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#Luminosity Gaming Signs Four New #Esports Influencers With Over 7M Followers and Launches the “LG Fortnite House” in Florida $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:57 AM on Tuesday, June 18th, 2019
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  • Luminosity Gaming has signed four celebrity esports influencers to its team and launched the “LG Fortnite House”, a house and content hub for the Luminosity roster of gaming and esports professionals.
  • The Luminosity team will be living and playing out of the house in Florida, and will continue to create rich content for the existing Luminosity Fanbase.
  • Four celebrity gaming influencers, Formula, Kiwiz, Nicks, and Randumb have joined the Luminosity family, and bring a unique and diverse style to an already successful roster of Luminosity creators.

TORONTO, June 18, 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 Luminosity Gaming (“Luminosity”) has signed four celebrity esports influencers to its team and launched the “LG Fortnite House”, a house and content hub for the Luminosity roster of gaming and esports professionals. The Luminosity team will be living and playing out of the house in Florida, and will continue to create rich content for the existing Luminosity Fanbase.

Four celebrity gaming influencers, Formula, Kiwiz, Nicks, and Randumb have joined the Luminosity family, and bring a unique and diverse style to an already successful roster of Luminosity creators. The group joins Luminosity having achieved collective success, amassing over 900,000 Twitter followers, 7 million YouTube followers, and close to 1 Billion total video views.  They will be residents in the LG Fortnite House and will continue to provide innovative influencer content and an inside look into the house and players.

On May 31, 2019, Enthusiast announced  that it had entered into an arrangement agreement with J55 Capital Corp. (“J55”) and Aquilini GameCo Inc. (“GameCo”) to form the leading publicly traded esports and gaming media organization in North America (the “Arrangement”). Immediately prior to the closing of the Arrangement, GameCo will complete its acquisition of Luminosity Gaming Inc. and Luminosity Gaming (USA), LLC (collectively, “Luminosity”). The completion of the transactions are subject to a number of closing conditions, including shareholder approvals and the approval of the TSX Venture Exchange. Details regarding the transactions are included in the May 31, 2019 respective press releases of Enthusiast and J55.

Each new influencer adds a unique element to the rapidly growing Luminosity team:

  • Formula, AKA Alex Kushelevskiy, started his career in gaming managing a number of popular organizations, eventually deciding to pursue a career as a creator.  He has built a following through Fortnite of over 1,400,000 subscribers.
     
  • Kiwiz, AKA John Payne, rose to fame on YouTube as a content creator in Fortnite, building a subscriber base of over 1,800,000 subscribers.
     
  • Nicks, AKA Nick Spoerke, began his career as a creator in Call of Duty on Fortnite.  He has a fan base of over 1,800,000 subscribers.
     
  • Randumb, AKA Jordan Schneider, began his career on YouTube in early 2015, building his initial fan base in Call of Duty. Following his switch to Fortnite, he has built a fan base of over 2,000,000 subscribers.

Steve Maida, President of Luminosity commented, “Welcoming Formula, Kiwiz, Nicks, and Randumb to Luminosity adds another new and unique creative element to our growing franchise. We are on a mission to collaborate with players, influencers, and creators that can engage with our amazing fans, while we continue to build one of the leading esports team in the world.”

“We are excited with the growth of Luminosity’s team of talent and their ability to execute on the business model. Luminosity is a leader in discovering and developing gaming talent, content creators and influencers which will add almost 60 million followers to the combined network,” commented Menashe Kestenbaum, Founder and CEO of Enthusiast. “Welcoming four new influencers and the launch of the LG House in Florida, is an excellent growth step for Luminosity. Collectively, we are working on closing the announced merger, while we continue to operate and grow successful businesses within the gaming ecosystem.”

About Luminosity Gaming

Luminosity is a North American professional esports organization. Founded in 2015, in Canada by Steve Maida, with the goal of enabling aspiring competitive gamers to ultimately create sustainable careers, Luminosity now hosts some of the best-known professional gamers in the world. Luminosity has teams and championships in game titles such as Fortnite, Counter Strike, Call of Duty, Overwatch, PUBG, Halo, 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.

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 unique and 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 for the Proposed Merger 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 merger agreement, (v) obtaining the necessary approvals from the TSXV, (vi) other closing conditions, including compliance by the parties with various covenants contained in the merger agreement, (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, J55, Acquilini and Luminosity, 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, Acquilini and Luminosity 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, J55, Aquilini and Luminosity, 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, J55, Aquilini and Luminosity 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.


Source: GlobeNewswire (June 18, 2019 – 8:50 AM EDT)

Esports Entertainment Group $GMBL Partners With Dignitas, The #Esports Organization Of Harris Blitzer Sports and Entertainment, To Provide P2P Esports Betting $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:05 AM on Monday, June 17th, 2019
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  • Announced multi-year partnership with Harris Blitzer Sports & Entertainment to provide safe and transparent P2P esports betting to Dignitas fans via VIE.gg.
  • Dignitas is an international esports team with one of the most iconic and recognizable brands in the professional gaming industry that fields teams in seven of esports’ largest and most popular games

BIRKIRKARA, Malta, June 17, 2019 — via OTC PR WIRE – Esports Entertainment Group, Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce a multi-year partnership with Harris Blitzer Sports & Entertainment (“HBSE”) to provide safe and transparent P2P esports betting to Dignitas fans via VIE.gg. Dignitas is an international esports team with one of the most iconic and recognizable brands in the professional gaming industry that fields teams in seven of esports’ largest and most popular games.

Dignitas is the esports organization of HBSE, a globally renowned sports and entertainment company whose portfolio includes the Philadelphia 76ers, New Jersey Devils, Crystal Palace F.C. and the Prudential Center, one of the world’s top-ranked venues located in Newark, N.J.  HBSE is owned by an investor group led by Managing Partners Josh Harris, the Co-Founder and Senior Managing Director of Apollo Global Management, LLC., as well as, David Blitzer, the Global Head of Blackstone’s Tactical Opportunities group.

FIRST NORTH AMERICAN TIER-1 ESPORTS PARTNERSHIP FOR VIE.GG SETS NEW BENCHMARK

As a world champion and one of the original names in esports with a successful history since 2003, Dignitas represents the first North American Tier-1 esports organization to partner with the Company’s VIE.gg esports betting platform. Dignitas is working with VIE.gg for the following reasons:

1.  The VIE.gg P2P model is much more attractive to Dignitas because an esports fan (a Dignitas fan) always wins, as opposed to a “house” model where odds are heavily stacked against fans.

2.  VIE.gg is the first and most transparent esports bet exchange as a result of Esports Entertainment Group being a fully reporting SEC issuer in the United States. 

3.  Player safety features built into VIE.gg create a fun but responsible esports betting experience for fans. For example, players must choose their maximum bet amounts when they initially sign up with VIE.gg. Any subsequent increase to those levels requires a 30 day cooling off period to make sure players do not get carried away.

4.  The recent addition of pool betting is a further extension of the P2P model, which allows groups of opposing fans to wager against each other when their teams go head to head.

5.  Given the fact some esports fans bet on esports, Dignitas fans may as well bet on a safe platform that also supports the organization.

Dignitas CEO Michael Prindiville stated, “Esports Entertainment Group and Vie.gg offer a premier destination for our fans to engage with the games they love in ways that play upon a competitive spirit that is decidedly Dignitas in nature. The future of Dignitas is bound to our fans and the way they engage, interact, share and are moved by our content, products, players, streamers and more. The partnership with Esports Entertainment Group and Vie.gg is extremely natural; we are connected in our shared dedication to developing and amplifying the gaming space in this period of rapid and inspiring growth, and as it blends naturally with entertainment, music, lifestyle, and more.”

Grant Johnson, CEO of Esports Entertainment Group stated, “I am very proud of this new partnership with HBSE and their Dignitas esports brand, which is founded in our shared common beliefs of player safety above all else.  I look forward to sharing our incredible product with Dignitas’ highly engaged fan base over the next three years and beyond. For Esports Entertainment Group, a partnership of this calibre is a significant milestone for our shareholders and tremendous validation of both our P2P esports wagering model and future plans within the esports world.”

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

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

ABOUT DIGNITAS

Dignitas is an international esports team with one of the most iconic and recognizable brands in the professional gaming industry that fields teams in seven of esports’ largest and most popular games:  Apex Legends, Super Smash Bros. Melee, Rocket League, SMITE, Clash Royale and Counter-Strike: Global Offensive and League of Legends through the recent merger with Clutch Gaming. Dignitas’ innovative and authentic brand position offers a premier opportunity for partners seeking a direct portal into the gaming and esports market. Dignitas was originally formed in September 2003 with the merger of two Battlefield 1942 teams. In September 2016, Dignitas was acquired by the Philadelphia 76ers of the National Basketball Association. Dignitas is a part of the Harris Blitzer Sports & Entertainment family of innovative and competitive holdings owned by an investor group led by Managing Partners Josh Harris and David Blitzer, which also includes the New Jersey Devils of the National Hockey League, and the Prudential Center, world-renowned arena in Newark, N.J.  In June 2019, Dignitas merged with the Houston Rocket’s owned and operated Clutch Gaming, to form a new, gaming-centric, media and entertainment company.

ABOUT VIE.GG

VIE.gg offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding jurisdictions that prohibit online gambling. VIE.gg features wagering on the following esports games:

  • Counter-Strike: Global Offensive (CSGO)
  • League of Legends
  • Dota 2
  • Call of Duty
  • Overwatch
  • PUBG
  • Hearthstone
  • StarCraft II 

VIE.gg has announced affiliate marketing partnerships with 190 esports teams from around the world and expects that number to increase in 2019.

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com

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

Contact:

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

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

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

Esports Entertainment Group $GMBL – Milken-Backed Immortals Makes Esports’ First $100 Million Deal $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 12:32 PM on Thursday, June 13th, 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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Milken-Backed Immortals Makes Esports’ First $100 Million Deal

By Christopher Palmeri

  • They acquired Infinite Esports from Texas Rangers co-owners
  • The resulting company becomes competitor in four major esports

Immortals Gaming Club, an esports business backed by Meg Whitman and the family of Michael Milken among others, acquired Infinite Esports from two of the owners of the Texas Rangers baseball team, marking what the buyers said is the industry’s first $100 million deal.

The transaction merges Los Angeles-based Immortals, best known for its Valiant team in the Overwatch League, with the parent of OpTic Gaming, one of the more prominent teams in the League of Legends Championship Series. Its fans are known as the Greenwall.

“We expect there’s going to be general consolidation in the industry,” Immortals Chief Executive Officer Ari Segal said an interview. “This is the first wave of that.” Milken-Backed Immortals CEO on Esports’ $100 Million Deal 

Immortals Gaming Club CEO Ari Segal speaks to Bloomberg’s Chris Palmeri at E3 in Los Angeles. (Source: Bloomberg)

The valuation includes the purchase price, debt and other liabilities, including franchise fees still owed to the leagues. The Immortals’ lineup of games will also include Call of Duty, which is launching a new league, and Counter-Strike: Global Offensive, meaning the company now competes in four major esports.

Based on the equity consideration in the transaction, Infinite stockholders collectively become the largest shareholder of Immortals Gaming Club, according to a spokesman, with AEG continuing to hold the biggest single stake. Neil Leibman and Ray Davis, co-owners of the Texas Rangers, will become shareholders in Immortals as part of the deal.

Growing Business

Esports, where fans watch professional video-game players compete online and in arenas, is among the fastest-growing businesses in entertainment, attracting big money investors from the world of media and sports. Last week, the owners of the Philadelphia 76ers and the New Jersey Devils bought a majority stake in Clutch Gaming, a professional team owned by the Houston Rockets.

The deal marks a return to League of Legends competition for Immortals, which was co-founded in 2015 by Noah Whinston, a college dropout and esports enthusiast. Immortals operated a team, but failed to get a franchise in the League of Legends Championship Series when parent Riot Games offered them two years ago. They plan to sell the Houston Outlaws franchise in the Overwatch League.

Immortals raised $30 million in a follow-on offering last month. The overall business is now valued at $250 million, according to a person familiar with the terms who wasn’t authorized to speak publicly.

Source: https://www.bloomberg.com/news/articles/2019-06-12/milken-backed-immortals-makes-esports-first-100-million-deal

Enthusiast Gaming $EGLX.ca – As Toronto #Raptors surge in the #NBA, their #Esports team gets major boost $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:28 PM on Wednesday, June 12th, 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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As Toronto Raptors surge in the NBA, their esports team gets major boost

The Raptors Uprising team in Toronto at their state-of-the-art training facility known as the Bell Fibe House. (CBC)

The name Toronto Raptors rolls effortlessly off everyone’s lips these days. Their first-ever NBA Finals appearance has made the team a household name in Canada and the world over.

But if you were asked about Raptors Uprising, your most likely answer would be: “Who?” Or, “Raptors what?”

That is, if you’re not already an esports aficionado.

Who or what is Raptors Uprising?

Raptors Uprising is the Raptors’ esports team in the NBA 2K League — a professional competitive gaming league. Put simply, it’s playing the NBA via video game.

Sounds like fun? Sure. But it’s also serious business.

“We’re about hard work, coming in early, working late, day in and day out,” said Frederick Mendoza, one of the six members of the team.

And the money’s nothing to sneeze at either. For the 2019 season, teams are competing for $1.2 million in prize money across three tournaments and playoffs.

In addition to Mendoza, who hails from Arlington, Va., the Raptors Uprising roster includes Kenneth Hailey of Memphis, Tenn.; Gerald Knapp of Verona, N.J.; Georgio Bonte of Cambridge, Mass.; Seanquai Harris of Columbus, Ohio; and Joshua McKenna of Decatur, Ga. 

Aside from the prize money, they don’t get paid anywhere near the multi-million-dollar salaries of NBA players.

According to the NBA 2K League website, paycheques are modest.

“All players will be signed to a six-month contract, with first-round draft picks to be paid a base salary of $35,000 and all other players being paid a $32,000 base salary,” the website says. All those figures are in U.S. dollars.

Players can also sign endorsement deals to earn income in addition to their NBA 2K League compensation package, “subject to league guidelines,” NBA 2K says. 

And according to league rules, the players’ accommodations and travel expenses are paid for by the teams. There’s also paid medical insurance and even a retirement plan. 

“I really see it as a job. I just play the game and I get paid,” Bonte told CBC Toronto.

Members of the Raptors Uprising team: Top left to right: Joshua McKenna, Seanquai Harris add Georgio Bonte. Bottom left to right: Frederick Mendoza, Gerald Knapp and Kenneth Hailey. (Submitted by Raptors Uprising)

During the inaugural NBA 2K League draft in April 2018, the six players were recruited by the esports management team at Maple Leaf Sports and Entertainment (MLSE), the conglomerate that owns the Raptors, Maple Leafs and Toronto FC..

On completion of the draft, the six moved to Toronto to live and train in the state-of-the-art facility known as the Bell Fibe House.

As part of their weekly routine, the team watches film of previous games to review, analyze and strategize for upcoming games and tournaments. The team also goes through personal fitness training sessions twice a week at SWAT Health in Toronto.

That’s to ensure physical fitness levels are at their peak to match their mental preparation for games and tournaments.

Member of Raptors Uprising train at their state-of-the-art facility in the basement of Bell Fibe House. (Farrah Merali/CBC)

The NBA 2K League is a joint venture between the NBA and Take-Two Interactive. The professional esports league features the best NBA 2K players in the world. It’s made up of 17 teams — each drafting six players to compete as unique characters in 5-on-5 play against the other teams in a mix of regular-season games, tournaments and playoffs.

The 2019 season began on Tuesday, April 2, and runs for 18 weeks, concluding on Saturday, Aug. 3 with the 2019 NBA 2K League Finals. All teams are operated by NBA franchises.

This week, the league will take THE TICKET tournament to Orlando as teams battle, not just for the big purse prize â€” $240,000 â€” but for an automatic spot in the 2019 NBA 2K League postseason.

Riding the wave of Raptors success

Meanwhile, as the season progresses, Harris says the Raptors Uprising team has been energized by the success of the Toronto Raptors in the NBA, and their dramatic entry into the finals.

“The energy is amazing here and we can translate that to 2K all the time,” Harris told CBC Toronto at Bell Fibe House.

“Right now, we’re trying to make this push, to use this energy from the Raptors and turn this around. I believe in my guys and I definitely believe something big is going to happen.”

The team members say more people have been tuning in to watch the NBA 2K League on TV sports channels and more and more fans are now recognizing them in public, requesting selfies, just showing them love, or inquiring about the league.

Joshua McKenna and Kenneth Hailey take a break from training to pose for a photograph with a young fan. (Submitted by Raptors Uprising)

Harris started playing during junior high school with his best friend Joey.

“He lived right across the street so we used to go to his grandma’s house and play. I kept playing and eventually when I got to college . . . I got myself into the top ranking of players. So, we just kept working hard and here we are,” he told CBC Toronto.

At 29, Hailey is the oldest member of the team. Like his teammates, he started playing 2K video games at a young age.

“I grew up in a household where it was eight of us and we all used to play video games,” he explained.

“I used to want to be the best in the house so as we kept playing, I got better . . . then I got introduced online and I started playing more competitively.”

For Knapp, playing 2K video games was just a hobby. That’s until late 2017 when he played in a tournament and won.

The prize: a whopping $332,000.

“Everyone wanted to win that tournament. That was the main goal,” Knapp said.

“After that tournament a lot of people quit the game … until they announced the 2K League and that’s when everyone started to lock in. We were relentless, like, ‘We’re not stopping until we get in.'”

Source: https://www.cbc.ca/news/canada/toronto/raptors-uprising-professional-competitive-gaming-league-1.5171294

Enthusiast Gaming $EGLX.ca – #Esports revenues to surpass US$1 billion in 2020 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:00 PM on Thursday, June 6th, 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 revenues to surpass US$1 billion in 2020

Written by Jonathan Easton

  • The esports market is estimated to surpass US$1 billion (€890 million) by 2020, and onto US$1.8 billion (€1.6 billion) by 2023.

This is according to the latest “Esports Opportunity for the Broadcast, Pro-AV and IT Industries” study by Futuresource Consulting.

The report claims that key events will start to attract viewing figures comparable to ‘tier 1 sporting competitions’, such as the FIFA World Cup and the Olympics. This will mean that securing exclusivity of major esports events will become strategically important for both traditional sports broadcasters and the largest esports streaming platforms.  

Revenues are expected to be in excess of $900 million (€799.2m) in 2019. In addition, an 18 per cent 2019-23 CAGR is also expected.

One contributing factor is the growth of collegiate esports, with many universities heavily investing in esports as a part of the curriculum and in their own arenas. With collegiate sports being such a profitable area of sports broadcasting, particularly in the US, esports has the possibility to benefit.

The report also argues that esports growth will serve as a boon to major IT and AV suppliers, with the global education esports PC installed base including universities, colleges and K-12 schools expected to reach 117,000 units in 2020.

In addition, major vendors are looking to become sponsors of key tournaments and are aiming to get on the most popular gamers’ equipment lists.

Source: https://www.digitaltveurope.com/2019/06/06/esports-revenues-to-surpass-us1-billion-in-2020/

#Esports Entertainment Group $GMBL Announces Application to List on NASDAQ $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:41 AM on Thursday, June 6th, 2019
  • Applied to list its common shares on the NASDAQ Capital Market
  • Listing of the Company’s common shares on the NASDAQ remains subject to the approval of NASDAQ and the satisfaction of all applicable listing and regulatory requirements. 
  • Company will continue to maintain the listing of its common shares on the OTCQB under the symbol “GMBL”.

BIRKIRKARA, Malta, June 06, 2019 — via OTC PR WIRE – Esports Entertainment Group, Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce that it has applied to list its common shares on the NASDAQ Capital Market.  The listing of the Company’s common shares on the NASDAQ remains subject to the approval of NASDAQ and the satisfaction of all applicable listing and regulatory requirements. The Company will continue to maintain the listing of its common shares on the OTCQB under the symbol “GMBL”.

This application to list on NASDAQ follows the Company’s announcement on May 3, 2019 of the filing of a registration statement on Form S-1 with the Securities and Exchange Commission relating to a proposed offering of its securities. Though the number and type of securities to be offered and the price range for the offering have not yet been determined, the proposed maximum aggregate offering is $11,500,000. Investors can review details and the full press release at http://esportsentertainmentgroup.com/back-esports-entertainment-group-announces-filing-of-s-1-registration-statement/

Grant Johnson, CEO of Esports Entertainment Group stated “Given the tremendous progress of our esports betting platform, including partnering with more than 190 esports teams from around the world, we believe the Company is now well positioned to pursue additional growth opportunities.  A NASDAQ listing, if successful, will broaden our access to a larger and international group of investors as we seek to become a truly global company.”

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

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

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com
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FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

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

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

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

Esports Entertainment Group $GMBL – Betting is #Esports’ biggest and most underappreciated opportunity $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:01 AM on Wednesday, June 5th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

Betting is esports’ biggest and most underappreciated opportunity

Above: Overwatch League Image Credit: Robert Paul for Blizzard Entertainment

  • As one of the fastest growing categories in online gambling, esports betting is on pace to reach up to $8 billion USD in total wagers this year, equating to $560 million in revenue at an industry average margin of 7%.
  • Growth estimates point to more than $16 billion in annual wagers in coming years.

Betting is the single biggest opportunity in esports. It has uncapped upside and is one of the least encumbered by the video game publisher…but it’s also one of the least talked about. The recent investment wave in esports has been primarily focused on the most visible assets in the space being esports organizations, influencer agencies, and content/competition assets. I believe it’s important people understand that verticals like betting are a huge part of the potential of esports now that interest in the space has skyrocketed.

As one of the fastest growing categories in online gambling, esports betting is on pace to reach up to $8 billion USD in total wagers this year, equating to $560 million in revenue at an industry average margin of 7%. Growth estimates point to more than $16 billion in annual wagers in coming years. This compares to an estimated $1 billion in revenue to be earned in 2019 for the rest of esports, however, when adjusting for publisher owned/operated assets revenue, I believe the number is closer to half that. This adjustment nets out game publisher fees, merch and ticketing at major publisher run events, a proportion of media rights, and a percentage of sponsorship and advertising.

The benefits of esports betting

We make this adjustment as the investable esports ecosystem, everything making headlines lately, is non-publisher assets, companies building around the IP of publishers. Unlike these categories, betting is IP-agnostic as it requires no franchise or licensing fees paid to the publisher, which is seen in categories such as esports teams or tournament organizers. It is also game-agnostic, not being exposed to game cyclicality, which is the mark of the video game industry and esports.

Gamers are fickle and it’s impossible to predict the longevity of a new title. Betting is a platform that can easily offer whatever is being watched. Lastly, it is API-agnostic, seeing no reliance on publisher logins or other third-party API’s such as Twitch which can be found in other verticals. This is why I believe the magnitude of the opportunity in betting exceeds every other vertical in esports and will continue to do so long-term.

The rapid & challenging rise of esports betting

How did it begin? The first major wave came with the use of virtual in-game aesthetics as unregulated casino chips back in 2013/2014. Valve games, Counter Strike: Global Offensive and Dota 2, the second and third most popular esports (behind League of Legends), have highly liquid real money economies using in-game aesthetics termed skins, which fans began to use for gambling on esports.

Nearly all the skins gambling sites were operating illegally, rarely doing any requisite Know Your Customer (KYC) compliance to ensure the customer is in a legal jurisdiction and over 18, had little to no Anti-Money Laundering (AML) controls, and certainly no gambling license. Unfortunately, this meant many underage kids often from illegal markets gambled, and the skins betting market quickly swelled to $5 billion in total wagers. After multiple scams and a class action lawsuit, Valve sent cease & desist notices to all major skins gambling sites toward the end of 2016, resulting in a material reduction in skins betting.

Although the illegal skins sites did not directly make the transition to regulated esports betting, they were a key step in the process. The advantage of those sites is they were totally unregulated. You could build one and get it up and running in 30 days. A regulated gambling site takes a year if you move quick. As a consequence, we saw effectively nobody switch. However, the companies making regulated esports specific betting products took product and marketing cues from those sites as they serve the same customer base.

That unregulated market kicked off regulated wagering on esports. At one point, before it was shut down, the skins betting market was an estimated ten times bigger than the regulated esports betting market. Without the skins betting market its unlikely esports betting would have taken off as quickly, and then when it eventually got shut down by regulators it created a big wave into regulated esports betting. This created much of the opportunity we are discussing in this article. Like a lot of new tech, it starts off in the unregulated side before it matures.

Now in 2019 esports betting is one of the most exciting categories in the regulated gambling industry. Even more so when combined with a U.S. sports betting market opening up state by state. With the nature of esports being video games, it creates unlimited possibilities for unique bets such as round-by-round betting in first person shooters, or hyper-contextual bets like first Baron kill (provides a team buff) in the world’s most popular esport game, League of Legends. With new game titles constantly being released, and an ever-increasing population of esports fans, the trend is clear.

Many ways to bet on esports

The current options available for esports fans to bet with is varied. You have legacy sportsbooks with an esports offering, purist esports sportsbooks sites, crypto betting offerings, and still some illegal skins betting sites. The challenge and opportunity as I see it is not attracting the gambler to bet on esports, but rather attracting and onboarding the esports fan. What appeals to a 23-year-old esports fan that has less experience with betting is different from what is currently being offered to a 35-year-old football fan.

Similar to any traditional service being offered to a new generation requiring a major user experience overhaul (as financial tech has). I believe it isn’t enough to just display the odds. Sportsbooks need to offer more contextual betting, team/match data, content/community offerings, deep partnership engagements and more. The exciting thing is that the code has not been cracked, and the room for innovation is vast.

Significant opportunity for new sportsbooks

Online gambling has spent more than 20 years focused on traditional sports. Creating and curating the optimal offering, marketing schemes, and bonus/reward programs. Converting brick and mortar bettors to online ones. Over that period gambling regulation has evolved, sports fans have aged, and the market has become relatively saturated with operators.

The emergence of esports as a sport, and consequently, a betting market, represents the first instance in a long time of a new generation entering the fold. This is unprecedented and the interest from the traditional gambling world is immense. For the first time they are facing a generation born and bred on the internet. Solving for that when you have spent so long solving for the inverse is challenging. It means a window of opportunity is open for new operators, new investors, new strategies, new ideas, and it’s incredibly exciting. All that said, it’s a thrilling time to be in esports, betting, and the development of sports and media for the next generation. This is just the beginning.

Kevin Wimer was a professional gamer in the early 2000’s, and is currently Chief Marketing Officer at esports sportsbook Rivalry.

Source: https://venturebeat.com/2019/06/03/betting-is-esports-biggest-and-most-underappreciated-opportunity/

Esports Entertainment Group $GMBL – Global #Esports Popularity Give Gamer Companies Reason To Be Bullish $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:10 PM on Monday, June 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

———————–

Global Esports Popularity Give Gamer Companies Reason To Be Bullish

  • Esports have joined the big leagues, Goldman Sachs analysts wrote in a recent report about the new subsection of the video game industry. China aside, the esports industry already has a larger audience than Major League Baseball.
  • Goldman estimates the monthly size of competitive esports gamers, 167 million as of year-end 2018, will hit 276 million by 2022, basing their forecast on a NewZoo survey.

Right now, somewhere in China, bulldozers and crane operators are building a new theme park. It’s not the latest Lionsgate Park you’ve read about, centered around themed attractions based on movies like Hunger Games. Oh, it’ll have roller coasters and stuff. But this amusement park is different. It’s designed for gamers.

Esports have joined the big leagues, Goldman Sachs analysts wrote in a recent report about the new subsection of the video game industry. China aside, the esports industry already has a larger audience than Major League Baseball.

Goldman estimates the monthly size of competitive esports gamers, 167 million as of year-end 2018, will hit 276 million by 2022, basing their forecast on a NewZoo survey.

“China has been ahead of the curve on this; all of Asia really,” says Menashe Kestenbaum, CEO of Enthusiast Gaming in Toronto. “If you see an arena jam-packed with gamers, it’s probably somewhere in China or South Korea,” he says.

Bill Coan, the CEO of ITEC Entertainment, the guys behind China’s gamer theme park now under construction in a “top secret location,” is predicting the future of the gaming industry, driven in part by esports. Picture arenas where gamers in bulky headphones are playing video games on large, concert-size screens against some of the best players in the world (who will have the cooler headphones).

“If we are as successful at this as I think we will be, every city will want one,” he says.

Asia’s online population dwarfs other regions. It’s hard to compete with 3 billion people between China and India alone. In China, they watch gamers teach how to get to the next level in a shooting game or compete head-to-head in teams on streaming content providers.

The esports NBA draft: Chiquita Evans poses for photographs with Brendan Donohue after being selected as the 56th pick overall by the Warriors Gaming Squad for the NBA’s 2K League on March 5, 2019, in New York. Frank Franklin II/ASSOCIATED PRESS

In the U.S., they do the same, watching gamers on YouTube and Twitch. Some fans are not even gamers. Instead, they are watching it for the personalities themselves, commenting on their game play.

Dan & Phil, two U.K. guys who play The Sims and make videos of themselves playing it, have more views on a five-minute upload to their YouTube channel than prime-time news programs on CNN, MSNBC and Fox. (They’ve recently gone on a YouTube hiatus.)

For live streaming games in the U.S., Amazon’s seven-year-old Twitch.TV is No. 1.

According to Goldman Sachs, the total number of minutes spent watching gamers play or discuss video games on Twitch rose 22% from 2016 to 2017 to 355 billion minutes.

Esports have long been popular in Asia. Now the North American market is growing at breakneck speeds. Newzoo projects that the North American region will have generated $335 million in industry revenue, and will account for over a third of global esports revenue.

“I know this is big. I left my regular career for this world,” says Kestenbaum, 34, who considers himself more than just a gaming hobbyist. “This is a whole new industry, a bit like the old video gaming industry, but also more of an entertainment and advertising model like traditional sports. That’s an emerging market.”

EGLX BELL main stage on March 11, 2018 during the Counter-Strike: Global Offensive semifinals. Enthusiast Gaming Image. Used by Permission.

Kestenbaum says he grew up in a family of rabbis. He studied and later taught theology in Israel while moonlighting as the blogger “Nintendo Enthusiast” back in 2001. Like everyone else in the business of gaming content, he learned he had a Field of Dreams in his backyard. If you built it around gaming in the early 2000s, the fans would come.

Four years ago, Kestenbaum built Enthusiast Gaming in Toronto with around $4 million in seed capital. He built it on the idea that hobbyist and lifestyle gamers were reaching a critical mass like traditional sports. Enthusiast’s network of gaming websites, including the old Nintendo Enthusiast and Daily Esports, have a combined 150 million visitors each month, based on April Google Analytics. Monthly visitors across the network was 2 million monthly visitors in 2015 and has doubled since it went public in October 2018. In mid-May, Enthusiast Gaming stock was up 171% since their IPO, beating the MSCI Canada.

In terms of page views and users in the gaming information category, Enthusiast Gaming rose to the top 5 since going public, according to Comscore.

All of this serves a testament to the growth in the video gaming industry. Some games (think Fortnite) easily have more revenue than TV and movies. 

The model for companies like this is relatively straightforward: exploit gaming by making it the new Hollywood, the new Disney World, and the new major league sports wrapped in one. Jumble it all together, and package it like you were packaging any other entertainment. Sort of like being the ESPN, NBA and a team sponsor rolled all into one: the distributor, the platform brand, and the gamer team. Within the subsection of esports, companies sell tickets to events no different than they would a concert. In the future, these games, in aggregate, will earn as much or more than the Superbowl due to a global audience.

Hobbyists and lifestyle gamers are the lifeblood of the burgeoning esports industry. Here, three Pokemon Go players look for virtual characters in Hong Kong. Photographer: Anthony Kwan/Bloomberg © 2016 Bloomberg Finance LP

 â€œThe content consumption in esports is going grow; not only the streaming of the gaming events themselves, but also the popularity of the gamers and influencers is growing. They are celebrities and brand ambassadors,” says Henri Holm, CEO, FandomSports. They launched a mobile gaming app this month that bridges traditional sports with video game sports, creating content around the two.

“There is the learning aspect of watching gamers on any given platform or channel, and there is the entertainment aspect of it,” says Holm. “It all rakes in so many eyeballs. And that changes the entire advertising landscape. Advertisers will follow.”

Esporting events account for around 9% of gaming companies revenue. Media rights are another 14%. Most of the money comes from corporate sponsors of events and online advertising. It’s the same model worldwide.

Activision signed a two-year $90 million deal with Twitch to distribute Overwatch League in North America. The Overwatch League is a professional esports league for players of the video game Overwatch. Like traditional sports, it has permanent teams and regular season play for prize money.

As esports evolves, content providers will compete for gaming leagues like traditional broadcasters compete for major sporting events. Imagine, Fortnight championships only on an Enthusiast Gaming channel. That’s the game plan.

Investors are tuned in.

Esports companies like Cloud9, founded in 2013, have 27 venture capital funds invested. The Santa Monica-based gaming company that sponsors teams in League of Legends, Call of Duty and Counter-Strike got $53.6 million in its latest Series B round, almost half Enthusiast’s current market cap fully diluted right now at $130 million.

Kestenbaum did 12 acquisitions this year, including a $20 million purchase in April of The Sims Resource (TSR), the largest Sims community in the world. Worth noting, TSR is the largest female video gaming content site in the world and is ranked on Quantcast’s Top 25 websites with the highest concentration of female audience in the U.S., close behind Oprah.com, according to the company. TSR gets 2.5 billion page views per year, based on Google Analytics. 

 â€œWe rather create partnerships than build organically,” Kestenbaum says. â€œAlibaba and Tencent want to do this here. And with the China trade war they may be more apt to do something with us in Canada than with the U.S.,” he says, adding that most of their content traffic comes from the U.S. They also have offices in Los Angeles.

Alibaba has partnered with Enthusiast at their gamer event EGLX in Toronto. The event is named after their ticker symbol.

Last year, Alibaba ran a tournament for various games at EGLX. Players from different countries competed against each other in games including Counter-Strike and Dota, a capture-the-flag type of team esport that’s big in China.

EGLX is growing, though it has nothing to do with the Chinese.

It’s gamers. Hobby gamers and lifestyle gamers, who Kestenbaum refers to as “the mother lode” for companies in the space, are everywhere today.

In 2016, EGLX sold around 12,000 tickets. Last year they hit 55,000 attendees. The event is one-part expo with gamers in cosplay visiting booths, testing games and buying merchandise, and one-part competitive video game arena. Youtubers with large online followings play against fans. Mitch Marner, a Toronto Maple Leafs hockey player, played a competitive round of Fortnite for charity.

Kestenbaum presents NHL player Mitch Marner with a check for his Fortnite charity match against a gamer from Chai Lifeline, a nonprofit working with cancer patients. Destructoid’s mascot and the Kinda Funny Games team look on. Enthusiast Gaming. Used by Permission.

Their esports matches had combined payouts of $100,000, and were held in a 100,000-square-foot room. When they do this again in October, Enthusiast says it will need 200,000 square feet because there was not enough room last time.

Enthusiast is running a rookie gamer program called Rising Stars. Think American Idol for big-dream video gamer fanatics. If lucky, lifestyle players might get a sponsor.

“There is a lot of content you can create around that scenario alone,” Kestenbaum says.

Holm’s from FandomSports agrees. Last year they found a soccer super fan in Joinville, Brazil. “We flew him from Brazil to St. Petersburgh in Russia to watch Brazil play Costa Rica. For us, it was a content cost. We made him a star and put his journey on our website and Youtube channel. Brands love to be a part of that.”

It’s a fantasy world. But it’s easier to become a virtual athlete than a real one. Universities from the U.S. to China are getting in on the act. They’re teaching students how to manage events, how to play games. It all sounds ridiculous, but many schools said the same about ice hockey and soccer a hundred years ago.

Video game teams have a fan base just like the New York Yankees have fans. Those teams earn real money. The Fortnite Tournament Prize pool is $100 million. Yes, teams have to practice.

Individual gamers are the new celebrity.

Not a rock concert. Overwatch gamer fans watch a competition at a packed Barclays Arena in July 2018. (AP Photo/Mary Altaffer) ASSOCIATED PRESS

Ninja, an online personality who live-streams himself playing video games on Twitch and was a part of Luminosity Gaming, a Canadian esports team backed by the owners of the Vancouver Canucks, makes around $1 million—per month, according to eSportsearnings.com.

Dota—a game whose artistry alone would impress the world’s best graphic novel illustrator—paid out $25.5 million at the International Dota 2 at Rogers Arena in Vancouver last August. This year’s International Dota 2 Championship is going to the Mercedes Benz Arena in Shanghai in August.

To put the Dota prize money into perspective, it pays twice that of Wimbledon and The Masters PGA golf tournaments.

Goldman Sachs forecasts esports audiences to reach 194 million this year. Next year will be bigger. They have to watch those games somewhere, physically and online. “I wouldn’t be surprised if you see an esports arena at Disney someday,” says Coan from ITEC.

How long before Disney or Universal buy the rights to the Super Mario Brothers?

The U.S. and Canada are the largest esports market, with revenues of $409.1 million, according to NewZoo’s 2019 Global Esports Market Report. 

China is bringing up the rear. The Chinese market for esports will generate an estimated $210 million this year, overtaking Western Europe to come in second place after North America.

“It all stems from the lifestyle gamer,” says Kestenbaum. “They’re the type of gamer who consumes content about video games the way someone in the market checks Bloomberg. They go to events. They pay to meet and play with celebrity gamers. Gaming is no longer only about game publishers selling a gaming app or a console game for Nintendo,” he says. “There are cultures around these things. You can be Twitch and provide a platform and watch people play and talk about your favorite game,” he says.

Yes, Dan and Phil have taken their Sims gaming enthusiasm to a live studio audience at arenas in the U.S. They were in Providence, Rhode Island, at the Dunkin Donuts Center late last year.

Kestenbaum sums it all up for investors: “The opportunities here are absolutely enormous.”

For media or event bookings related to Brazil, Russia, India or China, contact Forbes directly or find me on Twitter at @BRICBreaker

Source: https://www.forbes.com/sites/kenrapoza/2019/05/29/global-esports-popularity-give-gamer-companies-reason-to-be-bullish/#5c54f9421bde

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

Posted by AGORACOM-JC at 10:03 AM on Friday, May 31st, 2019
  • Combination to create leading publicly traded esports and gaming organization with $22 million in pro forma revenue and $36 million in cash on closing of the merger, with combined global audience reach of approximately 200 million
  • Merged assets and reach to 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’s extensive media network and gamer data, combined with Luminosity’s championship calibre teams and brand equity, expected to drive further audience growth 
  • Strategically positioned to leverage Luminosity’s robust esports brand and its audience through Enthusiast Gaming’s monetization and ad tech platform

TORONTO, May 31, 2019 (GLOBE NEWSWIRE) — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (“Enthusiast Gaming” or the “Company”) is pleased to announce that it has entered into an arrangement agreement (the “Arrangement Agreement”) dated May 30, 2019 with J55 Capital Corp. (TSXV: FIVE) (“J55”) and Aquilini GameCo Inc. (“GameCo”), a private Canadian company to form the leading publicly traded esports and gaming media organization in North America.

Menashe Kestenbaum, CEO of Enthusiast Gaming commented, “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. Through our successful monetization strategy, we will gain extremely valuable knowledge and information on the demographic that will revolutionize the advertising opportunities we can offer to brands and sponsors.” 

The Transaction

Under a court approved arrangement (the “Arrangement”), J55 will acquire all of the outstanding common shares of Enthusiast Gaming (the “Enthusiast Common Shares”) in exchange for common shares of J55 (the “J55 Common Shares”) on the basis of 4.22 (post consolidation) J55 Common Shares for each one Enthusiast Gaming Common Share (the “Exchange Ratio”). 

The Arrangement constitutes a merger of Enthusiast Gaming and J55 on a fully diluted basis, after giving effect to the transactions described below.

Immediately prior to the completion of the Arrangement, J55 will complete the acquisition of GameCo (the “GameCo Transaction”). The GameCo Transaction will be completed pursuant to the terms and conditions of an amalgamation agreement (the “Amalgamation Agreement”) between J55 and GameCo, pursuant to which immediately prior to the completion of the Arrangement, J55 will acquire all of the outstanding securities of GameCo which shall constitute J55’s Qualifying Transaction (as defined in the policies of the TSXV). On closing of the Qualifying Transaction, all of the issued and outstanding securities of GameCo will be exchanged for corresponding securities of J55 as follows:

  • each of the common shares of GameCo (the “GameCo Shares”) will be cancelled and, in consideration therefor, each GameCo shareholder will receive one (post consolidation) J55 Share at a deemed price of $0.30 per J55 Share for each one GameCo Share held;
     
  • each of the warrants to purchase GameCo Shares (the “GameCo Warrants”) will be exchanged for warrants to purchase the corresponding number of (post consolidation) J55 Shares on the same terms as those contained in the GameCo Warrants, and each such GameCo Warrant shall be cancelled; and
     
  • each of the options to purchase GameCo Shares (the “GameCo Options”) will be exchanged for options to purchase the corresponding number of (post consolidation) J55 Shares on the same terms as those contained in the GameCo Options, and each such GameCo Option shall be cancelled.

In connection with closing of the GameCo Transaction, J55 intends to consolidate its outstanding J55 Common Shares on the basis of 1.25 pre-consolidation shares for every one post-consolidation share prior to the completion of the GameCo Transaction.

The aggregate of approximately 324,357,495 (post consolidation) J55 Shares is expected to be issued at a deemed price of $0.30 per share pursuant to the GameCo Transaction. Further, J55 has agreed that, to satisfy an obligation of GameCo under an existing media services agreement and as such J55 will issue that number of J55 Shares as is equal to $59,063 at a price per J55 Share to be determined at a later date in accordance with said agreement. J55 intends to rely on Section 2.11 of National Instrument 45-106 – Prospectus Exemptions for an exemption from the prospectus requirements under applicable securities laws in connection with the issuance of the aforementioned securities.

The GameCo Transaction will be a Non-Arm’s Length Qualifying Transaction under the policies of the TSXV and a related party transaction for the purposes of Multilateral Instrument 61-101 – Protection of Minority Security Holders in Special Transactions (“MI 61-101”) because J55 and GameCo have certain directors, officers and significant shareholders in common. As such, J55 is required to hold a shareholders’ meeting (the “J55 Meeting”) to obtain approval of the GameCo Transaction by the disinterested shareholders of J55. As of the date of this news release, the date for the J55 Meeting has not been established and the disinterested shareholder approval has not been obtained.

The directors, officers and significant shareholders which J55 and GameCo have in common are as follows: Francesco Aquilini is a director and significant shareholder of J55 and a director (and chairman of the board) and significant shareholder of GameCo; Adrian Montgomery is a director, officer and significant shareholder of both J55 and GameCo; and Roberto Aquilini is a significant shareholder of both J55 and GameCo. The interested directors, namely Francesco Aquilini and Adrian Montgomery, have abstained from voting on approval of the GameCo Transaction by the board of directors of J55, and the interested shareholders, namely Francesco Aquilini, Adrian Montgomery and Roberto Aquilini, will be excluded from voting on approval of the GameCo Transaction at the J55 Meeting. These interested shareholders collectively own approximately 63% of the issued and outstanding J55 Shares as follows: Francesco Aquilini – 4,001,000 shares (21.1%); Adrian Montgomery – 3,999,500 shares (21.1%); Roberto Aquilini – 3,999,500 shares (21.1%). The interested directors have also abstained from voting on approval of the GameCo Transaction by the board of directors of J55.

Pursuant to the Amalgamation Agreement, J55 and each of Francesco Aquilini, Adrian Montgomery, John Veltheer, Alexander Helmel, and Roberto Aquilini (the “Supporters”), have entered into support and voting agreements (the “Support Agreements”). The J55 Shares held by the Supporters collectively represent approximately 79% of the issued and outstanding J55 Shares. The Support Agreements provide that, among other things, the Supporters, in their capacity as J55 Shareholders, (i) will irrevocably support the GameCo Transaction, and, to the extent permitted by applicable laws, vote all of their J55 Shares in favour of the proposed J55 Shareholders’ resolution seeking approval of the GameCo Transaction (the “J55 QT Resolution”) and against any resolution submitted by any J55 Shareholder that is inconsistent with the J55 QT Resolution and (ii) will not sell, assign, transfer or otherwise convey any of the J55 Shares held by the Supporters other than pursuant to the GameCo Transaction.

Immediately prior to the closing of the GameCo Transaction, GameCo will complete its acquisition (the “Luminosity Acquisition”) of Luminosity Gaming Inc. (“Luminosity Canada”) and Luminosity Gaming (USA), LLC (“Luminosity USA”, which together with Luminosity Canada is herein referred to as “Luminosity Gaming” and together with J55 and GameCo, “Luminosity”). The Arrangement, the GameCo Transaction and the Luminosity Acquisition are collectively referred to in this press release as the “Transactions”.

Luminosity Gaming is a globally recognized esports organization operating in North America and based in Toronto, Canada. Luminosity Gaming provides management and support services to players involved in professional gaming and is also the manager of the Vancouver Titans franchise in the Overwatch League.  Upon closing of the GameCo Transaction, Luminosity Gaming intends to enter into a long-term management services agreement with the Vancouver Titans to continue management of the team, as well as a long term services support agreement with Vancouver Arena Limited Partnership (“VALP”) pursuant to which VALP will provide Luminosity Gaming with a broad range of marketing and business support services (as further described below).

Steve Maida, Founder and President of Luminosity Gaming commented, “We are incredibly excited about the merger with Enthusiast Gaming.  Pairing our collective following of over 50 million with their 150 million monthly visitors presents significant growth opportunities with respect to content, partnerships, advertising, events and more.”

The combined company that will result from the completion of the Transactions will be renamed “Enthusiast Gaming Holdings Inc.”. Subject to TSXV approval, the common shares of the combined company will trade on the TSXV, under the symbol “EGLX”.

The Arrangement is subject to receipt of various approvals including the approval of the Ontario Superior Court of Justice (Commercial List), the approval of the TSXV and Enthusiast Gaming and J55 shareholder approval, as well as the closing of the other Transactions and the satisfaction of certain other customary closing conditions. Closing of the Arrangement is expected to occur by the third quarter of 2019.

Transaction Highlights

The Arrangement is expected to provide significant strategic and financial benefits to Enthusiast Gaming including:

  1. Creates Leading, Diversified Gaming and Esports Organization: Management believes that the pro forma combined company will boast one of the largest media reach amongst gaming and esports organizations at approximately 200 million, across seven esports teams (including management of the Vancouver Titans Overwatch League franchise), 40 esports influencers, 80+ gaming media websites, 900+ YouTube and Twitch channels. The combined business generated pro forma revenue of $22 million and estimated $36 million in cash on closing of the merger.

  2. Strategically Positioned to Leverage Luminosity’s Robust esports brand: Through its monetization and ad tech platform, Enthusiast Gaming will utilize Luminosity and its significant reach in growing communities of like-minded fans, to produce engaging advertising experiences. Further, GameCo’s relationship with the NHL’s Vancouver Canucks and Rogers Arena, located in Vancouver Canada, will provide Enthusiast Gaming with access to new sponsors looking to reach the gaming and esports markets.
     
  3. Expected Margin Improvement: A combination of the net funds from the Private Placement (as discussed below) and cash-on-hand may be used to repay all or part of the Sims Resource Deferred Payment.  The Sims Resource Deferred Payment is approximately US$14.0 million and when fully repaid will add approximately US$2.5 million of EBITDA to the combined company, by reducing an expense allocation.

  4. Enhanced Capital Market Profile: The closing of the Transactions will create a leading publicly listed esports and gaming organization, as measured by revenue and market capitalization.  

Arrangement Summary

The Arrangement will be effected by way of a statutory plan of arrangement pursuant to the Business Corporations Act (Ontario) and will require the approval of (i) 66⅔% of the Enthusiast Gaming Common Shares cast at the annual and special meeting of Enthusiast Gaming shareholders (the “Enthusiast Meeting”), (ii) if required, a majority of the votes cast at the Enthusiast Meeting by Enthusiast Gaming shareholders excluding votes attached to Enthusiast Gaming Common Shares held by persons described in items (a) through (d) of section 8.1(2) of MI 61-101, and (iii) 50% +1 of the J55 Common Shares cast at the J55 Meeting. The directors and officers of Enthusiast Gaming who, in the aggregate, hold 13% of the outstanding Enthusiast Gaming Common Shares, have entered into voting and support agreements pursuant to which they have agreed to vote their Enthusiast Gaming Common Shares in favor of the proposed Arrangement. The directors, officers and significant shareholders of J55 who, in the aggregate, hold approximately 79% of the outstanding J55 Common Shares, have entered into voting and support agreements pursuant to which they have agreed to vote their J55 Common Shares in favor of the proposed Arrangement at the J55 Meeting.

A management information circular setting out the terms of the Arrangement, as well as further information regarding the Arrangement and the combined company, will be circulated to all Enthusiast Gaming shareholders in connection with the Enthusiast Meeting as soon as possible.  A management information circular setting out the terms of the GameCo Transaction and the Arrangement, as well as further information regarding the Transactions and the combined company, will be circulated to all J55 shareholders in connection with the J55 Meeting as soon as possible. Further details regarding the dates and locations of the Enthusiast Meeting and the J55 Meeting will be provided once determined.

The board of directors of Enthusiast Gaming has determined that the proposed Arrangement is in the best interests of Enthusiast Gaming shareholders, having taken into account advice from its financial advisors, and has unanimously approved the Arrangement and recommended that Enthusiast Gaming shareholders vote in favor of the Arrangement. The board of directors of Enthusiast received a fairness opinion from Haywood Securities Inc. to the effect that the consideration to be paid to the Enthusiast Gaming shareholders pursuant to the Arrangement is fair, from a financial point of view, to the Enthusiast Gaming shareholders.

In addition to shareholder approvals, the Arrangement will be subject to the completion of the GameCo Transaction and the Luminosity Acquisition and the satisfaction of other customary conditions. The Arrangement Agreement includes customary provisions, including covenants from Enthusiast Gaming to J55 not to solicit other acquisition proposals and the right for J55 to match any superior proposals. A customary termination fee may be payable by Enthusiast Gaming to J55 in certain circumstances.

Under the terms of the Transaction, Enthusiast Gaming shareholders will exchange each of their Enthusiast Gaming Common Shares for 4.22 (post consolidation) J55 Common Shares. Following the completion of the Arrangement, J55 will change its name to “Enthusiast Gaming Holdings Inc.” and will maintain its listing on the TSXV while the Enthusiast Gaming Common Shares will be delisted from the TSXV.  Holders of Enthusiast Gaming options, warrants and convertible debentures will continue to be entitled to exercise such convertible securities pursuant to the terms and conditions of their original certificates. Upon exercise of any such convertible securities, holders will be entitled to receive that number of J55 Common Shares they would have received had they exercised such securities immediately prior to the completion of the Arrangement.

Additional Information Regarding GameCo and Luminosity Gaming

On February 14, 2019, GameCo entered into a share purchase agreement (the “Luminosity SPA”) pursuant to which GameCo agreed to acquire Luminosity Gaming from its sole shareholder, Steve Maida, for consideration, including the payment of $1.5 million by GameCo to Mr. Maida and the issuance of 60 million GameCo common shares (at a deemed issued price of $0.30 per share) and the issuance of a $2.0 million unsecured promissory note, which is repayable immediately upon completion of the GameCo Transaction. As noted above, the Luminosity Acquisition is expected to close immediately prior to the completion of the GameCo Transaction and the Arrangement.

Luminosity Gaming is currently the manager of the Vancouver Titans, which was founded in 2018 and recently commenced its first season of competition in the Overwatch League, an esports competition with 20 teams across six countries and three continents, all centered on the popular first-person shooter game Overwatch. Upon closing of the GameCo Transaction, Luminosity Gaming intends to enter into a long-term management services agreement with the Vancouver Titans to continue management of the team, as well as a long term services support agreement with VALP pursuant to which VALP will provide Luminosity Gaming with a broad range of marketing and business support services, including corporate partnership and selling support, retail support, brand association and marketing support (to be provided by Canucks Sports and Entertainment), esports planning and execution, digital and social media support and back office support.

The following table provides select financial information for GameCo and Luminosity:

       
  GameCo
Aug 29, 2018* –
Dec 31, 2018
(Audited)
 Luminosity
Year Ended
Dec 31, 2018
(Unaudited)
 
Total revenue$ $3,879,608 
Total assets$5,865,179 $869,764 
Total liabilities$421,538 $381,009 
Net income (loss)$(384,105)$425,964 

    *The date of incorporation of GameCo.

Management Team and Board of Directors

The senior management team and the board of directors of the combined company will draw from the extensive experience and expertise of both companies. The senior management will consist of:

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

The board of directors of the combined company will initially consist of seven directors, including three nominees of Enthusiast including Menashe Kestenbaum and Alan Friedman and one to be named and three nominees of J55 including Francesco Aquilini, Adrian Montgomery and Steve Maida, and one independent nominee to be agreed upon by both Enthusiast and J55. Francesco Aquilini will serve as the Chair of the board.

Private Placement, Loan and Subscription Receipt Offering

Concurrent with the announcement of the Arrangement, GameCo has entered into a bought deal private placement agreement (the “Private Placement”) with a syndicate of underwriters (the “Underwriters”) led by Canaccord Genuity Corp. (“Canaccord”), whereby the Underwriters have agreed to purchase for resale to substituted purchasers $10.0 million of convertible debentures at par (the “Debentures”) of GameCo, which will effectively convert into J55 Common Shares at a (post consolidation) conversion price of $0.45 per J55 Common Share, for aggregate gross proceeds of $10.0 million (the “Private Placement”). The Debentures will have a maturity date of June 30, 2020 and will automatically convert into common shares of GameCo upon closing of the Arrangement. If the Debentures have not automatically converted to GameCo common shares by the maturity date, then the principal will be repayable on the maturity date as well as interest on the basis of 8.0% per annum. The net proceeds from the Private Placement will be used by GameCo to extend a $10.0 million bridge loan (the “Bridge Loan”) to Enthusiast Gaming which Enthusiast Gaming may use to repay all or part of certain amounts owed in connection with the acquisition of 100% of the assets of The Sims Resource (the “Sims Resource Deferred Payment”) and/or to fund working capital and/or other general corporate purposes. All principal and unpaid interest under the Bridge Loan will be due and payable by Enthusiast Gaming to GameCo on the earlier of (a) June 20, 2020, and (b) the closing of a change of control transaction (which includes the closing of the Arrangement).

On March 20, 2019, GameCo completed a $25,000,200 subscription receipt offering (the “Subscription Receipt Offering”) pursuant to which it issued an aggregate of 83,334,000 subscription receipts (each, a “Subscription Receipt”) at an issue price of $0.30 per Subscription Receipt. Canaccord served as the sole agent for the Subscription Receipt Offering. Each Subscription Receipt is automatically converted into one common share of GameCo for no additional consideration upon satisfaction of certain escrow release conditions (collectively, the “Escrow Release Conditions”), including: (a) the execution of a definitive agreement (the “GameCo Transaction Agreement”) between J55, a wholly-owned subsidiary of J55 and GameCo in connection with the GameCo Transaction; (b) the execution of the Luminosity SPA and the satisfaction or waiver of all the conditions precedent in the Luminosity SPA to the satisfaction of Canaccord; (c) the receipt of all regulatory, shareholder and third party approvals required in connection with the GameCo Transaction and the Luminosity Acquisition; and (d) GameCo not being in breach or default of any of its covenants or obligations under the agency agreement and the subscription receipt agreement entered into in connection with the Subscription Receipt Offering. Upon the closing of the GameCo Transaction, GameCo common shares issued on conversion of the Subscription Receipts will be exchanged for post-consolidation J55 Common Shares in accordance with the terms of the GameCo Transaction Agreement. 

Advisors

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

Capitalization of the Combined Company

Upon completion of the Transactions, it is expected that there will be 557 million common shares of the combined company issued and outstanding as well as options and warrants to acquire a further aggregate of 109 million common shares. Furthermore, upon completion of the Arrangement the then outstanding common shares of the combined company will be held as follows:

  • 15.2 million shares (2.7%) held by former shareholders of J55;
  • 246.9 million shares (44.3%) held by former shareholders of GameCo (inclusive of the conversion of the Subscription Receipts);
  • 60 million shares (10.8%) held by former shareholders of Luminosity;
  • 213.1 million shares (38.2%) held by former shareholders of Enthusiast Gaming; and
  • 22.2 million shares (4.0%) held by former holders of the Debentures assuming conversion at a price of $0.45.

In addition, it is expected that there will be outstanding combined company convertible securities which will be redeemable for, or convertible into, an aggregate of 25 million common shares of the combined company.

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

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 and the timing for its completion; the satisfaction of closing conditions which include, without limitation (i) required shareholder approval, (ii) necessary court approval in connection with the plan of arrangement, (iii) receipt of any required approvals, (iv) certain termination rights available to the parties under the Arrangement Agreement, (v) obtaining the necessary approvals from the TSXV, (vi) other closing conditions, including compliance by the parties with various covenants contained in the Arrangement Agreement, (vii) statements with respect to the effect of the Transaction 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, J55 and Luminosity, including the completion of the Transactions, anticipated benefits from the Transactions, and expected growth, results of operations, performance, industry trends and growth opportunities. While Enthusiast, GameCo, J55 and Luminosity 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, J55 and Luminosity, 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 the 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 and J55 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, J55 and Luminosity 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.

Enthusiast Gaming $EGLX.ca – Why Investors Should Be Looking at the #Esports Industry $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:30 PM on Thursday, May 30th, 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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Why Investors Should Be Looking at the eSports Industry

  • eSports audience size is also increasing, as more and more fans tune in to watch amateur and professional gamers compete. The fanbase has already grown massive, with an estimated 25.7 million eSports viewers in the US alone last year.
  • By 2022, analysts expect there to be nearly 300 million frequent viewers of eSports around the world, while 347 million people are forecast to be occasional viewers.

Kristen Moran

Video games aren’t just for teenagers anymore. In fact, the electronic sports (eSports) industry has grown substantially in recent years, bringing in $865 million USD worldwide in 2018, and is expected to surpass $1.48 billion USD in revenue by 2020, representing a CAGR of 32%.

The eSports audience size is also increasing, as more and more fans tune in to watch amateur and professional gamers compete. The fanbase has already grown massive, with an estimated 25.7 million eSports viewers in the US alone last year. By 2022, analysts expect there to be nearly 300 million frequent viewers of eSports around the world, while 347 million people are forecast to be occasional viewers.

Investors looking for the next big thing after the cannabis and cryptocurrency booms should definitely consider investing in companies that are involved in the burgeoning eSports industry. From eSports game developers and publishers to digital media platforms and eSports tournaments, there are ample opportunities to cash in on the growing eSports industry.

Investing in the eSports Industry

eSports involve multiplayer video games that are played competitively by both professional and amateur gamers for spectators. These can be first-person shooter games (FPS), real-time strategy (RTS) games, multiplayer online battle arena (MOBA) games, sports games, card games, strategy games, or fighting games.

Although the eSports industry is dominated by well-known game publishers like Tencent Holdings Ltd. (OTCPK:TCTZF) and Sony (NYSE:SNE), there are a few up-and-comers offering promising products to the market.

Source: https://microsmallcap.com/investors-esports-industry/