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#Esports: Why pro video #gaming will be bigger than the #NFL $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 2:44 PM on Thursday, March 15th, 2018

Players of ‘Dota 2’ and ‘League of Legends’ reap millions

SHOTARO TANI, Nikkei staff writer

Teams face off at the League of Legends Champions Korea tournament in Seoul on Feb. 1. (Photo by Koji Uema)

TOKYO — For those above a certain age, sports are all about pushing the lungs, muscles and mind to the limit in the pursuit of victory. They are played in the open air on a track or field, or indoors on a court or in a pool.

But for many people who have never known a world without the internet, that definition looks incomplete. For them, sports are just as likely to be played sitting in a comfortable chair in front of a glowing PC. Instead of a bat, racket or ball, they are equipped with bulky headphones, state-of-the-art keyboards and a lightning-fast mouse.

Han Ki-hoon, a 25-year-old from South Korea, is one of these new athletes. Sitting in a small room on the seventh floor of an apartment on the outskirts of Tokyo, curtains shut to block out the sunlight, Han quivers his mouse with his right hand, directing his character where to go next. On the screen his half-human, half-monster character faces off against other digital creatures, and a number pops up every time a character inflicts damage on another.

Han, whose gaming name is viviD, is one of the millions who play the online game “League of Legends,” or LoL for short. What sets him apart from the rest is that he plays professionally, lending his talents to Japanese gaming team DetonatioN Gaming.

Han’s esports career prompted his move to Japan two years ago. “I was playing for a South Korean team, but it ran into operational difficulties,” Han recalled. “I declared myself a free agent, and DetonatioN Gaming came calling.”

South Korean esports pro Han Ki-hoon came to Japan on an athletic visa. (Photo by Ken Kobayashi)

LoL is a strategy game that pits teams of three or five players against each other. Good communication among teammates is essential — so much so that Han lives, eats, sleeps and trains with four other DetonatioN LoL players and a coach in room 701 of their apartment building. They call it “The Gaming House.”

It is easy to dismiss the idea that playing video games, even at a high level, is the same thing as athletics. But esports players argue that the act of professionally competing in top titles such as LoL, which require quick thinking, fast reflexes and dedication, is as demanding as standard sports. When Han is not playing the game, he is either eating or sleeping. “I don’t play any other games,” he said, not even for fun.

Whatever the purists may say, Han has some important supporters who have little doubt that he is an athlete — including the Japanese government. Han was one of the first esports players to be granted an athletic visa by Japan.

Japan is just one of the countries seeking to catch up with the more developed esports markets — South Korea, China and the U.S. — in the hope of nurturing a new, fast-growing industry. The Hong Kong government recently vowed to invest HK$100 million ($12.7 million) to develop the Cyberport business park as an esports training and competition venue.

Such official support is understandable, given projections that the industry will generate around $1 billion a year by 2021. For Japan, nurturing the esports scene should pay off later by boosting tourism and helping its domestic gaming companies, like Nintendo and Capcom.

 

Source: https://asia.nikkei.com/Features/Cover-story/Esports-Why-pro-video-gaming-will-be-bigger-than-the-NFL


Esports Entertainment $GMBL Announces Appointment of #Esports Industry Leader Chul Woong (Alex) Lim as Director $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 8:06 AM on Thursday, March 15th, 2018

Esports large

  • Company has recently appointed Mr. Chul Woong (Alex) Lim as Director of the Company.
  • Mr. Alex Lim is an Asian esports industry expert

ST. MARY’S, March 15, 2018 – Esports Entertainment Group, Inc. (OTCQB:GMBL or the “Company”), a next generation online gambling and 18+ gaming company, is pleased to announce that the Company has recently appointed Mr. Chul Woong (Alex) Lim as Director of the Company. Mr. Alex Lim is an Asian esports industry expert.

From 2010 until recently, Mr. Lim was the Secretary General of the International e-Sports Federation (IeSF) based in Seoul, South Korea where he was responsible for relations with 47 national federations, international sports authorities, and global partners, in addition to organizing and operating the World Championship and other international level esports tournaments. Founded in 2008, the IeSF is a global organisation based in South Korea with a mission is to promote electronic sports as true sports, and become the global body in charge of maintaining, promoting and supporting it. For more information about the IeFS, please see www.ie-sf.com.

During 2010, Mr. Lim was Deputy Manager of Sports Marketing Team with FIRSONS Inc., a Seoul, South Korea based sports events marketing firm. During 2007, Mr. Lim was International Coordinator at the World Taekwondo Headquarters in Seoul. From 2005 to 2006, Mr. Lim was a Researcher with FITEX Inc., an adventure leisure sports company based in South Korea. Mr. Lim holds a Bachelor of Science degree from the Seoul National University and a Master of Arts degree from the University of Northern Iowa.

Mr. Grant Johnson, Esports Entertainment CEO stated, “We are very excited to have a recognized esports industry leader like Alex join our Board of Directors. Alex’s in-depth esports industry knowledge and relationships will be of huge value to Esport Entertainment as we establish vie.gg as the leading esports wagering platform.”

Mr. Alex Lim stated, “I am honored to join the Board of Directors of Esports Entertainment. I clearly share the vision of Esports Entertainment for the future of the esports industry and the Company, and I look forward to the opportunity to contribute to the Company’s long-term success.”

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a next generation online gambling and 18+ gaming company. Initially, Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding the US and EU. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis, excluding the US and EU, in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua and Curacao. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL. 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:

Corporate Finance Inquiries
Stephen Cotugno
Vice President, Corporate Development
[email protected]
201-220-5745

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

February #Esports Investment Recap: Over $200M Raised $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 11:57 AM on Tuesday, March 6th, 2018

  • February was an exceptional month for esports investments and acquisitions.
  • Esports Observer recorded over $200M in transactions from major players in the industry such as Tencent, ESL, TPG Growth, and CAA’s Evolution Media.

Tencent Continues to Expand its Esports Footprint

In February, the Chinese tech giant expanded its gaming portfolio by acquiring stakes in the Shanghai-based Shanda Games and the South Korea-based Kakao Games. While the first deal did not disclose a sum, the investment round in Kakao totaled 140 billion won (roughly $130 million), 50 billion of which came directly from Tencent. In esports, Kakao’s largest impact has been managing the Korean servers for Bluehole’s PLAYERUNKNOWN’S BATTLEGROUNDS. Notably, the two companies have had an existing partnership that stretches back to 2013.

Indian Esports Are on the Rise

Early in February, ESL acquired a minority stake in Indian mobile game publisher Nazara Technologies and wasted no time in further expanding their footprint in the burgeoning market. Nazara recently acquired NODWIN Gaming, who through this deal now has the license to operate ESL’s events in the country through 2023.

Additionally, Akshat Rathee, Managing Director at NODWIN Gaming, lead a funding round for an undisclosed investment in AFK Gaming, an Indian esports media startup.

While India is currently a relatively small market for esports, there is a high potential for the space to grow. Mobile esports in particular could be an opportunity in India as there are more than 1 billion mobile customers in the country. With games like Clash Royale, Vainglory, and Tencent’s Arena of Valor making a push into the space, this is likely an opportunity for ESL and the associated companies to get in on the ground.

More Professional Sports Teams Have Taken their First Steps in Esports

While major professional sports teams have backed esports organizations for the last several years, this last month saw a major league baseball team, the owner of a French Ligue 1 soccer club, and several former and current professional athletes investing into esports teams.

Team Vitality, best known as an EU LCS mainstay, received €2.5 million (roughly $3.1 million) in funding early in February. This investment is particularly notable as H 26, an investment group owned by Olivier Delcourt, contributed to the round. Delcourt has been the president of French Ligue 1 team Dijon FCO since 2012.

Additionally, Vision Esports raised $38 million in funding later in the month. Vision Esports has made a large impact in the industry as the parent company for both Echo Fox and Twin Galaxies. The funding round was lead by Evolution Media, an investment firm backed by Creative Artists Agency and private equity firm TPG Growth. However, backers also included notable sports figures Kevin Durant and Odell Beckham Jr. in addition to the MLB’s St. Louis Cardinals.

Vision has a robust history with investment from professional sports figures. Likely this is due to the influence of Rick Fox, owner of Echo Fox and one of the founders of Vision Esports, who played in the NBA from 1991 to 2004. Additionally, the Cardinals are the second MLB team to invest in Vision Esports. In October 2017, the New York Yankees invested an undisclosed amount into the company.

This could lead to a conflict of interest should the MLB choose to pursue their own league like the NBA and the MLS.

The Esports Observer keeps track of relevant investments in the esports industry. We do not claim to cover every investment of any size that has happened in the industry during the respective period. If you want to stay up to date with more investments and other business-related developments in esports, download TEO’s quarterly reports.

Source: https://esportsobserver.com/february-esports-investments-200-million/

Brand Investment In #Esports Is Up 48% $GMBL

Posted by AGORACOM-JC at 6:07 PM on Friday, March 2nd, 2018
  • eSports sector continues to grow at a phenomenal rate with revenues expecting to hit an estimated $900 million by 2019
  • Brand investment has experienced an increase of 48% over the past 12 months.

Image Credit: wikipedia.org

Big Brand Power

It seems there is no stopping eSports. As player numbers across the industry grow and the number of spectators increases at a rapid pace, the financial rewards for potential investors are becoming more obvious.

Forecasts suggest that roughly 77% of eSports revenues will be generated by brand investments. That equates to approximately $700 million by the end of this year. It is a massive share of eSports revenue and shows how important that form of income stream is becoming for the sector.

Image Credit: newzoo.comThe breakdown of that huge chunk of revenues being created by brand investment consists of $359 million from sponsorships, $174 million through advertizing, and $161 million via media rights and content licensing.

$116 million invested by game publishers and $96 million from tickets and merchandize are the remaining sources of revenue that push the figures close to the $1 billion mark by the time this year comes to a close.

Ripple Effect

These latest figures have been collated by the Newzoo 2018 Global eSports Market Report. They are a sign of the heady heights that eSports is reaching. As money invested in eSports will continue to increase, it will allow tournament organisers and developers to offer more lucrative prize pools.

Peter Warman, Newzoo CEO, said, “As a consumer phenomenon, eSports continues to grow its huge base of passionate fans across the globe. As a business, eSports is now entering a new and critical phase toward maturity. Big investments have been made, new league structures have been launched, sponsorship budgets have moved from experimental to continuous, and international media rights trade is starting to heat up.

Image Credit: newzoo.comHe added, “At the same time, player salaries have soared and the eSports ecosystem and viewership hours still very much rely on a select number of globally operating teams and game franchises. Profitability and return on investment is, for many organizations at the heart of the eSports Economy, a challenge.”

To put the increase in popularity of eSports into perspective, the annual Dota 2 eSports championship, The International, started in 2011 with a $1.6 million prize pool at Gamescom for its debut edition. Fast forward to The International 2017 and the tournament now boasts the biggest prize pool in eSports history of $24 million.

The International 2017 was hosted at the KeyArena in Seattle, Washington, US. Concurrent viewership figures for the tournament reached a record-breaking 5 million.

Viewer figures across eSports are expected to rise in a similar trend. The global eSports audience is anticipated to breach the 380 million mark over the course of this year. This will help take eSports onto the next level.

The Global Obsession

A surprising fact is that even though Asian teams have dominated eSports competitions over recent years, with South Korea proving particularly prolific, it is actually North America that is tipped to remain the largest eSports market in the world.

In 2018, the continent is set to see revenues worth $345 million. A major contributing factor towards these figures is the level of sponsorship. The region hosting a large number of the biggest eSports tournaments in the world is also being identified as a main reason.

Western Europe will, surprisingly, be the second largest eSports market in the world with revenues reaching $169 million by the end of the year. The local eSports community is stronger in Europe than anywhere else and that is a key explanation for its continued growth. Local eSports league organizers such as Gfinity in the UK, LVP in Spain, and ESWC in France have performed particularly well.

Image Credit: esports-news.co.ukFinally, China is tipped to be one of the most booming eSports economies. Revenues should reach $164 million during 2018 with an eSports audience hitting 125 million. Mobile eSports is playing a key role in that growth and it will be a market to keep an eye on over the coming years.

Early Days

Despite the continued success of eSports, it is still in its fledgling days as an industry. Experts anticipate it could be 3-5 years before the sector fully evolves into a fully professionalized industry across the world.

Image Credit: ginx.tvIt is still widely felt that it will be another 5-10 years before the industry reaches full maturity as a business sector. When this is taken into account and put next to the projections of the industry potentially being worth $2.4 billion by 2020 then it is a very exciting prospect.

However, with conservative projections also predicting that the eSports sector might be worth just $1.4 billion by 2020, there is still a lot of speculation surrounding the future of eSports.

Source: https://www.casino.org/blog/brand-investment-in-esports-up-48/

#Crypto Betting Platform On #Ethereum #Blockchain Increases Player Winning Chances #Esports $GMBL $SX $SX.ca $SXOOF $IDK.ca $AAO.ca

Posted by AGORACOM-JC at 2:40 PM on Monday, January 29th, 2018

  • Blockchain technology, a trump card when betting on sports
  • Sizeable profit margins managed autonomously

There’s no secret that betting of sports is stimulating, exciting, and ultimately, fun. It redefines gambling because people who become players participate in a contest with realistic winning chances. However, the risks associated with sports betting are often not worth the investment. With Blockchain technology transactions are immutable, meaning lower risks and improved contractual performance.

ESports is a profitable industry because it provides entertainment, gambling and technology in a single package. However, traditional sports betting platforms have flaws and cannot provide seamless experiences. A new project built on the Ethereum Blockchain technology, XWIN CryptoBet, aims to provide a better, more convenient betting space where all transactions and activities are performed seamlessly and transparently. The mission and vision is to leverage smart contract accounts that guarantee secure betting and bookmaking.

Blockchain technology, a trump card when betting on sports

Decentralization is the Blockchain’s main trump card that can prove extremely useful when engaging in sports betting activities. The team behind XWIN CryptoBet are experienced CEOs, entrepreneurs, business founders and sports enthusiasts that work together to disrupt the sports betting industry with an improved business model targeted at skilled bookmakers and avid players. Key benefits include full confidentiality, cross-border betting, information security, transparent transactions due to the association with the Ethereum smart contract model.

XWIN CryptoBet makes betting on sports an exciting but secure activity. The platform’s decentralized nature makes activities on the platform accessible, safer and more transparent. Users are in full control of their investment, and since the project is developed on Ethereum, the smart contract accounts offer them availability 24/7 from any smart device on the market.

Sizeable profit margins managed autonomously

Bookmaking has always seemed an interesting domain to avid investors and entrepreneurs searching for entertainment. XWIN provides stable margins between six and 20 percent. To eliminate risk, the XWIN token will be used to perform all types of transactions on the platform. Winnings made by both players and bookmakers are deposited into the holders’ smart contract account, and 80 percent of the tokens made available are intended for players, aspiring bookmakers and investors.

Holders of XWIN tokens are free to sell off or gamble their XWINs whenever they see fit on the platform. As far as the free exchange pricing is concerned, it all depends on supply and demand, as well as commission payments and token nominal price.

Players and better access on the XWIN platform

Betters and players that choose to join XWIN CryptoBet are fully protected from common risks associated with traditional eSports platforms such as substitution of results, blocking, account thefts, non-payment winnings, and more. Upon registration and purchase of XWIN tokens, betters and players benefit from guaranteed payments from the general guarantee fund, ID protection, convenience and accessibility, low fees, cross-platform betting and multi-wallet platform ID.

All funds are protected by the Blockchain-based system on Ethereum and are stored in the XWIN’s smart contract DAO account. As far as the economic model is concerned, the margin varies between six and 20 percent of the betting rate. All funds are managed individually, and out of an overall margin of 100 percent, 25 percent is reserved for player payments.

Thus far, XWIN CryptoBet has managed to raise $2.3 mln in the first stage of its token open sale. With a thriving community of nearly 7,000 members, the ICO rewards investors and players 10 percent for their contribution to the project by Jan. 23.

Disclaimer: The opinions expressed in this article do not represent the views of NewsBTC or any of its team members. NewsBTC is not responsible for the accuracy of any of the information supplied in Sponsored Stories/Press Releases such as this one.

Source: https://www.newsbtc.com/2018/01/24/xwin-blockchain-betting-platform/

The Explosive Growth of #Esports – Trends to Watch in 2018 $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 3:00 PM on Wednesday, January 10th, 2018

Esport accomplishments in 2017:

  • Intel Extreme Masters held its premiere tournament in Katowice, Poland with on-site attendance of 173,000 fans, making it the biggest live event in esports history
  • Blizzard opened a dedicated esports stadium called Blizzard Arena at the former studio of The Tonight Show with Johnny Carson
  • The League of Legends World Championship reached 60 million unique viewers online, compared to 43 million in 2016
  • Overwatch League signed 12 teams for the first-ever global city-based esports league, featuring investments made by some of the most successful owners in the world of sports: Robert Kraft (New England Patriots, New England Revolution), Jeff Wilpon (New York Mets), Stan Kroenke (Los Angeles Rams, Denver Nuggets, Colorado Avalanche, Colorado Rapids, Arsenal FC), Andy Miller (Sacramento Kings) and other noteworthy names from both traditional sports and esports

By Jesse Steinberg, Account Supervisor, Taylor

As an avid fan of video gaming and a counselor to some of the most innovative brands in the space, I can confidently say that 2017 was a banner year for esports. Just look at all of the breakthrough accomplishments last year (list after video). But first, it’s worth taking a moment to watch this video that highlights the celebrities who have made investments in esports:

Esport accomplishments in 2017:

  • Overwatch League signed 12 teams for the first-ever global city-based esports league, featuring investments made by some of the most successful owners in the world of sports: Robert Kraft (New England Patriots, New England Revolution), Jeff Wilpon (New York Mets), Stan Kroenke (Los Angeles Rams, Denver Nuggets, Colorado Avalanche, Colorado Rapids, Arsenal FC), Andy Miller (Sacramento Kings) and other noteworthy names from both traditional sports and esports
  • Riot introduced a franchising model for teams powered by  investments from mostly NBA team owners and the endemic gaming space
  • Intel Extreme Masters held its premiere tournament in Katowice, Poland with on-site attendance of 173,000 fans, making it the biggest live event in esports history
  • Blizzard opened a dedicated esports stadium called Blizzard Arena at the former studio of The Tonight Show with Johnny Carson
  • The League of Legends World Championship reached 60 million unique viewers online, compared to 43 million in 2016

So where does the sport evolve from here and what does it mean for current and prospective sponsors and their partners? Our experience and alliance working with client partners Comcast and Activision Blizzard (and its Overwatch League) tell us the marketing opportunities within esports will only continue to accelerate and diversify. Here are four overarching trends we’ve identified for the next 12 months within this dynamic industry:

  1. Mainstream consumer awareness of esports will grow faster than predictedWith increased investments from celebrities, teams, and non-endemic brands, it’s not a surprise that esports is growing at an unprecedented rate. Nielsen reported in 2016 that 14% of Americans aged 13 and older are avid fans of esports. And according to industry research group Newzoo, 1.3 billion people worldwide are aware of esports. That leaves more than six billion people around the world who are not aware of esports. Talk about opportunity!The reason behind esports’ record growth and global awareness is because the industry continues to blend in seamlessly with traditional sports and our cultural fabric. As an example of esports and traditional sports culture colliding, Overwatch League aired an ad on ESPN during the 2017 ESPYs awards show (you can watch it here). In case you didn’t watch it live – you’ll see more esports awareness plays like that plugged into bigger cultural moments (football Sundays maybe? Super Bowl even?) where you won’t be able to miss it.
  2. Blue chip, non-endemic brands will continue investing in esports through sponsorshipsThis trend isn’t new to 2018 since it’s technically already happening. Companies like BMW, Mercedes-Benz, Jack in the Box, Intel, Snickers, Coca-Cola and others are diving into the space,  innovating across an industry that has already generated  $1.5 billion in 2017 alone. At this rate, esports is projected to bring in $2.3 billion by 2022, according to statistics company SuperData.What we will see in 2018 is the accelerated pace of new brands entering the space and the sophistication and reach of these partnerships. No longer is the market so fragmented that brands can’t get a good read on their ROI. Stability and projected longevity from entities like Overwatch League and Riot’s League Championship Series will offer brands more visible, global, robust platforms from which to activate and leverage their sponsorships.
  3. More celebrities, pro athletes, and team owners will be involved in professional esports The massive growth of esports has not only caught the eyes of brands and team owners. The dizzying pace at which celebrities and pro athletes are investing in esports teams, leagues, tech companies, etc. will be an intriguing sidelight to the growing allure of esports. Just to rattle off a few names who entered the space in 2017:
    • Marshawn Lynch
    • Jennifer Lopez
    • Joe Montana
    • Shaquille O’Neal
    • Robert Kraft

      These investments are just another indication of the benefits esports has to offer. Smart investors who jump in early will ultimately reap the rewards of brand integration and awareness and increased revenue stream. This year, when the Kraft Group bought into the Overwatch League, Robert Kraft, chairman, and CEO of the Kraft Group, said this decision was made after careful and extensive research in the industry.
      “We have been exploring the esports market for a number of years and have been waiting for the right opportunity to enter,” said Kraft. “The incredible global success of Overwatch since its launch, coupled with the League’s meticulous focus on a structure and strategy that clearly represents the future of esports made this the obvious entry point for the Kraft Group.”

    Be prepared for many more global influencers to align with the sport. Remember, everyone wants to be first in line when something special rolls around and because this industry is still in its formative years, the opportunities to invest have a very high ceiling. For more on this, see the video above. 

4. Broadcast/streaming convergence as big media players battle for valuable media rights.

Are we moving to a premium viewing model in esports like some experts predict? The answer is not entirely – at least for now. But what will happen is more deals being made with significant streaming partners like Facebook, Twitter, YouTube and, of course, Twitch. And when you look at the younger audience demographics, it’s easy to understand why esports has found a home on these platforms. In addition to online media, mainstream television networks will also jump in to grab a piece of this lucrative pie. In 2016, Turner made a bold move by investing in esports. This year, ESL announced a partnership with former Fox Sports chief  David Hill to launch “eSports by Hill” which will provide premium broadcast experiences to esports.

The esports industry is growing at an exponential rate year-over-year. Media rights, advertising, merchandise sales, sponsorship opportunities and revenue streams are all increasing by double digits each year  — and we see no end in sight. Taking the aforementioned four trends into account, marketers should not view esports as building toward a bubble.

With hundreds of millions of streaming hours viewed and revenue generated in this space, we can’t point to a reason why NOT to invest in an area with such a significant potential for marketers.

Source: https://www.holmesreport.com/agency-playbook/sponsored/article/the-explosive-growth-of-esports-trends-to-watch-in-2018

Investors are gearing up to bet big on #Esports – here are the top stocks, companies & opportunities $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 10:10 AM on Tuesday, December 19th, 2017

  • Increasing number of traditional media companies want to capitalize on the growing industry of eSports
  • Currently, there are approximately 300 million people worldwide tuned in on eSports. It is projected that by 2020, the number of viewers will be closer to 500 million

FILE PHOTO: The Activision booth is shown at the E3 2017 Electronic Entertainment Expo in Los AngelesThomson Reuters

An increasing number of traditional media companies want to capitalize on the growing industry of eSports.

Currently, there are approximately 300 million people worldwide tuned in on eSports. It is projected that by 2020, the number of viewers will be closer to 500 million.

Recently, shares of video game manufacturers have lifted to all-time highs thanks to a new generation of consoles, the promise of VR gaming, and the adaptation of many titles in professional gaming that attract revenue, as well as paying spectators at tournaments and competitions.

eSports Stocks to Invest In

Activision Blizzard, Inc. (ATVI)

Activision reported a rise in revenue from its high-margin digital business to $1.35 billion (about 84% of its total revenue of $2 billion, which was just shy of their projection of 2.01 billion). Results in the reported quarter were driven by the popularity of the company’s sci-fi first-person shooter game Destiny 2. The console version of Destiny 2, which was released September 6, was recognized as the best-selling console game of 2017 in the United States to date despite less than a month of sales, according to research firm NPD Group.

Electronic Arts Inc. (EA)

As a result of their efforts to shift players toward mobile and digital, EA’s digital sales rose 23% and accounted for 61% of overall revenue. The future of EA is looking promising since digital games have lower fixed costs and sustained future profits.

Sales rose 21.7% to $689 million in the second quarter ending September 30 as more gamers bought their titles online instead of purchasing physical copies from retail stores. EA’s net loss narrowed to $22 million form $38 million and revenue rose 7% thanks to its latest editions of Madden NFL and FIFA. Investors have bid up EA shares by 50% since the start of this year.

EA had some recent negative publicity regarding its release of Star Wars Battlefront II and the microtranscations involved. Many of the more famous playable Star Wars characters (such as Luke Skywalker, Darth Vader, and Princess Leia) were unavailable to play from the start and required in-game credits to unlock. Some Reddit users did the math and determined it would take dozens of hours of play to acquire the necessary credits; however, players could also pay real money for randomized, virtual “loot crates” that contain the currency used to unlock these characters.

The problem worsened when EA responded on Reddit to the outcry by saying “The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.” The response received more than 670,000 downvotes, the most in the history of Reddit by a wide margin.

EA deactivated micro-transactions entirely on the day before the game’s release but said it planned to reintroduce them later after making some changes. The company’s share price dropped 2.5% on launch day, and Wall Street analysts lowered their expectations for the stock. By the end of November, EA had lost $3 billion in stock value since the launch.

Despite this, Battlefront II was still the second best-selling game in November (the biggest month for game sales all year) behind only the juggernaut Call of Duty: WWII.

Take-Two Interactive Software, Inc. (TTWO)

Raising their full-year adjusted revenue forecast in its second-quarter, Take-Two is in a “sweet spot” for game releases, according to Goldman Sachs. It has been noted that their investment in new content like Grand Theft Auto and its efforts to monetize existing content, as well as the new release of NBA 2K18, have contributed to the increase in revenue. With only one month of sales, NBA 2K18 has become the best-selling sports game this year. Take-Two is also bringing existing titles to new devices such as the Nintendo Switch, which has sold 50 million units so far.

Companies Investing in eSports

YouTube has made the biggest investment into eSports to date, signing a multi-year broadcasting deal with Faceit to stream its eSports Championship Series (ECS) pro gaming league. Faceit is an eSports platform where consumers and eSports enterprises can organize competitions online. It also is involved on the production side of eSports events.

In 2014, Amazon was acquired by Twitch, the live streaming video platform that has been and continues to be the leader in online gaming broadcasts.

Other big companies such as Microsoft, Activision Publishing, and Capcom have been investing in growing the console market with games such as Halo 5, Call of Duty: Black Ops, and Street Fighter IV. The eSports market is continuing to open up to a broader audience with companies such as Super Evil Megacorp and Blizzard Entertainment who have introduced eSports to mobile gamers through Vainglory and Hearthstone.

Even brands such as Coca-Cola, Red Bull, Pizza Hut, and American Express have explored professional video gaming. Coca-Cola was one of the first of the nonendemic brands to jump into the industry.

Business Opportunities in eSports

Investment in the industry is largely driven by partnerships with other sports properties and leagues. Teams like the Miami Heat, Manchester City, West Ham, and the Philadelphia 76ers are investing in players and teams in the eSports space. It gives opportunities for more growth and fan base development while also creating new and appealing assets to sell to current and future corporate partners.

Big opportunities to build new fan bases and engage with the rapid growing audience of eSports opens doors for marketers to gain assets such as naming rights, branded content, experimental activation, or jersey branding.

Twitch and YouTube only add value to the industry as more stakeholders and events emerge, thus making broadcasting and streaming tournaments and competitions all the more in demand in this growing industry.

At the current rate of growth of engagement and number of leagues competing, event production has become essential to meet the demands of spectators as well as leagues themselves. These events provide not only an opportunity for leagues to participate for prize money, but also for businesses to directly advertise and sell products to engaged customers.

More to Learn

The market for eSports continues to grow, and it’s showing no signs of slowing down in the coming years. That’s why BI Intelligence, Business Insider’s premium research service, has put together a comprehensive guide on the future of professional gaming called The eSports Ecosystem.

Source: http://www.businessinsider.com/invest-esports-stocks-companies-business-opportunities-2017-12

Jobs and careers in the #Esports & video gaming industry continue to grow $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 11:09 AM on Monday, December 11th, 2017

Dec. 8, 2017

eSports is on the brink of becoming a billion-dollar industry and continues to grow exponentially.

In Asia, it was recently announced that eSports would become a medal event at the 2022 Asian Games in Hanghou, China. Even the International Olympic Committee has been considering eSports gaming as a sanctioned sport for the Games.

The global audience for eSports will reach 385.5 million this year, according to research firm Newzoo. With growth this rapid, opportunities for more jobs and careers to support this expanding industry are sprouting faster than ever.

Athlete

Though still in the early stages of development, eSports league teams continue to grow in number, and they look a lot like teams in other sports leagues. Teams hire players, train them, build stadiums, and sell tickets for fans to watch games.

And similar to established sports leagues, there’s big money involved, Activision Blizzard was seeking $20 million per team and players are being paid in excess of $100,000 per year in certain cases.

However, to become a player in a professional league, the time commitment is no less than any other sports team. For example, to excel at League of Legends, the world’s most popular competitive video game, only a select few can handle the pro-level regimen required to gain the extensive game knowledge, elite mechanical skills, and reflexes to compete.

Marketing

For brands and marketers, there are huge opportunities to build new fan bases and engage with this growing audience, which is made up largely of young people who are willing to spend hour after hour at venues and online. As a marketer, assets such as naming rights, branded content, experiential activation, tech integration, jersey branding, and so forth are available for brands willing to invest in the eSports space.

As the market continues to mature, more opportunities will grow in co-branded merchandise, as well as direct selling to fans during livestreams. Currently, brand sponsorships are made up of largely endemic brands such as Razer, Hyper, and Turtle Beach, (all of which are gaming accessory manufacturers) and other major brands such as Coca-Cola, Buffalo Wild Wings, Bud Light and Gillette closer behind. However, eSports still remains largely untapped.

Melia Robinson

Event Planning

As the growth and success of eSports leagues continue to rise, the execution of tournaments and competitions requires thorough planning and precise detailing. Understanding the event production and conceptualizing design, as well as developing and maintaining productive business relationships are only just the standard requirements to excel in eSports events.

Understanding the culture and community of video gaming can have a heavy influence on the success of tournaments. With thousands of attendees and millions of viewers, some tournaments have millions of dollars in prize money on the line. And other festivities. such as musical performances and shows, can surround the main event. Hosts of such events treat teams as they do with traditional sports teams, and use similar broadcasting tools, such as professional livestream broadcasting, commentating, and signings.

Streaming/Broadcast

Starting as an online-only venture, eSports was only thought as a niche group. But recently, eSports have proved that their size and level of engagement are that of any other sports event.

Amazon’s Twitch recorded 100 million viewers per month in 2014, a 66% increase in viewership from 2013. and Newzoo projects that figure to grow to 345 million by 2019. As an audience, eSports viewers are highly engaged, so projections indicate that 213 million people will watch competitive gaming this year.

BI Intelligence

Streaming and broadcasting have been instrumental in bringing eSports to the masses, and on-demand platforms such as Twitch and YouTube only add value as larger stakeholders and events emerge.

But eSports have more restrictions in terms of broadcasting. In traditional sports, there are no rights to the game. For example, in baseball, there are no rights to claim the rules and regulations, of the game which allows anyone to play it.

However, in eSports, those rights belong to the publisher of a game, such as Sony or EA, who own the underlying IP in that game. Publishers grant rights on an exclusive basis to licensees and broadcasters and charge fees accordingly. The growth and demand for major broadcasters into the eSports arena could incentivize publishers and event organizers to have tighter control and to more actively enforce rights. This is despite the history of eSports growing from a culture of players and fans who created and shared content with one another, all of which exposed publisher’s games to the public and caused the industry to explode at the rate it is today.

Source: http://www.businessinsider.com/esports-gaming-jobs-careers-2017-12

Esports Entertainment Group $GMBL Appoints Yan Rozum as Chief Technology Officer $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 9:09 AM on Thursday, December 7th, 2017

Esports large

  • Announced the appointment of Mr. Yan Rozum as Chief Technology Officer
  • Since 2003, Mr. Rozum founded and currently serves as Chief Executive Officer and Director of Swiss Interactive Software (GmbH) Switzerland

ST. MARY’S, Antigua, Dec. 07, 2017 — Esports Entertainment Group, Inc. (OTCQB:GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the appointment of Mr. Yan Rozum as Chief Technology Officer (“CTO”).

Since 2003, Mr. Rozum founded and currently serves as Chief Executive Officer and Director of Swiss Interactive Software (GmbH) Switzerland, a Swiss based iGaming software development company that delivers complex engineered sports wagering and iGaming systems for a roster of clients operating around the globe. Mr. Rozum is a leading authority on Information and Communications Technology, including the design, architecture and delivery of high volume transactional sports and event wagering software platforms, as well as, peer-2-peer exchange wagering systems for real-money online iGaming operators. From 2000 through 2002, Mr. Rozum was a Ph.D. candidate at the National Academy of Sciences of Belarus in Minsk, Belarus. He holds a Diploma of Higher Education in Journalism from the Institute of Modern Knowledge in Minsk, Belarus, as well as, a Diploma from the Swedish Institute of Management in Stockholm, Sweden. Mr. Rozum has been a Director of the Company since March 9, 2015.

Grant Johnson, CEO stated, “We are thrilled that Yan has accepted the appointment as CTO of the Company. Yan’s in-depth sport and event wagering industry knowledge and relationships has been invaluable to the development of our global esports wagering platform.”

Yan Rozum stated, “I am honored to join Esports Entertainment as CTO. During my time as Director of the Company and, more recently, working on development of its esports wagering platform, it has become very clear that I share Grant’s vision of both the esports industry and Esports Entertainment Group.  Accepting the position of CTO is therefore a logical step in the long-term success of the Company.”

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Initially, Esports Entertainment intends to offer bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding the US and EU. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis, excluding the US and EU, in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua and Curacao. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  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:

Corporate Finance Inquiries
Stephen Cotugno
Vice President, Corporate Development
[email protected]
201-220-5745

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

Source: GlobeNewswire (December 7, 2017 – 8:00 AM EST)

News by QuoteMedia

Alibaba $BABA betting on long-term gain from #Esports investment, bodes well for $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 10:16 AM on Thursday, November 30th, 2017

  • Chinese e-commerce conglomerate Alibaba believes it is only a matter of time before its bet on competitive video gaming comes up big
  • Alibaba’s sports arm Alisports was opened in 2015 with the aim of cashing in on the rapidly growing world of electronic sports, where players square off in lucrative video game tournaments that draw millions of viewers online

BARCELONA: The booming eSports industry may not yet attract the sponsors and television rights of real life sports, but Chinese e-commerce conglomerate Alibaba believes it is only a matter of time before its bet on competitive video gaming comes up big.

Alibaba’s sports arm Alisports was opened in 2015 with the aim of cashing in on the rapidly growing world of electronic sports, where players square off in lucrative video game tournaments that draw millions of viewers online.

“We are prepared to lose money. We can accept the losses now as we hope to promote this sport,” Alisports CEO Zhang Dazhong told AFP in an interview at the European final of the second edition of Alisports’ World Electronic Sports Games (WESG) in Barcelona, which wrapped up on Sunday (Nov 26).

“For a sport that has a lot of participation, it must have a bright future. Even if for now you don’t make a lot of money, in the future, you’ll definitely be rewarded. This is something we firmly believe in.”

In 2016, Alisports entered into an agreement with the International e-Sports Federation (IeSF) to create the WESG, a market-leading international tournament.

The first edition of the WESG saw 63,000 participants from 125 countries battle for a share of the US$5.5 million prize pot.

Yet the results weren’t so lucrative for Alisports, who lost 70 per cent of their investment.

“We estimate that we will be losing money for the next five years,” admitted Zhang.

LONG-TERM RETURNS

Alisports’ strategy, though, is a long-term one.

“We estimate that in five to ten years … the business model will be more complete. On top of the competitions, we have to bear in mind the electronics business and marketing related to eSports,” added Zhang.

Participation in eSports has soared as virtual games gain traction with a worldwide fan audience now estimated at 400 million people according to a study by Deloitte, more than that for baseball or American football’s National Football League.

The size of the eSports market will more than double to US$696 million this year from US$325 million in 2015, according to Deloitte’s study. It predicts the market will be worth US$1.5 billion in 2020.

But the market is fragmented, with different operators staging their own tournaments, and sales of television rights and merchandising remain weak.

An eSport fan brings only three euros to the table annually on average, according to a recent study by market research group Nielsen Sports, compared to 30 euros for a football fan.

Yet, Alibaba believes its position as the market leader in China, the worldwide powerhouse of eSports, ensures the return on eSports will be plentiful.

“In China we have 1.8 million eSport fanatics and 65 per cent of those are between 18 and 25,” continued Zhang.

“They play video games, but they also buy all sorts of products from Alibaba. We understand them very well.”

OLYMPIC DREAM?

The leap in popularity has helped fuel talk that professional gaming could become an Olympic discipline, but not everyone is convinced.

“I think we have to differentiate eSports and gaming in general,” Zhang said when he was asked about the controversy.

“Gaming of course isn’t a sport, but eSports involve high-level confrontation, teams, individual resistance, so I think it’s a sport. And I think that sport in general is evolving towards a combination of technology and physical activity.”

Zhang said he hopes eSports will be part of the 2024 Olympics in Paris or the 2028 Olympics in Los Angeles.

“It could happen, because at this year’s Asian Indoor and Martial Arts Games, we already gave a demonstration of games. In the Asian Games in Hangzhou in 2022, it’s already an official event,” he said.

The director of the Paris 2024 Olympics committee said earlier this month that the door to the Games was “not closed” to eSports.

Source: AFP/zl

Read more at http://www.channelnewsasia.com/news/business/alibaba-betting-on-long-term-gain-from-esports-investment-9453652