Posted by AGORACOM-JC
at 8:57 AM on Tuesday, June 18th, 2019
Luminosity Gaming has signed four celebrity esports influencers to its team and launched the “LG Fortnite Houseâ€, 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 “Companyâ€), the largest publicly traded video game media and esports company in North America, is excited to announce that Luminosity Gaming (“Luminosityâ€) has signed four celebrity esports influencers to its team and launched the “LG Fortnite Houseâ€, 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. (“J55â€) and Aquilini GameCo Inc. (“GameCoâ€) to form the leading publicly traded esports and gaming media organization in North America (the “Arrangementâ€).
Immediately prior to the closing of the Arrangement, GameCo will
complete its acquisition of Luminosity Gaming Inc. and Luminosity Gaming
(USA), LLC (collectively, “Luminosityâ€). 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.â€
“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.â€
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 “Transactionsâ€)
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)
Posted by AGORACOM-JC
at 7:05 AM on Monday, June 17th, 2019
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 (“HBSEâ€) 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.â€
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.â€
This press release is available on our Online Investor Relations
Community for shareholders and potential shareholders to ask questions,
receive answers and collaborate with management in a fully moderated
forum at https://agoracom.com/ir/EsportsEntertainmentGroup
RedChip investor relations Esports Entertainment Group Investor Page: http://www.gmblinfo.com
ABOUT 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.
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
———————–
Milken-Backed Immortals Makes Esports’ First $100 Million Deal
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.â€
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.
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
EGLX: TSX-V ———————————-
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 — $240,000 — 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.'”
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
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.
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.Â
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.â€
This press release is available on our Online Investor Relations
Community for shareholders and potential shareholders to ask questions,
receive answers and collaborate with management in a fully moderated
forum at https://agoracom.com/ir/EsportsEntertainmentGroup
Redchip investor relations Esports Entertainment Group Investor Page: http://www.gmblinfo.com
About 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.
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.
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.â€
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.
“The 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.â€
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.
“We rather create partnerships than build organically,†Kestenbaum
says. “Alibaba 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.â€
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.â€
For media or event bookings related to Brazil, Russia, India or China, contact Forbes directly or find me on Twitter at @BRICBreaker
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 “Companyâ€) is pleased to announce that it has entered into an arrangement agreement (the “Arrangement Agreementâ€) dated May 30, 2019 with J55 Capital Corp. (TSXV: FIVE) (“J55â€) and Aquilini GameCo Inc. (“GameCoâ€), 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.â€
The Transaction
Under a court approved arrangement (the “Arrangementâ€), J55 will acquire all of the outstanding common shares of Enthusiast Gaming (the “Enthusiast Common Sharesâ€) in exchange for common shares of J55 (the “J55Common Sharesâ€) on the basis of 4.22 (post consolidation) J55 Common Shares for each one Enthusiast Gaming Common Share (the “Exchange Ratioâ€).
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 “GameCoTransactionâ€). The GameCo Transaction will be completed pursuant to the terms and conditions of an amalgamation agreement (the “Amalgamation Agreementâ€)
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 Sharesâ€)
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 Warrantsâ€)
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 Optionsâ€)
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 61-101â€)
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 Meetingâ€) 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 “Supportersâ€), have entered into support and voting agreements (the “Support Agreementsâ€).
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 Resolutionâ€)
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 Acquisitionâ€) of Luminosity Gaming Inc. (“Luminosity Canadaâ€) and Luminosity Gaming (USA), LLC (“Luminosity USAâ€, which together with Luminosity Canada is herein referred to as “Luminosity Gaming†and together with J55 and GameCo, “Luminosityâ€).
The Arrangement, the GameCo Transaction and the Luminosity Acquisition
are collectively referred to in this press release as the “Transactionsâ€.
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 (“VALPâ€)
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.â€
The combined company that will result from the completion of the
Transactions will be renamed “Enthusiast Gaming Holdings Inc.â€. Subject
to TSXV approval, the common shares of the combined company will trade
on the TSXV, under the symbol “EGLXâ€.
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:
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.
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.
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.
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) 66â…”% of the Enthusiast
Gaming Common Shares cast at the annual and special meeting of
Enthusiast Gaming shareholders (the “Enthusiast Meetingâ€),
(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 SPAâ€)
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 Placementâ€) with a syndicate of underwriters (the “Underwritersâ€) led by Canaccord Genuity Corp. (“Canaccordâ€),
whereby the Underwriters have agreed to purchase for resale to
substituted purchasers $10.0 million of convertible debentures at par
(the “Debenturesâ€) 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 Placementâ€). 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 Loanâ€) 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 Paymentâ€)
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 Offeringâ€) pursuant to which it issued an aggregate of 83,334,000 subscription receipts (each, a “Subscription Receiptâ€)
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 ReleaseConditionsâ€), including: (a) the execution of a definitive agreement (the “GameCo Transaction Agreementâ€)
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.
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
EGLX: TSX-V ———————————-
Why Investors Should Be Looking at the eSports Industry
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.
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.