.

ESports has now left football and basketball behind as fastest growing commercial sports. The top ten chart for the fastest growing sports has cricket in the 10th position, a rank below tennis.

“Time has now come to just get involved in eSports, whichever way. Though the revenue numbers for India are miniscule, but India poised to become fastest growing market for esports. Our Infrastructure is getting better day by day and Skills of our esports athletes is improving every passing day,” adds Suji.

The audience will make a significant base to eSports growth, according to Jurre Pannekeet, a senior marketing analyst for NewZoo. Many eSports leagues are shifting their focus towards monetising their audiences having worked hard to establish a loyal fan base, Sportspromedia has quoted Pannekeet as saying.

“ESports has always provided an engaging viewing experience to an audience no longer tied to traditional media,” he said. “This has propelled the massive growth in esports viewership and audience numbers.

“This transition started in 2018, but this year, the industry will take its early learnings and expand upon them. As a result, 2019 will be esports’ first billion-dollar year, and its vigor has attracted brands and companies across every industry.

“Non-endemic brands sponsored eSports organisations in droves last year, which will continue in 2019.”

The League of Legends World Championship was 2018’s biggest tournament by live viewership hours on Twitch, with 53.8 million hours, while the Overwatch League was the most-watched league by live viewership hours on Twitch, generating 79.5 million hours.

The total prize money in 2018 reached $150.8 million, a significant increase from 2017’s $112.1 million.

Source: https://www.insidesport.co/esports-poised-to-break-1bn-barrier-in-2019-report/

#Esports Versus Traditional Sports, U.S. Versus China – Let the Games Begin $EGLX.ca $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:50 AM on Monday, February 11th, 2019
  • Total eSports revenues reached US $869 million in 2018 and are expected to surpass US$6 billion by 2028, according to Fact.MR.
  • NewZoo estimated the global eSports audience at 380 million for 2018, made up of 165 million Esports enthusiasts and 215 million occasional viewers.

POINT ROBERTS, Wash., Feb. 11, 2019 — Investorideas.com, a leading investor news resource covering gaming and eSports stocks issues a special edition of Play by Play looking at the explosive growth of the sector and how battles are playing out; eSports versus traditional sports and the U.S. versus China bid for leadership.

Total eSports revenues reached US $869 million in 2018 and are expected to surpass US$6 billion by 2028, according to Fact.MR.

NewZoo estimated the global eSports audience at 380 million for 2018, made up of 165 million Esports enthusiasts and 215 million occasional viewers. Meanwhile, Activate projects that by 2021 eSports will have more US viewers than all other professional sports leagues, with the exception of the NFL.

With all this money and viewership at stake, you can expect the big boys to enter the playing field; and yes they certainly have.  On July 2018, ESPN, Disney XD and Blizzard Entertainment, a division of Activision Blizzard (Nasdaq: ATVI), announced an exclusive multiyear agreement for live television coverage of the Overwatch League™, the world’s first major global city-based eSports league.

Seeing the future shift in sports and eSports, Robert Kraft of the New England Patriots, Jeff Wilpon of the New York Mets and the LA Rams’ Stan Kroenke invested heavily into their own franchises within Activision Blizzard’s Overwatch eSports league.

Overwatch franchise valuations are $60 million to $80 million, depending on country and city according to a Forbes article. Adding to its value, news hit on Friday that Coca-Cola signed a deal with Activision Blizzard Esports Leagues to become the official non-alcoholic beverage of Overwatch League and all other Overwatch properties. 

With North America as the largest eSports market in 2018, Enthusiast Gaming (TSXV: EGLX.V) (OTCQB: EGHIF), a gaming company building the world’s largest community of authentic gamers.  strategically announced yesterday that it opened a US-based office and hired a sales team to drive advertising sales and increase annual revenue.

According to the news, “The US-based sales team is based in San Francisco and will be responsible for leading North American sales. This expands the company’s current reach with a sales team in San Francisco, London, UK, and the corporate head office in Toronto. The company kicked off the opening of the sales office with a West Coast advertising roadshow, meeting with top gaming publishers, global brands, and media agencies.”

Undaunted by the fact that they are a smaller company, Enthusiast Gaming is building their network and has positioned themselves at the forefront of the market, led by Menashe Kestenbaum, Founder and CEO. The numbers speak for themselves, with a platform of more than 80 owned and affiliated websites reaching 75 million monthly visitors and 900 YouTube channels with an additional 50 million monthly visitors.

Other major deal flow in the US; Take-Two Interactive Software’s deal with the NBA and Electronic Arts Inc.’s partnerships with the NFL and ESPN. The massive streaming player growth on YouTube and Amazon is yet another indication this industry is not going away anytime soon. 

The China eSports market is second to the United States and according to Dragon Social: “Live streaming, combined with video games has become one of the most popular forms of entertainment for people in China.”

China-based Tencent Holdings Ltd (OTCMKTS: TCEHY) (HKG: 0700) is the biggest gaming company in the world, spending $150 million a year to maintain that dominance. Bloomberg noted, “Along with Activision Blizzard Inc., Tencent’s become one of the most aggressive promoters of pro-gaming. It’s hard to overstate the mania that’s gripped China in particular: at least 10,000 teams exist across the country despite just 12 spots in this year’s marquee King Pro League tournament.”

Streaming video player Huya (NYSE: HUYA) provides a live-streaming platform for gamers to share their experiences and has been dubbed, the ‘Twitch of China’ and says they are the largest in China. Reporting on its NYSE IPO, Forbes said, “HUYA is known for its sticky gaming community who engage in interactive social media features such as gifting and adding commentary during online streaming sessions.”

US company Twitch is a live streaming video platform bought by Amazon in 2014 for $970 million. Twitch viewers between Wednesday, 30th January and Tuesday, 5th February: lowest viewers 625,376 (Monday, 4th 09:00) and peak viewers 2,240,001 (Saturday, 2nd 19:00). 

It’s game on for the US versus China and eSports versus traditional sports. Let the games begin.

For investors following gaming & eSports stocks, Investor Ideas has created a directory of gaming stocks.

Read previous editions of Play by Play

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

Posted by AGORACOM-JC at 9:50 AM on Thursday, July 21st, 2016

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(GMBL: OTCQB)

Online Wagering Platform for the Future of Competitive Gaming

Why VGambling Inc?

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

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

The 5 Things You Need To Know:

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

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

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

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

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


Who is VGambling Inc.?

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

The Opportunity

INTERNET GAMBLING EXPENDITURE IS INCREASING GLOBALLY

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

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

eSports

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

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