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.â€
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.â€
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.
Tags: CSE, EA sports, egaming, esports, Fortnite, LOL, stocks, tsx, tsx-v Posted in Enthusiast Gaming Holdings Inc. | Comments Off on 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
The esports industry is growing at a rapid rate, and along with it is also a new form of gambling called “esports betting.â€
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.
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.â€
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.â€
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.â€
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.
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 aPLAYERUNKNOWN’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-playâ€
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 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.
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
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.
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.
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.
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.
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 Solutionsâ€) 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.â€
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.â€
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.
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
On September 23-24th, the Esports Regulatory Congress will take place at the Renaissance Barcelona Fira Hotel in Barcelona, Spain.
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.
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 Gamingâ€) and Aquilini GameCo Inc. (“GameCoâ€), 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 Gamingâ€), is expected to commence trading on the TSX Venture Exchange (“TSXVâ€) on or about September 9, 2019 under the symbol “EGLXâ€.
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.â€
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 (“VALPâ€)
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 Consolidationâ€,
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 “Consolidationsâ€)
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 Sharesâ€) 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:
Holders of options to purchase Enthusiast Shares (“Enthusiast Optionsâ€)
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 Warrantsâ€), other than those that have been exercised prior to August 30, 2019 (the “Effective Dateâ€),
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 “Amalgamationâ€, together with the Arrangement, the “Transactionsâ€). The Amalgamation was completed pursuant to the terms and conditions of an amalgamation agreement (the “Amalgamation Agreementâ€)
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 Sharesâ€)
were cancelled and, in consideration thereof, each GameCo shareholder
received one (post-First Consolidation) J55 common share (a “J55 Shareâ€);
each of the 2,181,690 warrants to purchase GameCo Shares (the “GameCo Warrantsâ€)
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 Optionsâ€)
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 Debenturesâ€)
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 USAâ€, which together with Luminosity Gaming, is herein referred to as ‘Luminosityâ€) (the “Luminosity Acquisitionâ€).
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.â€, and change its trading symbol to
“EGLXâ€. 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 Actâ€) 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]
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
———————–
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.
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!
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
———————–
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: “The 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.â€
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.â€
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.â€
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.â€
Nuñez added: “This 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.â€
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.