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DraftKings $DKNG surges 12% after Michael Jordan takes equity stake and special adviser role – SPONSOR: Esports Entertainment Group $GMBL $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 11:11 AM on Wednesday, September 2nd, 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.

DraftKings surges 12% after Michael Jordan takes equity stake and special adviser role

  • DraftKings surged as much as 12% on Wednesday after basketball legend Michael Jordan took an equity interest in the firm.
  • Jordan’s stake comes in exchange for “providing guidance and strategic advice” to the sports betting company, according to a press release.
  • The six-time NBA champion will advise DraftKings on a variety of topics including company strategy, development, diversity, equity, and marketing.

DraftKings shares rocketed as much as 12% on Wednesday after announcing basketball superstar Michael Jordan took an equity stake in the company. 

The six-time National Basketball Association champion took an equity interest in exchange for “providing guidance and strategic advice” to DraftKings’ board of directors, according to a Wednesday press release. The sports betting company plans to tap Jordan for input on company strategy, development, diversity, equity, and marketing activities.

“The strategic counsel and business acumen Michael brings to our board is invaluable, and I am excited to have him join our team,” CEO and co-founder Jason Robins said in the release.

Jordan’s role as a special advisor to DraftKing’s board of directors is effective immediately, the company said.  

DraftKings began trading publicly in April after merging with special-purpose acquisition company Diamond Eagle. Shares have since rallied as investors position for sports gambling to pick up as major leagues resume activity. 

The exposure to major sports in the middle of the coronavirus pandemic cuts both ways. While the start of the NBA and Major League Baseball seasons boosted shares, the stock tumbled as much as 13% on July 27 when a COVID outbreak halted several MLB games.

DraftKings closed at $36.93 per share on Tuesday, up 247% year-to-date.

Source: https://markets.businessinsider.com/news/stocks/draftkings-stock-price-jumps-michael-jordan-equity-stake-special-advisor-2020-9-1029556547#

FansUnite Entertainment $FANS.ca Launches U.S. Expansion with GameCo LLC $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 6:58 AM on Wednesday, September 2nd, 2020
  • Wholly owned subsidiary Askott Entertainment has signed a partnership agreement with Las Vegas based GameCo LLC, a pioneer in skill based iGaming products
  • The partnership will introduce Askott Entertainments esports iGaming platform, Chameleon, to the US regulated market
  • GameCo holds gaming licenses in almost thirty jurisdictions including, New Jersey and Nevada in the United States
  • Askott Entertainment will leverage this US license infrastructure by enabling GameCo to become an official reseller of the Chameleon esports betting platform to new and existing partners which will include U.S based casino operators
  • The partnership agreement will give the combined group an early mover advantage in the U.S. esports iGaming market

Vancouver, British Columbia–(September 2, 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 that its wholly owned subsidiary Askott Entertainment has signed a partnership agreement with Las Vegas based GameCo LLC, a pioneer in skill based iGaming products (“GameCo”). The partnership will introduce Askott Entertainments esports iGaming platform, Chameleon, to the US regulated market.

GameCo holds gaming licenses in almost thirty jurisdictions including, New Jersey and Nevada in the United States. Askott Entertainment will leverage this US license infrastructure by enabling GameCo to become an official reseller of the Chameleon esports betting platform to new and existing partners which will include U.S based casino operators. The partnership agreement will give the combined group an early mover advantage in the U.S. esports iGaming market. As the U.S. is one the most desirable and active gambling markets globally, having a presence in that jurisdiction is an integral part of the FansUnite strategy.

“With this newly launched partnership, we are able to showcase our turn-key white label iGaming solution while officially launching our technology into the burgeoning U.S. gaming market,” said Scott Burton, CEO of FansUnite Entertainment. “We are aware of the sizable market that the U.S. presents, and understand that esports is a key component to any traditional sportsbooks future betting offering. This partnership with GameCo is a significant inflection point for FansUnite and accelerates our plans to enter the US market by at least 6-12 months.”

“GameCo was born from the founders’ involvement in the esports industry and invented the category of skill-based Video Game Gambling™. We intend to carry our market leadership position in the U.S. regulated market and provide the industry’s leading turkey, outsourced solution for casinos and sportsbooks to offer esports betting,” said Blaine Graboyes, Co-Founder and CEO of GameCo. “Skill-based games and esports betting are one of the few growth opportunities in the U.S. and we believe Askott provides the most capable and innovative platform for offering iGaming and esports betting.”

With the repeal of PASPA in 2018 any state is now allowed to legalize sports betting. Since that time more than $20 billion has been bet with U.S. sportsbooks1.

About GameCo

GameCo LLC is the foremost innovator and trailblazer in creating new, differentiated gaming products and experiences which are driving the growth in the digital and retail regulated casino industries. The inventor of the world’s first skill-based Video Game Gambling Machine (VGM™), GameCo’s omnichannel land-based and online platform combines the fun and interactivity of video games with the thrill and anticipation of gambling. The company’s patent-pending GamersEdge™ technology allows a player’s skill and strategy to impact the payout and winnings, while maintaining similar economics for the casino as traditional slots. Through its Video Game Gambling™ platform and gaming licenses in dozens of jurisdictions, GameCo enables game developers and publishers to distribute and monetize video games into the licensed gaming market and enables operators to attract and engage new, different customers. GameCo offers a wide portfolio of casino, sports, and core game genres in both single player and esports-style multiplayer formats for retail casinos, and through the iGameCo brand, for digital casinos with iGaming, and esports betting.

GameCo LLC is privately held and headquartered in Las Vegas with additional offices in New York City. GameCo is currently licensed to operate in more than twenty gaming jurisdictions, including Nevada.

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, Chameleon Gaming 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.

TGS Esports Announces Intent to Acquire Leading Competitive #Esports Platform, Pepper Esports $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 8:45 AM on Tuesday, September 1st, 2020
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  • Executed a letter of intent dated August 28, 2020 to acquire Pepper Esports Inc.
  • Pepper platform offers an advanced suite of tools for league operators, tournament operators, and venue owners to setup and manage esports communities and run world class events
  • These include key innovations, such as Pepper’s automatic game scoring technology, which uses its patent pending AI engine and saves event organizers hundreds of hours of setup time, while also providing players and attendees with a vastly improved experience.

VANCOUVER, BC, Sept. 1, 2020  – TGS Esports Inc. (“TGS” or the “Company“) (TSX-V: TGS) is pleased to announce that it has taken the next step in its growth strategy to provide a consolidated end to end esports experience to players and tournament organizers by executing a letter of intent dated August 28, 2020 (the “LOI“) to acquire Pepper Esports Inc. (“Pepper“), a leading competitive esports platform (the “Acquisition“). In addition, the Pepper executive team, Guy Halford-Thompson, Jackson Warren and Ben Hoffman, with over a decade of combined experience in growing early stage companies in the public markets, are expected to join TGS executive team on the closing of the Acquisition (the “Closing“). Under the terms of the LOI, TGS is expected to acquire all of the outstanding securities of Pepper by way of a three-cornered amalgamation.

The Pepper platform offers an advanced suite of tools for league operators, tournament operators, and venue owners to setup and manage esports communities and run world class events. These include key innovations, such as Pepper’s automatic game scoring technology, which uses its patent pending AI engine and saves event organizers hundreds of hours of setup time, while also providing players and attendees with a vastly improved experience.

Transaction Highlights

  • Develop New Revenue Streams – the Acquisition is expected to provide TGS with diverse new online revenue streams that include data monetization, payment processing and recurring subscription revenue.
  • Expanded Consumer and Business Base – the combined company will have the ability to acquire users from all over the globe through tournaments of any kind.
  • Highly Accomplished and Experienced Team – the completion of the Acquisition will add a team with over a decade of combined experience in growing early stage companies in the public markets.

“Rather than sending our players to third party platforms for online events, and missing out on key revenue, we will now be able to keep players within our ecosystem while also generating revenue directly from the Pepper platform,” said Spiro Khouri, CEO of TGS. “This acquisition brings an important technology platform to TGS, making our business model scalable, global, and with defensible IP.”

“This acquisition will fast track our ability to scale the Pepper platform by leveraging the existing customers and expertise of the TGS team, and we hope to bring accelerated revenue growth to TGS once the Pepper platform is fully launched,” said Guy Halford-Thompson, CEO of Pepper. “Becoming part of TGS is a big milestone for the company.”

The global market for esports tournaments is expected to be USD $1.598 billion by 2023 according to an August 2020 report by Statista, with few dominant game-agnostic service providers that are publicly traded.

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 they have agreed to a mutual exclusivity and due diligence period expiring 45 days from the date of the LOI.

On Closing, the Company will acquire all of the issued and outstanding common shares of Pepper (the “Pepper Shares“) in consideration for 43,385,664 common shares of the Company (each a “TGS Share“, and such TGS Shares issued as consideration for the Acquisition, the “Consideration Shares“) at a deemed price of $0.14 per Consideration Share for aggregate deemed consideration of approximately $6,073,993. The Consideration Shares will be subject to a contractual lock-up, with 20% of the Consideration Shares being released on the Closing and a further 20% being released every six months thereafter.

Each outstanding security of Pepper that is convertible or exchangeable for Pepper Shares will be exchanged for corresponding securities that are convertible or exchangeable for TGS Shares on substantially the same economic conditions.

On Closing, Pepper will have the right to appoint a nominee to the board of directors of the Company.

The LOI contains, and the Definitive Agreement will provide for, customary representations, warranties and covenants including non-solicitation and a right to match any superior proposal. Completion of the Acquisition remains subject to a number of conditions, including: (i) the approval of the Acquisition by the shareholders of Pepper, (ii) the completion of satisfactory due diligence, (iii) the approval of the boards of directors of the Company and Pepper, (iv) the execution of the Definitive Agreement, (v) obtaining all required consents, waivers and approvals, including the approval of the TSX Venture Exchange, and (vi) other closing conditions customary for transactions of this nature.

Haywood Securities Inc. has acted as a financial advisor to Pepper in connection with the Acquisition.

The Company and Pepper deal at arm’s length with each other, and the Acquisition is not expected to result in a change of control of the Company.  A finder’s fee in an amount to be determined at a later time may be payable in connection with the Acquisition, subject to compliance with applicable securities laws and the approval of the TSXV.

About Pepper Esports Inc.

Pepper is a leading esports platform provider that offers an advanced platform to create and manage communities of players, organizers, spectators and sponsors, all in one place.  By working closely with event organizers and live venue operators over the last two years, Pepper has developed a suite of advanced tools to manage esports communities, run world class esports and operate physical gaming venues.

Pepper’s key technologies include its patent pending AI engine, which automatically captures game data to create a tournament experience that extends beyond live gameplay and includes highly demanded features such as global leaderboards, player profiles and statistics, new tournament discovery and digital wallets.

About TGS Esports Inc.

TGS Esports Inc. is the parent company of Myesports. Myesports was created in Vancouver, British Columbia, in 2018, and is an esports organization focused on providing and hosting esports events, tournaments, and leagues at both the amateur and professional levels both online and in person. Myesports is the operator of Canada’s first dedicated esports arena, The Gaming Stadium, located in Richmond, British Columbia, which opened in June 2019.  Since its inception, Myesports has hosted esports events for games such as League of Legends and Fortnite, as well as organized and hosted the Pinnacle event at the River Rock Casino and the Burnaby Festival of Learning. Myesports also 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: Guy Halford-Thompson, Jackson Warren and Ben Hoffman joining the TGS team, that the Acquisition will allow the Company to keep players within its ecosystem while also generating revenue directly from the Pepper platform, that the Acquisition will make the Company’s business model scalable, global, and with defensible IP, that the Acquisition will fast track Pepper’s ability to scale the Pepper platform by leveraging the existing customers and expertise of the TGS team the execution of the Definitive Agreement and the terms of such Definitive Agreement, the completion of the Acquisition, the acceptance of the TSX Venture Exchange, the global market for esports tournaments and that a finder’s fee may be payable in connection with the Acquisition. 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.

AGORACOM Welcomes FansUnite $FANS.ca The Small Cap iGaming Super Company $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 4:51 PM on Monday, August 31st, 2020
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The global online gambling market could potentially hit $1 TRILLION by the end of this decade.  That is not a typo and the obvious reasons include the following:

1.  Exponential growth in the number of people online.  Yet only 59% of the world means more to come. 

2.  Fast growth in the number of countries and jurisdictions legalizing gambling to collect tax revenue.

3.  Explosive growth in gambling options beyond casino and sports betting.  Fantasy, Esports, etc.

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:

B2C (Business To Consumer)          Gambling platforms that provide services directly to gamblers

B2B (Business To Business) Gambling technology for companies that already have gamblers

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
  • Rare combination of B2C + B2B Gambling In Small Cap
    • B2C – 4 Platforms
    • B2B –  4 Deals Signed; 2 Are Already Live
  • Askott has integrated over over 6,000 Casino Games Onto Platform
  • $5,000,000 financing closed in support of acquisition
  • World renowned team
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For those of you who don’t know what Esports is, it can easily be described as the professionalization of video games.  Whereas video game players were once stereotyped as basement dwelling geeks, today’s top esports players and teams make millions of dollars competing in online tournaments that are watched by millions of people around the world …. 520,000,000 to be exact.

If you think that number is astounding, consider the fact it will grow to 650,000,000 by 2022.

To put the size of esports into perspective, by 2021, esports is projected to have more viewers than every major sports league in the world except the NFL.

….. AND THEY GAMBLE ….A  LOT!

Esports revenues from betting are set to hit record highs in 2020, with revenues expected to double from $7 billion in 2019 to $14 billion, due in no small part to the Covid-19 crisis.

With this massive market up for grabs, the acquisition of Askott provides FANS with a strong opportunity to capture meaningful market share thanks to the following:

  • Recognized globally as a leader and pioneer in esports betting technology
  • Launch of the first ever daily fantasy site dedicated to esports
  • First esports betting site to receive an Isle of Man gaming license in 2017
  • Shortlisted by EGR Magazine for the Esports Betting Supplier of the Year Award.
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WHAT IS THE DIFFERENCE BETWEEN GAMING AND GAMBLING?

The main difference between the terms is that for gaming the outcome is achieved by skill, not chance, whereas for gambling, the opposite is true

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THE FANSUNITE LINEUP – B2C

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McBookie is a leading provider of betting services under a license to operate granted by the U.K. Gambling Commission. McBookie focuses on B2C offerings and has strategically decided to pursue an underserved market, focusing on the Scottish market and clientele. McBookie has been in operation for over a decade.

  • 10,000 active members
  • $135M CAD betting volume last 3 years
  • Sports betting, Casino & Virtual Sports
  • Delivered a Year over Year increase in Gross Gaming Revenue over the Q2 period of 131%.
    • Majority of that has been delivered by the casino where YOY turnover in Q2 was up 59% from $2.4M CAD to $3.9M CAD, resulting in a gross margin increase of 191%.
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ESP.BET & ESPORTSPOOLS.com – Esports Betting · Esports Daily Fantasy · Esports Casino

  • Combined the sites have over 200,000 registered users in 160+ countries
  • Both using the Chameleon Esports Platform
  • ESP.bet was the first esports betting site licensed in the Isle of Man
  • Esportspools.com was the first dedicated esports fantasy site
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  • Latest site to launch on the Chameleon esports betting platform.
  • LATAM focused brand and an example of the platforms flexibility to launch highly localized sites.
  • Currently supports 10 languages and can localize to additional languages as needed.
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In the hyper growth iGaming world, speed is everything and FANS is on the move in 2020 with partnerships, licenses, acquisitions and new markets in the works, including ENTERING THE US MARKET by the end of this year.  Have a look at the FANS roadmap.

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FansUnite provides investors with all the elements necessary to earn its place as the leading small cap iGaming company including:

  • Real Products
  • Real Customers
  • Real Revenues
  • Proven Technology
  • Rapid Growth
  • Clear Growth Plan
  • Global Scalability
  • Fully Diversified Business With Both B2B and B2C Operations
  • Powerful Lineup Of Digital Properties
  • And Last But Not Least For Every Small Cap Company …….. Fully Funded
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OVERTIME – THE FANSUNITE LINEUP – IN ACTION

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FansUnite $FANS.ca Introduces Gaming Pioneer James Keane to Board of Directors $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 7:14 AM on Wednesday, August 26th, 2020

  • Introduce James Keane to the Board of Directors
  • James Keane is a pioneer in the online gaming space and was a key member of the ParadisePoker.com founding team in 2001.
  • James helped grow Paradise into one of the top 3 poker sites in the world and oversaw its acquisition by Sportingbet in 2005.

Vancouver, British Columbia–(August 26, 2020) –  FansUnite Entertainment Inc. (CSE: FANS) (OTC Pink: FUNFF), (“FansUnite” or the “Company”), a technology company providing leading online gaming solutions, is pleased to introduce James Keane to the Board of Directors.

James Keane is a pioneer in the online gaming space and was a key member of the ParadisePoker.com (“Paradise”) founding team in 2001. James helped grow Paradise into one of the top 3 poker sites in the world and oversaw its acquisition by Sportingbet in 2005. James remained with Sportingbet holding the position of Manager Director for Paradise and subsequently Managing Director, Emerging Markets. After the sale of Sportingbet to William Hill and GVC Holdings, James consulted in both the online and brick and mortar casino world on growth, M&A, and business execution strategies.

James is currently the CEO of King Show Games ULC, which is an experienced, full-service game development and marketing studio. KSG has created market-leading games for land-based, social, and online casinos in Video Slot, Stepper Slot, and Video Poker. KSG has designed over 200 games and has licensed titles being played in countries all over the world.

“We are thrilled to welcome someone of James’s calibre to our team as he brings decades of experience in the gaming industry to the FansUnite Board of Directors,” said Scott Burton, CEO of FansUnite. “In addition to being one of the founding members of Paradise Poker, James has first hand experience in managing small organizations and scaling them to large entities that have created shareholder value through subsequent exits. His wealth of knowledge and experience will be a tremendous asset to our organization as we look to expand our business and grow our global footprint in the coming years.”

“As someone that has been in the gaming industry for the past 20 years, I am an advocate in backing teams that have the opportunity for global scale and mass adoption,” said Keane. “After evaluating this organization, I believe the technology and team that has been put together at FansUnite puts the Company in a position to gain market share in a rapidly growing I-gaming market. The recent acquisition of Askott Entertainment now gives us the asset base to capitalize on multiple betting verticals and I could not be more thrilled to join this board of leading gaming executives.”

James will advise the company in various matters, including M&A, financing, US opportunities, casino and emerging markets.

About FansUnite Entertainment Inc.

FansUnite is a sports and entertainment company, focusing on technology related to regulated and lawful online gaming and other related products. The principal business is operating Askott Entertainment, focusing on B2C and B2B esports products, the FansUnite Sportsbook and the website of its wholly-owned subsidiary, McBookie Limited, offering online gaming services to the UK market. FansUnite is also a provider of technology solutions, products and services in the gaming and entertainment industry and 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; 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; FansUnite’s potential global footprint in the esports, sports betting and casino I-gaming industry; 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; exposure resulting from the Advertising Services provided by AGORACOM; the impact of the Advertising Services on brand awareness of the Company among small cap investors; receipt of required regulatory approval including the approval of the CSE; 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.

TGS ESports $TGS.ca Virtually Opens The Market $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 10:33 AM on Tuesday, August 11th, 2020
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TORONTO, Aug. 11, 2020 – Spiro Khouri, CEO, TGS ESports Inc. (TSXV: TGS), joined his team and Arne Gulstene, Head of Company Services, TMX Group, to celebrate the company’s new listing on TSX Venture Exchange and open the market.

Founded in 2018, The Gaming Stadium (TGS) Inc. has quickly become a leader in Canada as the company to watch for esports events, training, and leagues. The vision of TGS is to bring esports events to communities all over the world via dedicated facilities and online tournaments while building a social community using video games as the conduit to bring people together. TGS handles the a-z of any esports event including set-up, registration, facilitation, and production. For more information, visit https://www.thegamingstadium.com 

For Market Openings: Media may pick up a feed from the TOC (television operations centre) for all market open ceremonies. The feed is named TSX Transmit 1 (SD-SDI) and is produced at the TMX Broadcast Centre and sent live to the TOC. To pick up the feed via the Dejero network, please contact [email protected]. The client feature video will begin playing on the TMX media wall at approximately 9:27 a.m. ET and the markets will open with the sound of a siren at 9:30 a.m. ET

Date: Tuesday, August 11, 2020
Time:   9:00am – 9:30am
Place:  Virtually Broadcast

Esports Entertainment Group $GMBL Signs LOI to Acquire Assets of FLIP Sports $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 8:37 AM on Tuesday, August 11th, 2020
  • Signed a Letter of Intent to acquire 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.
  • 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.

BIRKIRKARA, Malta, Aug. 11, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, signed a Letter of Intent (“LOI”) to acquire certain assets of FLIP Sports Limited (“FLIP”), including staff and all intellectual property.  

“The FLIP team are leaders in building iGaming platforms that take the player experience to new heights,” stated John Brackens, CIO/CTO of Esports Entertainment Group. “Their expertise will strengthen our efforts in esports and help us further create a best-in-class immersive experience for esports fans.”

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.

“FLIP has brought together a talented team with proven industry experience that we believe will provide immense value to Esports Entertainment Group as we enter a period of tremendous opportunity and rapid growth,” commented Grant Johnson, CEO of Esports Entertainment Group. “As the first US-based iGaming company to list on NASDAQ, we are in a great position to capitalize on the fragmented esports market and will continue to pursue acquisition opportunities. FLIP is set to be the latest example of the success of our roll-up strategy.”

ABOUT ESPORTS ENTERTAINMENT GROUP

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

FORWARD-LOOKING STATEMENTS

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

Contact:

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

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

Esports Entertainment Group $GMBL – Professional esports are just getting started, Take-Two CEO says $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:00 AM on Friday, April 5th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Professional esports are just getting started, Take-Two CEO says

  • According to research firm Newzoo, esports is projected to generate $1.1 billion in revenue in 2019, marking the first year the industry would reach the billion-dollar mark.

By Lynn Wilkins on April 4, 2019 at 4:00 pm

Earlier this week at the Barclays Center, 74 men and 1 woman got the chance to live out a dream — they became professional competitive gamers.

The esports athletes were officially drafted for the second season of Take-Two‘s NBA 2K League, the gaming giant‘s esports league featuring their flagship NBA 2K sports video game franchise. Take-Two Interactive CEO Strauss Zelnick emphasized the excitement surrounding the league‘s second season, highlighting the popularity and rising importance of the esports industry as a whole.

“The first season ended with a great result, and everyone‘s looking forward to the April second tip-off,” he said Friday on CNBC‘s “Fast Money.” “Over 250 million people worldwide consume esports as a form of entertainment. About half of them, 125 million, are avid esports watchers.”

According to research firm Newzoo, esports is projected to generate $1.1 billion in revenue in 2019, marking the first year the industry would reach the billion-dollar mark.

In many ways this year‘s NBA 2K League embodies how quickly the space is growing. AT&T is joining the likes of Dell and Intel as a partner for the league, which has also expanded to 21 teams from the original 17 NBA franchise-owned teams that hit the virtual court during last year‘s inaugural season.

This year‘s draft pool also included 22 international players from outside of the U.S., reflecting the overall industry‘s drive to expand globally. Among the players in the draft pool was Chiquita Evans from Chicago, who became the league‘s first female player in a time when the esports industry as a whole is grappling with discussions around diversity and inclusion.

Ultimately, Zelnick believes that esports leagues like NBA 2K will boost the video game industry as a whole.

“We‘re having a record year with NBA 2K, so one of the things we love is that when there‘s more hits in the market, there are more people engaged and the entire market grows,” he said. “So we‘re going to sell more units of NBA 2K this year than ever before, we‘ll have higher recurrent consumer spending than ever before.”

But the biggest gaming companies are facing stiff competition. While Take-Two and Activision Blizzard have dove into esports, with Blizzard‘s Overwatch League being the latter‘s most recent investment in the space, they‘re still facing the likes of other publishers who have dominated the industry.

For example, Tencent-owned Riot Games‘ “League of Legends” events still draw huge numbers of viewers, with last year‘s World Championship finals attracting nearly 100 million unique viewers who watched the match (for comparison, this year‘s Super Bowl had 98 million viewers). This while Epic Games‘ “Fortnite” also continues to dominate online viewership, both recreational and competitively.

Zelnick, however, believes that those same competitors, like “Fortnite,” lift the games industry as a whole.

“We think that ‘Fortnite‘ is a great thing for the industry, it has probably brought in a somewhat younger consumer,” he explained. “I‘m often asked if it‘s something that has hurt us. To the contrary, we‘ve seen the market continue to grow at the same time that ‘Fortnite‘ has been an extraordinary hit for Epic.”

This despite the fact that some analysts believe game revenues could be set to decline. Back in January, London-based research firm owner Pelham Smithers forecast that video game revenue is headed for its first decline since 1995 on the back of tightening regulations in China, a shortage of big console hits in 2019 and waning player enthusiasm for battle royale titles like “Fortnite.”

But Smithers also made his predictions before the release of Electronic Arts‘ “Apex Legends,” which took the gaming world by storm and garnered 50 million players in just one month. The battle royale title is yet another name in the free-to-play ecosystem that has revolutionized the gaming industry in the last few years, allowing users to download a game at no cost. In this case, the vast majority of revenue is made through in-game purchases and microtransactions, which have become dominant sources of earnings for many publishers.

This has led even the biggest publishers to explore in-game monetization. Zelnick notes that not only have microtransactions become the “biggest opportunity” to encourage users to continue interacting with a title, but it ultimately is the biggest measure of engagement.

“Microtransactions is spending, and that‘s a reflection in our view of engagement,” he said, adding that they often are a result of “making the highest quality enttertainment” that “[engages] the customer.”

“If we get that right, monetization follows, revenues follow and profits follow, and that‘s been our story for the 11 years that we‘ve been responsible for this enterprise,” he added.

Additionally, the Chinese government has seemingly eased on their game approval regulations. After freezing game approvals for months last year in a content crackdown on gaming companies, Chinese regulators have since approved 80 new games in January and one more for gaming giant Tencent in late February.

Despite the games industry‘s growth, Activision Blizzard and Take-Two Interactive have struggled with both stocks down 9 and 15 percent respective this year. Thanks to its “Apex Legends” sensation, Electronic Arts has outperformed its competitors and surged 25 percent.

Source: https://senecastandard.com/professional-esports-are-just-getting-started-take-two-ceo-says/34939/

Esports Entertainment Group $GMBL – Durham College opens first #Esports gaming arena in Canada! $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 12:22 PM on Tuesday, April 2nd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Durham College opens first ESports gaming arena in Canada!

Durham College’s ESports gaming arena opens today! The arena is broadcast-grade for streaming online and competitive gaming.

Source: https://www.bttoronto.ca/videos/durham-college-opens-first-esports-gaming-arena-in-canada/

Esports Entertainment Group $GMBL – #Simplicity set to open five esports gaming centers $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:29 AM on Friday, March 29th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Simplicity set to open five esports gaming centers

  • Simplicity has identified locations for five esports gaming centers, representing around 9,000 square feet of space with over 150 gaming stations.
  • The first center will be located in Boca Raton, which is scheduled to have its grand opening in April of this year.

Logo credit: Simplicity

Simplicity has now opened its franchise partner program, allowing the centers to be opened in new locations by partners while retaining the organisation’s branding. The centers are said to “feature cutting edge technology including high performance PCs.”

Jed Kaplan, CEO of Simplicity discussed the venture in a statement: “I am excited to announce the opening of our first Esports Gaming Center and the locations of our next four. Our goal is to open 15 locations by year end and a total of 50 nationwide in the next 24 months. Additionally, we offer attractive opportunities for advertisers and sponsors to connect with our audience via our digital and physical real estate.”

In late 2018, Simplicity was acquired by SMAAASH Entertainment. In a statement given at the time of the deal, F. Jacob Cherian, CEO of SMAAASH Entertainment revealed that the company aimed to build “brick and mortar esports centers.”

Following the merger, Kaplan joined SMAAASH Entertainment as its Co-CEO and is a minority owner of NBA team Memphis Grizzlies and Welsh football club Swansea City.

Simplicity is currently partnered with esports apparel company Raven GG and competes in PUBG, SMITE, Gears of War, and NHL.

Esports Insider says: More and more companies and organisations are looking to open centers, either for internal use or aimed at the public. As gaming and esports continue to be gradually embraced by the general public, there’s potential for these establishments to become mainstays all around the globe. These plans sound very ambitious considering Simplicity’s centers are unproven in terms of popularity so we’ll have to see how things pan out after the Boca Raton center opens.

Source: https://esportsinsider.com/2019/03/simplicity-esports-gaming-centers/