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Enthusiast Gaming $EGLX.ca – #Esports Are Beginning to Eclipse Traditional Sports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:05 PM on Wednesday, August 7th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

EGLX: TSX-V

Esports Are Beginning to Eclipse Traditional Sports

More young people are dreaming of becoming professional gamers than professional athletes

In British Columbia and beyond, esports are booming. Many universities are forming esports teams for games like Overwatch, League of Legends, Rocket League, Counter-Strike, and Dota 2 to compete in collegiate leagues around the world. by Alex Rodriguez

  • In 2018, esports had a total audience size of 380 million, and esports research firm Newzoo predicts that that number will increase to 557 million by 2021.
  • As a result, an increasing number of large brands will sponsor events and tournaments, which has lead Newszoo to believe that esports will reach a market value of $1.7 billion USD by 2021, overtaking the revenue generated by rugby.

Last year in 2018, the owner of the Vancouver Canucks acquired an esports team to compete in the Overwatch League, a tournament league officially ran by Blizzard, the developers of Overwatch. This year, teams are competing in the league for a chunk of a $5 million prize pool. Many players competing in the Overwatch Collegiate Championships are scouted by large teams and play in hopes of being signed onto a bigger one. This gives talented players a clear path for graduating from being amateur competitors to professional gamers who can live off of their winnings and sponsorships.

Last year, the Rogers Arena was packed for the 2018 International Dota 2 championships, where 18 teams competed for more than $33 million—the largest prize pool for an esports event in history. Dota 2 is the esport with the largest prize pools in the world, and they are set to beat that record in 2019.

If you think that sounds like a lot of money, this year Fortnight will become the first game to offer a prize pool of $39 million for the Fortnight World Cup in July. With prize pools growing so large, it’s easy to see why gaming as a whole is flourishing. Instead of simply playing for fun, people are now seeing gaming as a possible investment in skills that could win you prizes.

The grand opening of the Gaming Stadium in Richmond on June 28 was a milestone for esports in British Columbia. With its construction came the creation of Canada’s first dedicated esports gaming stadium. 

They host competitive events most days of the week for various video games that either individuals or teams can sign up for. All of their events are broadcasted on Twitch—the leading live streaming platform for gamers and esports events—using great production quality. The Gaming Stadium is sure to cultivate new talent in the community as the local population will be able to go there to practice, socialize, and get a sense of what being an esports player feels like.

In 2018, esports had a total audience size of 380 million, and esports research firm Newzoo predicts that that number will increase to 557 million by 2021. As a result, an increasing number of large brands will sponsor events and tournaments, which has lead Newszoo to believe that esports will reach a market value of $1.7 billion USD by 2021, overtaking the revenue generated by rugby. They also predict that, with the help of esports, the global games market will generate over $180 billion USD.

As the life of a professional gamer continues to look more and more lucrative, it may eventually become more common for parents to push their children towards becoming a digital athlete than it is to involve them in traditional sports.

Source: https://runnermag.ca/2019/08/esports-are-beginning-to-eclipse-traditional-sports/

Esports Entertainment Group $GMBL – Shanghai sets the standards for building #Esports arenas $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:38 PM on Tuesday, August 6th, 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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Shanghai sets the standards for building esports arenas

Xing YiChina Daily/Asia News Network Aug 06, 2019

  • Shanghai has taken another stride toward building itself into a global esports centre, as it announced standards for the construction and operation of esports venues during the China Digital Entertainment Expo and Conference which ended on Monday.
  • “The esports sector has been growing quickly in the past few years, but there is a lack of top design. The guidelines can boost industry growth in a healthy manner,” Yu Xiufen, director of the bureau, was quoted as saying by Xinmin Evening News.

Published by the municipal culture and tourism bureau, the standards for esports venues specify the construction requirements in areas such as stage lighting and telecommunication networks and set the service standards for operating such venues.

“The esports sector has been growing quickly in the past few years, but there is a lack of top design. The guidelines can boost industry growth in a healthy manner,” Yu Xiufen, director of the bureau, was quoted as saying by Xinmin Evening News.

The criteria for esports venues have four categories, from A to D.With a construction area of more than 50,000 square meters, class-A venues can host the highest level esports competitions, while class-D venues must have a 500-square meter construction area, and will be used to hold qualification trials.

One of the most important upcoming esports events in the city is The International 2019, an annual tournament for the popular multiplayer online battle arena game Dota 2, which will be held in the Mercedes-Benz Arena, a class-A venue, from Aug 16 to 25.

It will be the first time for China to host one of the most-watched esports events in the world. Its crowdfunded prize pool reached a record of more than $30 million (S$41.5 million) in July and is still growing.

According to Perfect World Zhengqi, a subsidiary of Perfect World Co Ltd and the operator of the game in China, the event’s 26,804 tickets were sold out in just 53 seconds in May.

“We have organised many esports events in Shanghai before, so we know the venues here are excellent and the viewers are very active,” said Xiao Hong, CEO of the company. “Shanghai has the best environment for esports in the country – both in facilities and government policies, and we’d like to co-operate with the government to build mature industrial chains in the future.”

Wang Yong, deputy secretary-general of Shanghai Esports Association, said the development of esports includes not only hosting tournaments, but also esports training, performance and public experience, which requires a number of esports venues of different sizes and functions.

Many shopping malls are interested in building esports venues, and these standards will help them find the right partners, Wang added.

A report published by gaming industry analyst company Gamma Data estimated that esports market revenue in Shanghai reached 14.6 billion yuan (S$2.9 billion) in 2018, accounting for 19 per cent of the national total.

Source: https://www.asiaone.com/digital/shanghai-sets-standards-building-esports-arenas

Enthusiast Gaming $EGLX.ca Chosen as Marketing Partner to Canada’s First #Esports Index, Evolve “Hero” ETF $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:41 AM on Tuesday, August 6th, 2019
EGLX:TSX-V
  • Enthusiast will promote Evolve’s “HERO” ETF across its network of gaming websites and YouTube channels 
  • Evolve ETF to be featured as premium sponsor of Gaming Industry Summit at EGLX 2019 
  • Evolve ETF will be exclusive ETF sponsor of GamingStreet.com, Enthusiast’s site dedicated to gaming investment news

TORONTO, Aug. 06, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX)(OTCQB: EGHIF), (“Enthusiast” or the “Company”), one of the largest vertically integrated video gaming media companies in North America, is excited to announce that it has entered into a marketing agreement (the “Agreement”) with Evolve ETF (“Evolve”) to provide marketing strategy and consultation, integrated advertising, and content solutions across Enthusiast’s online network and events to promote Evolve’s HERO esports index. 

HERO is Canada’s first esports ETF and is designed to provide investors with access to equity securities of companies in the video game industry. The HERO Index aims to capture the performance of the Solactive gaming and esports Index. The passive fund incorporates global securities with exposure to the video game and esports markets.

Under the Agreement, Enthusiast will launch a year-long advertising campaign for Evolve across its Canadian inventory of digital advertising solutions on its network of websites. In addition, Enthusiast will create advertising editorials and content through its newest website, GamingStreet.com, which was launched to inform and educate investors about the video gaming industry.  Evolve will also be the premium sponsor at the Gaming Industry Summit, which will be held on the opening day of Enthusiast Gaming Live Expo (EGLX) in October 2019.  Further details on the Gaming Industry Summit will be announced shortly. 

“As the provider of Canada’s first eGaming ETF, we are pleased to launch this partnership with the largest publicly traded video game media and esports company in North America,” said Evolve ETFs President and CEO, Raj Lala. “Enthusiast Gaming’s many offerings to this growing sector further legitimizes the global community surrounding eGaming. With eGaming revenue projected to exceed $152 billion in 2019, this partnership signifies an opportunity to serve a rapidly expanding consumer base as well as Canadian investors.”

Menashe Kestenbaum, Founder and CEO of Enthusiast Gaming commented, “We’re proud to be chosen as the marketing partner to Evolve ETF. This demonstrates Enthusiast Gaming’s continued authority and reach in gaming media along with the impact that our network distribution and events can provide to companies and brands that need wide exposure to this demographic.  With the gaming industry’s rapid rise and the emergence of investment opportunities, it is exciting to be at the forefront in providing creative advertising solutions.” He continued, “We look forward to the success of HERO and taking part in the continued growth and success of the gaming industry.” 

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is one of the largest vertically integrated video game companies and has the fastest-growing online community of video gamers. Through the Company’s organic and acquisition strategy, it has amassed a platform of over 150 million monthly visitors across its network of websites and YouTube channels. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

About Evolve Funds Group Inc.

With assets under management of over $485 million, Evolve is Canada’s fastest growing ETF provider since launching its first suite of ETFs on September 20, 2017.  As a leader in thematic ETFs, Evolve specializes in bringing innovative ETFs to Canadian investors. Evolve’s suite of ETFs provide investors with access to: (i) long term investment themes; (ii) index-based income strategies; and (iii) some of the world’s leading investment managers.  Established by a team of industry veterans with a proven track record of success, we create investment products that make a difference.  For more information, please visit www.evolveetfs.com.

CONTACT INFORMATION:

Investor Relations: 
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850 

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

Neither the 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.

The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful.  

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Esports Entertainment Group $GMBL – Attitude toward #Esports does 180 at #XGames $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:26 AM on Friday, August 2nd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Attitude toward esports does 180 at X Games

  • Gaming has become more mainstream and is currently at the forefront of public discussion due to the $30 million prize pool — one of the largest prize pools ever at an esports event — offered at the Fortnite World Cup Finals last weekend.
  • The winner, Kyle “Bugha” Giersdorf, took home $3 million as the solos champion.

Emily Rand

Wade was a competitor and silver medalist in BMX Freestyle Big Air in 2014.

Eight teams competed in Call of Duty: Ghosts in the MLG X Games Invitational in Austin, Texas. OpTic Gaming, then made up of Matt “Nadeshot” Haag, Seth “Scump” Abner, James “Clayster” Eubanks and Jordan “ProoFy” Cannon, became official X Games medalists.

The reaction against esports athletes receiving the same medals that the action sports athletes were getting was instant and vocal. At the crux of the issue was the fact that gamers didn’t put their physical bodies on the line in the same way as action sports competitors.

“I can see both sides,” Wade said. “I wasn’t particularly bothered by it, but from one point of view, the X Games are really physical sports in general, and gaming isn’t really physical. It’s very difficult, I’m not taking away from that, but the physical aspect of it, we do stuff with our bodies, we show our talents physically with what we can actually do. Whereas gaming is on the other end of the spectrum. The other side of that coin is that the gaming industry brought in a lot of sponsor revenue to keep all of us alive, so I’m not hating on it. Gotta keep the games flowing.”

A lot has changed since 2014.

“Honestly, the attitude shift I’ve seen is that no one talks about it,” Wade said. “When it first came out it was like, ‘What is this? It’s not even an action sport.’ Now it’s just kind of old news. It’s cool that there’s a spot for those guys. Everyone deserves to excel in what they love.”

Gaming has become more mainstream and is currently at the forefront of public discussion due to the $30 million prize pool — one of the largest prize pools ever at an esports event — offered at the Fortnite World Cup Finals last weekend. The winner, Kyle “Bugha” Giersdorf, took home $3 million as the solos champion.

The World Cup even made its way into an X Games Minneapolis news conference this week, when the EXP Apex Legends Invitational was introduced, with skateboarder Jagger Eaton asking if the event was a Fortnite tournament.

“Sports has always been the backbone of what we do,” said Tim Reed, vice president of X Games. “But the focus is on trying to remain relevant to youth culture and what kids are into so that people who show up at the X Games get a sense of what’s important to kids and important to young people in the world. So what we’ve just tried to do from the X Games perspective is make sure that we can bring in those elements that are also relevant.

“This year we’re doing more gaming. They’re getting different medals because last time we made that decision it was, uh,” Reed paused and laughed. “One that wasn’t very well-liked, so we made some adjustments, but we’re excited to bring those in.”

BMX rider Ryan Williams joked, “I’ll see how this X Games goes, and if I don’t do too well I think I’m going to start gaming.”

“I’ll carry you, I’ll carry you,” BMX rider Kyle Baldock replied.

“What’s the rule with that because I’m down to win some money if we’re going to do this,” Eaton said. “I’m down to play Apex. Let me know.”

“When we did it in, I think our first one was 2014, just the reaction was totally different,” Reed said. “There’s more athletes that play games than there was back then. You guys should hop in and try it out.”

“I’m gonna,” skateboarder Nicole Hause said. “Let’s go.”

Hause, a Minneapolis native, turned to video games while recovering from an injury that kept her from skating.

“I’ve been pretty shy about it,” Hause said. “I don’t usually talk about it that much, but at the same time, I don’t really care if anyone knows. It’s not something a lot of people would guess I do in my free time, but I do. A lot.”

Hause enjoys Battle Royale games, including Apex Legends, describing it as a mix of Halo and Call of Duty, but with a Battle Royale component.

“I like the Battle Royale gameplay style a lot,” Hause said. “I like Apex, but everyone wants to play Fortnite, and you need three people to play Apex,” Hause said. “I like both of them a lot, but I play Fortnite the most. In the past I played a lot of Call of Duty. A lot of Call of Duty.”

As for whether esports belong at the X Games, Hause thought it fit since so many X Games athletes play video games casually. In a way, video games have become a low-impact sport that traditional athletes can play in their offseason without serious injury risk.

“I think it’s cool because a lot of the action sports people play video games,” Hause said. “Especially nowadays. Most of the dudes in the park that I know play Fortnite — everybody plays video games now, NFL players — it’s like a sport we do in our off time. When we’re resting or it’s just a rainy day or whatever, you’re not practicing, it’s something everyone does whether they want to admit it or not.”

Enthusiast Gaming $EGLX.ca – One Billion People Watch #Esports Games $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:18 AM on Thursday, August 1st, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

EGLX: TSX-V

One Billion People Watch Esports Games

By Satendra Krishna

The 2019 report published by Q3 Global Digital Statshot shows the number of viewers of esports games have breached the one billion mark. The report comes in line with the number of people using social media which has crossed the 3.5 billion.

‘Almost 1 billion people around the world have watched an esports tournament in the recent months, with interest particularly high in Asian countries,’ the report suggests.

Further, according to the conducted survey, almost 33% of the internet users say they watch someone else play videogames, which makes up the global audience of over 1.2 billion people.

The demographics says the story well, 32% users aged 16 to 24 say they have watched an esports tournament compared to 31% who say they’d like to watch conventional esports like football & cricket more.

Source: https://www.talkesport.com/news/one-billion-people-watch-esports-games/

Esports Entertainment Group $GMBL – Gary Vaynerchuk #Garyvee on Investing in #Esports, the Opportunity Ahead $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:27 PM on Wednesday, July 31st, 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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Gary Vaynerchuk on Investing in Esports, the Opportunity Ahead

Andrew Hayward ahaywa

  • Vaynerchuk is a brand unto himself, and a very public face of his companies.
  • He may be new to esports, but given his reach, reputation, and vibrant personality, it’s no surprise that he is likely to also be a public face for Minnesota’s Call of Duty organization.

Jul 31, 2019

Long before being announced as an investor in and member of the ownership group of the Minnesota franchise of Activision Blizzard’s upcoming geolocated Call of Duty League, Gary Vaynerchuk had his eye on the esports industry.

“I’ve been really paying attention in the back row for four to five years,” he told The Esports Observer. “I literally remember when Justin.tv became Twitch, and so it’s been on my mental radar for a little while.”

As the chairman of media holding company VaynerX and CEO of digital agency VaynerMedia, Vaynerchuk is one of the most visible investors to enter esports to date. The 43-year-old transformed his family’s wine shop into an online success story beginning in the late ’90s, and has gradually parlayed that momentum into a large social media presence (with several million followers across platforms), five New York Times bestselling books, angel investments in tech giants such as Twitter, Facebook, and Uber, and many other opportunities.

Given his status as a prominent investor, Vaynerchuk said that he’s seen “tens of thousands” of queries about esports-related opportunities pass across his desk over the years, but that only about 15 of them led to serious conversations and meetings. One potential opportunity came from an undisclosed Overwatch League ownership group early in the league’s genesis, said Vaynerchuk, but he didn’t pursue it.

Part of what made Vaynerchuk’s investment in WISE Ventures’ Call of Duty League franchise appealing was a close connection with the group’s Wilf family, which also owns the NFL’s Minnesota Vikings.

Credit: GaryVee

“One thing that I’m realizing about myself is that I’m really about people, comfort, happiness, and control, and all of these things. I’ve known the Wilf family for almost 15 years because they actually live in the area where my wine business is,” said Vaynerchuk, who was introduced to the family by a senior executive in the Wilfs’ real estate organization in New Jersey. “We’ve really had these nice human vibes towards each other for years, and then as my professional career started to evolve from wine into many other things, I started building even more of a relationship here and there, subtly.”

Vaynerchuk said that he was thrilled to see the Wilf family purchase the Minnesota Vikings in 2005, “especially when my career ambitions are to buy the New York Jets,” he added. He has also met with Activision Blizzard CEO Bobby Kotick and watched the evolution of the Overwatch League from an idea to a 20-team league on the verge of hosting matches in every home market, plus he feels that Call of Duty has the versatility and track record to thrive.

“I’m completely convinced that Minnesota and the five or six surrounding states right now have the best 11-year-old at some game in the world.”

“Call of Duty has proven to me over the last half-decade and more that it’s a franchise that can evolve,” said Vaynerchuk. “I think that a lot of these leagues are predicated on: How long is the franchise? Are you Zelda and Super Mario, or are you Kid Icarus, right? That’s how I think about everything. Call of Duty intuitively feels like it has the potential to be more Mario than Kid Icarus, which then gives the league longevity. Otherwise, you’re at the mercy of the IP.”

Gary Vee-sports?

Minnesota isn’t considered one of the esports capitals of the United States at present, but Vaynerchuk sees that as an opportunity more than a challenge. He believes that there’s enough demand for live esports events “in most parts of the country,” and said that establishing a geolocated esports franchise in the region could also give the team leverage in mining homegrown talent from Minnesota and surrounding states.

“I’m completely convinced that Minnesota and the five or six surrounding states right now have the best 11-year-old at some game in the world,” he said, “so I see it as an opportunity.”

Vaynerchuk is a brand unto himself, and a very public face of his companies. He may be new to esports, but given his reach, reputation, and vibrant personality, it’s no surprise that he is likely to also be a public face for Minnesota’s Call of Duty organization. He anticipates being heavily involved with the team and believes that he will be able to help with recruiting talent.

“We spoke about that quite a bit, as you can imagine,” he said of his role on the team. “I’m in it for the learnings, because I want to be close to culture and youth, and innovation. Probably more than most things, in a lot of ways.

“Listen, I mean, this is a recruiting game,” he continued. “This is ludicrous for me to say, but as my level of awareness grows and a lot of esports players have a lot of entrepreneurial ambitions—I’m not remotely close to Jay-Z’s sphere, but when you think about Jay-Z and Roc Nation, Jay-Z’s impact on the Brooklyn Nets is real. Not that I carry that weight, but ironically to this set of entrepreneur-laden players, I do believe we will sign a free agent that really fucking matters on the back of me.”

“I think esports is a top-four sport in America when I’m 62 years old, and I want to be a part of that.”

Given his status as a survivor of the dot-com bust, Vaynerchuk said that the rush for some investors to throw money at esports in search of success reminds him a lot of that formative time period in internet history. “I think it’s similar to 1999 internet,” he said. “There’s a lot of places to lose money, but I think that just like 1999 internet, that in 20 years, the people that have navigated it thoughtfully and carefully have a whole lot to gain.”

Vaynerchuk sees “macro acceptance” ahead for esports in mainstream culture, he said, as more people come to acknowledge and appreciate competitive gaming and its impact on entertainment and society. In fact, he believes that more parents will encourage their kids to play games at a high level to secure scholarships, “which is obviously the complete reverse of what parents did when I was growing up playing videogames,” he added.

Joining WISE Ventures’ Call of Duty League ownership group is Vaynerchuk’s first esports investment after a long period of consideration, but it won’t be his last. He’s not sure where his next investment in the space will come from, but he sees big things in the future.

“I don’t know what,” he said about potential next investments, “but I think esports is a top-four sport in America when I’m 62 years old, and I want to be a part of that.”

Source: https://esportsobserver.com/gary-vaynerchuk-interview/

Canada Computers Signs With Enthusiast Gaming $EGLX.ca as Premium Retail Sponsor at #EGLX $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:19 AM on Wednesday, July 31st, 2019
EGLX: TSX-V

Canada Computers Will Promote and Advertise EGLX in 30 Stores Across Canada

  • Canada Computers is a national retailer of computers and consumer electronics. 
  • With an increasing gaming customer base and continued demand across students, professionals and families, Canada Computers is a retail force with more than 1,000 employees and 30 store locations across Canada. 

TORONTO, July 31, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX)(OTCQB: EGHIF), (“Enthusiast” or the “Company”), one of the largest vertically integrated gaming media companies, is excited to announce that through its subsidiary, Enthusiast Gaming Live Inc. (“EGLive”) it has partnered with Canada Computers to be a premium retail partner at Enthusiast Gaming Live Expo (“EGLX”) in October 2019. 

Canada Computers is a national retailer of computers and consumer electronics.  With an increasing gaming customer base and continued demand across students, professionals and families, Canada Computers is a retail force with more than 1,000 employees and 30 store locations across Canada.  In addition to being the premium retail partner at EGLX, Canada Computers will also provide prizes, marketing and activations across its stores in Ontario and Quebec. 

Melanie Azagury, Manager, EGLX, commented, “Partnering with a successful Canadian retail company like Canada Computers is very important for EGLive as we continue to grow and evolve our events business.  As one of the largest computer and gaming retailers in Ontario, we are excited to provide our attendees with a dynamic retail booth and activation. EGLX will also benefit from in store promotion and marketing initiatives across its stores in Ontario and Quebec and its large digital reach.” 

Pursuant to the agreement, Canada Computers has committed to a Gold Level sponsorship at EGLX. In addition, they will provide marketing activations in retail stores leading up to EGLX including banners, video, promotions, as well as digital marketing across its network.  During the show, Canada Computer’s show activation will include social influencers, computer building workshops, an EGLX gift guide, and over 80 computers for the drop in tournaments. 

Tickets to EGLX October 18-20, 2019 will be on sale this summer. More information can be found at eglx.ca. To learn more about sponsorship or exhibit space at EGLX 2019, reach out to [email protected].

Engages MZ Group 

Recently Enthusiast Gaming announced the engagement of MZHCI LLC (“MZ”), a leading US investor relations firm to expand its reach to the US capital markets. Under the agreement, Enthusiast will pay MZ US$8,500 per month for a 12 month term and will work collaboratively to build a strong North American IR program. 

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is one of the largest vertically integrated video game companies and has the fastest-growing online community of video gamers. Through the Company’s organic and acquisition strategy, it has amassed a platform of over 150 million monthly visitors across its network of websites and YouTube channels. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT INFORMATION:

Investor Relations: 
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850 

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

Neither the 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.

The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful. 

Enthusiast Gaming $EGLX.ca – Canadian teen #HaydenKrueger wins $1.2M in #Fortnite World Cup #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:31 AM on Monday, July 29th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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EGLX: TSX-V
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Canadian teen Hayden Krueger wins $1.2M in Fortnite World Cup

‘I wanted to do something different with my life,’ so he practises up to 12 hours a day

Zulekha Nathoo · CBC News · 

  • Canadian Hayden Krueger, 17, finished third on Saturday the first Fortnite World Cup, scoring a cool $2.4 million.
  • He’ll split that with his competition partner, who goes by the name Ceice.

In the New York tennis stadium where the U.S. Open is played every summer, Fortnite players — many not old enough for a driver’s licence — competed this weekend for a $40 million prize pool in a first-of-its-kind tournament.

Like many professional sports, video game competition is dubbed the World Cup. Like many professional athletes, the competitors warm up, train and scrutinize their strengths and weaknesses for hours a day.

“In football and basketball, they’ll go over film of their game,” said Canadian contestant Hayden Krueger, 17. “So every night, we’ll do like an hour of film. And we’ll watch over our films to see what we did good, what we did bad and then just apply it the next day.”

Krueger is better known in the gaming world and to his 20,000-plus Twitter followers as Elevate. He beat 40 million hopefuls to become one of a handful of contestants in the lucrative three-day finals.

He finished third on Saturday, scoring a cool $2.4 million for the ranking, which he’ll split with his competition partner, who goes by the name Ceice.

The winner of Sunday’s solo category will take home $3.8 million, the same amount tennis champions Novak Djokovic and Simona Halep each scored at Wimbledon this month.

Practising eight to 12 hours a day, Calgary-born Krueger, who now lives in the U.S., says he stands to make about $150,000 US in earnings this year from other tournaments. That doesn’t include sponsorship deals or streaming revenues. 

“A traditional job gave me anxiety,” he told CBC News in a Skype interview from his hotel room in New York after his win. “I didn’t want to show up to my cubicle every single day and take my pay cheque. I wanted to do something different with my life.”

Krueger, 17, says he practises eight to 12 hours a day as a professional video gamer. (Steven D’Souza/CBC)

The teenager has a rigid, albeit unconventional, routine.

“I wake up at like 1 p.m. or 3 p.m. and then I’ll play until 3 a.m. into the night,” said Krueger. “It’s like the same hours if not more

[than a 9-to-5-job]

, like eight to 12 hours of this game. It’s pretty scheduled for me.”

The commitment â€” and its payoff â€” is enviable enough that players have fans turning up in droves to watch them perform. Competitors, who range in age between 13 and 24, are often stopped between rounds to sign autographs or pose for selfies.

The award-winning battle royale game, which has become a cultural phenomenon since it was released in 2017, involves 100 players being dropped onto an island to compete for survival. It’s free to play, but part of Fortnite’s internal currency allows participants to make upgrades and purchase add-ons for their avatars, such as “skins” (costumes) and “emotes” (signature dance moves).

Fans filled the stands at the Arthur Ashe stadium in New York and stopped competitors for autographs and selfies between rounds. ( Sarah Stier/Getty Images)

Eyes on the prize

It’s left some parents torn between trying to indulge their child’s interests and wondering whether their kids are spending too much time and money on the product. Kim Jeffords, who made the eight-hour drive from from Niagara Falls, N.Y., for her son, Nick, to attend the event, said she’s spent at least $25 a week on game-related purchases for him.

“I really don’t want to add it up because it will probably scare me,” she laughed.

Nick, blond and sporting a Nike T-shirt and polarized Wayfarer sunglasses, said he plays the game “at least 12 hours a day.”

“I don’t take breaks,” he said with a smile.

Kim Jeffords says she spends at least $25 a week on Fortnite-related game purchases for her son Nick, left. (Steven D’Souza/CBC)

At 11, his skills qualified him for the week-to-week round robin action. He was just too young to enter the finals.

“It is easy to get lost [in the game] because you want to become the best,” said esports journalist Victoria Rose. There are a lot of games with that issue.”

Among them, she says, are Grand Theft Auto, Dota and Starcraft. Rose says serious players will often switch to home schooling or take classes online to leave more time for the game.

“It’s mostly these very well trained, very educated players who know how to play efficiently, who know how to balance their work life to become the top players,” she said. “Just being here is a $50,000 guarantee. It gives you eyes to have sponsorships, to have a future.”

While Fortnite is still enjoying widespread popularity and massive revenue, some data suggests the game might be experiencing a slight decline in interest compared to when it burst onto the video game scene two years ago.

Fortnite, which came onto the market in 2017, is a battle royale game that drops 100 players on an island to fight for survival. (Johannes Eisele/AFP/Getty Images)

‘Astronomical’ prize money

The World Cup, launched for the first time this year, could be another way to keep the game top-of-mind. Epic Games, which created Fortnite, has pumped more than $100 million in prizes over the last season of tournaments which is “astronomical in terms of esports,” according to ESPN sports host, Arda Ocal.

“This [event] is a massive deal, if not only for the giant prize pool itself, but also the amount of viewers that this entire season in competitive esports has had,” said the Canadian-born broadcaster. “For Fortnite, this is a great way for people to continue to know and learn about their game but also get engaged and be motivated to play the game after watching it.”

The first World Cup is one way for Epic Games, the creator of Fortnite, to ensure fans stay interested in the game. (Sarah Stier/Getty Images)

Krueger says it’s natural for parents to be reluctant to let their kids get too involved with the game, and his were no different. But they came around, he says, after seeing his detailed plan of how he intended to achieve his goals. His mother has also recently decided to shift careers and return to school to study law.

When asked if Krueger might be able to help with her tuition, he laughed: “Maybe.”

Next month, the Dota 2 esports tournament will surpass Fortnite‘s prize pool, offering over $40 million â€” the largest pot for this kind of competition.

Source: https://www.cbc.ca/news/entertainment/fortnite-world-cup-2019-1.5227778

Esports Entertainment Group $GMBL – #Blockchain, a Step Into the World of #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, July 28th, 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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Blockchain, a Step Into the World of eSports

  By Ezekiel Ng

  • Esports have become one of the fastest-growing industries in the world in the last decade with millions of dollars on the line for players to compete over.
  • The eSports industry has generated over $1billion yearly in revenue in the past couple of years and has provided many players with a stable income.

Being a gamer or streamer is more viable as a career option now with ever-increasing viewership and tournament prize pools each year. However, selections can be tough and not everyone can make the cut.

Blockchain can provide increased transparency into gaming as well as more ways in which platforms can monetize activities. On top of that, blockchain also reduces the barriers of entry into the gaming industry and provides regular gamers a stepping stone onto what could provide them a stable income.

Here are some ways in which blockchain and cryptocurrencies have been used in gaming so far!

Gambling

The gambling industry is a lucrative business and eSports has provided people with new options to throw their money on. Unikrn is a sports and eSports betting platform that also provides up-to-date news about eSports. They offer all the top popular games such as Dota 2, LOL, CS:GO and many others. They have 2 gaming currencies UKG(Unikoin Gold) and Unikoin silver which you can use for betting or even entering jackpots. Users will not be required to make an initial deposit or purchase and Unikoin Silver is given free to all users who signed up.

Buying and selling skins

Unikrn also has the function to allow users to connect their Unikrn account to steam and convert selected skins for UKG. Skins from popular games such as Dota 2 and CS:GO will be available for conversion. This provides players with an additional way to earn money as money earned by selling on platforms such as Steam can’t be withdrawn. UKG is being sold on some exchanges and can even be used to buy games, gift cards and keys from Gamivo.

Wagering

Wagering is a good way for players to use their gaming skills to earn money or items for themselves. Arena Match, an eSports gaming app, has the perfect platform for players to pit their skills against one another or push themselves to the limits.

Currently, they have only PUBG unlocked for skill challenges but will have many other top games such as CS:GO, Fortnite and Apex Legends available in the future. To give you an idea on how wagering works in PUBG on Arena Match here is an illustration. Players have to pay an entry fee in credits and enter into a solo match in PUBG. Depending on your performance in the game, a multiplier will be applied to your wager amount if you hit a certain requirement. For example, having 5 kills in a single game could earn you a 3x multiplier and a 10kill game could earn you an 8x multiplier and the payout will be in terms of real cash.

Arena Match has also adopted the Enjin Blockchain SDK and even has Enjin backed perks for players to use in-game to reduce the difficulty of challenges.

Streaming

Streaming can be considered bread and butter for many gamers and is a huge part of the entertainment industry as well. Some common ways of income for streamers are donations and partnership with the streaming platform.

Refereum has just announced a partnership with PUBG and is rewarding players for streaming. Due to their blockchain technology, players will also be able to receive rewards for streaming on some of their partnered platforms such as Twitch and Mixer.

Sliver.tv who has partnered with Theta is another streaming platform which allows streamers and watchers ways to earn by participating in activities on their platform. Users will be able to earn TFUEL(the operation token on the Theta protocol) by watching streams, winning giveaways and also donate to streamers. TFUEL can also be used to purchase items such as a Nintendo switch or a Playstation 4 in the Sliver shop.

Earn through playing

Refereum is also offering rewards for completing in-game achievements during their PUBG campaign.

Unikrn is giving players ways to earn UKG by linking their game account to the Unikrn platform and completing certain achievements. Games such as CS:GO, Dota 2, Fornite and many more are available in their list of premium games in their play to earn system.

Game hosting

Plairlife, a decentralized gaming ecosystem, has successfully hosted a Dota 2 tournament on their platform. Plair hosted a series of 1v1 and 5v5 Dota 2 matches for their Alpha testers to enjoy and also established a partnership with Team Eazy(HongKong Dota 2 team).

They will be looking to host CS:GO tournaments next and is actively looking for cyber café partners to integrate Plair into their physical locations.

Opportunities to go pro

DreamTeam is a platform for players to find teammates, use of AI to improve their gaming skills and to manage teams. As many people most commonly game at home, getting scouted by a pro team can be indeed near to impossible. DreamTeam connects and allows regular gamers to go professional with amateur or semi-professional eSports teams with over a 60% rate of success.

Salary and payment

DreamTeam platform also allows salaries, prize money and other deals to be settled on their platform. Due to the nature of blockchain, players can be sure to receive their payments as not getting paid is a real and not so uncommon thing in the pro scene of eSports.

Conclusion

Blockchain has shown its capability and also enhances the quality of gaming as well. It also shows it can solve many real and burning issues in the eSports world and provide gamers with more ways to be able to earn money. This also shows how blockchain and the eSports industry can work and grow together. Blockchain is constantly evolving and eSports is not showing signs of slowing down either. This space will be super exciting to watch and I am thrilled onto what developments blockchain can bring.

Source: https://www.altcoinbuzz.io/blockchain-gaming/gaming-news/blockchain-a-step-into-the-world-of-esports/

Enthusiast Gaming $EGLX.ca – Global #Esports Market Recent Study Including Growth Factors CAGR of 18.58% by 2025 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:00 PM on Thursday, July 25th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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EGLX: TSX-V
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Global eSports Market Recent Study Including Growth Factors CAGR of 18.58% by 2025

  • Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion and is projected to grow at a CAGR of 18.58% in the forecast period of 2018 to 2025.

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Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion and is projected to grow at a CAGR of 18.58% in the forecast period of 2018 to 2025. The eSports preferred as “Electronic sports”. The sports that connect with the electronic system and all the functions are followed human – computer interface. It provides the customer an experience for several types of games including tournament, ladder, and league through single system.

eSports are connected though electronic system that can be available on numerous platforms comprising social media, where as traditional sports are still fight overtake the traditional mediums including print, radio & TV. Capability to stream on non-traditional platforms, growths in gaming technologies, rising in awareness about eSports due to consideration given by worldwide publishers, investors & broadcasters and growth in number of eSports supporter are the major drivers responsible for rise of eSports market. In addition, it’s played by professional gamers who are usually participating of sporting organizations, or they are sponsored by business organizations.

eSports is the most relevant, unique, fair and creditable global market research report which is provided to the valuable customers and clients depending upon their specific business needs. eSports market report helps uncover the general market conditions and tendencies. Along with competitive analysis of the key players, this eSports report also serves with complete and distinct analysis of the market drivers and restraints, detailed analysis of the market segmentation, key developments in the market and details of research methodology. Excellent practice models and method of research applied for this eSports report unearths the best opportunities to succeed in the market.

Major Market Competitors: Global eSports Market

The renowned players in global eSports market are Bungie, Inc, KONAMI, GungHo Online Entertainment, Inc, Kabam, Inc., Rovio Entertainment Corporation, Zynga Inc.,  GAMEVIL Inc. Wargaming Public , PandaScore, ESP.bet, Unikrn , Riot Games , HI-REZ STUDIOS, INC. , Activision, BLIZZARD ENTERTAINMENT, INC. , Electronic Arts Inc., Activision Publishing, Inc. , infinity ward, Take-Two Interactive Software, Inc., King.com, Vivendi, Bethesda Softworks LLC,  and many more.

Market Segmentation: Global eSports Market

  • By Revenue Streams (Media Rights (Subscription & Online Advertisement ),Tickets And Merchandise, Sponsorship & Direct Advertisement, And Publisher Fees),
  • By Geographical Segments (North America, South America, Europe, Asia-Pacific, Middle East And Africa)

For achieving an incredible growth in business, this eSports market research report plays very central role. This report lends a hand to make out how the market is going to perform in the forecast years by offering you information about market definition, classifications, applications, and engagements. This market report describes the strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the Electronics industry. You can request an analyst call or drop down an enquiry to get detailed eSports market report.

Market Drivers and Restraints:

  • Increasing demand for video games and growing awareness about eSports.
  • Betting & fantasy site are increasing demand in eSports market.
  • Rising demand for investments from sponsors and advertisers.
  • Difficulty in managing all the fraudulent betting.
  • Lack of outdoor sports considerations.

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Source: https://www.tribaux.com/2019/07/24/global-esports-market-recent-study-including-growth-factors-cagr-of-18-58-by-2025-applications-regional-analysis-key-players-and-forecasts-to-2025/