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The Gaming Industry is colossal with over a billion gamers worldwide, Enthusiast Gaming $EGLX.ca Aims to Be the largest vertically integrated gaming media and #Esports company in the world $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:30 PM on Monday, September 9th, 2019
  • The gaming ecosystem is approaching a market share comparable to professional sports
  • Enthusiast Gaming has its eyes set on building the largest community of authentic gamers to monetize and leverage their market-leading analytics network
  • EGLX is the most adept enterprise at increasing fan engagement for its influencers and teams through its massive media portfolio

By: Eva Bieniarz

The gaming industry is colossal — there are more than 2.5 billion gamers around the world, and the gaming market is set to grow to US$196 billion by 2022 alone! With a CAGR of nine per cent for the period 2018–2022, this industry has become a legitimate rival to the traditional sports market.

To compare earnings, the global sports market generated US$488.5 billion in 2018, whereas the global gaming industry hauled in US$135 billion. While both segments are projected to see significant growth in the short term, the gap is poised to shrink as gaming solidifies itself at the “heart of the entertainment business,” according to Newzoo.

The gaming industry is also thriving based on its growing and diverse audience base. For instance, 65 per cent of American adults play video games, and the average gamer is only 34 years old.

Transforming the gaming world one acquisition at a time

Within this massive industry, Enthusiast Gaming (TSX.V: EGLX) is building the largest vertically integrated gaming media and esports company in the world.

As a newly listed public company by way of its merger with Luminosity Gaming, J55, and Aquilini GameCo, the company is on track to make this global vision a reality. One of the new conglomerate’s goals will be to build out a central gamer data source from its three divisions (media, events, influencers), to facilitate brands and advertisers.

Regarding the company’s merger and acquisition strategy, Menashe Kestenbaum, president and founder of Enthusiast Gaming, explains, “Enthusiast has an aggressive growth strategy through accretive acquisitions, which allows us to scale the business quickly and effectively.

“Our strategy is to acquire the leading digital communities across the entire gaming ecosystem, which keeps our platform diversified and agnostic. It also provides us with significant competitive advantage against anyone trying to enter the space.”

The company’s largest acquisition to date, The Sims Resource, is the leading female gaming website in the world, generating $7 million in revenue and $5.25 million in EBITDA (2018).

“This acquisition provided us with immediate access to the growing female gaming demographic and 2.5 billion page views a year. The Sims Resource also has a unique subscription model, which generates recurring monthly revenue from over 60,000 subscribers. We see this as an opportunity to adopt a similar model across our network of 85 websites to drive future revenue growth,” Kestenbaum notes.

Enthusiast has an aggressive growth strategy through accretive acquisitions, which allows us to scale the business quickly and effectively. Our strategy is to acquire leading digital communities across the gaming ecosystem, which keeps our platform diversified and agnostic.Menashe Kestenbaum, President, Enthusiast Gaming Holdings Inc.

What Enthusiast’s merger means for esports

Enthusiast’s merger will make the company a leading publicly traded esports and gaming organization, with $22 million in pro forma revenue on the closing of the merger backed by $55 million in financing, with a combined global audience reach of approximately 200 million.

So why is this merger so significant, and why did Enthusiast partner with Aquilini GameCo? How, exactly, will this benefit the company in the long run?

Well, since Enthusiast’s successful monetization strategy and wealth of analytical data covers an abundance of demographics in the broader gaming industry, the company’s knowledge can be combined with Luminosity’s influencers and esports properties to create a unique gaming ecosystem.

Enthusiast’s success in monetizing gaming properties will also allow the company to monetize Luminosity’s championship esports franchise through the same data-centric, ad tech approach to engage partnership and advertising opportunities.

The fact that Enthusiast is merging with Aquilini GameCo gives the company a huge boost to diversify and expand its presence across more than merely sports and entertainment, but potentially food and hospitality, living, and more.

Luminosity Gaming is currently competing in games like Counter Strike, Fortnite, Call of Duty, Madden and more at the highest professional level. Supplied

Enthusiast is also party to a long-term services support agreement with Vancouver Arena Limited Partnership (VALP), pursuant to which VALP will provide Enthusiast with a broad range of marketing and business support services, including corporate partnership and selling support, retail support, brand association and marketing support (to be provided by Canucks Sports and Entertainment), and more.

Apart from a company perspective, when taking a holistic look at the esports and gaming industry, it’s clear that sentiment towards gaming is growing. The industry even has tech giants Amazon and Google wanting in on the action.

What’s more, esports is also being compared to professional sports — hockey, baseball, you name it — in terms of garnering millions of fans around the world.

For instance, in 2017, the League of Legends tournament garnered more viewers than the MLB World Series, the NBA Finals and the NHL Stanley Cup Finals! This would have been unheard of a few years ago.

Kestenbaum explains, “The size and scalability of our ecosystems are a significant competitive advantage. Enthusiast’s online presence of 150 million visitors, combined with Luminosity’s rich content creation reaching over 60 million followers, will be invaluable for us moving forward.”

Enthusiast’s merger is expected to provide further significant strategic and financial benefits to the company, including but not limited to expected margin improvement, involving a combination of the net funds from the private placement and cash-on-hand that may be used to repay all or part of the Sims Resource Deferred Payment, as well as an enhanced capital market profile through the closing of the transactions.

Growth drivers propelling the company towards success

Enthusiast is also growing its fan base and subsequently its customer base through seven strategies:

  • Growth in revenue per user goal: Target revenue per user of $0.40
  • Build out a direct sales team: Increase of 10–20x / CPM compared to commoditized programmatic advertising rates. Expand to key financial hubs like Toronto, New York, London, Los Angeles, and San Francisco
  • Subscription model growth: Offer unique content and player access to increase subscriptions. Currently, over 60,000 subscribers generating approximately $2.5 million in recurring revenue
  • Mergers and acquisitions: Grow the size of Enthusiast’s fan base, and better engage with them to increase revenue and profitability
  • Expand the EG Live division: Build on the success in Toronto and bring similar events to New York, Chicago and the Pacific Northwest
  • Franchise value appreciation: Increase the value of the franchise through content creators, influencers, professional esports professionals and championship esports teams
  • Non-endemic opportunities: Sell more non-endemic sponsorships and partnerships through direct sales and programmatic advertising

Apart from the company’s strategic growth model, Enthusiast has five key business segments that enhance the company’s overall expansion plans. They include:

Content: Enthusiast offers news, reviews, videos, live streams, blog posts, tips, chats, message boards, and other video-gaming related content.

Advertising: The company operates an advertising network for brands targeting the gamer demographic, generating over 30 billion advertisement requests per month.

Events: Enthusiast organizes Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, which attracted over 55,000 attendees in 2018, including a Rising Star Series.

Data and ad tech: The company has built a proprietary ad tech platform around a tech-enabled gamer data platform.

Leading esports franchise: Luminosity Gaming is one of the most popular esports brands, offering a subscription growth model that leverages content and player access to increase subscriptions.

Add in celebrity endorsement from Canadian recording artist Tory Lanez, and the top esports athletes and influencers including YELO, and the company has all the right ingredients to reach success.

A knowledgeable management team leading the way

Enthusiast’s skyrocketing success and popularity is catalyzed by Menashe Kestenbaum, president of Enthusiast, who began his career in video games when he was 13 years old, writing for IGN, a large gaming media site. Kestenbaum launched his first gaming blog, called “Nintendo Enthusiast,” in 2011, which subsequently became the foundation of Enthusiast Gaming today.

Adrian Montgomery, CEO of Enthusiast, has also been instrumental in Luminosity’s new partnership with Enthusiast. As ex-president of Canucks Sports and Entertainment, Montgomery brings decades of knowledge about sports and what it means to be a dedicated fan.

Steve Maida, president of esports at Enthusiast, built the popular esports franchise from the ground up and was responsible for finding talent like “Ninja,” one of the world’s top Fornite players.

With its merger between Aquilini GameCo and Luminosity completed, Enthusiast Gaming is on the right path towards dominating the gaming industry. Through its clear growth objectives, diverse revenue streams, acquisitions, partnerships and more, the company is building a world-class gaming company that cannot be replicated.

Investors should look forward to more company updates as Enthusiast continues to scale and add to its roster.

Source: https://business.financialpost.com/business-trends/canadian-sports-mogul-bets-on-gaming-and-esports-with-enthusiast-gaming

Esports #Betting is Expected to Become a Multibillion-Dollar Industry, #Esports Entertainment $GMBL is at The Forefront $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:53 PM on Monday, September 9th, 2019
GMBL: OTCQB

WHAT YOU NEED TO KNOW

  • S-1 Filed for NASDAQ Listing
  • Partnered with 190 esports teams
  • Partnered with 250+ esports streamers
  • Launched VIE.gg P2P esports betting platform
  • P2P means an esports fan always wins
  • Superior to “House” model where fans VS. casino
  • Traditional sports teams owners are investing
  • Athletes and celebrities are investing
  • Wall Street is starting to invest
  • Biggest paradigm shift ever seen on the internet

Hub On AGORACOM

————————————–

What Is Esports Betting?

  • The esports industry is growing at a rapid rate, and along with it is also a new form of gambling called “esports betting.”
  • The esports betting industry is expected to continue to grow even more over the next couple of years, becoming a multibillion-dollar industry.

Bear in mind that unlike physical sports, which have a very large fanbase and following, the esports betting industry has a very limited audience. As a result, not too many people have an idea of what esports betting is. Only those who follow the esports industry may have heard of it.

So, What is Esports Betting?

For those who don’t know, esports is the shortened term for electronic sports, which usually refer to competitive video gaming. Playing competitive video games is not an entirely new concept. In fact, a lot of gamers have been competing with one another ever since the first gaming consoles have been released. What’s new is what we now call esports betting, which is starting to attract the attention of many gamblers from around the world.

Simply put, esports betting is a form of online gambling wherein you put your money on a team or player that plays competitive video games.

As mentioned earlier, esports betting is a very huge business and it is expected to become a multibillion-dollar industry soon as esports as a whole continues to grow. As the world of video gaming can be very competitive, there are now thousands of professional gamers from different video games who compete with one another because of the prize. And, when there is money, there is always gambling. With the rise of this industry, you can now go to online esports betting sites such as Vulkanbet Esports to place your bets and gamble on-the-go.

How Esports Betting Works

Esports betting is completely different from physical sports gambling. In esports betting, you are allowed to place a bet on a team of professional gamers or on individual players who you think will win the match or tournament.

However, since there are plenty of esports games, the betting system and options are usually different from one another. Esports betting also welcomes beginners who are not familiar with esports and offer them with numerous betting opportunities.

Currently, the simplest betting option is to bet on an overall winner. You simply place a bet on a team or player who you think will win the match after you have carefully studied the odds. This is what makes esports betting really interesting: you are given some betting odds that will let you have a good idea of the match’s outcome or who will win. You’ll need to learn how to study these odds before you bet if you want to earn a lot of money from esports betting.

Types of Esports Betting

It’s challenging to identify the different types of bets on esports since they usually depend on the video game. For example, Counter-Strike: Global Offensive (CS:GO), which is a fast-paced first-person shooter game, provides exciting betting opportunities that allow you to place a bet on which team wins the first round of the game.

On the other hand, DoTA 2, a real-time strategy multiplayer online battle arena, allows you to place a bet on which player or team kills Roshan (the most powerful Neutral Creep in the map who’s considered to be a miniboss) first. These bets are not dependent on which team wins the entire match, but on the objectives achieved throughout the match.

Here are the three most common types of esports betting that you are usually offered by many betting sites:

  • Outrights Betting – These are bets that you are allowed to place before the tournament or match starts. You bet on which team will become the overall winner of the tournament, or which players progress to the next stage of the event. You are also allowed to place bets on teams or players who you think will be eliminated once the tournament starts.
  • Match Winner – This is the most common type of bet in esports. You place a bet on a team or player who you think will win a single match.
  • Totals – This is the type of bet that is dependent on stats. Here, you can place your bet on which team or player has the most number of kills, maps or rounds played, total points, etc.

Conclusion

The future of esports betting looks very promising as more and more people are getting into the exciting betting action of video games. Whether you are new to esports or are an avid esports fan, this is the perfect time for you to join the fun and excitement that esports betting brings. Aside from that, you can potentially earn a lot of money from it while enjoying some competitive video games at the same time.

Source: https://powerup-gaming.com/2019/09/07/%EF%BB%BFwhat-is-esports-betting/

Anheuser-Busch $BUD is Pouring #Beer and #Money Into #Esports, Grab a Drink and Learn More About Esports Entertainment $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:39 AM on Friday, September 6th, 2019

WHAT YOU NEED TO KNOW

  • S-1 Filed for NASDAQ Listing
  • Partnered with 190 esports teams
  • Partnered with 250+ esports streamers
  • Launched VIE.gg P2P esports betting platform
  • P2P means an esports fan always wins
  • Superior to “House” model where fans VS. casino
  • Traditional sports teams owners are investing
  • Athletes and celebrities are investing
  • Wall Street is starting to invest
  • Biggest paradigm shift ever seen on the internet

Hub On AGORACOM

———————————-

Anheuser-Busch is Pouring Beer and Money Into Esports

Anheuser-Busch is one of the brands that isn’t shy about embracing esports. It is a non-endemic brand, meaning it isn’t born and bred with gamers the way that, say, esports headsets are. It’s a mainstream brand looking to break into the previously insular world of esports a with authentic experiential marketing.

Some brands have been wary of the unpredictability of esports. The games come and go. The athletes can blow big deals with their big mouths. And fans don’t always behave in a becoming way at esports events. But it’s the job of Joe Barnes, director of experiential marketing at Anheuser-Busch InBev, to make sure that his company is represented in the right way in front of the right consumers of esports as the “official beer of esports.”

MillenThere’s a lot of money at stake, but Barnes believes that big brands have to be nimble when it comes to getting behind a big trend among young adults. He isn’t waiting for competitors to arrive. He is pushing ahead of them with the mission of making Bud Light and other Anheuser-Busch products the beer of choice for a new generation of esports fans. I’ll be moderating a session with Barnes at the Esports BAR Miami event in October.

Here’s an edited transcript of our interview.

Above: Joe Barnes, director of experiential marketing at Anheuser-Busch InBevImage Credit: Anheuser-Busch

GamesBeat: What does your job entail? The experiential part is intriguing there.

Joe Barnes: I lead the Anheuser Busch portfolio in the U.S. I lead our sports sponsorship strategy. Additionally I do the experiential marketing for esports, soccer, and our emerging properties, which also covers fighting and women’s sports and a few other things. Our experiential marketing team is part of our consumer connections team. We’re focusing on how we can impact and influence consumer decisions at the point of their passion points.

With Bud Light, one of those is esports. We’re trying to–how can we get fans to start experiencing our product in a different way? Right now, within esports, our biggest challenge is that there’s not the traditional norms within the sports industry where it’s very in-person and communal. “We’re going to bars to watch the games. We’re gonna watch the NFL game at the sports bar and get pitchers of Bud Light.”

It’s much different within esports. That’s where experiential for us is a big lever that we try to pull. At events, the consumers are with community, not just their virtual community. That gives us a true point to interact with them and introduce them to Bud Light. As crazy as it sounds, a lot of these consumers that are becoming the 21-27 year old are growing up without drinking Bud Light, or beer at all. Their main drink is Red Bull, energy drinks. We’re trying to bring in these beer occasions to esports, just like we’ve established 100 years ago within traditional sports.

GamesBeat: I don’t know how much gamers drink beer. Are you guys endemic or non-endemic to games and esports?

Barnes: We definitely consider ourselves non-endemic. The key challenge, when people ask us–what’s our value proposition in esports? We’re not going to make your internet faster. We’re not going to make your screen bigger. We’re not going to give you better posture in a nice chair. For us, we can offer the fan something different.

This week we announced another Twitch program, and in another month we’ll be announcing another one. The Bud Light Twitch channel is our key asset within esports. First and foremost, in this community, we’re able to age gate our channel, so only 21 and up is able to interact with Bud Light. That obviously a huge concern with the traditionally younger audience. But within our Bud Light Twitch channel, we can offer gamers something in addition to the game.

We’re not endemic, like I say. We’re not part of the game. But what we can do–I’ll give you an example. We just launched, this past Tuesday, the Bud Light Beer League, which is an amateur Tekken tournament. Amateurs can win a chance to become a pro esports athlete and compete at the Tekken grand finals in Bangkok for a huge payout. Our value proposition here is that we’ll host a tournament, and we’re going to do it for gamers, not just esports athletes. We’re going to give them the opportunity to win prizes. And what can Bud Light do that someone else can’t do? We’ll give you a chance to become a pro.

Above: Anheuser-Busch doesn’t want esports fans to become wine drinkers.Image Credit: Anheuser-Busch

That’s much different from our strategy with Overwatch League. We’re the official beer sponsor of Overwatch League. Our Twitch channel content with that one, it’s Bud Light Happy Hour. Every week we have two hosts talking for 20 minutes, essentially a Sportscenter of Overwatch League, where they look at the past and they talk about key storylines coming up. It’s set at a bar environment with beers, with neons and things, just to establish that–as you’re hanging out and talking about esports, it’s happy hour. Get excited about tonight and have some Bud Light. That’s the behavior that we’re trying to get people introduced to.

Then, within Overwatch League, since this is the first year they’ve ever done live in-person events, we also sponsor all of the homestand weekends. We had consumer experiences and giveaways. We put them in what we call the Bud Light Watchtower, playing on the Overwatch IP. It’s the most premium seat within all the venues, where we’ll invite guests to hang out with influencers, streamers and professional gamers. Free Bud Light, the best seats, and the best experience you could possibly have. When you drink Bud Light, when you’re playing games and Bud Light’s your beer of choice, the opportunities are endless for cool experiences. We consider ourselves the leader in terms of offering premium experiences for consumers.

GamesBeat: There’s been a lot of attention on esports hype. There was a long Kotaku story that talked about the mismeasurement of the audiences. I’ve interviewed someone from Nielsen — that story just ran — on how they’re doing measurement of the esports audience as well. These things are brand new. The information and the data still needs work.

Barnes: 100 percent. We do our own independent data collection. We do partner with Nielsen, and we value them and their partnership across all of our sports properties. That’s one of the reasons we use them. We also use a few other research companies, and then we always have–if we’re doing streams we have Twitch analytics. If we’re doing events we have exit surveys. We have a whole lot that–right now the key for us is data collection. Whether the true audience size of Overwatch League fans is 10 million or if it’s 100 million, for us right now, using whatever the data is, how can we use that data to inform how we interact with the fans?

It’s not necessarily about the numbers. We know the numbers are big. We may not know exactly how big. But for us what’s most interesting is, what are the consumer habits? What are the consumer passion points? How do we offer value back to the fans?

GamesBeat: In some sense I guess you would like better measurement, but there’s enough precision out there for you to take action and do what you need to do.

Barnes: That’s exactly it. For us it’s more about, are we asking the right questions with the research? Rather than, do we have the exact right sample data, and do we know the exact figures? For us it’s about fine-tuning the right questions and finding the right passion points for consumers.

Above: Bud Light wants to be the official beer of esports.Image Credit: Anheuser-Busch

GamesBeat: As far as the comparisons people make to traditional sports, what are your own observations about that? How soon do you think this catches up, or in what ways will they always be different?

Barnes: There is some crossover, and that’s what–when we’re trying to segment the real size of the prize, we look at the different consumer groups. There are the passionate, die-hard esports fans and athletes, and then there’s more casual gamers. What we see with the crossover with traditional sports — and this is very rich territory, because we have a league sponsorship with three of the top four core leagues — we want to see what is the crossover and how we can act on that.

What’s really starting the big crossover is that pro athletes in other sports are playing video games, whether it’s on Twitch or in their free time. They’re all big gamers. Juju Smith-Schuster, right? He’s a big gamer and he plays in the NFL. He reaches both. For Bud Light that’s super compelling. He’s a partner with us with the NFL, and we can look at partnering with him for esports. How can we tap into both consumer bases? Most people out there play Fortnite, and most people watch the NFL. What are the efficiencies Bud Light could have with that?

The other thing we look at, we have some data that shows that amongst gaming fans, Game of Thrones was as popular as the NFL. That may not be their number two or three passion point behind video games, it’s still top 10. There’s a lot of ways we can use our NFL partnerships and others to reach those fans. Right now, most brands and most esports teams are focusing on the esports strategy. We think there’s a lot of rich territory for crossover between true sports and esports.

GamesBeat: As far as which esports to bet on, what are your views there? Do you feel like you have to make bets and back certain games or certain events? Or can you stay above that and reach the whole audience in some way?

Barnes: I don’t think there’s one league that could be a silver bullet for an esports strategy. When we look at it, it’s going to require multiple partnerships in order to reach a big portion of the fans. We want Bud Light to be for everyone. How do we get to the biggest level there? It’s a mix. As we’ve already announced, in 2019 we have partnerships with the Overwatch League, with Tekken 7, and with NBA2K. We prefer to be looking with those at how we can reach consumers, how we can keep new and interesting partnerships like the Beer League — which can rotate in different titles — so we can reach more and more fans. We also want to use influencers within key games and titles to influence and reach those consumers as well.

There has to be a mix. There’s not a one-size-fits-all approach with one title. For us it’s a mix of assets. It’s about reach and what’s the best thing we can do to reach all those consumers, or at least a significant portion of them.

Above: Anheuser-Busch is experimenting with esports marketing.Image Credit: Anheuser-Busch

GamesBeat: So far, can you reiterate which games you’ve backed in some way, or that you’ve worked closely with and are happy with?

Barnes: We have our partnership with the Overwatch League, which is a global partnerships. Then, in the U.S., we have an NBA2K partnership, which we just announced at the end of our season. We’re planning 2020 right now. Then we have a Tekken 7 partnership, which will be for the Bud Light Beer League. It’ll be a mix of–it’s primarily Twitch streaming and the online tournament, and then there will be a few live event components as well. Overwatch League, for us that’s been a live event and a Twitch stream component as well. We’re looking for not only a mix of partners, but a mix of assets within each partnership.

GamesBeat: What about following some of these celebrity gamers, or top athletes within different esports? Would you do deals with individuals like that in addition to the league partnerships?

Barnes: Definitely. Arguably the most marketable and popular name would be Ninja. A few years ago, during our Bud Light All Stars program, which was before my time, we had a Ninja partnership. This year we’re partnered with a few influencers. We’ve used them more tactically, rather than just signing the biggest name. It’s about how we can use them to propel our Twitch content and help us to activate. We’ve been using influencer streams to promote our live events for Overwatch League. Before each homestand weekend we do influencer streams where they take over and give away consumer tickets to our Bud Light Watchtower experience.

Then, for 2020, we’re looking for partners that are, let’s say, endemic to beer. They already like to engage with the product. They have a large reach and are playing various titles. That’s great for us, because while it’s sometimes difficult for us to be involved with certain games, we can partner with the top streamers — as long as they’re over 21 — to create cool content and give that back to consumers.

GamesBeat: Some people have always talked about how esports and games are unpredictable. Sometimes you get bad behavior among the athletes, or strange things happening at events. This is supposed to be scary to brands. What are your thoughts on that, whether that’s manageable?

Barnes: I can answer that question in a few parts. One, in the current environment, whether it’s traditional sports or esports, as a brand you have to be nimble. You have to act fast. You have to be able to react to trends and react to what’s going on.

We understand that esports is in its infancy, and there are challenges that come along with that. But for us it’s worth it, knowing that we can be the brand, the beer brand, that is the beer of esports. We’re the official beer of esports, the official beer of games, the official beer of gamers. We did that for a reason. When we look at what consumers are talking about on social media, we have 70 percent share of voice amongst beer brands. Our competitors aren’t even really in the same sphere as us right now, and we want to keep leaning into that. As this grows, we know that we’ll continue to grow with it, and we can continue to dominate the share of esports.

As far as the question around titles, yes, we’re constantly watching what’s hot, what’s up and coming. You look at what happened this summer. Was Fortnite going to get dethroned by a little-known title from EA? And then a few weeks later, it fell off the radar. We need to continue to monitor, continue to watch, and that’s great for us, because it’s an opportunity to work with the top streamers. They can switch playing games. When something’s hot they can play that. When it falls off they can play something else and still reach their fanbase.

We have to be nimble. We have to be a part of it. We can’t just be a big, slow brand. We have to be able to act within the space at the pace it’s going.

Above: Social media multiplies the impact of esports marketing.Image Credit: Anheuser-Busch

GamesBeat: How do you find the right people in this business in order to do all those things fast? As you say, it’s fairly new still.

Barnes: The key thing for us is research. We like to make fact-based decisions. Of course we have to play in the margin of error, because it’s always changing so fast. We have to use good judgment. But we have a great team of agencies that support us on all our initiatives, help provide that research, help provide the insight on everything that’s going on.

GamesBeat: Is the team pretty large there, that focuses on esports?

Barnes: I lead it for Bud Light in the U.S. I’m supported by the brand team. They’re doing everything else. It’s a bit of a team effort internally. But then I also have my agencies that are more solely focused on esports. I have teams that are dedicated, that are experts in the space. They’re former gamers, former publishers. They offer the expertise and insight that can really help us to refine our strategy and act quickly.

GamesBeat: Do you happen to know Mark Friedler? He’s a long-time gaming person that just joined Anheuser Busch on the biz dev side for esports.

Barnes: I’ve had one call with Mark. He’s consulting with our ZX Ventures arm. Our ZX Ventures mission is to disrupt ourselves. What are these trends that could disrupt beer, and how do we essentially become a part of it before it can eat us alive? He’s consulting on the gaming aspect of that, because like I mentioned earlier, there’s not a ritual within esports like going to the bar on Sunday to watch the NFL. We’re looking at how we can bring these experiences, these rituals, into the U.S. gamer’s world.

GamesBeat: TopGolf is converting a lot of their bars into esports bars recently for local gatherings.

Barnes: Yeah, TopGolf is a great partner. Usually when they roll into town they become one of the top beer sellers in their market, because people really love the value proposition. If they continue to expand into esports or more VR types of activities, I consider that a win. They put their beverage venue at the top of the list for their priorities. It always helps us when we can help the category expand in this space.

GamesBeat: You have to think about a lot of different opportunities as far as how to get a win for a product.

Barnes: Definitely. What we’re seeing, this is such a digitally native, such an on-demand type of consumer. It’s different from who we try to reach with, say, Major League Baseball. There, you have an older fan. They skew to an age around 45. Gamers skew around 23. How beer comes to life for them is much different.

What we did two weeks ago for the Overwatch League homestand weekend in Los Angeles, we did a Drizly promotion targeting L.A. with one of the top players on the L.A. Valiant. Drizly is an online alcohol delivery service. We said, “Hey, L.A., you guys like tech. You don’t like doing things in person. But if you order Bud Light from Drizly, you’ll get the chance to not only get your beer, but your beer could be delivered by Custa from the L.A. Valiant, and he’ll give you VIP passes to the Bud Light Watchtower.”

Custa went out and delivered that beer to an unexpecting consumer. He’s from Australia, so he ended up what they call shooting the boot, shotgunning it out of a shoe. He did it with the consumer. Everyone had a great time. For us, that’s how we break through. We’re not going to be talking to the Valiant consumer in the way that they want to be reached. We want to be content creators, not content interrupters. We want to have them tune in to watch something because they think it’s cool — it’s their favorite player and their favorite team — rather than just serving them an ad on Twitch.

When you’re non-endemic you have to think much differently about the space. You have to find ways to offer value to the consumer while the endemic brands are doing it in a much different way.

Above: Influencers are part of the esports marketing plan.Image Credit: Anheuser-Busch

GamesBeat: What do you plan to talk about at Esports BAR in Miami?

Barnes: Stuart Saw and I are co-keynoting. Endeavor is our esports agency in the U.S. We have a lot of programs that we’ve developed together between Anheuser Busch and Endeavor. For a lot of it, it’s going to be talking about what we’re doing to reach consumers as a non-endemic brand. It’s exactly what we’ve talked about, but in more detail, with more videos and concrete examples that people can see, as well as some of the data.

By October we’ll have a lot of data for how this is working so far. We just ran our first social listening test, where we figured out that we’re now 70 percent of social share voice, which is huge for us. Consumers aren’t talking about beer brands because they want to. It’s because we’re offering something crazy and unique to them, something that gets them excited. They’re talking about this in their free time. It’s not just industry. We hope to have a lot more of those examples by then.

In addition, we’re hoping to have a very cool–it’s not fully finalized, but a very cool Overwatch League grand finals activation. We’re hoping to propel that message beyond what just core gamers and Overwatch League fans care about, but also transcend the message for the whole city of Philadelphia. Bud Light has a very rich history with Philadelphia, with things like the Philadelphia Eagles Super Bowl win, where we gave free beer to the city of Philadelphia. For this to come back to Philly, there’s a lot of excitement and a lot of cool things we’re planning. The Overwatch League finals are the week before Esports BAR, so we’re hoping to share a lot of cool things, and a full Overwatch League recap as well.

GamesBeat: Is your whole industry as active as you guys are, or do you feel like you’re ahead?

Barnes: We’re significantly ahead of our competitors. That’s where we want to be. We have much different approaches to esports. Our competitor, earlier in the year, their big esports moment of the year was announcing that they were turning a beer can into a controller. They had an event at E3 where the controller couldn’t connect to Bluetooth and no one could play.

We really try to stay clear, like I said, of being an endemic brand that will make your gameplay better. We want to be the beer for fans, the beer for casual gamers, and the beer for esports athletes when they’re not on the screen, so to speak. We want to play to our strengths. It’s just a much different approach.

Source: https://venturebeat.com/2019/09/05/why-anheuser-busch-is-pouring-beer-and-money-into-esports/

Enthusiast Gaming $EGLX.ca – August #Esports Investments Recap $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:58 PM on Thursday, September 5th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

August Esports Investments Recap

  • August saw a number of strategic investments in the esports industry.
  • Five teams raised additional funds to scale their businesses including STILL8’s $4.5M USD investment and former NBA player Kevin Garnett backing Triumph Esports.

August saw a number of strategic investments in the esports industry. Five teams raised additional funds to scale their businesses including STILL8’s $4.5M USD investment and former NBA player Kevin Garnett backing Triumph Esports. Allied Esports Entertainment finally closed the business combination first announced in December 2018. BITKRAFT Esports Ventures led two more investment rounds to get their esports investment count up to seven for the year so far. Millennial Esports cemented its global restructure and refocus on esports racing by acquiring motorsport simulator manufacturer Allinsports and raising investments from former Formula 1 drivers.

During the month of August, The Esports Observer tracked $35.25M in disclosed investments excluding the business combination of Allied Esports Entertainment. Financial terms were not disclosed for all deals highlighted in this article.

Allied Esports Entertainment Deal Finalized

Allied Esports Entertainment (AESE), a special purpose acquisition company (SPAC) known as Black Ridge Acquisition Corp. before the deal, finalized its business combination with esports property and production facility owner Allied Esports and World Poker Tour operator WPT Enterprises. Both assets had been acquired from previous parent company Ourgame International. Ourgame CEO Frank Ng will serve as CEO of AESE.

With the closing of this transaction, the previously announced equity investments of $5M each by Mexican media company TV Azteca and U.S. property company Simon Property Group have been realized. Lyle Berman—a member of the board of directors of both Black Ridge Acquisition Corp. and its sponsor Black Ridge Oil & Gas, and the largest shareholder of the sponsor—invested $3M. Furthermore, Morris Goldfarb, chairman and CEO of American clothing company G-III Apparel Group, invested $2M. In total, Allied Esports Entertainment raised $18M; the source of the remaining $3M has not been disclosed by Allied Esports.

In addition to equity investments, TV Azteca and Simon Property will enter strategic alliances with AESE. Simon Property will integrate gaming venues and production facilities in its properties around the U.S. In May, TV Azteca and Allied already collaborated to create a PLAYERUNKNOWN’S BATTLEGROUNDS esports series called NATION VS NATION, which featured 40 competitors in a “USA vs. Mexico” format. The tournament’s Mexican broadcast reached over 2M viewers.

Going forward, TV Azteca and Allied will expand their work together through a number of projects including building a flagship esports venue in Mexico and creating a 24-hour digital esports channel for the Mexican market.

Roundhill’s Take: The SPAC transaction, which was initially announced in December 2018, has finally closed. As a result, the public markets have another “pure-play” esports company, joining the likes of Super League Gaming and Enthusiast Gaming. According to Company IR, Adjusted EBITDA is projected to turn positive in 2020, at a projected $8.7 million. 

STILL8 Pushing Expansion

South Korean esports company and Team Griffin parent STILL8 raised â‚©5B KRW ($4.5M) from Korean investors Dunamu & Partners, and Murex Partners. To date STILL8 has raised a total of â‚©23B ($19M) from investors including Kakao Ventures, Partners Investment, STIC Investments, TS Investments, and Neptune.

STILL8 is planning to cooperate with fintech firm Dunamu, an affiliate of Dunamu & Partners, following the investment. Existing STILL8 investor Kakao Ventures is one of the major stakeholders in Dunamu.

Both Lee Beomsuk, CEO of Murex Partners; and Kang Dongmin, vice-president of Murex Partners; are familiar with STILL8’s growth potential as they were with Partners Investment when the firm invested in STILL8 before they established Murex Partners.

Proceeds from the funding round will be used to continue investing in building Team Griffin’s brand and expand into new games and geographies. The current investment is a bridge funding supporting the scaling of the business while looking for further investments in 2020.

Roundhill’s Take: STILL8 looks to continue optimizing its Team Griffin brand outside of South Korea. This follows its move in July to partner with Huya for Team Griffin’s Chinese streaming, a contrast to similar deals signed with rival streaming platform DouYu by STILL8 on behalf of Gen.G and SKT T1. Competition for content is increasing between Chinese platforms, as it is in North America, following Ninja’s move from Twitch to Mixer.

FaZe Clan Adds Next Celebrity as Investor

American rapper and songwriter Kiari Kendrell “Offset” Cephus joins the likes of music artists such as Canadian rapper Aubrey “Drake” Graham (who invested in 100 Thieves in October 2018), DJ Steve Aoki, pop-rock band Imagine Dragons (who invested in Rogue parent company ReKTGlobal), and Canadian rapper Daystar “Tory Lanez” Peterson (who invested in Luminosity Gaming) in backing an esports organization.

The musician made an investment in esports organization FaZe Clan. Financial terms of the investment were not disclosed.

In April, NBA player Meyers Leonard invested in the organization. Both investments are a combination of equity investment and strategic alliance to help build the FaZe Clan brand in the intersection of esports and entertainment

Roundhill’s Take: As esports monetization progresses, leading gaming organizations continue to focus on establishing themselves as content, media, and apparel brands. From a strategic perspective, bringing on Offset as an investor can help widen the brand’s reach. It is not difficult to imagine a scenario where brand loyalties evolve well beyond the scope of gaming and esports.

Teams Find Backing From Mexico, India, and an NBA Legend

Pittsburgh Knights, an esports organization backed by the NFL’s Pittsburgh Steelers, raised an investment from Mexican esports investment fund Esports MX LATAM. The proceeds of the investment will be used to carry out the Pittsburgh Knight’s current business strategies including global expansion and joint ventures. The Esports MX LATAM fund and the Knights are also partnering to set up an affiliated esports team in Mexico.

Full service esports company and parent organization of Overwatch Contenders participant Triumph Gaming, Triumph Esports, raised an investment from 15-time NBA All-Star Kevin Garnett though his event management and production company, Big Ticket Sports. Triumph Esports will add an esports experience to the established three-on-three basketball tour Hoop It Up, that is organized by Garnett’s Big Ticket Sports.

Indian esports organization Global Esports received a multi-million dollar seed investment from Venture Catalysts, an Indian incubator and seed investor. Besides fielding teams in Overwatch, Fortnite, Counter-Strike: Global Offensive (CS:GO), Dota 2, PLAYERUNKNOWN’S BATTLEGROUNDS (PUBG), Tom Clancy’s Rainbow Six Siege, Apex Legends, and PUBG Mobile, the company also owns and runs the Indian national team for the Overwatch World Cup.

BITKRAFT Led Investments

In-game advertising platform Anzu.io announced that it has raised a $6.5M Series A funding led by BITKRAFT Esports Ventures. Other investors in the round were British advertising and public relations company WPP and Axel Springer Digital Ventures, the venture capital arm of media and technology company Axel Springer.

Catering to a more casual audience is BITKRAFT’s seventh investment of the year, The Ready Games maker Ready. The casual mobile games esports tournament platform operator closed a $5M Series A funding led by BITKRAFT. Other investors in the round included Comcast Ventures and Eldridge Industries.

Millennial Esports Focusing on Racing Esports

Allinsports, an Italian motorsport simulator manufacturer, was acquired by Millennial Esports, who purchased a 51% stake in the company for $6.25M. Millennial has the option to purchase the remaining 49% in a six-month timeframe beginning 18 months after the closing of the first transaction. Allinsports’ eRacer simulator will be used in Millennial Esports’ upcoming World Fastest Gamer competition.

As part of a $15M investment via a non-brokered private placement of convertible debentures, former Formula 1 drivers and race winners Brazilian Rubens Barrichello and Columbian Juan Pablo Montoya invested in Millennial Esports. The two race drivers will take on ambassador and special advisor roles to help the company with insights and credibility.

Other Investments

Credit: Statespace

Statespace, developer of the AI-based esports training app Klutch, raised $2.5M in seed funding led by FirstMark Capital, an early investor in Riot Games and Discord. Other investors in the funding round included Expa, Lux Capital, and WndrCo. Investment.

Tournament operations platform Matcherino received $1.5M in a Series A-1 investment from Galaxy Digital’s Galaxy EOS VC Fund and Wells Fargo Strategic Capital. While the Series A-1 funding round has raised more than $4.1M to date including investments from aXiomatic Gaming and Seven Peak Ventures, the company has raised more than $7.7M in total.

Source: https://esportsobserver.com/august-esports-investments-recap/

Esports Entertainment Group $GMBL – How the #Esports Industry Fares Against Traditional Sports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:29 AM on Thursday, September 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

———————–
  • In just a decade, electronic sports (eSports) has evolved from an underground culture into a mainstream industry worth billions of dollars today
  • The industry is growing at an explosive rate, and with major tech giants like Amazon and Google vying for a piece of the pie, the future of this industry is an exciting one.

How the eSports Industry Fares Against Traditional Sports

In just a decade, electronic sports (eSports) has evolved from an underground culture into a mainstream industry worth billions of dollars today.

The industry is growing at an explosive rate, and with major tech giants like Amazon and Google vying for a piece of the pie, the future of this industry is an exciting one.

It’s no surprise that eSports is often compared to its predecessor, traditional sports. However, eSports certainly has none of the typical confines of a traditional sport—so how does it compare in terms of audience size, market potential, and revenue?

An Equal Playing Field?

eSports is an umbrella term for competitions played on electronic systems, typically by professional video gamers—with the first competition dating back to 1972.

The 16 to 24-year-old audience has increased by 60% since 2017, fueling the rapid growth of this emerging industry. The global audience is expected to grow to 276 million by 2022, with League of Legends tournaments often boasting a higher viewership than some of the biggest U.S. leagues:

Cumulative Viewership (2017 finals)

  • NFL Super Bowl: 124 million viewers
  • League of Legends: 58 million viewers
  • MLB World Series: 38 million viewers
  • NBA Finals: 32 million viewers
  • NHL Stanley Cup Finals: 11 million viewers

While viewership can surpass that of well-known professional leagues, it doesn’t yet stack up in terms of monetization. That said, this aspect is now increasing enough to be seen as a threat to more traditional leagues.

How Much is eSports Worth?

According to Goldman Sachs, eSports will exceed $1 billion in revenue in 2019, and reach $3 billion by 2022. eSports creates the foundation for an entire ecosystem of opportunities, which include live-streaming, game development, player fanbases, and brand investments for sponsorship and advertising—where 82% of revenue currently comes from.

Although eSports under-indexes on monetization relative to the size of its audience, there is a huge opportunity for it to close the gap, given the predicted 35% compound annual growth rate (CAGR) for total eSports revenue between 2017 and 2022.

Getting Attention from the World’s Biggest Players

The success of eSports tournaments is attributed to live-streaming platforms. Amazon’s purchase of leading video-streaming site, Twitch, allowed Amazon to tap into the rapidly growing eSports audience, along with other live-streaming opportunities. Since the acquisition in 2014, the number of average viewers has doubled to 15 million, half of YouTube’s daily viewership.

Google, which lost the bidding war for Twitch, has recently made its own big move into gaming with cloud gaming service Google Stadia. Ultimately, the company hopes it will help keep live-streamers on YouTube instead of competing platforms.

The Future of eSports

Over time, eSports will tap into bigger advertising budgets, and reach national, regional, and global levels, as traditional sports are able to. eSports will also be a medal event in the 2022 Asian Games, which could pave the way for full Olympic status.

As a whole, eSports is starting to seriously compete with the big leagues. With a massive worldwide appeal, passionate fans, and billion-dollar revenues, the industry is only beginning to take flight.

The debate however, is not around the battle between eSports and traditional sports. It is around the shift to celebrating a culture that is completely virtual, over one that is physical—which has much bigger implications.

Source: https://www.visualcapitalist.com/how-the-esports-industry-fares-against-traditional-sports/

Esports Entertainment Group $GMBL Engages Partis Solutions for #iGaming Mergers And Acquisitions Advisory #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:08 AM on Thursday, September 5th, 2019
  • Engaged Partis Solutions Limited as the Company’s iGaming Mergers and Acquisitions Advisor
  • Esports Entertainment Group has an interest in acquiring one or more successful iGaming operators to help accelerate its growth by expanding its reach in the regulated iGaming markets
  • In addition, the Company has an interest in acquiring established leading B2C iGaming brands that can help accelerate growth, as well as, expand the Company’s global reach.

BIRKIRKARA, Malta, Sept. 05, 2019 — Esports Entertainment Group, Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce the Company has engaged Partis Solutions Limited (“Partis Solutions”) as the Company’s iGaming Mergers and Acquisitions Advisor. Partis Solutions, part of the Conexus Group, is a global leader in the provision of corporate services to the interactive gaming & gambling industry.

Esports Entertainment Group has an interest in acquiring one or more successful iGaming operators to help accelerate its growth by expanding its reach in the regulated iGaming markets.

In addition, the Company has an interest in acquiring established leading B2C iGaming brands that can help accelerate growth, as well as, expand the Company’s global reach.

Robert Dowling, Managing Director of Partis Solutions stated, “Esports Entertainment Group is well positioned to take advantage of opportunities in the huge but highly fragmented iGaming market and we look forward to supporting them in their growth efforts.”

Grant Johnson, Chief Executive Officer stated, “Rob and his team at Partis Solutions have years of iGaming M&A experience and extensive industry contacts. We are excited to have the opportunity to work together.”

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

RedChip investor relations Esports Entertainment Group Investor Page: 
http://www.gmblinfo.com

ABOUT PARTIS SOLUTIONS

Partis Solutions is a global leader in the provision of corporate services to the Interactive Gaming & Gambling industry. We deliver strategic consulting, outsourcing and brokerage solutions to a diverse portfolio of international clients from across the sector. As part of the Conexus Group, Partis Solutions is uniquely positioned to leverage over a decade of collective market intelligence and industry understanding to provide tailored solutions that support the growth aspirations and strategic choices of our customers. Partis Solutions operates a business brokerage that utilizes over a decade of global intellectual property to provide transactional services for mutually interested parties within the Interactive Gaming & Gambling Industry. We are able to harness our industry knowledge and a network of carefully selected introducers to match parties interested in purchasing or disposing of companies or assets. The Conexus Group consists of a diverse group of companies including Partis Solutions and its sister companies, Pentasia, the iGaming Academy and Marden Executive Search. For more information visit www.partissolutions.com/

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a focus on esports wagering and 18+ gaming. 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.  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 and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com

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

Contact:

Corporate Finance
+356-2757-7000 (Malta)
[email protected]

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

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

Esports Entertainment Group $GMBL – Esports Regulatory Congress to host event in Barcelona $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:57 PM on Tuesday, September 3rd, 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

———————–

Esports Regulatory Congress to host event in Barcelona

  • The event will provide opportunities for networking with prominent industry figures and is said to be the first international esports regulations event.

Logo credit: Esports Regulatory Congress

The Esports Regulatory Congress will bring together more than 200 participants to get involved in discussions and debates, and to develop a consolidated set of rules for the industry. Spanning over two days, there will be over 20 keynotes & panels and over 30 speakers.

Among those speaking are Anna Baumann, Managing Director of Rogue, Chester King, CEO of British Esports Association, Saeed Sharaf, CEO of Esports Middle East, and Andy Miah of University of Salford.

Topics that will be discussed on the first day include:

  • The future of esports
  • Governmental recognition of esports
  • Investments in esports
  • The protection of esports ingretity
  • Collegiate esports
  • Education, scholarships, and certification in esports
  • The protection of intellectual property
  • Top esports players & influencers and their responsibilities
  • Race and gender equality in esports
  • Communication and collaboration with game publishers

The second day will include the following:

  • Sponsorship and advertisement in esports
  • Legal relations between athletes, organisations, authorities
  • Monetisation in esports and video games
  • Safety and security
  • The rise of esports arenas

In attendance will be esports federations, governing bodies and media representatives, politicians, legal professionals, athletes, and other figures that work within the industry.

The Esports Regulatory Congress is shaping up to be an event you can’t miss if you want to be in the same room as the above and want to learn more about the industry and its most pressing topics.

Source: https://esportsinsider.com/2019/09/esports-regulatory-congress/

Enthusiast Gaming $EGLX.ca Completes Merger With #Aquilini GameCo and Luminosity to Form Global #Esports and Gaming Leader $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:09 AM on Tuesday, September 3rd, 2019
  • Combination creates leading publicly traded esports and gaming organization with $22 million in 2018 pro forma revenue on closing of the merger backed by $55 million in financing, with combined global audience reach of approximately 200 million
  • Merged assets and reach to include eight esports teams (including management of the Vancouver Titans Overwatch League franchise), 50+ esports influencers, 85+ gaming media websites, 900+ YouTube and Twitch channels
  • Enthusiast Gaming’s extensive media network and gamer data, combined with Luminosity’s championship calibre teams and brand equity, expected to drive further audience growth
     
  • Strategically positioned to leverage Luminosity’s robust esports brand and its audience through Enthusiast Gaming’s monetization and ad tech platform

TORONTO and VANCOUVER, British Columbia, Sept. 03, 2019 (GLOBE NEWSWIRE) — J55 Capital Corp. (“J55“) (TSX-V: FIVE.P) and Enthusiast Gaming Holdings Inc. (“Enthusiast“) (TSX-V: EGLX) are pleased to announce that they, along with Luminosity Gaming Inc. (“Luminosity Gaming”) and Aquilini GameCo Inc. (“GameCo”), have completed their previously announced transactions, as described below, resulting in the formation of the leading publicly traded esports and gaming media organization in North America. The merged entity, to be called Enthusiast Gaming Holdings Inc. (“Enthusiast Gaming”), is expected to commence trading on the TSX Venture Exchange (“TSXV”) on or about September 9, 2019 under the symbol “EGLX”.

Menashe Kestenbaum, President of Enthusiast Gaming, commented, “Our vision when we founded Enthusiast was to build the largest, vertically integrated esports and gaming company in the world. The merger with Aquilini GameCo and Luminosity was a strategic decision that positions us as a dominant player in the gaming industry and unlocks access to Luminosity’s 60 million dedicated esports fans and one of the largest esports franchises. I look forward to working with our new partners to continue to build and diversify Enthusiast Gaming across the esports, gaming and entertainment sectors.”

Enthusiast is party to a long-term management services agreement with the Vancouver Titans to manage the team which was founded in 2018 and is competing in its first season in the Overwatch League. Overwatch League is an esports competition with 20 teams across six countries and three continents, all centered on the popular first-person shooter game Overwatch.  Enthusiast is also party to a long-term services support agreement with Vancouver Arena Limited Partnership (“VALP”) pursuant to which VALP will provide Enthusiast with a broad range of marketing and business support services, including corporate partnership and selling support, retail support, brand association and marketing support (to be provided by Canucks Sports and Entertainment), esports planning and execution, digital and social media support and back office support.

J55 also announced today a second consolidation (the “Second Consolidation”, which together with the First Consolidation (as defined in the joint management information circular of J55 and Enthusiast dated July 23, 2019), are herein referred to as the “Consolidations”) of the issued and outstanding common shares of the merged entity on the basis of 8 post-First Consolidation J55 Shares for 1 post-Second Consolidation J55 Share.

Plan of Arrangement

J55 and Enthusiast have completed their previously announced arrangement (the “Arrangement“), pursuant to which J55 has acquired all of the issued and outstanding common shares of Enthusiast (the “Enthusiast Shares”) by way of a plan of arrangement under the Business Corporations Act (Ontario).

Under the terms of the Arrangement, each former Enthusiast Shareholder received 4.22 post-First Consolidation J55 Shares for each Enthusiast Share held immediately prior to the Arrangement (the “Consideration“). It is anticipated that the Enthusiast Shares will be delisted from the TSXV effective as of the close of trading on or about September 4, 2019.

In order to receive the Consideration, registered shareholders of Enthusiast Shares will be required to deposit their share certificate(s) or direct registration statement(s) representing Enthusiast Shares, together with the duly completed letter of transmittal, with TSX Trust Company, the depositary under the Arrangement. Shareholders whose Enthusiast Shares are registered in the name of a broker, dealer, bank, trust company or other nominee should contact their nominee regarding the receipt of the Consideration. For more information, contact:

TSX Trust Company
Telephone: 416-361-0930
Email: [email protected]

Holders of options to purchase Enthusiast Shares (“Enthusiast Options”) may exercise their Enthusiast Options, subject to the adjustments in accordance with the Arrangement Agreement, to acquire common shares in the capital of J55 at the same conversion ratio applicable to the Enthusiast Shares. All other terms governing the Enthusiast Options, including, but not limited to, the expiry term, vesting and the conditions to and the manner of exercise, will be the same as the terms that were in effect immediately prior to the Effective Date.

Warrants to purchase Enthusiast Shares (the “Enthusiast Warrants”), other than those that have been exercised prior to August 30, 2019 (the “Effective Date”), will continue to remain outstanding as Enthusiast Warrants which, upon exercise, will entitle the holder thereof to receive, in lieu of the number of Enthusiast Shares to which such holder was theretofore entitled upon exercise of such Enthusiast Warrants, the Consideration that such holder would have been entitled to be issued and receive if, immediately prior to the Effective Date, such holder had been the registered holder of the number of Enthusiast Shares to which such holder was theretofore entitled upon exercise of such Enthusiast Warrants. All other terms governing the Enthusiast Warrants, including, but not limited to, the expiry term and the conditions to and the manner of exercise, will be the same as the terms that were in effect immediately prior to the Effective Date, and shall be governed by the terms of the applicable warrant indenture.

Amalgamation of J55 and GameCo
Immediately prior to the completion of the Arrangement, J55 completed the acquisition of GameCo (the “Amalgamation”, together with the Arrangement, the “Transactions”). The Amalgamation was completed pursuant to the terms and conditions of an amalgamation agreement (the “Amalgamation Agreement”) between J55 and GameCo pursuant to which J55 acquired all of the outstanding securities of GameCo in exchange for securities of J55. The Amalgamation constituted J55’s Qualifying Transaction (as defined in the policies of the TSXV). On closing of the Amalgamation, all of the issued and outstanding securities of GameCo were exchanged for corresponding securities of J55 as follows:

  • each of the 309,572,066 common shares of GameCo (the “GameCo Shares”) were cancelled and, in consideration thereof, each GameCo shareholder received one (post-First Consolidation) J55 common share (a “J55 Share”);
  • each of the 2,181,690 warrants to purchase GameCo Shares (the “GameCo Warrants”) were exchanged for warrants to purchase the corresponding number of (post-First Consolidation) J55 Shares on the same terms as those contained in the GameCo Warrants, and each such GameCo Warrant was cancelled; and
  • each of the options to purchase GameCo Shares (the “GameCo Options”) were exchanged for options to purchase the corresponding number of (post-First Consolidation) J55 Shares on the same terms as those contained in the GameCo Options, and each such GameCo Option was cancelled.

Immediately prior to the closing of the Amalgamation, J55 completed the First Consolidation, consolidating its outstanding common shares on the basis of 1.25 pre-First Consolidation shares for every one post-First Consolidation share. Convertible debentures of GameCo in the aggregate principal amount of $10 million were also exchanged for equivalent convertible debentures of J55 (the “J55 Debentures”) pursuant to the Amalgamation, but the J55 Debentures were converted into an aggregate of 22,222,222 J55 Shares at $0.45 per J55 Share pursuant to the terms of the applicable convertible debenture indenture, on completion of the Arrangement.

GameCo Acquisition of Luminosity Gaming

Prior to completing the Amalgamation, GameCo completed its acquisition of Luminosity Gaming and Luminosity Gaming (USA), LLC (“Luminosity USA”, which together with Luminosity Gaming, is herein referred to as ‘Luminosity”) (the “Luminosity Acquisition”). Luminosity is a globally recognized esports organization founded by Steve Maida. Luminosity operates in North America and is based in Toronto, Canada. GameCo completed the Luminosity Acquisition in accordance with a share purchase agreement dated February 14, 2019 pursuant to which GameCo acquired Luminosity in exchange for the payment of $1.5 million cash, the issuance of 60 million common shares of GameCo, and the issuance of a $2.0 million unsecured promissory note.

Immediately following the completion of the Luminosity Acquisition, the subscription receipts sold pursuant to GameCo’s March 2019 $25,000,200 subscription receipt financing were automatically converted into common shares of GameCo pursuant to the terms of the financing and the escrowed proceeds of the financing were released from escrow to GameCo upon satisfaction of the escrow release conditions.

Second Consolidation and Name Change

The ex-dividend date for the Second Consolidation is September 5, 2019, with the new CUSIP number being made eligible on such date. The Second Consolidation is effective as of September 9, 2019, and the J55 Shares will be listed on the TSXV on a post-Second Consolidation basis effective at the opening of the market on such date. Immediately prior to the Second Consolidation, there were 571,184,323 J55 Shares issued and outstanding. Following the Second Consolidation, there are approximately 71,398,036 J55 Shares issued and outstanding. Share certificates and direct registration statements, as applicable, will be sent to registered shareholders following completion of the Second Consolidation reflecting the adjustments to their shareholdings as a result of the Consolidations, as applicable.

In connection with the Transactions, effective as of September 5, 2019, J55 will also change its name from “J55 Capital Corp.” to “Enthusiast Gaming Holdings Inc.”, and change its trading symbol to “EGLX”. Enthusiast will change its name to “Enthusiast Gaming Properties Inc.” and the Enthusiast Shares will be delisted from the TSXV and the OTCQB, and Enthusiast will apply to cease to be a reporting issuer.

Senior Management and Board of Directors of the Merged Company

The senior management team of Enthusiast Gaming draws from the extensive experience and expertise of the merging companies and consists of:

Chief Executive Officer: Adrian Montgomery
President: Menashe Kestenbaum
President of Esports: Steve Maida
President of EGLive: Corey Mandell
Chief Operating Officer and SVP Finance: Eric Bernofsky
Chief Financial Officer: Alex Macdonald
Chief Information Officer: Meir Bulua

The board of directors of Enthusiast consists of the following seven directors: Francesco Aquilini (Non-Executive Chair), Adrian Montgomery, Steve Maida, Menashe Kestenbaum, Alan Friedman, Ben Colabrese and Michael Beckerman.

Advisors

Canaccord Genuity Corp. acted as GameCo’s exclusive financial advisor and Norton Rose Fulbright Canada LLP acted as GameCo’s legal advisor in connection with the Transactions. Haywood Securities Inc. acted as Enthusiast’s financial advisor, and Stikeman Elliott LLP and Minden Gross LLP acted as Enthusiast’s legal advisors in connection with the Arrangement. Clark Wilson LLP acted as J55’s legal advisor in connection with the Transactions.

Further information about the Transactions and Consolidations is set forth in the joint information circular of Enthusiast and J55 dated July 23, 2019 which was mailed to the shareholders of Enthusiast and J55, and which is available under their respective profiles on SEDAR at www.sedar.com.

ON BEHALF OF THE BOARD OF J55

“Adrian Montgomery”      
Adrian Montgomery
Chief Executive Officer and Director

Disclaimer for Forward-Looking Information

Certain statements in this release are forward-looking statements.  Forward looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future.  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 J55 or Enthusiast.  The risks include 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 J55 or Enthusiast will obtain from them.

This press release does not constitute an offer to sell or solicitation of an offer to buy any of the securities in the United States.  The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to a U.S. Person unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available.

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.

For further information regarding J55 or Enthusiast, please contact:

Julia Becker
Head of Investor Relations & Marketing
Telephone: 604-785-0850
Email: [email protected]

Esports Entertainment Group $GMBL – #Mobile #Esports grossed $15.3 billion worldwide last year $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:22 AM on Friday, August 30th, 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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Mobile esports grossed $15.3 billion worldwide last year

  • Mobile esports industry has generated $15.3 billion in revenue last year.
  • Market intelligence firm predicts that mobile gaming is the fastest-growing sector when it comes to the global esports scene.

By Varun Parashar

Niko Partners is a market research and consulting firm based in Asia, which specializes in the sector of gaming and esports. According to their most recent 45-page report, the Mobile esports industry has generated $15.3 billion in revenue last year. The market intelligence firm predicts that mobile gaming is the fastest-growing sector when it comes to the global esports scene. This means that we can expect massive regional as well as global mobile esports tournaments coming our way in the upcoming years.

The steep climb in numbers remains constant when it comes to the number of players who are now engaging in mobile games because most of the popular titles are free to play and can be accessed easily as all you need is a mobile phone and an internet connection. Pc and console gaming involves comparatively more number of variables than mobile gaming which makes up for the major reason why people are looking up to playing mobile games on a competitive level as well.

“Mobile esports tournaments will engage consumers not only as spectators but as participants,” said Niko Partners managing partner Lisa Hanson.

Based on statistics, China is the largest market for both mobile and PC esport games, accounting for $5.6 billion and $6.4 billion respectively. League of Legends remains the leading PC esport game, having grossed $1.9 billion last year down from $2.1 billion the year prior. Most of us are aware of how popular this game is owing to its twitch viewership counts which remain at an all-time high except times when major events are taking place. Despite being the most viewed and the highest revenue-generating game on Pc, Riot Games’ MOBA falls short in front of Tencent’s mobile title Arena of Valor which grossed $2.5 billion in 2018. When it comes to PC, the most popular esports titles are League of Legends, Dota2, Counter-Strike Global Offensive, Fortnite and so on. But the mobile gaming world is fighting back with well-established titles like PUBG Mobile, Arena of Valor, Clash Royale, Brawl Stars, Mobile Legends and many more anticipated titles like Call of Duty awaiting their global release. 

The healthy competition between PC/Console gaming and Mobile gaming brings only good news to the community as the entire scene is growing and more people, organizations and nations are getting involved, hence it only gives us confidence when we tell it to the world that Gaming is the next big thing!

Source: https://www.talkesport.com/business/mobile-esports-grossed-15-3-billion-worldwide-last-year/

Esports Entertainment Group $GMBL – #Madden and #PizzaHut enter first-ever virtual stadium deal in #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:25 PM on Thursday, August 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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Madden and Pizza Hut enter first-ever virtual stadium deal in esports

The Madden NFL 20 Championship series will be taking place at the newly unveiled Pizza Hut Stadium. A move intended to further blur the lines between traditional sports and esports.

  • Pizza Hut Stadium is the first-ever virtual stadium rights deal in history and all MCS live tournaments will be taking place at the new stadium.
  • “Pizza and sports go hand in hand, and esports is no exception. Pizza Hut has always been a trailblazer in the gaming space, from the days of tabletop Pac-Man in our restaurants, to now, becoming the first-ever brand to have an official virtual stadium rights deal in esports,” Pizza Hut CMO Marianne Radley said.

EA SPORTS This is the first ever virtual esports stadium in esports.

He continued: â€œThe goal of all our partnerships is to create 360 fan engagement and we are thrilled to join forces with EA Sports to create memorable experiences that connect fans to their favorite sports like never before.”

While the stadium is plastered with the Pizza Hut branding, that doesn’t mean jerseys will be. Alex Nuñez, the esports Sponsorship Lead at EA Sports told Dexerto: “The idea behind virtual stadium rights is to develop an opportunity that’s in the image and in the essence of what you would see in the actual NFL. So we wouldn’t want to stray from a traditional NFL experience.

“We wanted to mirror what you had experienced if you were to go to an actual NFL stadium where the concept of stadium rights already exists and you’re used to seeing brands within the stadium. We’re trying to create an extension of that in our world.”

Dexerto asked Vida Mylson, the Sr. Director of Global Brand Partnerships at EA Sports if there are plans for any other virtual stadiums.

EA SPORTS Pizza Hut Stadium will debut August 30.

“I think there’s always a possibility, I think from a bigger picture perspective and overall for esports,” she said. “I’m not going to say yes, I’m not going to say no, but obviously we’re definitely thinking a little bit bigger as far as how we can innovate these offerings and really lean into creating an experience for these brands within the sports environment.”

Mylson added that the partnership “validates the future of the Madden Championship Series as an NFL partner and property.

EA SPORTS Pizza Hut stadium attempts to blur the lines between esports and traditonal sports.

“I think from a Pizza Hut perspective, as well as ours, it kind of goes back to the idea of blurring the lines between the real world and then the world of gaming and really creating that mirrored sponsorship opportunity that they’re getting in the world of the NFL into a whole new area of gaming.”

Nuñez added: â€œThis is such a great example of how a sponsor program can bring value to the Madden competitive community, especially at the professional tier. 

“Now our professional players are playing in a virtual stadium rights deal, Pizza Hut stadium. This was created for them and then a belief in them that they are stars and eventually we become superstars of this sport. And that’s just how we try to approach our sponsorship business is not only bringing value to the brand but to the Madden community as well.”

EA SPORTS The Madden series has been around since 1988.

The MCS kickoff and debut of Pizza Hut Stadium is August 30 at the Madden NFL 20 Classic. The tournament is taking place at North America’s largest esports facility – Esports Stadium Arlington. 

$190,000 is on the line along with first and second place earning a spot in the Madden NFL 20 Bowl.

Source: https://www.dexerto.com/madden/madden-pizza-hut-enter-first-ever-virtual-stadium-deal-esports-963839