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TGS Esports $TGS.ca Announces Intent to Acquire Canadian Esports and Digital Media Startup, Volcanic Media $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 9:18 AM on Wednesday, October 7th, 2020
TGS-square
  • Taken the next step in its growth strategy by executing a letter of intent dated October 1, 2020 to acquire Volcanic Media Inc., a leader in scholastic and grassroots Canadian esports
  • Volcanic was founded in 2018 and is the creator of the National Esports Scholastic League, a first of its kind initiative that works directly with school districts and educators to create various esports initiatives
  • To date Volcanic has worked with over 1000 high school students in 13 different cities spanning 6 school districts
  • Acquisition is expected to drive over 200,000 new users to TGS through scholastic leagues, tournaments, and in-class programs

VANCOUVER, BC, Oct. 7, 2020 – TGS Esports Inc. (“TGS” or the “Company“) (TSXV: TGS) is pleased to announce that it has taken the next step in its growth strategy by executing a letter of intent dated October 1, 2020 (the “LOI“) to acquire Volcanic Media Inc. (“Volcanic“), a leader in scholastic and grassroots Canadian esports (the “Acquisition“).

Volcanic was founded in 2018 and is the creator of the National Esports Scholastic League, a first of its kind initiative that works directly with school districts and educators to create various esports initiatives. To date Volcanic has worked with over 1000 high school students in 13 different cities spanning 6 school districts.

Volcanic has been at the forefront of scholastic esports including awarding high school esports scholarships and creating inter-district high school esports leagues, both firsts of their kind in Canada. Volcanic have also started work on indigenous esports efforts, previously working with Binche Keyoh First Nations for pilot esports programs.

Following the closing of the Acquisition (the “Closing“), TGS is also proud to announce that, as part of this new partnership, all high schools looking to utilize Volcanic will be able to do so absolutely free with no fees paid by schools or students. Interested schools can reach out to Shawn Caldera: [email protected].

Acquisition Highlights

  • The Acquisition is expected to drive over 200,000 new users to TGS through scholastic leagues, tournaments, and in-class programs.

  • The new users will feed into TGS’ online platform, Pepper Esports, which adds to TGS’ overall strategy of having one central ecosystem that creates an unparalleled esports experience.

  • The Acquisition has the potential to put TGS at the forefront of High School esports in Canada and offer TGS an all new scholastic division led by Shawn Caldera and JP Perez of Volcanic.

“We have been working with Shawn and his team for some time now and it made perfect sense to bring Volcanic into the fold,” said Spiro Khouri, CEO of TGS. “Thirty percent of all gamers are under the age of 181 and that number is growing. By introducing that demographic to TGS it allows them to interact with us early and stay a part of our ecosystem beyond High School.”

“Volcanic was created to provide high quality esports events in the scholastic space. In this regard, the agreement with TGS will allow us to take Volcanic to the next level and work with students not only in High School but beyond,” said Shawn Caldera, President of Volcanic.

                         
1 Victor Yanev, “Video Game Demographics – Who Plays Games in 2020“, TechJury (July 25, 2020), online: <https://techjury.net/blog/video-game-demographics/#gref>.

Summary of Acquisition

The LOI sets out the principal terms on which the parties have agreed to complete the Acquisition. The parties have agreed to negotiate in good faith to formalize a definitive agreement (the “Definitive Agreement“) on or before October 30, 2020, and to consummate the Acquisition on or before November 30, 2020.

On Closing, the Company will acquire all of the issued and outstanding common shares of Volcanic (the “Volcanic Shares“) in exchange for a purchase price of $240,000 (the “Purchase Price“). The Purchase Price will be payable by the issuance of such number of common shares of TGS (each, a “TGS Share“) that is equal to the relevant payment (collectively, the “Consideration Shares“), which Consideration Shares will be subject to certain mutually agreed upon terms of escrow.

The Consideration Shares will be distributed upon each of the following milestones being achieved: 40,000 on the Closing; $10,000 on the date that 10,000 new users are registered on Pepper Esports Inc.’s (“Pepper“) esports platform or any other TGS platform as a result of contracts entered into by Volcanic; $30,000 on the date that 40,000 total new users are registered on Pepper’s esports platform or any other TGS platform as a result of contracts entered into by Volcanic; $30,000 on the date that 70,000 total new users are registered on Pepper’s esports platform or any other TGS platform as a result of contracts entered into by Volcanic; $30,000 on the date that 100,000 total new users are registered on Pepper’s esports platform or any other TGS platform as a result of contracts entered into by Volcanic; $50,000 on the date that 150,000 total new users are registered on Pepper’s esports platform or any other TGS platform as a result of contracts entered into by Volcanic; and $50,000 on the date that 200,000 total new users are registered on Pepper’s esports platform or any other TGS platform as a result of contracts entered into by Volcanic.

Subject to the approval of the TSX Venture Exchange (“TSXV“), the Consideration Shares will be issued at a deemed price equal to the Discounted Market Price (as defined in the policies of the TSXV) of the TGS Shares on the date of issuance of the Consideration Shares based on the Volume Weighted Average Price of TSXV’s share price in the ten (10) trading days prior to the relevant payment date. The discount applicable to the Consideration Shares shall be the lesser of 25% and the maximum discount applicable under the policies of the TSXV on the date of issuance of the Consideration Shares.

On Closing, it is anticipated that each of Shawn Caldera and JP Perez will enter into consulting agreements with TGS pursuant to which they will serve the Company as Scholastic Esports Director and Scholastic Esports Manager respectively.

The Acquisition is expected to constitute a “Reviewable Transaction” as defined in TSXV Policy 5.3 – Acquisitions and Dispositions of Non-Cash Assets and is therefore subject to the prior approval of the TSXV. No finder’s fees are payable in connection with the Acquisition. Following the Closing, Volcanic will become a wholly-owned subsidiary of the Company.

Completion of the Acquisition remains subject to a number of conditions, including: (i) the approval of the Acquisition by the shareholders of Volcanic, (ii) the completion of satisfactory due diligence, (iii) the approval of the boards of directors of the Company and Volcanic, (iv) the execution of the Definitive Agreement, (v) obtaining all required consents, waivers and approvals, including the approval of the TSXV, and (vi) other closing conditions customary for transactions of this nature.

About Volcanic Esports Inc.

Volcanic Media Inc. is a private British Columbia esports and digital media startup. Volcanic is a leader in esports growth in Canada, running the National Esports Scholastic League, where students compete for post-secondary scholarship funding. Volcanic also acts as a gateway for digital creators, gamers and media enthusiasts for their future careers. Volcanic works with tech accelerators, tech businesses and educators to help foster grassroots community engagement through Volcanic’s ATLAS platform; a powerful esports engagement platform helping to ensure no esports enthusiast is left behind.

About TGS Esports Inc.

TGS Esports Inc. is an esports organization focused on providing an unparalleled esports experience through its expertise in online and in-person event management, broadcast production, and Pepper Esports tournament software. TGS is the owner of Canada’s first dedicated esports arena, The Gaming Stadium, located in Richmond, British Columbia, which opened in June 2019. The Gaming Stadium hosts regular online tournaments as well as provides high quality broadcast production for any event. For more information, visit www.thegamingstadium.com.

Neither 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.

On behalf of the Board of Directors

Spiro Khouri

Spiro Khouri, CEO
TGS Esports Inc.

Disclaimer for Forward-Looking Information

Certain statements in this release are forward-looking statements, which reflect the expectations of management regarding the Company. Forward-looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future, including with respect to: Shawn Caldera and JP Perez joining the TGS team, that the Acquisition will increase the number of TGS users and, in turn, feed into TGS’ online platform, that the Acquisition will allow the Company to keep players within its ecosystem, that the Acquisition has the potential to put TGS at the forefront of High School esports in Canada, the execution of the Definitive Agreement and the terms of such Definitive Agreement, the completion of the Acquisition and the acceptance of the Acquisition and terms thereof by the TSXV. Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements, including risks related to factors beyond the control of the Company. The risks include the following: the unknown magnitude and duration of the effects of the COVID-19 pandemic and other risks that are customary to transactions of this nature. No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits the Company will obtain from them.

This press release is not an offer of the securities for sale in the United States. The securities have not been registered under the U.S. Securities Act of 1933, as amended, and may not be offered or sold in the United States absent registration or an exemption from registration. 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 state in which such offer, solicitation or sale would be unlawful.

VIDEO – FansUnite $FANS.ca Becomes First Ever #Esports Odds & Feed Partner With Global Gaming Giant Pinnacle $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 4:47 PM on Tuesday, October 6th, 2020

The global online gambling market could potentially hit $1 TRILLION by the end of this decade. That isn’t a typo and the reasons are pretty clear – more jurisdictions are legalizing online gambling to get their hands on the tax revenue and the remaining 40% of people on the planet without internet access are going to get it.   

Until recently, however, small-cap investors did not have a company that could provide them ground floor exposure to this massive market and its growth over the next 10 years.  The industry was dominated by the big traditional gambling companies, who focus heavily on old fashioned gambling.  

That all changes with FansUnite, the small cap iGaming super company that goes beyond simple gambling and attacks both sides of the iGaming market by offering both B2C and B2B gambling platforms.   

More than just lip service, the formation of this iGaming super company became a reality when FansUnite acquired Askott Entertainment recently, the highlights of which are as follows:   

  • $27,000,000 Acquisition
  • Over $350,000,000 In Total Bets
  • Over 300,000 Registered Users
  • Strong Emphasis On Esports
  • Over 6,000 Casino Games Onto Platform
  • $5,000,000 Financing In Support Of The Acquisition
  • World Renowned Team

…. And now FANS just made a major leap forward in the esports betting world by becoming Pinnacle’s first odds & data B2B partners, giving them a major competitive advantage over other turnkey B2B esports betting products

“With Pinnacle’s addition and their relationship with GRID Esports, we continue to add the best esports betting data available with the most markets and the best odds. It’s exciting to be the first to offer Pinnacle Solution’ service, and we are honoured they chose to work with us,”

If that was all FANS had to say, this would already be a big announcement … but watch this interview to hear how fast they are moving on the biggest licenses in the gaming world, as well as, how big this industry is set to be in the coming years.

If you are looking for a disruptive technology company that is well positioned to carve out its share of the massive online gambling world, then you need to watch or listen to this interview with FANS CEO, Scott Burton.

Watch this interview or listen by Podcast on AppleGoogleSpotify or your favourite podcaster..

FansUnite Entertainment $FANS.ca Enters Partnership with Global Gaming Leader Pinnacle Solutions $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 6:52 AM on Tuesday, October 6th, 2020
  • Announced its partnership with Pinnacle to incorporate Pinnacle’s new esports data and odds feed into its Chameleon Gaming Platform
  • The partnership is part of its strategic plan to collaborate with the best data providers for its esports betting offering.
  • Through Pinnacle’s partnership with GRID Esports, they gain direct access to GRID’s contracts with esports leagues and tournaments, making it the best data source for many major esports events.
  • In partnering with Pinnacle, FansUnite can now offer the best odds on esports bets for its Chameleon Gaming Platform partners, giving it a competitive advantage over other turnkey B2B esports betting products.

Vancouver, British Columbia–(October 6, 2020) – FansUnite Entertainment Inc. (CSE: FANS) (OTC: FUNFF) (“FansUnite” or the “Company”), a technology company providing leading online gaming solutions, is pleased to announce its latest partnership with Pinnacle Solutions (“Pinnacle”), a global leader in online sports betting.

FansUnite is excited to announce its partnership with Pinnacle to incorporate Pinnacle’s new esports data and odds feed into its Chameleon Gaming Platform. The partnership is part of its strategic plan to collaborate with the best data providers for its esports betting offering. Through Pinnacle’s partnership with GRID Esports, they gain direct access to GRID’s contracts with esports leagues and tournaments, making it the best data source for many major esports events. In partnering with Pinnacle, FansUnite can now offer the best odds on esports bets for its Chameleon Gaming Platform partners, giving it a competitive advantage over other turnkey B2B esports betting products.

“We aim to partner with the leading companies in the industry to provide the best product and options to our customers using the Chameleon Platform. With Pinnacle’s addition and their relationship with GRID Esports, we continue to add the best esports betting data available with the most markets and the best odds. It’s exciting to be the first to offer Pinnacle Solution’ service, and we are honoured they chose to work with us,” stated FansUnite CEO Scott Burton.

“The next step is to effectively market the Chameleon Gaming Platform to sportsbooks,” continued Scott Burton. “We want to ramp up our B2B segment and get a guaranteed licensing fee when sportsbooks use our services. In addition, we generate additional income as our partners grow as we share in a percentage of the net gaming revenue giving us unlimited upside revenue potential. Partnering with Pinnacle will help take our B2B esports solution to a new level.”

Pinnacle’s CEO Paris Smith added, “We are really excited to announce this partnership with FansUnite. Pinnacle Solution is going from strength to strength and it’s great to see our product getting out there and enhancing the betting experience for customers around the world. We are always focused on getting the most value out of our partnerships for us and our partners. Our deal with FansUnite will certainly add to our experience as a supplier and we are really looking forward to working closely with their team and helping them achieve their goals.”

“Our B2B strategy is one that is built on laying solid foundations. Our continued growth, which includes deals like this, is a clear sign that we are working hard to build on our already impressive offering and keep leading the way for others to follow. Whether it’s the odds, the risk management, the data, we have the complete package as well as a best-in-class service to match.”

About FansUnite Entertainment Inc.

FansUnite is a global sports and entertainment company, focusing on technology related to regulated and lawful online gaming and other related products. FansUnite has produced a one of a kind complete iGaming platform, with a sports and esports focus geared for the next generation of online bettors and casino players. The platform includes products for pre-match betting, in-play betting, daily fantasy, content and a certified RNG to produce casino style chance games. The platform operates multiple B2C brands and B2B software for the online gambling industry. FansUnite also looks to acquire technology platforms and assets with high-growth potential in new or developing markets.

About Pinnacle Solution

Pinnacle Solution offers a comprehensive B2B sportsbook service built on the foundation of unrivalled risk management expertise and the unique ability to leverage Pinnacle’s 20+ years of industry experience as an operator.

In addition to its wide-ranging traditional sports offering, Pinnacle Solution is also renowned for being the leading supplier in esports betting. Winning multiple awards has positioned Pinnacle Solution as the gold standard in B2B esports betting, proven to help clients take their product to the next level.

For further information, please contact:

Prit Singh Investor Relations at FansUnite
[email protected]
(905) 510-7636

Scott Burton Chief Executive Officer of FansUnite
[email protected]

Darius Eghdami President of FansUnite
[email protected]

NEITHER THE CANADIAN SECURITIES EXCHANGE NOR ITS REGULATIONS SERVICES PROVIDERS HAVE REVIEWED OR ACCEPT RESPONSIBILITY FOR THE ADEQUACY OR ACCURACY OF THIS RELEASE. 

FORWARD-LOOKING STATEMENTS: Certain information contained herein may constitute “forward-looking information” under Canadian securities legislation. Generally, forward-looking information can be identified by the use of forward-looking terminology such as “believes,” “belief,” “expects,” “intends,” “anticipates,” “potential,” “should,” “may,” “will,” “plans,” “continue” or similar expressions to be uncertain and forward-looking. Forward-looking statements may include, without limitation, statements relating to future outlook and anticipated events such as: the leveraging of GameCo’s US license infrastructure; GameCo becoming an official reseller of the platform; the Company’s entrance into the US market and the Company’s strategy with respect thereto; the importance of the US market to the Company; impacts of the GameCo/Askott partnership on the Company’s success; the Company’s ability to become a leading technology platform and a leader in the global I-gaming market, and to serve the gaming market; the potential growth of the Company and the gaming market; the increased number of betting options; the ability of the Company to scale its B2B arm and maintain its B2C platforms; the Company’s unique portfolio of assets; and discussion of future plans, projections, objectives, estimates and forecasts and the timing related thereto. Forward-looking statements are based on the Company’s estimates and are subject to known and unknown risks, uncertainties and other factors that may cause the actual results, level of activity, performance or achievements of FansUnite to be materially different from those expressed or implied by such forward-looking statements or forward-looking information. Additional information regarding the risks and uncertainties relating to the Company’s business are contained under the heading “Risk Factors” in the Company’s Non-Offering Prospectus dated March 27, 2020 filed on its issuer profile on SEDAR at www.sedar.com and risks related to global pandemics, including the novel coronavirus (COVID-19) global health pandemic, and the spread of other viruses or pathogens and influence of macroeconomic developments. Accordingly, readers should not place undue reliance on forward-looking statements and forward-looking information. The forward-looking statements in this news release are made as of the date of this release. FansUnite disclaims and does not undertake to update or revise any forward-looking statements or forward-looking information, whether as a result of new information, future events or otherwise, except as required by applicable securities laws.

Esports Entertainment Group $GMBL Generates 400% Growth in New Registered Users During VIE.gg CS:GO Legend Series Tournament $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 8:14 AM on Thursday, September 17th, 2020
  • VIE.gg CS:GO Legend Series Reaches Record 1.7 Million Unique Viewers
  • Tournament Now the Most-Watched Legend Series Event in Allied Esports History
  • New registered users grew 400% and customer deposits increased 300% during the two-week period of the VIE.gg CS:GO Legend Series Tournament compared to the same two weeks in the prior month

BIRKIRKARA, Malta, Sept. 17, 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, today announced new registered users grew 400% and customer deposits increased 300% during the two-week period of the VIE.gg CS:GO Legend Series Tournament compared to the same two weeks in the prior month.

The Company’s partner, Allied Esports, a global esports entertainment company and a subsidiary of Allied Esports Entertainment, Inc. (NASDAQ: AESE), drew 1.7 million unique viewers for the VIE.gg CS:GO Legend Series tournament, which ended Sunday, September 13. The two-week competition, which also generated over 1 million hours watched and reached 98,000 peak viewers, is the most-watched Legend Series event since the tournament series was created in 2017.

“We are absolutely thrilled with the viewership numbers for the VIE.gg CS:GO Legend Series, a new benchmark for Allied Esports and a great introduction of our VIE.gg brand to fans around the world,” commented Grant Johnson, CEO of Esports Entertainment Group. “With a 400% increase in new users and 300% increase in deposits, we’ve clearly demonstrated there is demand for our platform. This was a great start to our marketing efforts, and we’re excited to pursue similar opportunities moving forward.”

Each broadcast during the VIE.gg CS:GO Legend Series tournament prominently featured a wagering component, including dynamic live odds that were on display for the entirety of each match. 

“This tournament was an excellent start to our partnership with Esports Entertainment Group, as we introduced their wagering platform to millions of people around the world, and we look forward to creating more valuable content with them in the near future,” said Frank Ng, CEO of Allied Esports Entertainment. “The VIE.gg CS:GO Legend Series is a great example of the ability of our tournaments to deliver dedicated content to an enthusiastic, engaged audience, and we will continue to develop these brands to meet the needs of partners as the esports industry continues to evolve.”

The professional Counter-Strike tournament, which was produced from Allied Esports’ HyperX Esports Studio in Hamburg, Germany, was a global event reaching esports audiences across multiple continents and languages. Allied Esports worked with various partners to broadcast the tournament on Twitch in six languages – English, Portuguese, Russian, Spanish, French and German – and on Chinese streaming platform HUYA, which carried both English and Chinese streams.

The VIE.gg CS:GO Legend Series featured 16 Counter-Strike teams from multiple European countries, the Commonwealth of Independent States (CIS) region and South America, including seven teams ranked in the top 50 globally. Kazakhstan’s Winstrike, which jumped from No. 60 in the world at the start of the tournament to No. 34, defeated 32nd-ranked Heretics from France 3-0 in the best-of-five Grand Final to secure the first VIE.gg CS:GO Legend Series title and €17,000 of the €50,000 total prize pool. Every game from the two-week tournament can be watched in full at youtube.com/alliedesports.

“We are very happy with the results of our first esports tournament sponsorship and the strong uptick in new sign ups and deposits we saw as a result of reaching millions of fans globally,” added Magnus Leppäniemi, Vice President of Marketing and Head of Esports at Vie.gg. “The VIE.gg CS:GO Legend Series provided a great opportunity to support tier 2 and tier 3 teams, a large and important segment of the esports community, and we look forward to continuing our support of these teams in the future.”

The VIE.gg CS:GO Legend Series was Allied Esports’ seventh edition of the CS:GO Legend Series and the 13th Legend Series event overall and part of its efforts to expand the competitive ecosystem and total prize pool for teams ranked outside of the first tier.

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 fixed odds wagering, fantasy and pools on various esports events in a licensed, regulated and secure platform at vie.gg and owns and operates online sports book, SportNation.bet. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multiplayer 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 the UK, Ireland, Malta and Curacao. The Company maintains offices in New Jersey, the UK and 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
[email protected]

#Twitch brings custom #Esports competitions to streamers in closed beta SPONSOR: FansUnite Entertainment $FANS.ca $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 10:28 AM on Friday, September 11th, 2020

SPONSOR:  FansUnite Entertainment Inc (CSE: FANS) The global online gambling market could potentially hit $1 TRILLION by the end of this decade. FansUnite is well positioned to capitalize on this trend. The company has a full suite of B2B and B2C services and has facilitated over $350M in bets from its 300,000 registered users. Learn More.

Twitch brings custom esports competitions to streamers in closed beta

Versus is a suite of tools that allows players, organizers, and streamers to host competitions with their communities

  • Twitch and esports go together like a dusting of salt on top of a chocolate chip cookie: the sweetness of victory etc., tempered by the saltiness of defeat
  • Today, Twitch launches Versus — a suite of competitive tools that will let creators on the site organize and manage their own tournaments — which promises to bring those agonies and ecstasies to any streamer who feels like pubstomping their community

By Bijan Stephen

Twitch and esports go together like a dusting of salt on top of a chocolate chip cookie: the sweetness of victory etc., tempered by the saltiness of defeat. Today, Twitch launches Versus — a suite of competitive tools that will let creators on the site organize and manage their own tournaments — which promises to bring those agonies and ecstasies to any streamer who feels like pubstomping their community.

While the feature is in closed beta for now, collegiate esports leagues, game devs, and Twitch Rivals competitors (along with some other Twitch streamers) will have access starting today. There is a waitlist you can join if you’re interested in trying out Versus for yourself.

Obviously, this isn’t Twitch’s first foray into esports. Twitch Rivals has been hosting competitions between streamers and pros since last year, and in April, the company rolled out an esports directory to keep viewers updated on the latest tournaments. What’s interesting about Versus is how it’s very similar to Facebook Gaming’s Tournaments. Twitch is playing catch-up! Even so, it’s cool to see good ideas make their way further into the mainstream.

Source: https://www.theverge.com/2020/9/9/21428816/twitch-esports-tools-closed-beta-versus

Esports Entertainment Group $GMBL Provides FY21, FY22 Organic Revenue Guidance & Long-Term Revenue Opportunity $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 8:09 AM on Thursday, September 10th, 2020
  • Provided for the first time, organic revenue guidance for fiscal years 2021 and 2022 as well as a long-term revenue opportunity based on the large and rapidly growing esports wagering addressable market
  • Management issues the following guidance:
  • Fiscal 21 (FY ending June 30, 2021) Revenue Guidance: $13 million
  • Fiscal 22 (FY ending June 30, 2022) Revenue Guidance: $25 million

BIRKIRKARA, Malta, Sept. 10, 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, today provided for the first time, organic revenue guidance for fiscal years 2021 and 2022 as well as a long-term revenue opportunity based on the large and rapidly growing esports wagering addressable market.

The Company has built a strong foundation for revenue growth, since its April 2020 Nasdaq listing, completing acquisitions of Argyll Entertainment and the assets of FLIP Sports, forming partnerships with Allied Esports, Dignitas, and Twin River Worldwide, while strengthening its team at all levels of the organization. Based on these and other accomplishments, as well as attractive industry trends, management issues the following guidance:

     Fiscal 21 (FY ending June 30, 2021) Revenue Guidance: $13 million

     Fiscal 22 (FY ending June 30, 2022) Revenue Guidance: $25 million

Ultimately the Company believes long-term its VIE.gg platform alone has a revenue opportunity of $180 million1, based on securing 5% of the $3.6 billion esports wagering market.

“Now that we have completed several of the strategic milestones that we laid out in our roadshow, we are well positioned for strong organic revenue growth,” commented Grant Johnson, CEO of Esports Entertainment Group. “We additionally intend to aggressively pursue accretive acquisitions within each of the frameworks of our Three Pillar Strategy.”  

The Company’s Three Pillar Strategy targets growth opportunities in 1) esports entertainment, through tournaments and leagues, 2) esports wagering in key markets globally through the Company’s VIE.gg platform, as well as 3) iGaming and traditional sports betting.

1. Long-term revenue target based on Esports Wagering Market Size and market share assumptions laid out in company’s investor deck.

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 fixed odds wagering, fantasy and pools on various esports events in a licensed, regulated and secure platform at vie.gg and owns and operates online sports book, SportNation.bet. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multiplayer 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 the UK, Ireland, Malta and Curacao. The Company maintains offices in New Jersey, the UK and 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
[email protected]

#Beckham’s #Guild to kick off London IPO as #Esports flourish – SPONSOR: Esports Entertainment Group $GMBL $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 12:06 PM on Wednesday, September 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 designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Beckham’s Guild to kick off London IPO as esports flourish

  • David Beckham’s Guild Esports plans to list in London this year, making the former England soccer captain’s esports enterprise the first to go public in Britain.
  • Guild, which owns and develops esports teams, intends to raise 20 million pounds ($26 million) by listing around 40% of its shares, giving it a valuation of 50 million pounds, a person with knowledge of the matter told Reuters on Wednesday.

By Clara Denina and Tanishaa Nadkar

(Reuters) – David Beckham’s Guild Esports plans to list in London this year, making the former England soccer captain’s esports enterprise the first to go public in Britain.

Guild, which owns and develops esports teams, intends to raise 20 million pounds ($26 million) by listing around 40% of its shares, giving it a valuation of 50 million pounds, a person with knowledge of the matter told Reuters on Wednesday.

Beckham was the founding shareholder of Guild, which said in a statement that that some esport tournaments were attracting a bigger audience than the Wimbledon tennis championship, cycling’s Tour de France and golf’s U.S. Open.

Globally the esports market generated $951 million in revenues in 2019 and 443 million viewers, games and esports analytics firm Newzoo estimates.

Guild is banking on the global influence and following of the former soccer star turned sports business entrepreneur to support its business.

Beckham has an undisclosed significant but minority stake in Guild and is expected to remain a shareholder in the London-based company, which said proceeds from the share placing will be used to recruit new players and invest in its brand.

Guild initially plans to build a coaching academy for teams of four esports disciplines including Rocket League, EA Sports’ FIFA and Fortnite.

It aims to have 20 players by the end of 2021 across its game formats. For now, it has one FIFA player and three Rocket League players.

Online gaming has skyrocketed during global coronavirus lockdowns, which halted live sports events.

The coronavirus crisis has also hit European listings, with volumes at their lowest in eight years in the first half of 2020 as the COVID-19 pandemic doused investor sentiment.

Although there has since been a revival in new listings, this has mostly been in the United States and Asia.

The Hut Group, an online retailer of beauty and nutrition products, is expected to debut on the London public market in September, potentially the biggest IPO of a British company since 2013.

(Editing by Bernard Orr, Jason Neely and Alexander Smith)

Source: https://www.theguardian.pe.ca/sports/beckhams-guild-to-kick-off-london-ipo-as-esports-flourish-494633/

FansUnite $FANS.ca B2C Platform Continues Strong Performance as Sport Returns $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 9:26 AM on Wednesday, September 9th, 2020

McBookie Ltd sees Increase of 412% Year-over-Year on Gross Gaming Revenue

  • Scottish based operator increased its overall year-over-year turnover for the months of July and August by 108% – from $3M CAD to $6.3M CAD, with 78% of the turnover growth led by the return of sport
  • Increase resulted in a YOY increase in Gross Gaming Revenue over the same period of 412%, resulting in gross gaming revenue of $371K for July and August 2020 and a gross margin of $161K
  • During the same period last year the platform generated $72K in gross gaming revenue resulting in a gross margin loss of $66K

Vancouver, British Columbia and Dundee, Scotland–(September 9, 2020) – FansUnite Entertainment Inc. (CSE: FANS) (OTC Pink: FUNFF), (“FansUnite” or the “Company”), a technology company providing leading online gaming solutions is pleased to announce McBookie Ltd (“McBookie”) has continued its impressive performance since becoming part of FansUnite.

The Scottish based operator increased its overall year-over-year (“YOY”) turnover for the months of July and August by 108% – from $3M CAD to $6.3M CAD, with 78% of the turnover growth led by the return of sport.

The increase resulted in a YOY increase in Gross Gaming Revenue over the same period of 412%, resulting in gross gaming revenue of $371K for July and August 2020 and a gross margin of $161K. During the same period last year the platform generated $72K in gross gaming revenue resulting in a gross margin loss of $66K.

With the strong results over the last two months, McBookie is preparing to continue the positive trend with the return of the English Premier League and the other major European leagues in the coming weeks.

“We are very pleased that McBookie has been able to continue its strong 2020 performance despite the slowdown in sports betting from the global pandemic,” said Scott Burton, CEO of FansUnite. “The figures for the past 60 days have been exceptional and continue to validate our belief in this leading B2C betting brand and the management team behind it. For the duration of 2020, major European leagues are set to begin again and present a great opportunity for McBookie to capture the attention of new and existing customers. We will work directly with McBookie in ensuring their presence in the U.K. expands and they are in a position to service this growing user base of bettors.”

“The team at FansUnite has worked very hard to improve all aspects of our business since joining FansUnite and it is great to see that replicated in the numbers,” said Paul Petrie, founder and Director of McBookie. “With just one month to wait until the whole of Scottish football is back, having the resources and expertise of FansUnite helps puts us in an excellent position to continue building on our recent success.”

While the return of sport has provided an uptick in betting volume, casino turnover during the two-month period was strong as well with $3.1M wagered. McBookie will be looking to build on these numbers with the recent launch of a Live Casino product earlier this month.

“After launching a successful Virtual Sports betting offering in March, we decided to expand our platform with the addition of a Live Casino,” continued Paul Petrie. “It represents another betting alternative for our loyal customers and helps us diversify our revenue stream.”

About FansUnite Entertainment Inc.

FansUnite is a global sports and entertainment company, focusing on technology related to regulated and lawful online gaming and other related products. FansUnite has produced a one of a kind complete iGaming platform, with a sports and esports focus geared for the next generation of online bettors and casino players. The platform includes products for pre-match betting, in-play betting, daily fantasy, content and a certified RNG to produce casino style chance games. The platform operates multiple B2C brands and B2B software for the online gambling industry. FansUnite also looks to acquire technology platforms and assets with high-growth potential in new or developing markets.

For further information, please contact:

Prit Singh Investor Relations at FansUnite
[email protected]
(905) 510-7636

Scott Burton Chief Executive Officer of FansUnite
[email protected]

Darius Eghdami President of FansUnite
[email protected]

NEITHER THE CANADIAN SECURITIES EXCHANGE NOR ITS REGULATIONS SERVICES PROVIDERS HAVE REVIEWED OR ACCEPT RESPONSIBILITY FOR THE ADEQUACY OR ACCURACY OF THIS RELEASE.

FORWARD-LOOKING STATEMENTS: Certain information contained herein may constitute “forward-looking information” under Canadian securities legislation. Generally, forward-looking information can be identified by the use of forward-looking terminology such as “believes,” “belief,” “expects,” “intends,” “anticipates,” “potential,” “should,” “may,” “will,” “plans,” “continue” or similar expressions to be uncertain and forward-looking. Forward-looking statements may include, without limitation, statements relating to future outlook and anticipated events such as: the leveraging of GameCo’s US license infrastructure; GameCo becoming an official reseller of the platform; the Company’s entrance into the US market and the Company’s strategy with respect thereto; the importance of the US market to the Company; impacts of the GameCo/Askott partnership on the Company’s success; the Company’s ability to become a leading technology platform and a leader in the global I-gaming market, and to serve the gaming market; the potential growth of the Company and the gaming market; the increased number of betting options; the ability of the Company to scale its B2B arm and maintain its B2C platforms; the Company’s unique portfolio of assets; and discussion of future plans, projections, objectives, estimates and forecasts and the timing related thereto. Forward-looking statements are based on the Company’s estimates and are subject to known and unknown risks, uncertainties and other factors that may cause the actual results, level of activity, performance or achievements of FansUnite to be materially different from those expressed or implied by such forward-looking statements or forward-looking information. Additional information regarding the risks and uncertainties relating to the Company’s business are contained under the heading “Risk Factors” in the Company’s Non-Offering Prospectus dated March 27, 2020 filed on its issuer profile on SEDAR at www.sedar.com and risks related to global pandemics, including the novel coronavirus (COVID-19) global health pandemic, and the spread of other viruses or pathogens and influence of macroeconomic developments. Accordingly, readers should not place undue reliance on forward-looking statements and forward-looking information. The forward-looking statements in this news release are made as of the date of this release. FansUnite disclaims and does not undertake to update or revise any forward-looking statements or forward-looking information, whether as a result of new information, future events or otherwise, except as required by applicable securities laws.

Esports Entertainment Group $GMBL Takes Control of its Tech Stack with Acquisition of FLIP Sports Assets $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 8:14 AM on Wednesday, September 9th, 2020
  • Announced it completed the acquisition of certain assets of FLIP Sports Limited, including staff and all intellectual property.
  • FLIP Sports is a dynamic and entrepreneurial mobile games studio innovating how fans enjoy and engage with live sports

BIRKIRKARA, Malta, Sept. 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, today announced it completed the acquisition of certain assets of FLIP Sports Limited (“FLIP”), including staff and all intellectual property.  

“This is a major step forward for Esports Entertainment Group, placing us in a position where we own and control our tech stack,” commented Grant Johnson, CEO of Esports Entertainment Group. “With this transaction, we’re also gaining a world-class development team with a specific expertise in gambling, along with award-winning customized software, and as a bonus, they have existing revenue which adds to our financials.”

FLIP Sports is a dynamic and entrepreneurial mobile games studio innovating how fans enjoy and engage with live sports. Through its proprietary in-play, peer-to-peer technology, FLIP provides a unique multi-platform second-screen experience within an entertaining, social, and competitive gaming environment for fun-seeking sports and wagering enthusiasts who enjoy watching live sports and events.

“As leaders in building iGaming platforms, the FLIP team is a welcome addition to Esports Entertainment Group and will enable us to take the player experience to new heights, ultimately creating a best-in-class immersive experience for esports fans,” stated John Brackens, CIO/CTO of Esports Entertainment Group.

Global esports revenues are expected to grow 15.7% year-on-year to $1.1 billion in 2020, according to Newzoo, while the global esports betting market is forecast to reach $17.2 billion by year end according to data from Esports Insider.

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 fixed odds wagering, fantasy and pools on various esports events in a licensed, regulated and secure platform at vie.gg and owns and operates online sports book, SportNation.bet. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multiplayer 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 the UK, Ireland, Malta and Curacao. The Company maintains offices in New Jersey, the UK and 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

#Esports is the future of gaming – SPONSOR: Esports Entertainment Group $GMBL $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 12:19 PM on Tuesday, September 8th, 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 designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Esports is the future of gaming

  • If it is said that esports is the most growing industry worldwide these days then it is not wrong
  • It is because this industry has a high economic value and it attracts many young players

By Staff Report

If it is said that esports is going to replace the real sports anytime soon then it is not wrong. It may sound like a big statement being made without any evidence but there are many pieces of evidence to support it. People are all ready to be digitally connected and they are playing the games all over the internet by paying on their own.

Olympics will have virtual games:

It is expected that the Olympics committee is suggesting to make virtual games a part of their next tournament. That’s how not only many new games will have emerged but the concept of traditional play may also be changed. People will also love to move in those dimensions where they can experience a new environment. It seems true also because FIFA 18 also have registered above 60 online competitions then why not in the next Olympics.

Free games attract youngsters:

If casinos are checked, there exist many casinos that allow you to play free games even. The user can even practice the skills by playing these offline. The free games are a very unique idea in casinos. It is truly the best way for the company to earn money and it will benefit them in real meaning shortly. The Bestbonus offers many free benefits and awards which brings a lot of audience towards them. They divide the bonuses into kinds like through free spins and no deposit bonuses which makes people more excited to participate.

Esports is a rapidly growing industry:

If it is said that esports is the most growing industry worldwide these days then it is not wrong. It is because this industry has a high economic value and it attracts many young players. This trend is getting common because of the excessive usage of phone and availability of free spins like in best bonus. The mobile games and now the virtual reality games are almost combined and it shows the future of the gaming world. What will be the future of real-world games, nobody knows.

People consider it a sport:

It is important to know that how people perceive e-sport. Do they take it as a real sport? The answer would simply be Yes esports and e gaming has made its mark in the industry. It is not easy to differentiate between real sports and e-sport because traditional sports have quality men who call them sportsmen. But the people being part of e-sport can not claim to be sportsmen because they hardly do any workout to be fit enough.

The sportsmen criteria are different for both the sports:

People playing esports have different skills like the eye movement, their fine finger and hand skills through which they can make a correct decision at the right time. On the other hand, traditional sports require body workout and fitness to participate.

Money makes the difference:

In normal sport, people play, perform, win and get the reward. On the other hand, esports or gaming offers multiple awards for free initially to get the players by giving them bonuses. This is how people move towards esports even if they will have to pay to play because they know the benefits and rewards can also be claimed later on. Though it is always not necessary to pay to get some bonus as many sites offers to play without paying a single penny just like Bestbonus.

Source: https://mymmanews.com/esports-is-the-future-of-gaming/