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BREAKING: #Esports Entertainment Group $GMBL Announces Filing of S-1 Registration Statement $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:36 AM on Friday, May 3rd, 2019
Eeg logo black 01
  • Filed registration statement on Form S-1 with the Securities and Exchange Commission relating to a proposed offering of its securities
  • Proposed maximum aggregate offering is $11,500,000.

BIRKIRKARA, Malta, May 03, 2019 — Esports Entertainment Group, Inc. (GMBL:OTCQB) (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 filed 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.

The Company expects to use the net proceeds from the proposed offering for the following purposes:

  • In connection with obtaining our proposed license in, and establishing operations in Malta;
  • To obtain an online gaming license from, and establish operations in, an Asian country to be selected;
  • To develop and launch our skill-based video game tournaments for play on mobile devices;
  • To develop and launch our skill-based video game tournaments for play on PCs and video game consoles;
  • To upgrade sales and marketing capabilities
  • To purchase from a related party a software license for our gambling platform; and
  • Working capital and other general corporate purposes.

Joseph Gunnar & Co. and Dinosaur Financial Group will be co-underwriters for the proposed offering.

The offering of the Company’s securities will be made only by means of a prospectus.

When available, a copy of the preliminary prospectus related to the offering may be obtained from:

Esports Entertainment Group, Inc., 170 Pater House, Psaila Street, Birkirkara, Malta, Attn: Grant Johnson, CEO, by calling +356-2757-7000, or by emailing [email protected];

Joseph Gunnar & Co., LLC, 30 Broad Street, 11th Floor, New York, NY 10004, by calling 212-440-9600, or by emailing [email protected];

Dinosaur Financial Group, LLC, 470 Park Avenue South, 9th Floor, New York, NY 10016, by calling 212-448-9944, or by emailing [email protected].

A registration statement relating to these securities has been filed with the Securities and Exchange Commission but has not yet become effective. These securities may not be sold, nor may offers to buy be accepted, prior to the time the registration statement becomes effective. This press release shall not constitute an offer to sell or a solicitation of an offer to buy any securities, nor shall there be any sale of these securities in any jurisdiction in which such offer, solicitation or sale would be unlawful prior to registration or qualification under the securities laws of that jurisdiction.

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.

Contact:

Corporate Finance
1-268-562-9111
[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]

Enthusiast Gaming $EGLX.ca – #Esports organisation Immortals raises $30 million in funding $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:36 PM on Thursday, May 2nd, 2019

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

Images
EGLX: TSX-V
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Esports organisation Immortals raises $30 million in funding

  • Global esports organisation Immortals has raised $30 million after closing a Series B funding round.
  • Primary investors included existing Immortals shareholders AEG, Lionsgate, the Milken Family, Steve Kaplan and Meg Whitman.

By Matthew Forde, Staff Writer

Global esports organisation Immortals has raised $30 million after closing a Series B funding round.

Primary investors included existing Immortals shareholders AEG, Lionsgate, the Milken Family, Steve Kaplan and Meg Whitman. March Capital Partners and John Griffin were named as new non-shareholder investors.

Immortals has also acquired Brazilian matchmaking platform Gamers Club, as well as rebranded its holding company as Immortals Gaming Club.

IGC Esports will operate the firm’s competitive esports rosters in Los Angeles while Gamer Club will continue to look after the Counter-Strike: Global Offensive community hub in Brazil, with expansion into further territories planned for the future.

Premier platform

“Bringing together a premier platform in Gamers Club and our core esports team operations is a critical and exciting step in enabling IGC to become a vertically integrated, truly global esports and gaming organisation,” said Immortals CEO Ari Segal.

“This fundraise is a major milestone in the evolution of this organisation and furthers our ambition to build a distinctive, best-in-class esports and gaming organisation.”

Gamers Club co-founder Yuri Uchiyama added: “IGC’s vision to unite esports and gaming platforms will deliver the best possible experience for current and future members of the Gamers Club community. We look forward to working with IGC to create this best in class experience across Counter-Strike and other games.”

Learn more about competitive gaming on the Esports Academy track at Pocket Gamer Connects Seattle on May 13th and 14th.

Source: https://www.pocketgamer.biz/news/70621/esports-organisation-immortals-raises-30-million-in-funding/

Esports Entertainment Group $GMBL – #Esports organization #Fnatic raises $19 million for big expansion $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:41 PM on Wednesday, May 1st, 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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Esports organization Fnatic raises $19 million for big expansion

By Hilary Russ

  • Fnatic, the London-based global esports team owner, has raised $19 million in new funding and restructured its leadership as it plans a major expansion
  • Company plans to further expand in Asia and North America and grow from a headcount of 150 people now to 1,000 in the next five years

NEW YORK (Reuters) – Fnatic, the London-based global esports team owner, has raised $19 million in new funding and restructured its leadership as it plans a major expansion, the company said on Wednesday.

The company plans to further expand in Asia and North America and grow from a headcount of 150 people now to 1,000 in the next five years, founder Sam Mathews told Reuters.

It will use the investments to strengthen its teams with new nutrition and psychology programs, and physical training coaches for players – lessons Mathews said he took from the British cycling team.

It also plans to launch a new line of audio equipment, particularly headsets.

Esports – professional video game competitions that are watched by throngs of fans live and online – have been around for over a decade but have seen audiences and sponsorships grow significantly in the last couple of years.

It has also attracted big brands looking to advertise to young fans and sponsor teams and stars, including Walt Disney Co, Hershey Co and Toyota Motor Corp.

Global esports revenue will hit $1.1 billion in 2019, up 27 percent since last year amid an increase in advertising, sponsorship and media rights to competitive video gaming, according to the gaming analytics firm Newzoo.

Esports will be one of “the most valuable sports in the next 10 years,” Mathews said.

Fnatic, one of the oldest and largest teams in global esports, has won major titles in several games, including League of Legends and Counter-Strike. It currently fields teams in 10 different games and also sells its own line of gear and clothing.

Mathews started Fnatic in 2004 with $40,000 in family funds and help from his mother, Anne.

The company previously raised about $7.5 million in financing, including from Raptor Group Holdings, founded by investment manager Jim Pallotta, co-owner of the Boston Celtics professional basketball team.

In 2015, Fnatic acquired the gaming equipment maker FUNC in order to produce its own gear, including keyboards and mice, which are now sold in over 400 Best Buy stores in the United States.

The new investment round was led by tech entrepreneur Lev Leviev of LVL1 Group, who also joins the board, Fnatic said in a statement.

The investment round also includes British venture capital firm Beringea, Hong Kong private equity firm BlackPine, London-based investment firm Unbound and venture capitalist Joi Ito, who is also director of the MIT Media Lab.

Under the new leadership structure, Mathews will be chief executive. Nick Fry, former CEO of the Mercedes AMG Formula One motor racing team, returns to Fnatic as chairman, while Glen Calvert, founder of advertising firm Affectv, was appointed chief operating officer.

(This story corrects paragraph 13 to show tech investor Lev Leviev is the lead investor, not the Israeli diamond mogul of the same name)

(Reporting by Hilary Russ; Editing by Bill Berkrot and Jon Boyle)

Source: https://www.thetelegram.com/business/esports-organization-fnatic-raises-19-million-for-big-expansion-307335/

Esports Entertainment Group $GMBL – Vinik-backed #Esports group gets $21.5 million investment $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Monday, April 22nd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Vinik-backed esports group gets $21.5 million investment

  • Los Angeles-based AXiomatic LLC raised $21.5 million earlier this month
  • In 2016, the organization dove into the esports industry with the acquisition of esports brand Team Liquid.

By Lauren Coffey  – Reporter, Tampa Bay Business Journal

While the esports sector continues to rise in the technology industry, Tampa Bay Lightning owner Jeff Vinik‘s own esports investment is following suit.

Los Angeles-based AXiomatic LLC raised $21.5 million earlier this month, according to an SEC filing. The company requested $25 million and received the $21.5 from an unnamed investor. Calls to AXiomatic were not returned by Monday afternoon.

AXiomatic was founded in 2015, formerly called TLC eSports LLC. In 2016, the organization dove into the esports industry with the acquisition of esports brand Team Liquid.

Vinik is a co-executive chairman of aXiomatic and one of five people on aXiomatic’s board, after joining in 2017. In June 2017, aXiomatic raised $16 million in a Series A funding round in part from Vinik. In October 2018, former NBA star Michael Jordan joined Vinik and the other investors by leading a $26 million round of funding.

Vinik originally rose to fame with Fidelity Magellan Fund in the 1990’s and is now a major investor in a slew of real estate and tech projects in the region, including Water Street, tutoring app Knack and innovation hub Embarc Collective.

AXiomatic is a heavy investor in other gaming companies, most recently in January of this year with Pokémon Go developer Niantic with a $245 million Series C funding round.

Source: https://www.bizjournals.com/tampabay/news/2019/04/22/vinik-backed-esports-group-gets-21-5-million.html

Enthusiast Gaming $EGLX.ca – As millions of dollars pour in, #Esports teams offer varying visions of the future $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, April 21st, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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As millions of dollars pour in, esports teams offer varying visions of the future

  • Tens of millions of dollars continue to flow towards top esports organizations, with Gen.G announcing a $46 million investment round Wednesday,
  • A raise featuring money from a mix of Silicon Valley venture capital firms, figures in traditional sports and actor Will Smith.

Gen.G., the parent company of the Overwatch League’s Seoul Dynasty, recently brought in $46 million in fundraising. (Robert Paul/Robert Paul) ByNoah Smith April 17

Tens of millions of dollars continue to flow towards top esports organizations, with Gen.G announcing a $46 million investment round Wednesday, a raise featuring money from a mix of Silicon Valley venture capital firms, figures in traditional sports and actor Will Smith.

Flush with cash, and in some cases strengthened by the enforced scarcity of a franchise model in publisher-driven leagues built around games such as Overwatch and League of Legends, esports organizations are starting to embark on long-term visions to shore up their positions for the future. The visions themselves are far from uniform however, as some seek to emulate traditional sports teams while others see something quite different, operating more like full-on corporations than merely a competitive organization.

Akin to European sports clubs that have teams which compete in various sports — think Maccabi Tel Aviv, Real Madrid, and Bayern Munich — esports organizations are companies that own teams which participate in several different video games. But for some their business model extends into other areas as well, including content creation and apparel. In this way esports organizations are breaking from the established business models of traditional sports, based heavily on television broadcast revenue and box office receipts, to reimagine their place in a new, online and global industry. The financial ecosystem around many such outfits encompasses competitive video games, player streaming on platforms like Twitch and Mixer, original unscripted content and even gambling.

Cloud9, which raised $50 million last year and $25 million in 2017, has decided to place some of its upcoming focus and capital on creating a competitive structure for young players.

“Imagine baseball was invented last week, what would Little League look like?” said Dan Fiden, president of Cloud9. Fiden said that, unlike traditional sports which have youth leagues, esports for kids is completely unstructured.

“Some of the players we sign have never been coached in anything ever,” he said.

The organization’s planned Los Angeles headquarters will feature a public space where fans can meet up, interact with players, watch games and it will also contain the “equivalent of the esports little league diamond,” according to Fiden.

“We want to continue to continue to launch programs like this to learn how best to organize and coach kids. We want to figure out the curriculum,” Fiden said, but noted his organization’s core business remains trying to win games.

Gen.G is also trying to move beyond the footprints of existing sports teams via its international focus and content production, both common in an industry that has been always been international and which considers South Korea to be its Mecca. For content, fans expect access to top players through Twitch and YouTube.

“We don’t have to just build versions of what we’ve seen yesterday,” said Gen,G CEO Chris Park, who was previously a senior executive for Major League Baseball.

Park said his company will continue to place a heavy focus on growing in China, Korea (they own the Seoul Dynasty team in Overwatch League), and the United States.

In a departure from traditional sports, he said Gen.G will not only be looking to attract top players, but top content creators as well, since they plan to “create content that shows gaming is a culture and way of life.”

The 100 Thieves franchise, which received a high profile investment from singer Drake, has established itself as an apparel company, with its limited edition gear quickly selling out after its becomes available online.

The differing approaches illustrate that esports is still very much amorphous and in its very early stages, even as investor attention — and money — has arrived en masse. Park said that his organization was “oversubscribed within hours” of announcing their latest raise. Fiden said there has been “strong interest” in Cloud9 from investors since 2017.

Last year’s notable raises, in addition to Cloud9, include $38 million for Echo Fox, $37 million for TeamSoloMid, and $26 million, including money from Michael Jordan, for Team Liquid.

A 2018 Goldman Sachs report stated that esports have landed venture capital investment totaling $3.3 billion since 2013, and $1.4 billion as of the middle of last year.

“We [the esports industry] look like the NBA did in late 60s, early 70s,” said Canaan Partners’ Maha Ibrahim, who has led the firm’s investment in Gen.G.

Driving the spiraling valuations and investments, according to Ibrahim and fellow investor in Gen.G, Roger Lee, of Battery Ventures, are a mix of Overwatch League’s exposure on ESPN and an overwhelming amount of data to support the viability of the enterprise. Seventy-nine percent of esports viewers are under 35 years old and this audience, on Twitch and YouTube, outstrips HBO, Netflix, and ESPN combined, according to Goldman Sachs.

Lee believes top esports teams have more visibility than a comparable baseball team, and that once esports starts “generating more interest, they’ll be worth the same amount.”

Ibrahim agreed, saying, “Teams will be billion-dollar entities, of that I am sure.”

For now, valuations, like those for many start-ups, are based on the hope that attention will be converted to revenue at some future date. A plurality of team revenue is from sponsorships, according to Goldman Sachs, which projects that by 2022 that will shift to come from media rights.

Video games, including the professional competitive element, are not widely seen as a threat by traditional sports leagues or teams — especially those like the NBA and most of its franchises, which have co-opted them. But in Hollywood, games like the Fortnite are increasingly seen as a threat. Netflix, which is expected to spend $15 billion on shows this year said in a recent shareholder letter that, “We compete with (and lose to) Fortnite more than HBO.”

“This is more than a movement, it’s the next generation of media and media consumption,” Ibrahim said.

Source: https://www.washingtonpost.com/sports/2019/04/17/millions-dollars-pour-esports-teams-offer-varying-visions-future/?utm_term=.bef4a811e2d1

Esports Entertainment Group $GMBL – Growth of #Esports shows that video gaming is not just for fun $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:09 PM on Wednesday, April 17th, 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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Growth of eSports shows that video gaming is not just for fun

  • With players getting sponsorship deals themselves and payments for being on teams, eSports is proof that gaming has grown up recently.
  • With the eSports market expected to generate $1bn by the end of 2019, it is certainly a growing sector.

GiN Staff

When we talk about the modern video game industry, there are some amazing recent trends that demand attention. Of course, things such as mobile gaming and virtual reality fall into this category, as do trends in games themselves, such as the popularity of battle royale-style titles. However, one aspect of modern video gaming perhaps demands more attention than any other: eSports.

If you have not come across this niche within gaming yet, then it is pretty simple to grasp. eSports is professional gaming where teams of players compete in online or real-world tournaments. With real prize money on offer to winning teams and many big companies getting involved with sponsorship, eSports is showing that video games are not just for fun anymore.

With players getting sponsorship deals themselves and payments for being on teams, eSports is proof that gaming has grown up recently. With the eSports market expected to generate $1bn by the end of 2019, it is certainly a growing sector. Of course, it is perfectly fine to game just for fun still if you like. However, the rise of professional gaming as a sport shows that it is no longer confined to that alone.

Popular titles make eSports a success

The eSports tournaments that teams compete in take place in front of millions of watching viewers, either online or in real life. This again shows just how far gaming has come from being a bit of fun with a few friends in your home.

A big part of the attraction for fans is the games that teams play at tournaments. Old-school fighting game tournaments such as Street Fighter are always well received along with other tournaments based on enduringly popular titles such as Counter Strike: Global Offensive (CSGO). Fans can even bet on the outcome of tournaments now, which only serves to further show how serious and professional video gaming has become. Just remember to get the best odds on CSGO betting sites if you fancy putting a wager on!

Aside from the well-received games that eSports tournaments are based on, why is it so popular with gamers and fans?

Easy to access for fans

Many of the eSports tournaments are streamed live online, which makes them easy to access for fans. Compared to having to travel and cover the expense of going to real-world sports games, it is much more convenient. Modern streaming platforms such as Twitch have made it simple to log on when you have the chance and catch the latest action, wherever you may be.

Valid career choice

Traditional video gaming in the past was not seen as a legitimate career choice or something from which you could make money. eSports has totally changed all this and made playing games a valid career choice for everyone. Naturally, you have to be pretty good, but if you have the skills, then you can make a very good living from this sector. Top player Chen Wei Lin, for example, earns around $250,000 each year!

Diversity of games to watch

eSports is just like any other sport in that it would get pretty boring if you watched the same thing over and over. It would be like watching a soccer game between the same two teams every time! One of the reasons why eSports has exploded though is that it has a wide range of titles that teams compete in, so you can always find one that you like to view. From the ones already mentioned above to other big games such as DOTA 2 or Overwatch, the range of fun to be had with eSports is huge.

Great fun to watch and play

Perhaps the major reason why eSports has got so big so quick is that it is enjoyable – pure and simple! Playing in the tournaments gives you a real adrenaline buzz and allows you to do something you enjoy for a living. Watching the eSports tournaments unfold is also great fun and gives you a cool way to spend your spare time. Although it is a professional side to video gaming, it doesn’t mean that you can’t have a good time as well.

Gaming grows up with eSports

Although eSports is one part of the whole video game industry, it is arguably the most important right now. It has taken gaming out of the bedroom as a mere leisure activity and made it a professional activity that is much more serious and grown up. While playing games in this way is naturally still fun, eSports has shown that playing video games can be so much more than that. With projections for the future of eSports being overridingly positive, the future for this niche and gaming in general looks good.

Source: https://www.gameindustry.com/news-industry-happenings/growth-of-esports-shows-that-video-gaming-is-not-just-for-fun/

Enthusiast Gaming $EGLX.ca – Will Smith takes slice of #Esports team’s US$46 million financing $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:24 AM on Wednesday, April 17th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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Will Smith takes slice of Esports team’s US$46 million financing

  • Actor Will Smith and Japanese soccer legend Keisuke Honda are among the new investors in esports franchise Gen.G, which announced a new $46 million round of financing Wednesday.

Eben Novy-Williams, Bloomberg News

Will Smith reacts at a closing ceremony press conference during the 2018 FIFA World Cup at Luzhniki Stadium on July 13, 2018 in Moscow, Russia. (Photo by Dan Mullan/Getty Images). , Dan Mullan/Getty Images Europe

Actor Will Smith and Japanese soccer legend Keisuke Honda are among the new investors in esports franchise Gen.G, which announced a new $46 million round of financing Wednesday.

Smith and Honda’s Dreamers Fund, a investment vehicle they launched last year, are joined by Los Angeles Clippers minority owner Dennis Wong and Michael Zeisser, former chairman of U.S. investments at Alibaba Group Holding Ltd.

“It’s exciting to see the worlds of technology, media, sports and now celebrity come together,” said Chris Park, chief executive officer of Los Angeles-based Gen.G.

Gen.G operates teams in seven different video games and has offices in China, South Korea and the U.S. Its franchises include the Overwatch League’s Seoul Dynasty, which will move to South Korea from Los Angeles next year.

In addition to handling that transition, Gen.G is expanding in China, investing in player development and trying to increase revenue from esports-specific areas like streaming and the sale of in-game items.

“The coming years are going see our company really start to crystallize its identity, not just as a brand, but also as an enterprise,” Park said.

To that end, Smith and Honda will join 11-time National Basketball Association All-Star Chris Bosh, already a Gen.G adviser, in helping grow Gen.G’s media presence. That includes creative and commercial projects, and helping Gen.G athletes with content creation.

Other new investors in Gen.G include Battery Ventures, New Enterprise Associates, MasterClass co-founder David Rogier and Stanford University. Silicon Valley Bank, which helped with the fundraising, is becoming both an investor and a sponsor.

Source: https://www.bnnbloomberg.ca/will-smith-takes-slice-of-esports-team-s-us-46-million-financing-1.1245904

PEEKS SOCIAL $PEEK.ca to Launch #WASDPro Gaming and #Esports Streaming Service $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:07 AM on Tuesday, April 16th, 2019
  • Announced the upcoming launch of its WASDPro eGaming and eSports streaming service www.wasdpro.tv. 
  • WASDPro is a purpose built eGaming/eSports video streaming service built on the Peeks Social Platform.
  • Company’s goal for WASDPro is to capture and monetize a significant share of this growing market which currently produces 355bn minutes of eSports and gaming streams watched in 2017 — a 22% year over year increase compared to 2016.

TORONTO, April 16, 2019 — Peeks Social Ltd. (TSXV: PEEK; OTCQB: PKSLF) (“Peeks Social” or the “Company”) is pleased to announce the upcoming launch of its WASDPro eGaming and eSports streaming service www.wasdpro.tv. 

WASDPro is a purpose built eGaming/eSports video streaming service built on the Peeks Social Platform. The Company’s goal for WASDPro is to capture and monetize a significant share of this growing market which currently produces 355bn minutes of eSports and gaming streams watched in 2017 — a 22% year over year increase compared to 2016. WASDPro will be based off of the Peeks Social Platform, which is a robust ecommerce enabled, video streaming platform that provides broadcasters and content creators with a wide variety of proprietary content monetization services. Content creators can make money by charging their viewers monthly subscription fees (Subscription Service), by receiving donations from viewers (Tipping Service) and by charging viewers for access to content (Paywall Service. In addition, the Peeks Social Platform provides a proprietary AdShare Service. The AdShare service allows all content creators to make money by selecting sponsored ads that run on their video content. The AdShare network dynamically matches sponsors with content creators and allows the content creators to select their desired sponsors. The company shares its cost per impression-based advertising revenues with the content creator; thereby allowing content creators an effortless way to make free money.

The company believes that the unique features of the WASDPro service will provide eGamers and their fans, with one of the most satisfying eGaming streaming experiences in the industry today. According to Goldman Sachs 3.5 billion people are online today and nearly 2.2 billion are active video gamers. Video Gaming today is a US$180bn industry projecting to grow at a 5% compounded annual growth rate. By 2022, the relatively new eSports segment of the industry is projected to reach an audience of 276,000,000 people similar in size to the National Football League (NFL). Currently 50 colleges have varsity eSports teams and discussions have been held for inclusion of eSports in the 2024 Paris Olympics. Goldman Sachs has identified the opportunity for live-streaming to monetize the growth of eSports in a way that few other businesses can.

“We are extremely excited to add the WASDPro service to the Peeks Social family of services. Our goal is to make WASDPro an industry leading eGaming and eSports destination for: content creators, fans and advertisers alike. We have been, and will continue to, work with content creators, affiliates and other partners to ensure that WASDPro reaches the global audience it deserves.” states Mark Itwaru, CEO and Chairman of Peeks Social.

The WASDPro beta site will be available May 2019.

The Peeks Social app can be downloaded in either the Apple or Google app stores, or by visiting www.peeks.social. WASDPro is available at www.wasdpro.tv

For further information, please contact:

Peeks Social Ltd.
Mark Itwaru
Chairman & Chief Executive Officer
416-639-5339
[email protected]
David Vinokurov
Director Investor Relations
416-716-9281
[email protected]

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) has reviewed or accepts responsibility for the adequacy or accuracy of this Release

Esports Entertainment Group $GMBL – #HIVE Berlin: Jens Hilgers, Peter Warman Discuss Trends in #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Monday, April 15th, 2019
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GMBL: OTCQB

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HIVE Berlin: Jens Hilgers, Peter Warman Discuss Trends in Esports

  • Warman spoke about gatekeeping in the industry and the challenges of breaking in, and estimated that between himself and Hilgers, they have collectively taken more than 1,000 calls over the years from people who want to get into esports

By: Andrew Hayward

At the HIVE esports business conference in Berlin this week, influential minds from across the industry gathered to discuss the future of esports. Before the wide-ranging panels began, Jens Hilgers and Peter Warman took the stage to explore some of the trends they’ve seen and expect to see in the future.

Both are long-standing fixtures of the esports industry. Hilgers has spent more than two decades in esports, co-founding Turtle Entertainment  and ESL  in 2000 and serving as its CEO until 2010, when he transitioned to the role of chairman of the board until 2015. He has also co-founded G2 Esports  and tools maker DOJO Madness , and is a founding partner in BITKRAFT Esports Ventures . Warman, meanwhile, is the CEO and founder of gaming and esports analytics firm Newzoo , which was established in 2007.

“Every single time that something like that has happened in history, it was the most important and most exciting times for me.”

Warman spoke about gatekeeping in the industry and the challenges of breaking in, and estimated that between himself and Hilgers, they have collectively taken more than 1,000 calls over the years from people who want to get into esports—whether it’s startups, brands, media, or financial services. Carefully explaining the industry to people who are outside of it is critical, although both said that detailing the subject to government representatives is a less enjoyable situation.

“You sometimes have to explain what the hell is going on,” said Warman. Added Hilgers: “I try to avoid those meetings… those are the most frustrating ones.”

Many more people in recent years have seen the boom around esports, said Warman, between the excitement building around the industry and the money flowing into it. But newcomers who think that esports is a completely new thing need to be educated that it’s actually a long-running, gradually-maturing industry, he said.

“We have to explain to people: this esports thing—it’s been around for a long time,” said Warman. “It’s not this ‘hockey stick’ expectation, new industry thing, but a very healthy and growing business.”

Amidst all of the excitement and investment around the space, however, Warman and Hilgers both said that people in the space need to manage expectations for incoming stakeholders, in part to help avoid the possibility of a bubble. Warman added that part of managing expectations is making it clear that the rise of esports is not a standalone thing—that the underlying growth is tied into the popularity gaming and other industries and technologies. It’s also a matter of new generations growing up with gaming, esports, and digital devices.

“You sometimes have to explain what the hell is going on.”

“What I’ve been observing for the last 23 years in my career,” said Hilgers, “is that when we see the growth year-over-year in esports, it’s mostly driven by digital natives growing up with video games and the paradigm of esports.”

Looking back on his career to date, Hilgers pointed to key games that have defined or redefined genres and helped boost esports at that time. He noted the impact of Counter-Strike , World of Warcraft , and League of Legends  in the past, and more recently Fortnite , as each raised the bar for its respective genre and the level of competition and interest around it. If that kind of trend continues, then Hilgers said that we could see another paradigm-shifting competitive game in two to four years’ time that might draw even larger numbers of players and viewers.

“Every single time that something like that has happened in history, it was the most important and most exciting times for me,” said Hilgers, “because these new, genre-defining games truly elevated competitive multiplayer gaming and esports.”

Related Article: ESL’s David Hiltscher on Helping Fans ‘Commit With Their Wallets’ to Teams

Warman pointed to the exponential growth of both gaming and esports over the years compared to other types of popular media. He said that the wider gaming industry’s evolving focus on engaging fans, making them happy, and providing them free tools before expecting any kind of payment is helping to drive that. That’s seen both with free-to-play games and freely-streamed esports tournaments and related content.

“What makes us very special in games is we put time first before money,” he said. “That’s the secret sauce of our business.”

“I think there’s going to be a generation of games going forward that actually will start the design process by reflecting these assumptions in the right way.”

But there’s a fine line to walk, he continued, as some people have more time than money, while others have plenty of money and are willing to spend it within games. Creators in both the game development and esports sides of the games industry need to balance the accessibility on one end with premium features and services on the other. “We are entertaining people who don’t want to spend money or don’t have money, but have a lot of time,” said Warman. “And people that have a shitload of money, and they will all spend it in our game. One single environment has to serve both. Think about it: that’s very, very hard.”

Hilgers spoke about the impact of Fortnite and how its success has come in part from breaking the mold of the battle royale genre. It’s a competitive game, yes, but the colorful experience is also more accessible and targeted at a less die-hard audience. Games like Apex Legends, Call of Duty , and Overwatch  have more of a hardcore fan base, he said, while some Fortnite players simply want to play casually and hang out with friends in the game. It has wide-ranging appeal.

When it comes to the next wave of esports games, however, he said that developers need to consider the viewing experience as much as the gameplay and moment-to-moment action. “Having a game that is equally great to spectate and to watch as it is to play the game will ultimately make for the best esports games,” said Hilgers. He doesn’t believe that most games in the market now were built with that kind of mentality, but that developers are learning lessons from today’s games and their challenges, and that the next generation of esports-ready titles will be better poised to deliver on both fronts.

“I think there’s going to be a generation of games going forward that actually will start the design process by reflecting these assumptions in the right way,” he said, “and that will lead to a greater entertainment offering and elevate esports.”

Source: https://esportsobserver.com/hive-berlin-hilgers-warman/

Enthusiast Gaming $EGLX.ca Closes Acquisition of “The Sims Resource” $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:04 AM on Monday, April 15th, 2019
  • Closed the  acquisition of 100% of the assets of The Sims Resource from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019
  • Expects to realize the revenue of TSR beginning in Q2 2019 following the closing and integration on the Enthusiast platform

TORONTO, April 15, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), is pleased to announce today, that it has closed the  acquisition of 100% of the assets of The Sims Resource (“TSR”) from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019.

Enthusiast expects to realize the revenue of TSR beginning in Q2 2019 following the closing and integration on the Enthusiast platform.

Menashe Kestenbaum, CEO of Enthusiast, commented, “We are thrilled to close The Sims Resource acquisition and look forward to fully integrating it onto the Enthusiast platform. 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 US, closely behind Oprah.com. He continued, “We have a monetization strategy for TSR and we anticipate enhancing our advertising revenue through direct sales, capitalizing on the opportunity to monetize with advertisers seeking a large female video game audience. Further, we will look to adopt TSR’s subscription model to add additional revenue streams across our entire portfolio.”

The acquisition of TSR is the largest acquisition to date for Enthusiast and follows the successful completion of several strategic and accretive acquisitions in 2018 and 2019.

About Enthusiast Gaming

Founded in 2014, Enthusiast is 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 75 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 over 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT INFORMATION:

Investor Relations:

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

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

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

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