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Esports Entertainment Group $GMBL Forms New Jersey Subsidiary to Pursue Licensing Strategy in United States. Receives Additional $1.86 Million From Exercise of Warrants $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:08 AM on Tuesday, May 26th, 2020
  • Announced the formation of a new wholly owned subsidiary, “GMBL New Jersey Inc.”, to pursue gambling licenses throughout the United States
  • Company expects to make its first such application with the State of New Jersey in the near future and will provide updates for each anticipated application as they are submitted in each available jurisdiction
  • “The US market represents a very big opportunity for us and thanks to the continued support of our valued shareholders, we intend to aggressively pursue it in 2020 and beyond.” said Grant Johnson, CEO of Esports Entertainment Group.

BIRKIRKARA, Malta, May 26, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce the formation of a new wholly owned subsidiary, “GMBL New Jersey Inc.”, for the express purpose of commencing its strategy to pursue gambling licenses throughout the United States that will further the Company’s esports gambling market.  The Company expects to make its first such application with the State of New Jersey in the near future and will provide updates for each anticipated application as they are submitted in each available jurisdiction.

The Company’s US operations will be based in New Jersey, where the Company expects to establish facilities and operating personnel.  

COMPANY RECEIVES ADDITIONAL $1.9 MILLION FROM WARRANT EXERCISES

Investors participating in the Esports Entertainment Group’s public offering of securities which was consummated on April 14, 2020 (the “April Offering”),  exercised a total of 439,844 warrants at a price of $4.25 per share for gross proceeds of approximately $1,860,000 as of May 22, 2020. 

Combined with the Company’s announcement on May 15th in which, the underwriters of the April Offering partially exercised and closed on their over-allotment option and purchased an additional 209,400 shares of common stock from the Company for gross proceeds of $885,762,  the Company has received  an aggregate of approximately $2,750,000 to date in the month of May  significantly bolstering its financial strength and resources necessary to execute its business plan.       

“Today’s announcement marks yet another significant milestone and provides the market with even greater insight as to our growth strategy,” said Grant Johnson, CEO of Esports Entertainment Group.  “The US market represents a very big opportunity for us and thanks to the continued support of our valued shareholders, we intend to aggressively pursue it in 2020 and beyond.” 

ABOUT ESPORTS ENTERTAINMENT GROUP

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

FORWARD-LOOKING STATEMENTS

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

Contact:

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

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

Why #Esports and #Bitcoin are a natural match – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:20 PM on Monday, May 25th, 2020

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

Why esports and Bitcoin are a natural match

  • Some market projections claim esports could even eclipse popular sports tournaments like Formula One or the UEFA Champions League in revenues, topping US$2.3 billion by 2022
  • Moreover, those projections were made before March 2020, when the world began its preference for online interaction over physical crowds thanks to the COVID-19 pandemic

By Guest Contributor

Esports, aka competitive video game tournaments, is one of those ideas that’s been touted as perfect for Bitcoin since the beginning. Easy payments and prize pools, portable game item ownership, provably fair games with permanent and transparent records, anti-cheating measures, accessibility from anywhere, and a billion-dollar market. So where are the stadium-sized Bitcoin esports events? Let’s take a look at the issues to find out why you might be seeing some soon.

It’s not as though no one has tried to make Bitcoin esports a thing. Like many other ambitious ideas, though, they often ran into the blockchain industry’s technical (and human) limitations. Bitcoin Core’s (BTC) hobbled block size nixed the idea of any kind of blockchain there. Others, like Ethereum and EOS, have had more appeal for game builders but still suffer from those platforms’ technical and scaling limitations.

Then there’s the problem of convincing the big companies and players in the gaming industry that Bitcoin offers the benefits they’re looking for. This is common in any industry. Even if you believe in Bitcoin and want to build your own esports platform from scratch, there’s the challenge of attracting enough game designing and building talent away from the mainstream producers.

Enter Bitcoin SV, which in early 2020 restored the original Bitcoin protocol and removed all data limits. Companies like Kronoverse, with its “CryptoFights” combat/strategy game, have made the jump from Ethereum to Bitcoin and serve as the most prominent demonstration of Bitcoin’s esports capabilities.

Kronoverse have cited advantages unique to blockchain, like verifiable results, betting on matches, and game item ownership, as reasons why they chose to build their competition on Bitcoin. They also saw Bitcoin BSV as more technically capable than Ethereum and its Enjin gaming platform.

CEO Adam Kling said, “When I looked at the scaling roadmap of Ethereum, it became clear that we were never going to be able to have a million players playing on Kronoverse. Instead, everyone is having to develop layer-two technologies and are only submitting the results to the Ethereum blockchain. With Bitcoin SV, we wouldn’t have to do that.”

All about esports

The worlds of “esports,” “online gaming” and “online gambling” share many similarities, but there are components unique to each. We’ll explain the history and background for esports to get an idea what distinguishes it.

Esports as a concept has been around since the 1970s and 80s, but if you’re old enough to remember those times you’ll also remember the games back then weren’t much of a spectacle. Still, there’s always been a certain rush from watching someone play a game you like really well, and the same intensity in watching people compete to be number one on the leaderboard.

It was the advent of multiplayer games, though, that really saw esports take off. Rather than just trying to achieve the highest score, competitors could now play directly against each other in the same game—just like regular sports.

Esports can involve any kind of game. The nature of the market has meant combat games like Counter Strike, League of Legends, StarCraft II and Dota2 have gained the most attention, and many were designed with esports in mind. But there’s plenty of opportunity for simpler games and games for all demographics. All that’s needed is someone to organize the competition and build the system.

Kronoverse’s CryptoFights, for example, is designed for competition yet played only on mobile devices. The possibilities it and other similar ideas offer are endless.

New #CryptoFights website is live! https://t.co/7dCUZafRlD #kronoverse #indiegame #esports #bitcoinsv pic.twitter.com/xVLZ9LJiRA — Crypto Fights (@CryptoFights) May 13, 2020

There’s been a lot of debate over the years over whether esports can be classified as “legitimate sports”. However that argument is pretty irrelevant if esports tournaments can haul in crowds (and money) on par with the more physical kind.

Some market projections claim esports could even eclipse popular sports tournaments like Formula One or the UEFA Champions League in revenues, topping US$2.3 billion by 2022. Moreover, those projections were made before March 2020, when the world began its preference for online interaction over physical crowds thanks to the COVID-19 pandemic.

Esports tournaments have frequently taken place in actual stadiums. But if it’s the kind of game or tournament that can be played online, esports is actually more accessible to more potential competitors, enhancing its appeal.

Claims that 106 million people watched the World Esports competition in 2017 was enough for even the International Olympic Committee to hold a summit on the matter. While participants argued esports could be considered sports, there were concerns over violent game content and the lack of an international regulatory body. There are still campaigns to feature esports at Olympic events somehow, even if as a demonstration sport or showcase side event for starters.

Just like regular sports, though, you don’t need to be playing at tournament or stadium level to enjoy them—or even make money. Competitions can be any size, and prize money can be pooled from admission fees even if there isn’t a corporate sponsor. Home viewers can interact with the tournament in more ways than say, a football match on TV. There’s also a secondary market for gambling on who’ll win, if that’s permitted in your jurisdiction.

Transparency, fairness and the problem of cheating

Game integrity—whether esports games are equally fair to all players, and detecting who might be cheating—has been a big problem for the industry. This is especially true if a tournament happens online and if players are using their own devices.

Kronoverse says Bitcoin plays a big part in overcoming these problems. Game elements like item ownership, game rules and moves can all be recorded on the blockchain permanently. Others can scrutinize and analyze these records to see if anything untoward has taken place, no matter when the game was played.

Here’s where Bitcoin’s unlimited scalability comes into play. Blockchains designed for data processing, like Ethereum, have hit snags when on-chain projects became popular. BTC can’t do data. Both have had to lean on second-layer protocols to handle large quantities of data (or in BTC’s case, anything much at all) and all these “solutions” come with their own set of costs.

Still, it will take one successful esports platform to run on Bitcoin BSV before larger players will see its benefits in action. Kronoverse hopes to be that leader, and has been beta-testing CryptoFights since late 2019. It hopes to hold more open betas in the coming months and launch a marketplace by the end of 2020, with a fully-playable game and competition following after.

Source: https://calvinayre.com/2020/05/25/bitcoin/why-esports-and-bitcoin-are-a-natural-match/

Video games, #Esports booming during coronavirus isolation – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 5:53 PM on Wednesday, May 20th, 2020

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

Video games, Esports booming during coronavirus isolation

  • “In this time of isolation, video games are the way that people are building a community,” says Neirotti. “It is already a 35% increase in the size of the people watching, playing, buying equipment.”
  • Esports industry has skyrocketed over the last few years with revenue now surpassing $1 billion. The industry attracts more viewers than almost every major sports league — and it has advantages over other professional sports.

By: Russell Falcon, Nexstar, and Anna Wiernicki

WASHINGTON, D.C. (Nexstar) — When the whole world hit pause, millions of Americans escaped to a new reality online.

Sports management professor Lisa Neirotti says people are picking up a controller at a record rate.

“In this time of isolation, video games are the way that people are building a community,” says Neirotti. “It is already a 35% increase in the size of the people watching, playing, buying equipment.”

The Esports industry has skyrocketed over the last few years with revenue now surpassing $1 billion. The industry attracts more viewers than almost every major sports league — and it has advantages over other professional sports.

And the same goes for collegiate sports.

“The players are still playing when they are home because they can, and so this is something unique and special about Esports,” says Neirotti.

David Willis is the head coach of Esports at St. Edward’s University in Austin. He says 15 students currently compete on the university’s varsity team.

He says the season is still going — because it can. Willis says tournaments have been pushed through June.

Unlike non-virtual games, Esports can continue on.

“The different leagues are playing,” Neirotti says. “Overwatch league is playing. And it is filling the void.”

Read More: https://www.kark.com/news/video-games-esports-booming-during-coronavirus-isolation/

How to invest in #Esports – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 6:04 PM on Tuesday, May 19th, 2020

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

How to invest in esports

  • The idea of wanting to spectate a video game than actually playing it would have seemed crazy decades ago
  • While esports events are increasingly becoming popular with viewership like that of traditional sports, several investors are discovering ways to get involved as it encompasses gaming, entertainment, and other adjacent markets

By CM Guest Columnist

Esports has to do with the coming together of multiple players in a competitive gaming environment with lots of viewers streaming or watching live until a winner emerges. These events are increasingly becoming popular and gaining a massive audience, as tickets to various live events in major arenas sell out pretty quickly.

The idea of wanting to spectate a video game than actually playing it would have seemed crazy decades ago. While esports events are increasingly becoming popular with viewership like that of traditional sports, several investors are gradually discovering ways to get involved as it encompasses gaming, entertainment, and other adjacent markets.

Game Developers

The entire ecosystem is growing due to the input of developers who created games that are appealing to a wider audience. They ensure that these games remain engaging by introducing several amazing features in line with the latest technological trends.

Before investing in the esports industry, you should research game developers and publishers who have made considerable input in the industry. They are key to your success as an investor since franchising has become common among them.

Activision Blizzard is one such game developers with popular esports leagues that are making waves in the industry. They are making money from the sale of individual games, as well as franchising/publisher fees, advertising, broadcasting rights, and ticket sales. Investors get to profit by investing in these game publishers.

Streaming Platforms

The audience for esports events is not just those that are physically present in the arena but include those that are viewing it live from different geographic locations. A couple of streaming platforms made this possible, allowing fans to watch their favorite teams from the comfort of their homes.

Huya and Amazon’s Twitch are among the most popular esports streaming platforms that you can invest in. With millions of people streaming live events on these platforms daily, it will be of great benefit to you as new monetization strategies are implemented.

Hardware Manufacturers

Players and teams always look to upgrade their hardware and peripherals like headsets to stay trendy and improve the performance of their computers. You need to consider the opportunities that this area presents when investing in esports, as players are always acquiring new peripherals, including keyboards and mice.

A couple of hardware makers are partnering with certain teams, hence increasing the popularity of their products as well as its demand in the esports ecosystem.

Event Sponsors

When looking for esports companies to invest in, you should consider those that are organizing notable events and tournaments. These tournaments present an opportunity for gamers to meet and connect with each other as they support their favorite teams.

WePlay is one of such esports companies with entertainment arenas and tournament modules aimed at giving fans a memorable experience. You are guaranteed of positive return with investments through this channel.

Venture Capital funds

Venture capital funds are now investing in esports which is laden with great potential returns. Venture firms that are actively investing in this industry include BITKRAFT and JKR. Companies like JKR is not solely focused on esports, hence you can get exposure in other fields as you enjoy positive returns from your investment.

How To Invest In Video Games

Video games have been around for decades and gamers are beginning to earn millions of dollars from winning esports events. They may have had to spend several months behind game controllers to attain the level of mastery to become the best in those gaming tournaments that they won.

You do not have to play these games to begin to earn from them as there are alternative ways to start getting your desired returns. For access to massive returns from a popular video game, investing in public stocks, as well as Exchange Traded Funds (ETFs) is your best course of action.

Public Stocks

There are several companies that are doing excellently well in the stock market, providing a stable way for investors to enter the online gaming and esports industry.

Some of the biggest players include Take-Two Interactive (NASDAQ: TTW) which owns the Red Dead franchise, as well as Grand Theft Auto, WWE 2K, and NBA 2k series. Electronic Arts (NASDAQ: EA) owns the popular FIFA soccer series and Apex Legends. Activision Blizzard (NASDAQ: ATVI) is another company that has produced several massive games that earned them billions of dollars like Call of Duty, and the Overwatch League.

Tencent (NASDAQ: TCEHY), with popular franchises like PlayerUnknown’s Battlegrounds, Fortnite, League of Legends is another gaming giant. The acquisition of Twitch by Amazon (NASDAQ: AMZN) has also put them in the forefront of the gaming scene, with investors happily smiling to the bank.

Exchange-Traded Funds (ETFs)

Investors that are seeking to get fully involved without focusing on a specific gaming company should consider the opportunity provided by ETFs. They cover various areas of gaming including hardware, software, and entertainment.

Video Game Tech (ARCA: GAME) is one of such ETFs that offer numerous opportunities to investors. With several exchange-listed companies in different sectors of the gaming industry, this is a valid option to consider.

Also important is the VanEck Vectors Video Gaming and eSports ETF (ARCA: ESPO) which exposes investors to the ever-growing esports market. With several holdings that are driving revenue generation, you get to enjoy the level of esports exposure you want as the video gaming industry expands.

Conclusion

Being able to identify and take advantage of opportunities as they become available makes you a great investor. The risks associated with each venture, time factor, and the possibility of actualizing your investment goals should not be ignored if you want to enjoy positive outcomes.

There is no perfect investment strategy as they all have a downside which is why diversification is important. It improves your exposure as you acquire relevant experience in the esports space, whether you are investing in startups or major companies.

Source: https://cyprus-mail.com/2020/05/19/how-to-invest-in-esports/

Esports Entertainment Group $GMBL Begins Onboarding Hundreds of Affiliate Partners to Newly Relaunched VIE.gg #Esports Betting Platform $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:06 AM on Monday, May 18th, 2020
  • Company has officially begun onboarding hundreds of affiliate marketing partners to its newly relaunched VIE.gg wagering platform
  • Affiliate partners include esports teams, influencers, streamers, leagues, and super affiliates from Asia, Europe, North America and South America
  • Company believes its Affiliate Marketing program will play a significant role in its organic growth

BIRKIRKARA, Malta, May 18, 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, has officially begun onboarding hundreds of affiliate marketing partners to its newly relaunched VIE.gg wagering platform. The affiliate partners include esports teams, influencers, streamers, leagues, and super affiliates from Asia, Europe, North America and South America. The Company believes its Affiliate Marketing program will play a significant role in its organic growth.

MALTA LICENSE AND NASDAQ LISTING ARE MAJOR ATTRACTIONS FOR AFFILIATES

The Company’s recently announced Malta gaming license and recent listing on NASDAQ are cited by our affiliate partners as very strong factors in their decision to partner with VIE.gg.  Though the Company first began registering a small sample of interested affiliates in 2018, these two factors have generated noticeable enthusiasm from existing and new affiliates who take great comfort in knowing the Company is working within one of the strictest licensing and listing regulatory environments, as compared to private operators.

Moreover, the Company’s financial strength as a result of its successful $8.4million public offering now provides VIE.gg with the resources necessary to support and grow its soon to be large affiliate partner base. 

“Our Affiliate partners are a very important part of our organic growth strategy in 2020 and beyond, so it has been a high priority of ours to provide the comfort and security they need to partner with us and drive their valuable global audiences to VIE.gg,” said Grant Johnson, CEO of Esports Entertainment Group.  “We believe that with the combination of our NASDAQ listing, capital raise and Malta license over the last 30 days we have a formidable competitive advantage to attract, support and grow with affiliate partners that we believe will lead to rapid organic growth for our newly relaunched VIE.gg esports wagering platform.”

Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at VIE.gg. Utilizing this peer-to-peer wagering system, the Company offers real-money, exchange-style wagering on esports events worldwide in a secure environment. The VIE.gg platform provides customers the ability to match bets against one another with Esports Entertainment taking a small commission on the winnings.

“Affiliate marketing is a proven growth model for online gambling,” commented Christian Heinrichs, Esports Affiliate Manager. “Our affiliate streamers broadcast to massive, global esports audiences. Combined with the credibility and support of the many teams and leagues we continue to sign as affiliates, we believe our VIE.gg platform can quickly become the industry standard for safe, secure esports betting.”

ABOUT ESPORTS ENTERTAINMENT GROUP

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

FORWARD-LOOKING STATEMENTS

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

Contact:

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

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

#NHL Teams Are Utilizing #Esports To Keep Fans Engaged During #Coronavirus Pandemic $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 5:48 PM on Friday, May 15th, 2020

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

NHL Teams Are Utilizing Esports To Keep Fans Engaged During Coronavirus Pandemic

  • According to team figures, a simulated NHL 20 game between the Devils and Philadelphia Flyers drew over 60,000 live viewers across its platforms and more than 30,000 in games against Calgary, the New York Islanders, Columbus Blue Jackets and Carolina Hurricanes
  • Other teams that joined in and hosted NHL 20 games included Montreal, Winnipeg, Nashville, Edmonton, Washington, Colorado and Dallas

By: Shlomo Sprung

When the National Hockey League suspended play on March 12 due to the coronavirus pandemic, its 31 teams were suddenly confronted with no games, no open arenas, no concession or parking revenue and no obvious, direct way to keep their tens of millions of fans interested and engaged as the world faced months of quarantine and isolation.

“How are we putting ourselves in a position that we can continue to provide a source of entertainment, a source of hope and help people heal throughout this process,” asked Jake Reynolds, the New Jersey Devils’ team president.

For a large number of teams, the answer was esports titles like EA Sports’ NHL 20. And with the NHL game day experience abruptly a thing of the past, clubs like the Devils wanted to provide as best an approximation of that game day feeling as it could. So New Jersey quickly mobilized its content and marketing staff to bring its fans NHL 20 simulations on every game night against its would-be opponents for the remainder of the 2019-2020 season.

New Jersey got Matt Loughlin, its radio announcer, to do the play-by-play for the games. The team integrated actual game day sponsors like M&Ms for its moment of the game, PSE&G for its power plays, Investors Bank for a team roll call and RWJBarnabas Health for the starting goalie matchup. After goalie Cory Schneider recorded 98 saves on 102 shots in a simulated game against the Calgary Flames on March 19, Loughlin interviewed him from his couch, with his excited kids climbing all over him.

“It brought a sense of realism to it,” Reynolds said. “And that was one of the things we heard from so many of our fans. That this was the first sense of normalcy that their children had had during the quarantine period through the first couple of weeks.”

According to team figures, a simulated NHL 20 game between the Devils and Philadelphia Flyers drew over 60,000 live viewers across its platforms and more than 30,000 in games against Calgary, the New York Islanders, Columbus Blue Jackets and Carolina Hurricanes. Other teams that joined in and hosted NHL 20 games included Montreal, Winnipeg, Nashville, Edmonton, Washington, Colorado and Dallas.

“When more teams cooperate,” Devils senior vice president of marketing Jillian Frechette said, “it benefits both teams. The engagement on social platforms is much stronger.

That’s what the Minnesota Wild did when they simulcasted a simulated game against the Devils and decided to stream the rest of their regular season schedule on their Twitch channel. But instead of letting the CPUs do the work, Minnesota enlisted local professional gamers to play the roles of the Wild and its opponents on the scheduled game nights. Though the Wild only got several hundred viewers on its still-growing Twitch, the team was encouraged by the results.

“The market for this is relatively small, but it’s growing,” said Jim Vanek, Minnesota’s senior manager of events and brand activation. “But the people who are interested branch out and consume anything and everything available. So they’re not sticking to just one particular team or market.”

Minnesota’s also gotten a lot of interest from some of its own players to represent the team in NHL 20 matchups, including forwards Jordan Greenway and Ryan Hartman and goalie Devan Dubnyk.

“Some of these younger players that come into the league grew up as gamers,” Vanek said, “and for these guys coming up now and having an affinity for this, it’s been really great for us.”

Greenway and Hartman have played the Nashville Predators duo of Nick Bonino and Roman Josi to a series of two-on-two games, something Nashville has done with some other teams.

“It brings another dynamic when you can have these players on headsets commentating on what’s happening,” Vanek said. “You hear the banter back and forth. It just adds a whole other layer to the viewing experience.”

A look at the Wild’s two-on-two gaming series against Nashville. Twitch screengrab. Twitch

The Florida Panthers tried engaging their fans in certain ways, that included a virtual 5K run that attracted nearly 500 runners in 26 states and two Canadian provinces, but they wanted to try their hand at esports as well after seeing other NHL teams’ success.

So they posted to Twitch for the first time on May 5, with TV analyst Randy Moller playing FloridaPanthers.com reporter Jameson Olive in a game of current Panthers against team alumni called by radio play-by-play announcer Doug Plagens. Olive has even gone on to play some fans in NHL 20 himself over the last week. Eventually, the Panthers are going to bring interested players like forwards Jonathan Huberdeau, Frank Vatrano and Mike Hoffman on board to do live Twitch streams as well.

“When I saw a couple of other teams going with simulations, I liked it, but we thought that we should do something a little different,” said Panthers vice president Shawn Thornton, who won a pair of Stanley Cup titles over his 14-year playing career. “We felt like we wanted to be a little more interactive with our fanbase.”

While Minecraft isn’t the typical esport you’d think of, teams like Minnesota, Anaheim and Las Vegas are using it to reach its youngest fans. They partnered with the North American Scholastic Esports Federation for a contest where teams of four kids between grades 3 and 12 can design team jerseys, logos or physical arenas. The contest runs through May 29, and all entries that design Wild elements will be sent to the team, Vanek said. A winner will be picked in each category and be given a prize pack, and a grand champion will get a player signed Minnesota jersey for the teams of up to four kids.

“We’re really excited to see what kind of creativity comes out of this and to be able to share those submissions with our audience,” Vanek said.

While the Devils were more experienced in producing esports events that can attract big audiences— with weekly Saturday night streams continuing with this weekend’s battle against the archrival New York Rangers— the Wild and Panthers have been encouraged by their initial forays into Twitch.

Minnesota plans on promoting matches more heavily on social media, creating its own gaming specific social media accounts on Twitter, Facebook and Instagram using the Wild Gaming handle. Vanek mentioned the Washington Capitals as a team it’s using as an example for gaming specific channels.

Florida plans on reaching the 500 minutes per months streaming threshold on Twitch to become a Twitch Affiliate, which enables streamers to monetize their content. The pause in play, Thornton said, allowed the Panthers to take a longer approach for their esports strategy even when things return to normal and NHL teams can go back to having fans in the seats. But as the league remains suspended, it’s still about keeping those fans engaged with their teams and brands.

“We have to stay relevant,” Thornton said. “So we’re constantly coming up with different ideas to try and keep the content flowing.”

Source: https://www.forbes.com/sites/shlomosprung/2020/05/14/nhl-esports-devils-panthers-wild-rangers-predators-capitals-minecraft-coronavirus-pandemic/#3df00172d403

Esports Entertainment Group $GMBL Announces Partial Exercise of Over-Allotment Option $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:17 AM on Friday, May 15th, 2020
  • Announced that in connection with its previously announced underwritten public offering of 1,980,000 units, the underwriters partially exercised and closed on their over-allotment option and purchased an additional 209,400 shares of common stock from the Company at a price of $4.23 per share

BIRKIRKARA, Malta, May 15, 2020 — Esports Entertainment Group, Inc. (Nasdaq CM: GMBL, GMBLW) (or the “Company”) a licensed online gambling company with a focus on esports wagering and 18+ gaming, today announced that in connection with its previously announced underwritten public offering of 1,980,000 units, the underwriters partially exercised and closed on their over-allotment option and purchased an additional 209,400 shares of common stock from the Company at a price of $4.23 per share. Esports Entertainment Group received additional gross proceeds of $885,762 from the sale of these shares, before deducting underwriting discounts and commissions and other estimated offering expenses.

Maxim Group LLC acted as the lead book-running manager for the offering. Joseph Gunnar & Co., LLC acted as co-book-running-manager for the offering.

The offering was conducted pursuant to the Company’s registration statement on Form S-1 (File No. 333-231167) previously filed with and subsequently declared effective by the Securities and Exchange Commission (“SEC”) on April 14, 2020. A prospectus relating to the offering has been filed with the SEC. The offering was made only by means of a prospectus. Electronic copies of the prospectus relating to this offering may be obtained from Maxim Group LLC, 405 Lexington Avenue, 2nd Floor, New York, NY 10174, at (212) 895-3745 and is available on the SEC’s website at http://www.sec.gov.

This press release shall not constitute an offer to sell or the solicitation of an offer to buy these securities, nor shall there be any sale of these securities in any state or jurisdiction in which such offer, solicitation or sale would be unlawful prior to registration or qualification under the securities laws of any such state or jurisdiction.

ABOUT ESPORTS ENTERTAINMENT GROUP

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

FORWARD-LOOKING STATEMENTS

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

Contact:

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

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

Why is Mobile #Esport booming like crazy? – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:42 PM on Thursday, May 14th, 2020

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

Why is Mobile Esport booming like crazy?

By: Ben Hill

  • 2020 is going to be a year we’re never going to forget, that’s pretty much a given
  • Covid-19 is going to be the headline for the year, but there’s another that’s quietly burning in the background: mobile esports
  • We think the market is going to explode this calendar year. And here’s why:

The Numbers 

Let’s start with what the data-driven experts give us. The gist of it: in terms of cold numbers, esports is going through incredible growth (and it’s going to get even better). In 2017, revenue number clocked in at an impressive $665 million. 

Compared to what 2020 promises to be, however, these figures will look like chump change. What you find in the back of the couch kind of stuff. Esport is definitely here to stay according to WSN, it is expected that wagering will reach a staggering $12.9 billion in 2020 alone. Considering that at the time of writing most of the world is in lockdown mode, that figure could climb even higher. 

So the conclusion is an obvious one. 2020 will be a great year for mobile esports. But why? What are the reasons behind this shift? Let’s break it down. 

The Introduction of 5G Networks

There’s an infamous quote that has gone around the gaming community for a few years: “Games don’t make you violent, lag does.” Even if you’re not a gamer, you’ve undoubtedly experienced similar frustration. You’re in the middle of finishing your last-minute work presentation while commuting on the train, and the signal dies. You’re trying to watch Netflix, but all you get is a stuttering grainy mess that vaguely resembles your favorite show. 

Lag is the worst. 

And because of the lack of a high-speed reliable connection, mobile gaming hasn’t quite been able to reach its potential. When it comes to multiplayer esports gaming, lag is a showstopper. With the already decent 4G and with the introduction of 5G networks, mobile gaming is now a serious proposition. 5G technology will allow more of us to connect, higher speed transfers, and lower latency (the latter being essential for multiplayer gaming). 

Introduction of Major Titles 

Mobile esports has always been a bit of a brother to more popular gaming options. Developers would look at the flagship titles for PCs and consoles first and foremost, with mobile gaming coming in at a distant second. 

That situation is changing rapidly. Instead of having to choose from games developed by the second string, mobile esports is growing in credibility and in the quality of games available. Compared to just a few years ago, it’s just no contest. 

Perhaps the best example is Free Fire, essentially an online battle royale that attracts millions of players from around the world. Comparable and perhaps even superior to titles in the same genre, Free Fire welcomed over one million viewers for its inaugural tournament. 

We’re also seeing familiar titles from traditional consoles being released on mobile. Call of Duty: Mobile is perhaps the most well-known example, with the game being downloaded more than 170 million times since it was released. Clearly the big players are seeing there’s a huge market with massive potential to tap into. 

The ‘Non-Gamer’ Gamers 

Mobile games attract a sector that most consoles and PCs haven’t yet been able to touch: non-gamers. The numbers are revealing: 80% of people who do not list gaming as one of their interests are nevertheless still playing games on their cell phones on a consistent basis. Considering many of us own a smartphone, that’s a huge number of people being introduced to mobile gaming (and by extension esports) that never would have been otherwise. 

Also, consider just how popular smartphone gaming is in fast-growth markets. In Africa, for example, 70% of smartphone users open up a mobile game. In LATAM, it’s 60%. With smartphone usage increasing and connections being improved across the board, esports is now a realistic option for many players. 

Accelerated Growth 

Covid-19 has touched every fabric of modern life. With the majority of us being stuck inside for most of our waking hours, gaming has become a nice distraction from the realities of the outside world. And companies have taken notice, accelerating the growth of the mobile esports industry. 

Activision, for example, has partnered up with Sony to launch the exciting Call of Duty: Mobile World Championship for the end of April 2020. With a kitty of $1 million, we’re talking some serious cash. While it’s nowhere near the console version (with competitions easily being worth 8 figures), it’s a promising start. 

What’s Beyond 2020? 

It’s clear that 2020 is going to be a seismic year for mobile esports. But the way we see it, it’s just the start. Once 5G has truly landed, the big players in the industry roll out even more options, and people start to really understand the potential that’s there, we expect mobile esports to become ubiquitous amongst a huge proportion of gamers.

Source: https://esportsjunkie.com/2020/05/14/why-is-mobile-esport-booming-like-crazy/

#Coronavirus Has Caused A Boom In #Esports Betting – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 6:14 PM on Wednesday, May 13th, 2020

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


Coronavirus Has Caused A Boom In Esports Betting

  • With all traditional sporting events on hold across the world thanks to the coronavirus pandemic many gambling fans have turned to esports, and as a result bookmakers are seeing a massive increase in esports betting.

By: Mike Stubbs

While esports events have still been cancelled due to the coronavirus pandemic, most competitions are still taking place online, meaning no one has to put themselves at risk to continue playing. The digital nature of esports makes this incredibly easy to do, and as a result it is pretty much the only sports adjacent competition that is still happening on a regular basis. 

This has resulted in many fans who would normally bet on more traditional sports turning their attention to the world of esports and they are now placing bets on competitive gaming.

“All of our key performance indicators have been through the roof in the past three months,” says Quentin Martin, CEO of Luckbox, an esports gambling site. “Turnover has risen to almost 13 times that seen in November 2019, while deposits are up 10x since then. The uptick is across the board and globally. As well as an increase in registrations, we’ve noticed an increase in average bet size, almost double since February.”

But it’s not just consumers who are focusing more on the world of esports betting. With no sports to look for sponsors and investors are also investing more into the esports side of things during this time, looking to capitalize on the boom that is currently happening. 

“Clearly, these are challenging times for many people across the world but, for many, esports and gaming is a welcome distraction,” says Martin. “As well as an increase in customers and betting activity, we’ve seen a huge level of interest from potential investors, who are realizing that esports is resilient to many of the forces that affect traditional sports, not least COVD-19 and a potential recession.”

Typically in most esports it is agreed that when matches are played online there is more potential for major upsets, be it because of technical issues, poor connections or simply players being more comfortable in their own homes. While this certainly makes for more interesting matches, it also helps out the bookmakers, who credit this as another reason for their improved profits during this time. 

“Our data shows that we see an increased number of upsets when moving from LAN to online,” says Martin. “It’s especially noticeable for favorites in odds ranges 1.2 to 1.3 and 1.4 to 1.5, where the trend is clear. There are respectively 6.81% and 11.02% more upsets since most events were forced online due to the pandemic. From our point of view, this is certainly better for the bottom line and we see an increase in profit margins.”

Of course the pandemic won’t last forever, and when traditional sports returns so too will the massive amounts that are gambled on them across the world every day, but for those bookmakers like Luckbox who specialize in esports, it is clear that this pandemic will actually have a long term benefit for their business. 

“Undoubtedly, the lack of traditional sports has prompted more fans to consider esports and it’s realistic to expect that, when sports eventually return, a lot of those fans will go back to the games they know best,” says Martin. “However, the potential of esports betting is well documented and these past few months have brought that into sharper focus, accelerating the numbers. I think the growth level won’t sustain, but the uplift will. A lot of fans of traditional sports have been exposed to the excitement of esports for the first time and, hopefully, they like what they see and will be sticking around.”

Source: https://www.forbes.com/sites/mikestubbs/2020/05/13/coronavirus-has-caused-a-boom-in-esports-betting/#45ce220a6b0a

Esports Entertainment Group $GMBL Receives Malta Gaming License $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:07 AM on Wednesday, May 13th, 2020
  • Received its Gaming Service License for online pool betting from the Malta Gaming Authority
  • The License, issued April 30, 2020, is effective for a 10-year term;
  • May be renewed by MGA for further 10-year periods subject to regulatory provisions.

BIRKIRKARA, Malta, May 13, 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, received its Gaming Service License (“License”) for online pool betting from the Malta Gaming Authority (“MGA”). The License, issued April 30, 2020, is effective for a 10-year term and may be renewed by MGA for further 10-year periods subject to regulatory provisions.

IMPORTANCE OF MALTA GAMING LICENSE

The country of Malta was one of the first countries in Europe to allow and regulate online gambling after first giving out a license in the year 2000. License holders benefit from onshore status in Europe, as well as, advertising across the EU.

In addition, Malta’s globally recognized and powerful regulatory system for iGaming provides our players and partners with the highest levels of trust and confidence in knowing they are dealing with an onshore jurisdiction, whose legislation is in line with applicable EU legislation and international agreements.

“Receiving our Malta gaming license is another major milestone achievement for Esports Entertainment,” commented Grant Johnson, CEO of Esports Entertainment Group. “Fresh off our announcement of a Binding LOI to acquire Argyll Entertainment last week, we are now in the early stages of executing an aggressive growth plan that contemplates both organic and acquisition growth strategies throughout 2020. This Malta License will be an important part of our growth plan.”

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