Agoracom Blog Home

Posts Tagged ‘egaming’

Esports Entertainment Group $GMBL – #Dota 2’s The International 2019 Prize Pool Surpasses $30M #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:50 AM on Wednesday, July 24th, 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

———————–

Dota 2’s The International 2019 Prize Pool Surpasses $30M

  • The prize pool for Dota 2‘s The International 2019 tournament has topped $30M USD to date.
  • The total is primarily crowdfunded via in-game Battle Pass sales, with 34 days of funding left until the final tally is reached.
  • The International 2019’s prize pool has now surpassed the $30M pool of this coming weekend’s Fortnite World Cup.

Andrew Hayward

The prize pool for The International 2019—the de facto Dota 2  world championship—has topped $30M to date, beating the prize pool for the upcoming Fortnite  World Cup finals.

As of this writing, The International’s prize pool sits at $30.2M, which beats the 2018 record of $25.5M. The prize pool can continue to grow for another month, as well, until the end of the actual tournament on August 25.

The International’s prize pool primarily comes via crowdfunding. Dota 2 publisher Valve  contributes the first $1.6M, with the remainder provided by a percentage of sales from the game’s Battle Pass. The purchase lets players unlock in-game content and access The International Compendium, which includes a Fantasy Challenge for the tournament.

Every edition of The International has surpassed the prize pool of the previous year ever since Valve introduced the Battle Pass in 2013. Each tournament has also set a new record for the largest prize pool for any single esports event. Last year’s winner, OG , took home $11.2M of the $25.5M pool.

This year’s prize pool surge is especially interesting in the wake of this coming weekend’s Fortnite World Cup finals, which has a $30M prize pool provided entirely by Epic Games .

With 34 days of crowdfunding left and the $30.2M tally already 29% of last year’s prize pool total at this point (according to the Dota 2 Prize Pool Tracker), the final amount could still be significantly higher. The International 2019 takes place at the Mercedes-Benz  Arena in Shanghai from August 20-25.

Source: https://esportsobserver.com/dota2-ti19-prize-30m/

Enthusiast Gaming $EGLX.ca – Las Vegas #Esports arena evolving with latest gaming trends $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:00 PM on Tuesday, July 23rd, 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

Images
EGLX: TSX-V
———————————-

Las Vegas Esports arena evolving with latest gaming trends

  • “It’s almost like an actual sports stadium feel,” General Manager Nico DeGeorge said. “We want people to have that awe-inspiring moment like when they go to Yankee Stadium or Fenway Park.”

By Lukas Eggen Las Vegas Review-Journal

Prior to the opening of the Triple Crown Royale at the HyperX Esports Arena at Luxor, employees were buzzing about a new opening hype video.

The video showcased not only the arena’s production capabilities but was a step toward proving this isn’t your ordinary video game gathering spot.

“It’s almost like an actual sports stadium feel,” General Manager Nico DeGeorge said. “We want people to have that awe-inspiring moment like when they go to Yankee Stadium or Fenway Park.”

When the HyperX Esports Arena hosted the Triple Crown Royale, it featured three of the most popular battle royale games, Fortnite, Apex Legends and PUBG.

Several professional gamers took part in the event, as well as local players and gamers from across the country.

“We wanted to make it open to the fans,” NewEgg’s Vice President of Marketing, Mitesh Patel said. “Yet, we also wanted to leverage our relationship with so-called influencers and give people the opportunity to play with and compete against these professionals. The arena allows us to give gamers a chance to play with professionals on the same type of equipment that the professionals play with.”

The tournament featured two groups of players that competed in each game.

Organizers pulled out all the stops, including commentators, multiple cameras and giveaways.

“Right now, we see esports on more of a local, community level,” DeGeorge said. “Now, the broad focus is broadcast in general, being more content driven.”

Since its opening, the arena has held several events.

“We’re putting more effort into the content space and it’s also helping make people more aware of esports,” DeGeorge said. “We have people walk in here every day and try and figure out what’s going on. Events like this can be something fun and informative as well.”

Source: https://www.reviewjournal.com/entertainment/las-vegas-esports-arena-evolving-with-latest-gaming-trends-1808750/

Esports Entertainment Group $GMBL – Over 3.5 billion people are on social media; #Facebook $FB still biggest with teens; #Esports on the rise $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:42 PM on Monday, July 22nd, 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

———————–

Over 3.5 billion people are on social media; Facebook still biggest with teens; Esports on the rise

  • Within internet users aged 16 to 24, 32 percent saying they’ve recently watched an esports tournament

By: Simon Kemp

The new Global Digital Statshot report from Hootsuite and We Are Social is packed with all the latest data you need to understand how people are using the internet in July 2019. You’ll find the complete report in the SlideShare embed below, but read on for my summary of this quarter’s essential headlines.

Social media users pass 3.5 billion

The number of people around the world using social media has just passed the 3.5 billion mark, less than two years after we reported that the number had reached 3 billion. The number of social media users has grown by more than a quarter of a billion over the past twelve months, with 46 percent of the world’s total population using social media in July 2019.

What’s more, if we focus on ‘eligible audiences’ – people aged 13 and above – the social media penetration figure increases to 59 percent, with the latest trends indicating that it should pass 60 percent within the next few months.

Half the world now watches online videos

The latest data from GlobalWebIndex shows that more than 4 billion people around the world now watch online video content each month, equating to more than half of the world’s total population. Vlogs are particularly popular, with more than 2 billion people tuning in to watch their favorite influencers over the past 30 days.

Snapchat’s audience jumps

Data published in Snapchat’s self-serve tools show that the platform’s advertising audience jumped by a massive 19 percent in the past three months, reaching a total of 369 million users by July 2019. That translates to an increase of almost 60 million users since April, with growth rates consistent across all age groups.

It’s not just Snapchat’s data that shows the platform is growing, either. The latest data from App Annie shows a spike in downloads of the Snapchat app over the past three months, with App Annie’s analysts attributing the platform’s renewed success to the launch of new A.R. filters, and improvements to its Android app.

Facebook still rules when it comes to teens

Despite Snapchat’s impressive growth, the platform still can’t claim to be the kids’ favorite. That honour doesn’t belong to Instagram or TikTok, either.

Perhaps surprisingly, it’s Facebook that boasts the largest number of global users aged 13 to 17, and if we extend the age range to include all teenagers, Facebook now has almost as many users as Snapchat and Instagram combined.

Facebook’s youth audience actually increased over the past three months, with the number of 13 to 17-year-olds using the platform up by almost 5 million since April.

The key take-away here is that we need to be more wary of clickbait and received wisdom. It’s easy to fall into the trap of believing that ‘the kids’ have given up on Facebook, but the cold, hard facts tell a different story.

Esports win with younger audiences

There are more surprises for brands marketing to teens when it comes to sports. The latest data from GlobalWebIndex suggest that esports may have reached a tipping point amongst internet users aged 16 to 24, with 32 percent saying they’ve recently watched an esports tournament, compared to 31 percent who say they’re interested in watching more ‘conventional’ sports like football, cricket, or motor racing.

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

‘Game spectating’ is gaining broader momentum, too. Roughly 3 in 10 internet users say that they recently watched a live stream of someone else playing video games, equating to a global audience of 1.25 billion people.

The case for voice gets stronger

100 million people started using voice search and voice commands since April, with more than 43 percent of internet users now using voice tech every month. More than 1.88 billion people around the world now use voice to control their devices, with half of all internet users below the age of 35 already converted.

It’s also important to stress that most voice activity takes place on smartphones, so you don’t need to wait for everyone to have a ‘smart speaker’ before you take voice seriously. Now is the time to start making sense of what voice means for your business – before you need to play catch-up.

The value of truth

Despite the fact that more than half of the world’s internet users say they’re worried about ‘fake news’ online, it turns out that we’re four times more likely to use an ad-blocker than we are to pay for digital news content.

However, the excellent new Reuters Institute Digital News Report 2019 finds that people are starting to realize the potential value of paying for quality news content, although they’re much more likely to pay for a video streaming service like Netflix than they are to pay for news.
These findings are supported by the latest data from GlobalWebIndex, who report that roughly two-thirds of all internet users paid for some form of digital content in the past 30 days. Once again, video streaming platforms were the top choice.

Digging deeper

That’s all for this summary, but I’ll be digging deeper into all of these stories – together with the rest of this quarter’s key findings – in a series of additional articles over the next few days, so be sure to check back for those.

Source: https://thenextweb.com/podium/2019/07/17/over-3-5-billion-people-are-on-social-media-facebook-still-biggest-with-teens-esports-on-the-rise/

Enthusiast Gaming $EGLX.ca – The boom in #Egaming / #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, July 21st, 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

Images
EGLX: TSX-V
———————————-

The boom in egaming/esports

  • Industry analytics house Newzoo forecasts esports (organised gaming at a professional level) to be worth $US1.1 billion in calendar 2019, rising to $US1.8 billion by 2022
  • The broader video games market is worth many billions more.

by Tim Boreham

For those who have never heard of Fortnite and are thus showing their advanced age, video gaming (egaming) has become a multi-billion dollar industry sector, which in its organised professional form is attracting serious sponsorship and advertising from mainstream consumer brands.

Egaming isn’t the preserve of vitamin D-deprived joystick jockeys in their dank bedrooms: it’s also a mass spectator sport with attendances at live tournaments eclipsing attendances at AFL football matches (the Adelaide and Essendon clubs have even acquired their own esports teams).

Professional esports teams tour the globe like rock stars, attracting a similar cult following as they pursue serious prize money. The site esportsearnings.com lists Germany’s Kuro Takhasomi as the sport’s biggest earner, having pocketed $6.2m in prize money from 98 tournaments.

Australia’s own Anathan Pham clocks in at number 11 on the esports rich list, reaping $4.15 million from 22 tournaments.

By the way, Fortnite is a Hunger Games style survival game that involves combatants dealing with adversaries such as zombies by, well, shooting them. While older game titles such as League of Legends and Dota2 remain popular, Fortnite’s popularity – especially among teenagers and even younger kids – is proving to be a game changer in heightening investor awareness.

Industry analytics house Newzoo forecasts esports (organised gaming at a professional level) to be worth $US1.1 billion in calendar 2019, rising to $US1.8 billion by 2022. The broader video games market is worth many billions more.

According to Esports Mogul (ESH, 1.3 cents) 20-25% of the broader population have played a mobile game. About half of 16-24s have watched esports and even in the crustier 45-65 year old bracket, 5% have done so.

 â€œIt’s evident the investment community is really only just coming to the fore of how big this sector is,” says Esports Mogul CEO Gernot Abl.

There’s also a strong element of ‘co-opetition’, with the companies executing a number of intertwined deals.  “We all know each other and support what we are doing,” Abl says.

Esports Mogul’s core focus is on a tournament platform called mogul.gg, which enables amateur gamers to hook up and test their wits out on each other.

The company this month hosted the Australian Apex Open Tournament on its platform, with 3850 gamers slugging it out for $35,000 or prize money.

Esports Mogul was also the exclusive platform provider for the Australian Esports League’s Girl Gamer festival, a global jamboree held in Sydney last month.

Meanwhile the South Africa based Emerge Gaming (EM1, 2.3 cents) has announced a string of collaborations, including  May’s memorandum of understanding with US games developer Digital Circus media to launch its products in North America.

These products include its GameCloud game streaming platform.

In June, Emerge teamed with Viacom International Media networks Africa to develop a kids-focused esports tournament platform called NickX, using Viacom’s Nickelodeon gaming content.

The company believes that as the professional market grows, so too will the market for amateur games based around a central hub.

 â€œMonetisation will be through brand take-up, premium subscriptions, in app subscriptions and advertising across the platform,” the company says.

In March, Emerge Gaming also signed a mobile gaming deal with ASX counterpart iCandy International (ICI, 3.8 cents), to broaden Emerge’s ArcadeX tournament platform. ArcadeX has been dubbed the “Netflix of gaming” in that it allows instant streaming of hundreds of 3D video games.

 iCandy will promote the offering to its 350 million global users. Separately, iCandy also plans to set up its own esports division, with first revenue by the end of 2019.

iCandy has also partnered with Animoca and Alibaba subsidiary 9Games to expand iCandy’s mobile game Groove Planet into the $29 billion mainland China market.

Perhaps not surprisingly, there’s a blockchain theme to the sectoral wheeling and dealing as well. In late June, Animoca said it would buy the US company Gamma Innovations, which enables gamers’ idle processing power to be used to ‘mine’ the cryptocurrency ethereum. The users are rewarded with loyalty-style points that that can be used to play their favourite games.

Despite the hype, the three smaller the ASX proponents have a long way to posting meaningful revenue. In the March quarter, Esports Hero turned over $20,000, “mainly by experimenting with subscription and sponsorship models.”

 iCandy generated $289,000, including from digital advertising and merchandising as well as the games themselves. Emerge had no revenue for the quarter but managed $129,600 of turnover in the December half, mainly from sponsorships of its online tournaments.

Animoca posted revenue from ordinary activities of $13.46 million in calendar 2018, up 107% and reduced its loss to $2.58 million from $8.26 million previously.

According to Esports chief commercial officer Jamie Skella, most of the value of the sector resides in sponsorship, advertising and media rights.

A professional Counter Strike and Cyberathlete League player, Skella sees emerging opportunities are in hosting micro tournaments (including merchandise) and holding ticketed live events.

Skella says egaming used to be the preserve of industry-focused advertisers such as hardware providers Razer Incorporated and Gigabyte Technology; now it’s attracting the interest of mainstream brands such as McDonald’s, Burger King, Coca Cola and the telcos.

 â€œThe 18-34 demographic is increasingly hard to reach but it’s a market segment of super high interest to advertisers,” he says.

All in all, the industry has gone a long way since the 1980s, when organised events for games such as Space Invaders, Pacman and Donkey Kong emerged. Online connectedness means combatants can play another competitor anywhere and at any time.

But for local investors, the reality is that the sector is in its infancy here.

At last glance, Esports Mogul, Emerge and iCandy had market capitalisations of $21 million, $15 million and $13 million respectively. Animoca is worth a less febrile $127 million and its shares have gained 75% since the start of the calendar year.

So while investors might be warming to the macro egaming story, it remains to be seen which stock will step up to the console with a serious winning manoeuvre.

Source: http://www.switzer.com.au/lifestyle/weekend-switzer/issue-188/the-boom-in-egamingesports/

Esports Entertainment Group $GMBL – #Esports industry to reach $3 billion by 2025 says market reseracher $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:02 PM on Thursday, July 18th, 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 industry to reach $3 billion by 2025 says market reseracher

Marta J.

  • The esports business seems to be booming
  • Eports is expected to grow with a 20% compound annual growth rate between 2019 and 2025.
  • That should see the market grow to more than $3 billion by the end of 2025.

According to ResearchandMarkets.com, esports is expected to grow with a 20% compound annual growth rate between 2019 and 2025. That should see the market grow to more than $3 billion by the end of 2025. This doesn’t come as a surprise, since esports’ popularity and support have been steadily growing worldwide.

The global esports market is likely to exceed a total revenue of over $1 billion for the first time this year, as it’s experiencing year-on-year growth of over 25%. According to Statista, the market generated $865 million in 2018.

Broadcasting rights have become a key source of revenue in esports with television networks like ESPN and ABC airing esports events alongside social media platforms like Twitch and YouTube.

That growth has extended to sponsorships even moreso. The field is by far esports’ strongest revenue stream, as it contributes to almost half of the total market revenue. This has been helped along by the increased attention from non-endemic brands like Nike and Puma who have begun sponsoring esports organizations Furia Esports and Cloud9, respectively.

It’s forecasted that the audience and the number of tournaments will continue increasing over the next five years, opening up opportunities for many potential vendors.

A major share of revenue to the global esports market is generated by North America, specifically the United States. Asia Pacific is one of the fastest-growing markets, with esports flourishing in China, Japan, South Korea, and Australia.

The vast majority of esports’ audience is male viewers aged 20-35.

That said, ResearchandMarkets.com states that esports’ growth “is mainly driven by cloud gaming and mobile gaming.” This makes matters a bit cloudy in regards to how much of that $3 billion is actually being funneled towards esports organizations, players, and tournament organizers.

The topic of inflated valuations in esports has become a hot one in recent months as multiple firms have had their methods questioned for their liberal definition for what counts as “esports.”

Source: https://win.gg/news/1673/esports-industry-to-reach-dollar-3-billion-by-2025-says-market-reseracher

Enthusiast Gaming $EGLX.ca – Modern Times Group (MTG) makes $11m investment in gaming & #Esports start-ups $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:28 PM on Wednesday, July 17th, 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

Images
EGLX: TSX-V
———————————-

MTG: $11m investments in gaming & eSports start-ups

  • Investments in H1 2019 amount to a total of $11 million (€9.8m) including capital commitments and span start-up and growth companies in the US and Germany.
  • MTG has to date made 20 investments in 16 companies totalling $21 million thus far from its VC fund to complement its majority stake investments in companies such as ESL and DreamHack in esports and Kongregate and InnoGames in gaming.

Modern Times Group (MTG), the Swedish operational investment company focusing on, eSports and gaming entertainment opportunities worldwide, has revealed its latest VC Fund investments ahead of the company’s Q2 2019 financial report.

  • Investments in H1 2019 amount to a total of $11 million (€9.8m) including capital commitments and span start-up and growth companies in the US and Germany.
  • MTG has to date made 20 investments in 16 companies totalling $21 million thus far from its VC fund to complement its majority stake investments in companies such as ESL and DreamHack in esports and Kongregate and InnoGames in gaming.
  • MTG has its HQ in Stockholm, Sweden, and operates through itself and through its portfolio companies in 30+ countries worldwide.

Among the investments are Redwood City-based Dorian, Austin based game developer Tonk Tonk Games, gamer rewards platform Playfull from Los Angeles, German game studio Sviper founded by Ex-InnoGamers and San Diego-based GoMeta, totalling $11 million in H1 2019.

MTG owns 100 per cent of Swedish DreamHack and over 82 per cent of German founded ESL, the two largest brands in esports worldwide. Its largest VC investments in terms of estimated value are BITKRAFT fund LP positions, AppOnboard, Phoenix Labs, the Play Ventures fund LP position and Sviper. It also owns majority positions in San Francisco-based game studio and publisher Kongregate and German game developer and publisher InnoGames, famous for its hit game Forge of Empires launched 2012 that recently surpassed €500 million in lifetime revenue.

“Gaming and esport is the future of entertainment, and we are excited to invest in what we believe are seven of the most promising early stage startups with excellent teams, products and ideas”, says Jørgen Madsen Lindemann, President and CEO of MTG.

MTG AB complements its majority stake investments with seed and series A round investments in early stage start-ups in gaming and esports through the MTG VC Fund. The ambition is to make eight to 10 deals per year: 60 per cent in gaming, 30 per cent in esports and 10 per cent in AR/VR through lead or co-invests with other top VCs. Since the launch of MTG’s VC Fund in November 2017, the fund has made 20 investments in 16 companies.

“We are already seeing attractive valuation upticks based on latest financing rounds in our investments, such as Phoenix Labs, AppOnboard and the BITKRAFT seed fund. Deal flow and value creation opportunities continue to improve now that we have established MTG as a leading games & esports VC in the West”, says Arnd Benninghoff, EVP esports and games at MTG.

Phoenix Labs recently released its first game in Epic store, AppOnboard recently acquired a no code game creation platform and the BITKRAFT seed fund recently realised an attractive exit of portfolio company The Esports Observer.

In 2018 there were about 2.4 billion video game players in the world, but industry analysts expect that number to grow to 2.9 billion as early as 2022 (Source: Newzoo) – and the global esports audience reached 395 million in 2018 and is expected to grow to 645 million by 2022 (Source: AT Kearney).

Source: https://advanced-television.com/2019/07/17/mtg-11m-investments-in-gaming-esports-start-ups/

Esports Entertainment Group $GMBL – #Esports Company #100Thieves Raises $35 Million In Series B $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:16 AM on Tuesday, July 16th, 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 Company 100 Thieves Raises $35 Million In Series B

  • 100 Thieves, the esports company co-owned by Grammy-winning artist Drake, talent manager Scooter Braun, billionaire Dan Gilbert and former pro gamer Matt “Nadeshot” Haag, announced today that it’s closed a $35 million Series B.
  • Funding round was led by New York-based private equity and growth investment firm Artist Capital Management. Its chief investment officer Josh Dienstag will join the 100 Thieves board of directors.

Matt Perez Forbes Staff

100 Thieves, the esports company co-owned by Grammy-winning artist Drake, talent manager Scooter Braun, billionaire Dan Gilbert and former pro gamer Matt “Nadeshot” Haag, announced today that it’s closed a $35 million Series B.

The funding round was led by New York-based private equity and growth investment firm Artist Capital Management. Its chief investment officer Josh Dienstag will join the 100 Thieves board of directors. The rest of the round is made up of previous backers like Braun and Gilbert along with a new investment from Aglaé Ventures, the investing arm of Louis Vuitton Moet Hennessy-owner Groupe Arnault.

The Series B brings the company’s total funding to $60 million. Other investors include Salesforce CEO Marc Benioff, Dropbox CEO Drew Houston and venture firm Sequoia Capital. Forbes last fall estimated the company was worth $90 million after a single year of competing.

The fresh capital will go toward a 15,000-square-foot training facility and headquarters in Los Angeles, as well as for expanding into new games and increasing its apparel production.

The facility will be the “center of the universe for all things 100 Thieves,” according to Haag, the company’s founder and CEO, as well as a Forbes 30 Under 30 alum. “We’ve grown a lot in this past year…so it’s finally time to put our flag in the ground and make some place our permanent home.”

Settling in as early as this October, the offices will house the company’s staff including players, coaches and content creators, and will serve not just as a production studio and training space, but also as a retail storefront for fans. Unlike many esports companies, 100 Thieves has made its retail arm a significant piece of its overall revenue. All of its seasonal apparel drops have sold out in 20 minutes or less, with each one selling faster and with 50% more product. Its most recent sale in April brought in over half-a-million dollars after selling out in five minutes.

“I don’t think it’s even scratched the surface of what it can be in the future,” Haag says.

The demand during 100 Thieves product launches speaks to the company’s business model—mixing competitive esports teams with a stable of popular influencers like Jack “CouRage” Dunlop and Rachell “Valkyrae” Hofstetter. The tactic might prove useful if talk of a soon-to-burst esports bubble becomes a reality.

“We’ve insulated our business in way where, this bubble that everyone continues to talk about, if it were to pop or there were less interest from investors or sponsors or whatever the case may be, we’re not going to live and die by esports and esports alone,” Haag says. “If esports were to disappear tomorrow, we’d still have a really great business strategy in my opinion.”

Not to say Haag isn’t still “all-in” on competitive gaming. According to Haag, 100 Thieves boasts the second-highest payroll in the North American League of Legends Championship Series, and part of the new investment is meant for expansion in the space. One title particularly linked to 100 Thieves is Call of Duty, around which its publisher Activison Blizzard is planning a city-based league with franchised team slots reportedly priced at $25 million, according to ESPN. Haag, who came up as a Call of Duty pro and whose team’s first championship came in the game earlier this year, says “We’re definitely still thinking through it.”

Source: https://www.forbes.com/sites/mattperez/2019/07/16/esports-company-100-thieves-raises-35-million-in-series-b/#120c3f334b15

Enthusiast Gaming $EGLX.ca – #ASUS and #ESPN Partner To Advance Competitive #Esports Gaming $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:09 AM on Monday, July 15th, 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

Images
EGLX: TSX-V
———————————-

ASUS and ESPN Partner To Advance Competitive Esports Gaming

  • Esports is big business. Some estimates claim the global esports economy will exceed $1B this year and it shows no signs of slowing down.
  • Viewership it up. The prize money at key events continues to increase.
  • And all sorts of gaming and sports-related entities are finding ways to get in on the action.

Just yesterday, ASUS – or more specifically its Republic Of Gamers group – announced that it has partnered with ESPN to be the official hardware sponsor of EXP, an esports gaming series created by the network.

“We’re thrilled to have ROG as a key sponsor of our first-ever EXP esports event series,” said Kevin Lopes, director of business development, ESPN. “Together, we’re able to serve both the athletes and fans with a unique and high quality playing and viewing experience, and we look forward to continue doing so for the next two events at The ESPYS and X Games.”

ASUS ROG Desktop At ESPN EXP Pro-Am

ESPN

Republic of Gamers (ROG) by ASUS had already sponsored ESPN’s inaugural EXP event at the Collegiate Esports Championship, which took place in May of this year. Moving forward under the new partnership, ROG will supply competition-ready gaming hardware, namely the ROG Strix GL12CX gaming desktops and ROG Swift PG248Q gaming monitors, for upcoming tournaments happening over the next few weeks.

The ROG Strix GL12CX systems that will be used at the events are liquid-cooled and factory-overclocked gaming desktops, powered by NVIDIA’s Turing-based GeForce RTX 2070 GPU. A high-end GPU like the RTX 2070 is necessary to push high framerates out to the display with popular esports titles, to help keep input lag to a minimum. Speaking of the display, the ROG Swift PG248Q is a purpose-built gaming monitor with support for NVIDIA’s variable refresh G-SYNC technology and refresh rates up to 180Hz, when overclocked. The display also features a 1ms grey-to-grey response time, to minimize any blurring or ghosting during fast-paced action.

Gamers Will Use The ASUS ROG Swift PG248Q Gaming Display.

ESPN

“Competitive gaming is a passion at ROG,” said Vivian Lien, Global Head of Marketing for the Gaming Systems Business Group. “We were founded in order to innovate and create elite equipment for serious gamers. Our hardware is engineered to compete at the top level, and there is no better place to see it put to the test than at a tournament of upcoming and established esports champions.”

Esports fans can watch upcoming events live online and on the ESPN app. The ESPN PRO-AM is happening July 19 – 20 and the EXP Invitational Apex Legends event is going down August 2 – 3 at X Games Minneapolis. Marco Chiappetta   Source: https://www.forbes.com/sites/marcochiappetta/2019/07/12/asus-and-espn-partner-to-advance-competitive-esports-gaming/#69b9bfe37d39

Esports Entertainment Group $GMBL – This #NFL giant just got into #Esports, and here’s what the tipping point was $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:00 PM on Monday, July 8th, 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

———————–

This NFL giant just got into esports, and here’s what the tipping point was

  • On Tuesday, Activision Blizzard revealed that the Wilf family’s WISE Ventures investment fund, founded by Vikings owners Mark and Zygi Wilf, will become part of its upcoming Call of Duty league by fielding a Minnesota-based team.

Annie Pei

It’s just the first step in getting in on the “next evolution of entertainment.”

That’s how Jonathan Wilf describes his family’s, and subsequently the Minnesota Vikings’, first esports play. On Tuesday, Activision Blizzard revealed that the Wilf family’s WISE Ventures investment fund, founded by Vikings owners Mark and Zygi Wilf, will become part of its upcoming Call of Duty league by fielding a Minnesota-based team.

And while the Vikings owners have had their eye on the esports industry for awhile, it was Activision Blizzard’s approach to building the space that led them to finally get in on the hype. Just like their Overwatch League, the gaming giant intends to run another city-based franchise with Call of Duty as inspired by traditional sports leagues.

“Having watched closely as the ecosystem evolved and matured with the first few years of franchised leagues, we are confident in the long-term potential of what Activision Blizzard is building and in the esports industry as a whole,” Wilf told CNBC.

This makes the Vikings the latest traditional sports entity to charge into the esports industry, which research firm Newzoo projects will generate over one billion dollars in revenue this year. That’s a year-on-year growth of 27% with the North American market accounting for over a third of that $1.1 billion revenue.

But the Vikings are also entering a field where a good number of traditional sports giants have already snapped up slots in various leagues or started their own esports branches. Take-Two’s NBA 2K League, for example, features 21 teams that are each owned by their respective city franchises. Activision Blizzard’s Overwatch League, which features city-based franchise teams, also boasts a few traditional sports entities including the owners of the New England Patriots and the Los Angeles Rams.

These same traditional sports entities have also been wheeling and dealing in the space. In 2017, the Houston Rockets paid $13 million for a slot in Riot Games’ League of Legends North American league. This past April, the Rockets sold their League of Legends team, known as Clutch Gaming, to Harris Blitzer Sports & Entertainment, the parent company of the Philadelphia 76ers, the New Jersey Devils and esports team Dignitas, for a reported $20 million.

But despite their later entry into esports, Wilf emphasizes that the Vikings owners were waiting for what they perceived as a strong investment that would give them a solid foothold in the space.

“For us, investing in esports was never about being first, it was about finding the right opportunity at the right time,” said Wilf. “The proven staying power of Call of Duty as a franchise certainly factored into our thinking.”

Wilf also revealed that WISE Ventures is looking to expand into other games, and that they are exploring the possibility of building an esports-dedicated arena in Eagan, Minnesota on the Vikings Lakes campus.

The Call of Duty league is set to launch in 2020, and its addition of the Wilf family brings the total number of announced teams to seven. Back in March, ESPN reported that franchise spots for the new esports league were being sold at $25 million per slot, though Activision Blizzard has never confirmed that number.

Source: https://www.cnbc.com/2019/07/05/this-nfl-giant-just-got-into-esports-and-heres-what-the-tipping-point-was.html

Esports Entertainment Group $GMBL – Facing off with #Fortnite, #Apex is turning to #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, July 7th, 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

———————–

Facing off with Fortnite, Apex is turning to esports

By Shannon Liao, CNN Business

New York (CNN Business) Fortnite soared to the top of the video game world when it launched in 2017. Electronic Arts’ “Apex Legends,” a similar free-to-play battle royale game, where players fight until the last squad standing, eclipsed “Fortnite” in online views in February. Apex’s victory was short-lived, and Fortnite surpassed its viewership the following month. Now EA has plans to get Apex back on top once again. The company is betting competitions of professional and amateur gamers — known as esports — will broaden Apex’s audience.

Game enthusiasts play “Apex Legends” during the EA Play 2019 event at the Hollywood Palladium in June.

New features and esports deals

EA made a big play to bolster Apex’s esport credentials in June when it announced a deal with ESPN to allow college and professional esports players to compete in Apex games at two events over the summer. The game also added a new competitive mode Tuesday that ranks gamers based on how many wins and kills they can pull off. Fortnite implemented a similar competitive-ranking mode in March.   “Pro teams typically scout from the upper echelon,” said Chris Hopper, head of esports for North America at Riot Games, which develops “League of Legends,” one of the biggest esports titles. “But they also find up-and-coming talent in the ranks immediately below.” EA is leaning on its partnership with ESPN to stream Apex games live online and, later, on the air on the ESPN and ABC networks. ESPN’s director of business development, Kevin Lopes, told CNN Business the network was attracted to Apex Legends’ rising popularity and esports potential. The two companies already had an existing esports partnership over football game “Madden NFL.”   “Making Apex an esport will help drive the audience,” said Michael Pachter, an analyst at financial services firm Wedbush. “It gives players something to watch and learn from.”
World’s top gamers vie for $500,000 in prizes at a Fortnite International video game tournament.   The esports industry has attracted millions of viewers across multiple platforms, and it could reach about $3 billion in market size in 2022, Goldman Sachs forecasts. It’s not clear how exactly that translates into money for EA — esports revenue is hard to pinpoint, though sponsorships and event ticket sales can all generate revenue to some degree. Apex also makes money through in-game purchases such as cosmetic upgrades. But esports can encourage gamers to stick with particular titles and can keep the game feeling relevant for longer, “both of which lead to more chances for monetization,” said Nicole Pike, managing director at Nielsen Esports.   EA estimated during its last earnings call that Apex would bring in $300 to $400 million next year. For comparison, Fortnite made $2.4 billion in revenue in 2018, according to Nielsen’s SuperData.

Apex vs. Fortnite

“People play Fortnite partly because their friends are on Fortnite,” said Will Partin, a doctoral candidate at UNC Chapel Hill who studies esports. “The best-case scenario for the Apex Legends [ESPN] event is that it exposes the game to a lot of people who haven’t tried the battle royale genre yet.”

Esports is EA’s latest strategy to try and generate buzz for the title. When Apex debuted in February, EA paid well-known game streamers to play Apex for the first 24 hours. EA told CNN Business it stopped paying them after that.   The marketing bid paid off: Apex attracted 50 million players within the first month of launch. EA’s chief executive Andrew Wilson said it was the “fastest-growing new game we’ve ever had” during a May earnings call.   “It was our way of showing the world, when people go on

[game-streaming platform]

Twitch and it’s one of the top games, you’re like ‘Oh, that looks interesting. What’s that?'” said Vince Zampella, CEO of Respawn, which made Apex. EA acquired the developer in 2017. If people play Apex as a sport, the game could start winning back fan attention and viewership on live-streaming services.   Some observers think there’s potential for the game to actually succeed as an esports arena. Apex has unique characters and is not updated as frequently as Fortnite, so it’s easier to adapt to, said Will Hershey, co-founder and CEO at the investment advisory firm Roundhill Investments.   “Ultimately, I believe [Apex] has the potential to be more of an esport, in the traditional sense, than Fortnite does,” he said.  

Source: https://www.cnn.com/2019/07/04/tech/apex-fortnite-esports-ea-e3/index.html