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Enthusiast Gaming $EGLX.ca – It’s the real deal, millennial driven #Esports is the next big thing $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:30 PM on Thursday, July 4th, 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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It’s the real deal, millennial driven eSports is the next big thing

  • In 2018, the global eSports market revenue reached US$865 million. According to Statista, global eSports market revenue is forecast to reach US$1.79 billion in 2022, growing at a CAGR of 22.3%.
  • The number of eSports enthusiasts worldwide was estimated at ~168 million in 2018, and for total global viewers, the forecast for 2019 is ~453 million.
  • Enthusiast Gaming (TSXV: EGLX)/Aquilini GameCo Inc./Luminosity – The merged group will now include seven eSports teams (including management of the Vancouver Titans Overwatch League franchise), 40 eSports influencers, 80+ gaming media websites, 900+ YouTube and Twitch channels

Matthew Bohlsen | July 03, 2019

Think of eSports organizations the same way you would see any other mainstream sporting organization, for example, the New York Yankees or Manchester United. eSports organizations operate similarly by building their brands in the e-gaming ecosystem versus the traditional sports ecosystem.

A brief history of eSports and how the revenue is distributed across the industry

The first eSports event happened all the way back in October 1972 at Stamford University where students competed on the video game Spacewar. In more recent years the industry has become professional and involves large eSports tournaments, prize money, and media deals.

Source: Newzoo Market Report

The eSports opportunity

In 2018, the global eSports market revenue reached US$865 million. According to Statista, global eSports market revenue is forecast to reach US$1.79 billion in 2022, growing at a CAGR of 22.3%. The number of eSports enthusiasts worldwide was estimated at ~168 million in 2018, and for total global viewers, the forecast for 2019 is ~453 million.

The major players in the eSports space

  • Activision Blizzard Inc. (NASDAQ: ATVI) owns the popular Overwatch League as well as World of Warcraft, StarCraft, Diablo, and Hearthstone.
  • Electronic Arts Inc. (NASDAQ: EA) is headquartered in California. It is the second-largest gaming company in the Americas and Europe by revenue and market capitalization
  • Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is based in New York City. The Company owns two major publishing labels, Rockstar Games, and 2K.
  • Tencent Holdings Ltd. (OTCPK: TCEHY) acquired Riot Games and now owns the very popular League of Legends game and also own King of Glory. Tencent is the Chinese leader in eSports game streaming.
  • Amazon (NASDAQ: AMZN) is a dominant player in the eSports streaming market. The online streaming market in the USA is led by Amazon’s Twitch.
  • Huya Inc. (NYSE: HUYA) is a spin off from YY Inc. Huya is known as the “Twitch of China”. Huya mostly works off a gift model.
  • Alphabet Inc. (NASDAQ: GOOG) own YouTube Gaming which makes money via subscriptions and advertising.
  • Enthusiast Gaming (TSXV: EGLX)/Aquilini GameCo Inc./Luminosity – The merged group will now include seven eSports teams (including management of the Vancouver Titans Overwatch League franchise), 40 eSports influencers, 80+ gaming media websites, 900+ YouTube and Twitch channels

Enthusiast Gaming merges with Aquilini GameCo and Luminosity to create a market leader in gaming and eSports

In just four years Enthusiast Gaming has gone from a basement-based business to form the leading publicly traded eSports and gaming media organization in North America. Enthusiast Gaming recently announced a merger agreement with Aquilini GameCo Inc. and Luminosity that will create a publicly traded eSports and gaming organization with $22 million in pro forma revenue and $36 million in cash on closing of the merger, with a combined global audience reach of approximately 200 million.

CEO of Enthusiast Gaming, Menashe Kestenbaum, stated: “Our vision has always been to build the largest, vertically integrated eSports and gaming company in the world. The merger with Aquilini GameCo and Luminosity was a strategic decision that positions us as a dominant player in the gaming industry and unlocks access to Luminosity’s 50 million dedicated eSports fans and one of the largest eSports franchises.”

eSports companies are doing well and eSports is gaining acceptance

So far 2019 has been a strong period for eSports with some great returns in H1 2019 for investors including: Huya Inc. (NYSE: HUYA) up 71%, Kuuhubb Inc. (TSXV: KUU) up 81%, Enthusiast Gaming Inc. (TSXV: EGLX) up 39%, Zynga Inc. (NASDAQ: ZNGA) up 61%, and Electronic Arts Inc. (NASDAQ: EA) up 33%.

eSport was featured at the 2018 Asian Games as a demonstration sport, and eSports will be a medal event at the 2022 Asian Games.

The eSports phenomenon is growing at a rapid pace and offers many opportunities globally for up to date investors, just ask a millennial. 

Source: https://investorintel.com/sectors/technology/technology-intel/its-the-real-deal-millennial-driven-esports-is-the-next-big-thing/

Esports Entertainment Group $GMBL – #Newzoo opens up on $1 billion #Esports valuation after criticism $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:24 PM on Wednesday, July 3rd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Newzoo opens up on $1 billion esports valuation after criticism

Steven R. July 3, 2019

  • In a lengthy article, the analytics firm opened up on its process and subtly pushed back against implications that they have been overly bullish regarding the future of the industry
  • It also pulled back the curtain on its valuation methods and offered a breakdown of how it sees the esports industry today.

Newzoo is giving a bit of insight into their frequently cited statistics on the growth of the esports industry.

In a lengthy article, the analytics firm opened up on its process and subtly pushed back against implications that they have been overly bullish regarding the future of the industry. It also pulled back the curtain on its valuation methods and offered a breakdown of how it sees the esports industry today.

“For esports data, publicly available financial information is scarce due to the relative youth of the industry,” Newzoo CEO Peter Warman said. “We, therefore, partner directly with numerous esports organizations across the globe… We receive their actual revenue data each quarter, providing us with a strong data-backed foundation for forecasting sponsorships, advertising revenues, and media rights deals, as well as merchandise earnings and fees spent on organizers.”

Though Newzoo does not specifically name names, the article seems to be a response to recent wide-ranging discussions that firms have been overstating esports’ reach and value to prospective investors. These concerns were detailed at length in a report by Cecilia D’Anastasio of Kotaku, who tackled this issue on a number of fronts. Kotaku’s anonymous sources discussed the industry in terms ranging from “inflated” to “completely unsustainable.”

The report discusses Newzoo specifically, with esports insiders from multiple areas of the industry questioning the legitimacy of their methods. The eye-popping numbers from Newzoo and other similar outlets offer a great deal of sizzle to uninitiated financiers, possibly without enough steak to go along with it.

To counter this, Newzoo honed in on its oft-cited $1 billion “global esports market revenue estimate.”

The number has been thrown around by many different outlets without proper context, which has led to accusations that the company was actively trying to inflate the industry. Newzoo gave a detailed breakdown on how it reached that valuation, accounting for different regions and areas of the industry.

The chart shows the different sources of revenue and what percentage that accounts for in each region. This highlights some of the key differences in business models between major markets, with advertising being huge in Asia while media rights make up a much larger chunk of North America.

Despite the post likely being a reaction to claims that its numbers were overstated, Warman stood by his firm’s math.

“Newzoo stands by its forecasts,” Warman said.

Source: https://win.gg/news/1568/newzoo-opens-up-on-dollar-1-billion-esports-valuation-after-criticism

Enthusiast Gaming $EGLX.ca – The rise of #Esports in Canada $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Tuesday, July 2nd, 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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Esports is gaining ground among sports enthusiasts in Canada. Now, for the first time, players have a new place to call home.

Source: https://globalnews.ca/video/5448705/the-rise-of-esports-in-canada

Esports Entertainment Group $GMBL – #Hershey is gravitating toward opportunities in #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:41 PM on Thursday, June 27th, 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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Hershey is gravitating toward opportunities in esports

  • Twitch, the No.1 streaming site for gamers, touts 15 million unique daily visitors, and over 2.2 million creators who live stream their gameplay.
  • The global esports audience is projected to hit 600 million by 2023 — up from 281 million just three years ago, per Business Insider Intelligence estimates.
  • And revenue will rise with it: Global esports revenue is forecasted to reach $2.96billion by 2022, up from $869 million in 2018.

Mariel Soto Reyes

The Hershey Company is looking to reach non-traditional audiences through esports, per Digiday. Hershey has traditionally allocated the bulk of its media spend to traditional TV advertising, but it’s increasingly diversifying its media spend beyond traditional TV and into more digital spaces. The esports phenomenon has opened up a channel to reach hundreds of millions of eyeballs worldwide.

Business Insider Intelligence

Hershey is increasingly investing in esports as it looks to tap into audiences its traditional buys likely miss — in particular millennial and Gen Z males under age 25. Hershey decided to ramp up its commitment to the fast-growing space after seeing younger audiences flock to streaming sites like Twitch and YouTube to engage with gamers live-streaming their sessions.

Twitch, the No.1 streaming site for gamers, touts 15 million unique daily visitors, and over 2.2 million creators who live stream their gameplay. The global esports audience is projected to hit 600 million by 2023 — up from 281 million just three years ago, per Business Insider Intelligence estimates. And revenue will rise with it: Global esports revenue is forecasted to reach $2.96billion by 2022, up from $869 million in 2018.

There are three primary methods for brands to advertise in esports:

  • Event sponsorships. While brands can reach esports viewers by advertising on streaming platforms like Twitch and YouTube, they can also reach millions of esports event attendees and viewers by sponsoring major live competitions. For instance, 200million viewers tuned into the League of Legends World Championship in 2018 — nearly double the number that watched the Super Bowl that year, which clocked in at about 98 million viewers. That same event sold 23,000 tickets in under four hours, with game owner Riot releasing an additional 3,000 to meet the overwhelming demand.
  • Direct advertising on sites like Twitch. Many brands have taken to running ads on alongside gaming content on the top video streaming platforms for live gameplay. For instance, Wendy’s designed an interactive ad-campaign which ran on Twitch, and Nike has even debuted new shoes on the site.
  • Influencer brand partnerships. Gaming influencers inspire intense trust and loyalty among their followings: If a gaming influencer recommends hardware, their fans are likely to purchase that gear, and if they recommend food or eat something while playing, their fans might also follow suit. In fact, Hershey’s first foray into esports was a partnership with top gamers “Ninja” ( 5 million Twitch followers), and “DrLupo” ( 3.4 million Twitch followers) to launch its Reese’s Pieces candy bar at gamer event TwitchCon (like Comic-Con, but for video games). Likewise, Axe partnered with “Cizzorz” — part of the popular FazeClan esports team — to run a promotional contest where fans could upload a live-action clip of themselves gaming to Instagram or Twitter and be entered to win a feature on the gamer’s channel and the opportunity to attend VidCon with him.

As the global esports market explodes, I expect opportunities for brand partnerships and advertisements to trace a similar path. And it’s likely that brands get increasingly creative with their attempts to win a piece of the space. Already, brands like Kellogg — which launched a new cereal dubbed “Lucio-Oh’s,” based on a popular Overwatchcharacter — are experimenting with their approaches to the gaming world.

Source: https://www.businessinsider.com/hershey-gravitates-to-esports-opportunities-2019-6

Further To BIG Partnership Announcement With #Dignitas, #Esports Insider Features Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:19 PM on Tuesday, June 25th, 2019

  • In the gambling sphere, there’s barely a bookmaker now that doesn’t include esports and there’s a plethora of esports specific operators too
  • One thing that hasn’t quite materialized yet is betting exchanges, similar to Betfair, and this is an opportunity Esports Entertainment Group are keen to capitalize on. 

By Esports Insider

There’s undoubtedly been growth in esports betting over recent years. Entertainment and betting arguably go hand-in-hand and players are already betting on a multitude of titles ranging from Counter-Strike through to Hearthstone. In the gambling sphere, there’s barely a bookmaker now that doesn’t include esports and there’s a plethora of esports specific operators too. One thing that hasn’t quite materialised yet is betting exchanges, similar to Betfair, and this is an opportunity Esports Entertainment Group are keen to capitalise on. 

A week on from the news of a big partnership with Dignitas, we spoke to Grant Johnson, CEO of Esports Entertainment Group about his Vie.gg exchange – what they’re trying to achieve – and how he sees the intersection between gambling and esports developing. 

Grant Johnson, Vie.gg CEO (right)

Esports Insider: Tell us about how Vie came about. As a seasoned gambling expert, your profile doesn’t fit the typical ‘gamer’ mold – so what piqued your interest in this particular area?

Grant Johnson: It all came about back in 2013 when I was doing some work with a group who wanted to get into the sports bet casino business. They asked me what was “new”. I did some research and started reading about esports. I had the good fortune to get introduced to Alex Lim. At the time he was the Secretary-General of the IeSF. He, in turn, introduced me to Ken Silva, founder, and president of EsportsCanada, who invited me to the Starcraft championship in Toronto late 2013.

I was absolutely blown away by the excitement and energy displayed by the fans at the event and the fact that the vast majority of the fans were in their 20s. I spoke to several people regarding interest in wagering and the feedback was unanimous — there was a strong interest. Effectively that was the ah-ha! moment for me. The group I was working with decided they were not interested in the sector so I decided to launch my own company at the time called VGambling, which has evolved into Esports Entertainment Group (OTCQB:GMBL). Which in turn launched Vie.gg and the bet exchange platform.

ESI: The gambling industry on the esports side clearly isn’t as developed as the traditional sports counterpart yet — why do you think this is and how do you think this can change?

GJ: Yes, I do believe it will change and it’s already happening. I believe the fan base has to become comfortable with betting. Clearly, some already are and that number is growing rapidly. As I did my research, transparency and Player vs Player options were a constant theme in the feedback we were getting. Hence the bet exchange platform which is specifically suited for the PvP wagering.

We went the route of being a publicly traded company so that the fans, players, and bettors could see with full transparency who was behind the platform. Generally, it is almost impossible to tell with traditional betting operators who the people really are behind it.

ESI: Vie.gg is one of the only exchanges currently in esports. How important are exchanges in a betting ecosystem and do you envisage the space developing in the future?

GJ: Clearly by virtue of the fact we elected to go this way. We are strong believers in the bet exchange system. Esports is all about competing against your friends, and here the bet itself becomes a competition of knowledge which our research has told us is key to the fans of esports. The players can bet directly against each other and not have to deal with the house taking a position against them as it is in traditional betting.

“I was absolutely blown away by the excitement and energy displayed by the fans at the event and the fact that the vast majority of the fans were in their 20s”

As the esports community becomes more comfortable with placing a bet and they come to understand that bet exchange is a more transparent option for them, we feel in the end a significant portion of the market will prefer the exchange model. At this stage, it’s all about educating the fan base about the player versus player bet experience and that is where our main focus lies right now.

ESI: The esports market has been fragmented and regulation is fast improving with more traditional sports betting operators coming in and positioning themselves in the market. What do you see the landscape looking like five years from now? How is Vie positioned differently to these traditional sportsbook brands?

GJ: I agree that there is a great deal of change and educating taking place. The traditional sports books are offering esports in the general belief that their sportsbook player base will cross over to do some esports betting. I do think in certain titles there is some crossover, however, we think that percentage is fairly small.

We believe a focussed effort on the esports fan specifically is key. I agree with the financial experts that the esports betting space will see explosive growth in the next five years. And I believe I have read that esports gambling could, in fact, eclipse the current size of the esports ecosystem itself. That offers huge potential.

I believe in our position as the first mover with the exchange and the transparency that comes with being public. We also believe in partnering with the esports brands that the fan base trusts and follows. Our new and exciting partnership with Dignitas will put us in a strong position to be a major beneficiary of this growth.

ESI: Vie.gg are involved with teams like Dignitas and Epsilon and other esports teams with collaborative sponsor agreements amongst other streamers and influencers. How do you leverage the relationships these offer and what can fans expect to see from these partnerships in the future?

GJ: Clearly, influencers like teams and streamers have a great deal of social exposure and connection with their followers. By aligning ourselves with these teams and brands such as Epsilon and our newest partners Dignitas, both of which have loyal long term fan bases, we are in a position to offer our product to the fans in partnership with the brands.

“I believe I have read that esports gambling could, in fact, eclipse the current size of the esports ecosystem itself. That offers huge potential”

It is a continuation of our belief in transparency and dedication to the esports industry and we feel that in the long run, it will give us an option to offer the fans a way to have confidence in and feel comfortable using Vie.gg for placing wagers when they chose to do so.

Source: https://esportsinsider.com/2019/06/grant-johnson-vie-gg-building-an-esports-betting-exchange/

#Luminosity Gaming Expands into #Ubisoft’s Rainbow Six Siege #Esports League with Signing of First-Place Team $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:22 AM on Tuesday, June 25th, 2019
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  • Announced that Luminosity Gaming, one of the largest and most successful esports organizations in North America, has officially entered the popular Ubisoft video game title, Rainbow Six Siege.
  • Luminosity has signed “92 Dream Team,” the current first-place team in the North American division of the Rainbow Six Pro League. 
  • Rainbow Six Pro League is the most prestigious R6S competition in the world, featuring the best teams from North America, South America, Europe and APAC competing in their respective regions

TORONTO, June 25, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the largest community of authentic gamers, is pleased to announce that Luminosity Gaming (“Luminosity”), one of the largest and most successful esports organizations in North America, has officially entered the popular Ubisoft video game title, Rainbow Six Siege. Luminosity has signed “92 Dream Team,” the current first-place team in the North American division of the Rainbow Six Pro League. 

Rainbow Six Pro League is the most prestigious R6S competition in the world, featuring the best teams from North America, South America, Europe and APAC competing in their respective regions. Competing among teams like FaZe Clan, Team SoloMid, Team Liquid and more, the 92 Dream Team, now competing for Luminosity Gaming, currently sits in first place in the North American division.

The announcement aligns well with Enthusiast’s recent partnership with Ubisoft Canada to host the Rainbow Six Canada Nationals and bring the Ubisoft show floor activation to Enthusiast Gaming Live Expo (EGLX) in October 2019. Presented by Ubisoft Canada and powered by Enthusiast, the Rainbow Six Canada Nationals will kick off in June 2019 and conclude in a live finals at EGLX 2019 on October 20, downtown Toronto at the Metro Toronto Convention Centre.

Menashe Kestenbaum, CEO of Enthusiast commented, “We continue to realize synergies between Enthusiast and Luminosity which will be beneficial for the growth and success of the merged entity. The ability to attract top talent and leverage partnerships across the entire network will help increase reach and monetization opportunities.” He continued, “We look forward to working with the Luminosity team on future synergies for growth across our online platform and various events including EGLX this fall.”

The team consists of Muteeb “Pixel” Chaduary, Tom “Tomas” Kaka, Richie “Rexen” Coronado, Kian “Hyena” Mozayani and Coal “awD” Phillips and is coached by ViiRus.

We’ve been very impressed by the development of the R6S Pro League,” said Steve Maida, President of Luminosity Gaming. “Not only with the viewership, but with the approach Ubisoft has taken to creating a healthy and stable esport. The ecosystem is one that supports healthy growth for players and organizations alike. We couldn’t have asked for a better team with which to enter the scene. 92 Dream Team are an amazing group of young men who have been able to achieve success while previously balancing day jobs and a lack of resources. We’re excited to watch them soar under the Luminosity banner.”

On May 31, 2019, Enthusiast announced a merger with Luminosity and Aquilini GameCo., to create the largest vertically integrated gaming and esports company in the world.  The merger includes seven esports teams in various gaming titles (including management of the Vancouver Titans Overwatch League franchise), 40 esports and gaming influencers, over 80 gaming media websites, and 900 YouTube and Twitch channels, with an online reach of approximately 200 million. 

About Luminosity Gaming

Luminosity Gaming is a North American professional esports organization. It was founded in Canada in 2015 by Steve Maida with the goal of enabling aspiring competitive gamers to ultimately create sustainable careers. The company now hosts some of the best professional gamers in the world. Luminosity has teams and championships in game titles such as Fortnite, Counter Strike, Call of Duty, Overwatch, Rainbow Six Siege, Smite, Madden and more. Luminosity scouts and hires players and teams who compete on the company’s behalf in tournaments online and in arenas around the world for prize money. Through those efforts, Luminosity has grown to be one of the largest and most successful esports organizations not only in North America but in the world. 

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is the largest vertically integrated video game company 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 Partners With MSI, a World Leader in Gaming Hardware, to Be Prize Sponsor for EGLX Drop-In Tournaments $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:05 AM on Monday, June 24th, 2019
  • Enthusiast Gaming Live Inc. it has partnered with MSI to be a prize sponsor at Enthusiast Gaming Live Expo in October 2019
  • MSI is a world leading gaming brand, and one of the most trusted hardware providers in gaming and esports.
  • Additional to being a prize sponsor, MSI will also bring an activation to the show floor during the three day expo.

TORONTO, June 24, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), the largest publicly traded video game media and esports company in North America, is excited to announce that through its subsidiary, Enthusiast Gaming Live Inc. (“EGLive”) it has partnered with MSI to be a prize sponsor at Enthusiast Gaming Live Expo (“EGLX”) in October 2019. MSI is a world leading gaming brand, and one of the most trusted hardware providers in gaming and esports. Additional to being a prize sponsor, MSI will also bring an activation to the show floor during the three day expo.

Melanie Azagury, Manager, EGLX, commented, “As EGLX continues to grow, we continue to engage and partner with the leading brands in the industry. Our goal at EGLX is to provide the best in-person experience for our gaming communities, fans, and competitors, and the partnership with MSI enables us to include the most sought-after gaming hardware to our growing prize pools.”

EGLX will be hosting a number of smaller sub tournaments throughout the expo including popular games such as Fortnite, Apex Legends and Super Smash Brothers. These drop-in tournaments will allow the general attendees to compete with other players and the tournament champions will receive various cash and MSI prizes such as, MSI gaming chairs, personal computers, monitors and laptops. MSI will also be showcasing their latest products in their activation booth.  

Marketing Manager, MSI, Julia Chen added, “EGLX is one of the best Canadian destinations for gamers and players to have the ultimate gaming experience and MSI is thrilled to be a part of it. We are excited to showcase our new products as well as a prize partner at EGLX 2019. Our portfolio could not align more with these communities of lifestyle gamers, It’s an excellent fit for us.”

Tickets to EGLX 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].

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is the largest vertically integrated video game company 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.

Esports Entertainment Group $GMBL – #Hainan to Launch $145 Million #Esports Fund $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, June 23rd, 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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Hainan to Launch $145 Million Esports Fund

  • South China’s tropical Hainan will set up a 1 billion yuan ($145 million) fund to lure esports businesses to the province, as part of a broader package to support gaming in the region.

The money will be used to support “related companies” and subsidize global esports competitions held in the province, said Sun Ying, the director of Hainan’s tourism, culture, broadcasting and sports department. She also said the government would make it easier to get approval to hold such events.

Sun made the announcement at an esports industry forum held in the island’s Boao city on Thursday.

Sun said the government would also offer other incentives to the sector, such as tax breaks and benefits such as subsidized housing and residency status for star gamers.

The official also said the local administration planned to expand the province’s visa-free visit program —which currently applies to 59 nationalities — to include more countries in the future. Sun said this would make it easier for more people to participate in esports events in the process.

Hainan, known for its warm weather and sandy beaches, has long been heavily reliant on tourism.

However, the central government has plans to shake up the region’s economy, with the State Council announcing in October that the province would become China’s 12th pilot free trade zone. According to a policy guideline document (line in Chinese) released at the time, the Hainan zone will focus on the international tourism, modern service, and advanced technology industries.

In recent years the gaming industry has rapidly expanded as ever larger numbers of Chinese people have come online. The value of China’s esports market has more than tripled since 2015 and is expected to more than double from its 2018 level to 247.8 billion yuan by 2023.

Provinces including Zhejiang, Anhui, and Jiangsu have announced plans to build so-called “esports towns,” regions in which incentive policies much like Hainan’s — direct funding and tax breaks — have been promised.

However local governments’ enthusiasm for this growing sector could be met with roadblocks, as the central government has displayed an ambivalent attitude towards video gaming.

The central government department responsible for approving the release of games did not give the green light to any new titles for most of last year. Then, in April, it was revealed that thousands of titles that had already been waiting for approval — some for more than a year — would be forced to start the approval process all over again under new regulations.

In September last year, the General Administration of Press and Publications said it would control the total number of online video games and new titles in operation, ostensibly to address worsening eyesight among the country’s young people.

Source: https://www.caixinglobal.com/2019-06-21/hainan-to-launch-145-million-esports-fund-101430056.html

Enthusiast Gaming $EGLX.ca Closes $10m Loan From Aquilini Gameco $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:06 AM on Friday, June 21st, 2019
  • Announced that it has closed the $10,000,000 bridge loanfrom Aquilini GameCo Inc. (as previously announced on May 31, 2019).
  • Proceeds from the Bridge Loan will be used by Enthusiast to continue executing on its buy and build growth strategy and will allow the Company to capitalize on accretive growth opportunities.

TORONTO, June 21, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the largest community of authentic gamers, is pleased to announce that it has closed the $10,000,000 bridge loan (the “Bridge Loan”) from Aquilini GameCo Inc. (“GameCo”) (as previously announced on May 31, 2019).

Proceeds from the Bridge Loan will be used by Enthusiast to continue executing on its buy and build growth strategy and will allow the Company to capitalize on accretive growth opportunities.

Eric Bernofsky, COO of Enthusiast commented, “This loan from Aquilini GameCo is an important step for Enthusiast to continue executing on its growth strategy. Further, the additional funds give us the opportunity to review other potential acquisition targets.”

Pursuant to the terms of the loan agreement with GameCo dated May 30, 2019 (the “Loan Agreement”), interest shall accrue on the loan at the rate of 8% per annum. All principal and interest under the Bridge Loan will be due and payable by Enthusiast to GameCo on the earlier of: (a) June 20, 2020, and (b) the closing of the plan of arrangement with J55 Capital Corp. and GameCo. Enthusiast will be entitled to prepay all or a part of the Bridge Loan at any time, from time to time, without bonus or penalty. Pursuant to the terms of the Loan Agreement, Enthusiast has paid GameCo a $300,000 administrative fee.

On May 31, 2019, Enthusiast announced that it had entered into an arrangement agreement (the “Arrangement”) with J55 Capital Corp. (“J55”) and GameCo. Pursuant to the Arrangement, J55 has agreed to acquire all of the outstanding common shares of Enthusiast Gaming in exchange for common shares of J55 on the basis of 4.22 J55 common shares for each one Enthusiast common share.

In connection with the Arrangement, GameCo announced on June 19, 2019 the closing of its bought deal private placement (the “GameCo Offering”). The GameCo Offering includes unsecured convertible debentures (“Debentures”) at a conversion price of $0.45 for a total principal amount of $10,000,000.  The Debentures will mature on the date (the “Maturity Date”) that is the earlier of: (i) June 30, 2020, and (ii) the closing date of the Arrangement.

The proceeds from the Bridge Loan were extended by GameCo to Enthusiast on completion of the GameCo Offering.

The completion of the arrangement remain subject to the closing conditions set out in the Arrangement, including approval of the TSXV Venture Exchange and the approval of the requisite majority of the shareholders of J55 and Enthusiast, as applicable.

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is the largest vertically integrated video game company and has the fastest-growing online community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 150 million monthly visitors with its curated content and over 50 million YouTube visitors. 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

Certain information in this news release constitutes forward-looking statements under applicable securities laws. Any statements that are contained in this news release that are not statements of historical fact are forward-looking statements. Forward looking statements are often identified by terms such as “may”, “should”, “anticipate”, “expect”, “potential”, “believe”, “intend”, “estimate” or the negative of these terms and similar expressions. Forward-looking statements in this news release include, but are not limited to, statements with respect to the completion of the transactions referred to in this press release (the “Transactions”) and the timing for their completion; the satisfaction of closing conditions which include, without limitation: (i) required shareholder approval, (ii) necessary court approval, (iii) receipt of any required approvals, (iv) certain termination rights available to the parties under the Arrangement, (v) obtaining the necessary approvals from the TSXV, (vi) other closing conditions, including compliance by the parties with various covenants contained in the Arrangement, (vii) statements with respect to the effect of the Transactions on the parties; and (viii) statements with respect to the anticipated benefits associated with the Transactions.

Forward-looking statements are based on certain assumptions regarding Enthusiast, GameCo and J55, including the completion of the Transactions, anticipated benefits from such Transactions, and expected growth, results of operations, performance, industry trends and growth opportunities. While Enthusiast, J55 and GameCo consider these assumptions to be reasonable, based on information currently available, they may prove to be incorrect. Readers are cautioned not to place undue reliance on forward-looking statements.

The assumptions of Enthusiast, GameCo and J55, although considered reasonable by them at the time of preparation, may prove to be incorrect. In addition, forward-looking statements necessarily involve known and unknown risks, including, without limitation, risks associated with general economic conditions; adverse industry events; future legislative, tax and regulatory developments; inability to access sufficient capital from internal and external sources, and/or inability to access sufficient capital on favourable terms; the inability to implement business strategies; competition; currency and interest rate fluctuations and other risks. Among other things, there can be no assurance that the Transactions will be completed or that the anticipated benefits from such Transactions will be achieved. Readers are cautioned that the foregoing list is not exhaustive. Readers are further cautioned not to place undue reliance on forward-looking statements as there can be no assurance that the plans, intentions or expectations upon which they are placed will occur. Such information, although considered reasonable by management at the time of preparation, may prove to be incorrect and actual results may differ materially from those anticipated. For more information on the risk, uncertainties and assumptions that could cause anticipated opportunities and actual results to differ materially, please refer to the public filings of Enthusiast which are available on SEDAR at www.sedar.com. Forward-looking statements contained in this news release are expressly qualified by this cautionary statement and reflect our expectations as of the date hereof, and thus are subject to change thereafter. Enthusiast, GameCo and J55, disclaim any intention or obligation to update or revise any forward-looking statements, whether as a result of new information, future events or otherwise, except as required by law.

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.

Esports Entertainment Group $GMBL – World electronic gaming revenues to grow 9.6% to $152.1 billion in 2019 #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Tuesday, June 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

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World electronic gaming revenues to grow 9.6% to $152.1 billion in 2019

  • Global video and electronic games market will generate $152.1 billion (£121 billion) in 2019, up 9.6% over last year as gaming morphs into content and communication, according to a report by gaming analytics firm Newzoo on Tuesday.
  • It is “the complete convergence of different forms of digital entertainment all coming together,” Peter Warman, chief executive of the Netherlands-based firm, told Reuters in a phone interview.

By Hilary Russ

NEWYORK (Reuters) – The global video and electronic games market will generate $152.1 billion (£121 billion) in 2019, up 9.6% over last year as gaming morphs into content and communication, according to a report by gaming analytics firm Newzoo on Tuesday.

It is “the complete convergence of different forms of digital entertainment all coming together,” Peter Warman, chief executive of the Netherlands-based firm, told Reuters in a phone interview.

As games become seemingly ubiquitous, they are turning into tools for connectivity, allowing players to chat with friends and meet new people. Fortnite publisher Epic Games Inc, in particular, believes in gaming as a communication platform, Warman said.

Facebook Inc is launching its own games through its Facebook, WhatsApp Inc and Messenger apps, as is Tencent Holding Ltd’s WeChat in China.

On June 5, Words With Friends developer Zynga Inc launched a new battle royale game exclusively on the new gaming platform of Snap Inc, home of messaging app Snapchat.

This year, the United States will overtake China for the largest gaming market by revenues – $36.9 billion versus $36.5 billion – due to growth in console games and the influence of Fortnite in America and the echo of a previous governmental freeze on new games in China.

“I believe it’s a temporary glitch,” said Warman of the Chinese market, because there are so many games in the pipeline awaiting approval.

Japanese companies are also making a comeback, in part because of nostalgia for retro games.

A revamp of Final Fantasy VII, originally released in 1997 by Japan’s Square Enix Holdings Co Ltd, is expected to be released next year, for example.

Nintendo Co Ltd and Bandai Namco Holdings Inc, developer of the classic Pac-Man games, are ranked 9th and 10th on Newzoo’s list of top public gaming companies by revenue.

“It’s taken a long time but they’re back,” Warman said, after some Japanese developers were slow to embrace mobile gaming and shift business models from paid games to free-to-play.

Mobile gaming on smartphones and tablets, versus PC and console games, remains the largest platform, producing $68.5 billion, or 45% of the global market, the report said.

Newzoo surveyed more than 62,500 invite-only respondents from February to March across 30 markets, among other data sources. It is the firm’s 9th such annual report.

The report excludes revenue from esports, or formalised professional video game competitions. Newzoo reported in February that global esports revenue would hit $1.1 billion this year.

(Reporting by Hilary Russ; Editing by Richard Chang)

Source: https://www.euronews.com/2019/06/18/world-electronic-gaming-revenues-to-grow-9-point-6-percent-to-152-point-1-billion-in-2019-report