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Enthusiast Gaming $EGLX.ca – #Twitch’s Head of #Esports on the Trends Driving Viewer Engagement $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, April 14th, 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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Twitch’s Head of Esports on the Trends Driving Viewer Engagement

  • 2018 was a stellar year for Twitch .
  • According to Twitchtracker, the streaming service grew its average concurrent viewers by 43% to cross the one million average across the entire year, while streamers chasing the dream of Twitch stardom grew by 70% to 3.4M broadcasters per month.

From Fortnite’s  breakout success and Tyler ‘Ninja’ Blevin’s rise to mainstream celebrity status, to Overwatch  driving new styles of interactive engagement with fans – the year was about a lot more than just seeing the statistics continue to climb. It redefined the trends we thought we knew about what streaming is all about and how esports builds its fan dynamics through real-time interactions.

“Battle Royale games are highly competitive and easy to follow. They translate very well to Twitch.”

It also saw a clash of the traditions of team-based esports with the trend of viewers falling in love with Battle Royale as their favorite game genre to watch.

“Battle Royale games are highly competitive and easy to follow. They translate very well to Twitch,” Justin Dellario, head of esports at Twitch, told The Esports Observer. “Twitch viewers thrive on live, shared moments and there is no shortage of that spontaneity in Battle Royale games.

“Best of all, Battle Royale games are simple – fight to be the last one standing – so nobody is left in the dark when they see a best play or big win.”

Dellario joined Twitch in February 2016, and since that time the wider entertainment industry has woken up to the idea that game streaming isn’t a sideshow but an actual competitor to its living room dominance. According to Dellario, the strength of Twitch is its community spirit.

Credit: EA Games

“That’s what today’s young audiences crave: the ability to interact and even influence what they watch. Twitch gives them that opportunity to do so with their fellow fans, their community,” said Dellario.

“People watch Twitch for shared moments, something to enjoy with like-minded people. That’s no different than sports fans gathering at a bar or a friend’s living room to watch a game. How people interact with content and content creators on Twitch builds a live, shared, interactive viewing experience that provides that exact atmosphere from the comfort of wherever you are watching from. That’s what we call multiplayer entertainment – unique, live, unpredictable experiences created by the shared interactions of millions.”

“It’s important to note that while viewer rewards play a part in driving viewership, they also play a part in driving engagement and play time.” 

That blend of interactivity and community is also represented in game developers delivering rewards to viewers, particularly around esports tournaments, as part of using the Twitch platform. And Dellario sees them shifting from a viewer incentive to a community expectation.

“It’s important to note that while viewer rewards play a part in driving viewership, they also play a part in driving engagement and play time,” Dellario said. “They cause players to return to the game to use the rewards, continue to have experiences that keep them tied to the game, and ultimately help drive them back to watching again to complete the loop.

“Developers recognize the need to strengthen this bond with their communities inside and outside of the game.”

One of the deepest integrations between the Twitch fan experience and an esports competition was the launch of the Overwatch League All-Access Pass. For a one-off season subscription price (unique compared to Twitch’s typical monthly subscription system) a viewer gets a special viewing experience with real-time game statistics, options to watch specific player cameras, or combine multiple views to create their own custom viewing experience.

Credit: Blizzard

“We are always looking for ways to enhance the esports broadcast experience for our partners and viewing experience for the fans,” said Dellario. “The Overwatch League All-Access Pass was the result of our work with Blizzard to develop new methods of engagement and learning from the community on how to provide more control in how they watch and experience matches.”

The top personalities on Twitch now single-handedly command audiences just as big, or bigger, than the biggest weekly esports leagues on the platform. So some events are finding new ways to get the best of both worlds through one of the newest trends on Twitch – co-streaming.

“We just saw Ninja gather a large viewing party for Thursday Night Football, bringing the program to people who may not otherwise watch it…”

“Many of our top streamers got successful because they are entertaining commentators of their own gameplay. Therefore, letting an online personality present the content in a way that resonates with their viewer community is a perfect way to find a new audience,” said Dellario.

“Twitch viewers enjoy their content more when they get to enjoy it with commentary from their friends, and especially their favorite personalities. What that creates is a unique viewing experience they can’t get from watching something alone.”

This co-streaming concept is even extending beyond the realm of esports and gaining the attention of traditional sports leagues as well.

“We just saw Ninja gather a large viewing party for Thursday Night Football, bringing the program to people who may not otherwise watch it – cord cutters and cord nevers,” Dellario said.

Credit: Twitch

“That’s, of course, where you might run into challenges. Co-streaming counts on getting the right personalities who can get creative in a way that compliments your content and gets their viewers interested. However, we were able to secure that with the NFL by handpicking which streamers got rights to co-stream Thursday Night Football.”

For Dellario, one of the biggest lessons in his three years at Twitch has been seeing streaming and esports “go hand-in-hand” as commentary, personality, and community make Twitch the preferred place to watch.

With Twitch Rivals, we are further fostering the relationship between esports and streaming.”

“People don’t just turn out for the game. People turn out for personalities in esports, and we have proven that esports help boost personalities through Twitch Rivals,” Dellario said.

“Twitch Rivals is a series of competitions organized by Twitch, which pits our top and growing streamers against each other in varying formats of competition and challenges spanning all types of popular and budding game categories.”

Rivals events use a central broadcast hub as a base for viewers to tune in and catch the big picture coverage, while all participants are streaming their personal point-of-view where their fans – or new fans – can tune in.

“This helps streamers grow their channels while maintaining their traditional programming and broadcast times. With Twitch Rivals, we are further fostering the relationship between esports and streaming,” Dellario said.

Want to hear more about Twitch’s role in the esports industry? Justin Dellario will be a speaker at the HIVE esports business conference in Berlin on April 11, 2019. The first international esports business conference in Europe’s capital of esports. An unprecedented conference format featuring thought leaders of industries adjacent to esports sharing their insights. Click here to reserve your seat!

This interview was conducted by Trent Murray.

Source: https://esportsobserver.com/twitch-hive-berlin-interview/

Esports Entertainment Group $GMBL – Steph Curry discusses old-school video games, #Esports popularity $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, April 14th, 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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Steph Curry discusses old-school video games, eSports popularity

  • The eSports world has become — well, a world of its own.
  • It’s a continued success that has turned a gamer’s paradise into what some view as a respected sport.

On his latest episode of the YouTube series, “5 Minutes from Home,” Warriors guard Steph Curry sat down with eSports stars Myth and Hamlinz to discuss the two’s success in the gaming industry.

“Very excited to talk about their background in the eSports world,” Curry said. “Now they’re pioneering a new industry and creating a brand and creating their legacy from the jump.”

Hamlinz and Myth didn’t waste any time asking Curry the important question: What are some of his favorite video games?

“I’m terrible at ‘Fortnite,'” Curry said amid chuckles from the group. “God awful.”

He listed the popular sports-related video games as the main ones he dabbles in.

“I love any golf game, 2K, Madden, Tiger Woods had his old game that I loved to play,” Curry said. 

He also said “Call of Duty” was one he enjoys playing, but that changed when he got married and had kids. Naturally.

The trio finished out the night when they stopped by the KoJa Kitchen food truck — a favorite place of Curry’s to indulge in.

You can watch the interview in its entirety below. 

Source: https://www.nbcsports.com/bayarea/warriors/steph-curry-discusses-old-school-video-games-esports-popularity

Enthusiast Gaming $EGLX.ca – Chinese #Esports expected to be worth £2.3bn by 2020 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:21 PM on Thursday, April 11th, 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.

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EGLX: TSX-V
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Chinese esports expected to be worth £2.3bn by 2020

  • According to the report from CCTV, the Chinese esports market reached 8.48bn RMB (£960m) in 2018, and the total output value of Chinese esports industry is expected to reach Â¥21.1 bn RMB (£2.3bn) by 2020.

By Chenglu Zhang

China’s prominent state television broadcaster China Central Television (CCTV) reported the current state of the Chinese esports market and expectations for the future of the industry.

According to the report from CCTV,  the Chinese esports market reached 8.48bn RMB (£960m) in 2018, and the total output value of Chinese esports industry is expected to reach Â¥21.1 bn RMB (£2.3bn) by 2020. CCTV also reported that there are over 50,000 working in the industry  â€” a number which is expected to increase to past 250,000 by 2020.

Bang Xu, the vice president of Tomorrowland Esports Ltd, told to CCTV that: “Three years ago, it may have taken two or three months to get one or two applicants for the director of an esports league. The number of esports leagues in 2016 was just less than 10. At present, we may have dozens of applicants in a month, and the number of esports leagues has exceeded 100.

“Although more and more people are willing to engage in the esports industry, esports talents are still in short supply compared to the speed of the industry development.”

To meet the demand from the esports industry, numerous Chinese colleges have opened esports related courses to cultivate talents across different areas including event management, event operation, esports broadcasting and esports streaming.

“Esports talents are still in short supply compared to the speed of the industry development”

Besides adding esports majors to education, the Chinese government is also trying to raise public awareness of esports as a whole. On Apr.3, the Chinese government officially confirmed “esports operator” and “esports player” as two new professions in the country. With support from the government, Chinese esports lovers are more confident to engage in the industry and contribute to the development of Chinese esports.

Esports Insider says: “The Chinese government have noticed the great potential in China’s esports market and they are trying to develop it deeply. With announcements of multiple policies for Chinese esports industry, we may see how Chinese practitioners can effectively utilise the country’s support to develop the esports industry.”

Source: https://esportsinsider.com/2019/04/chinese-esports-expected-to-be-worth-2-3bn-by-2020/

Enthusiast Gaming $EGLX.ca Invests in Addicting Games, One of the Largest Online Multiplayer Game Networks $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:08 AM on Thursday, April 11th, 2019

Signs Agreement to Become Exclusive Monetization Partner

  • Addicting Games network of .io games reaches over 10 million gamers a month
  • Increases Enthusiast’s revenue and profits through 8 large web properties
  • Advanced internet speed and browser capabilities have propelled .io and “browser multiplayer” games into a fast growing gaming sector
  • Investment by Enthusiast allows Addicting Games to continue building network and developing new .io games

TORONTO, April 11, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), is pleased to announce that it has entered into a Senior Convertible Debenture Purchase Agreement (the “Agreement”) to invest in Addicting Games Inc. (“Addicting Games”), one of the largest online game networks in the United States.

The Addicting Games network reaches over 10 million gamers monthly(1). They are leaders in developing and distributing browser games, and their platform focuses on the increasingly popular “browser multiplayer” .io website games. .io games are a popular new genre of real-time multiplayer games which are played in a browser, featuring addictive online multiplayer battles, with simple but hard to master gameplay. These games are becoming increasingly popular due to easy accessibility, mass multiplayer battles, and allowing players to play games within seconds from any computer with an internet connection.

The network includes popular games: Tactics Core (tacticscore.io), pumking.io, warfronts.io, shotz.io, skywars.io, seapop.io, skyarena.io and break out hit, Little Big Snake (littlebigsnake.io).  It also includes Shockwave, the original “Netflix” of games, where players subscribe to play over 1500 games online.  Addicting Games and Shockwave were previously purchased for $200 million in 2006 by Viacom.  Most recently, Addicting Games was bought from Defy Media by the original founders and they have been expanding the network rapidly ever since.

Under the Agreement, Enthusiast will invest US$1.5 million by way of a 3 year secured convertible debenture (the “Debenture”) with interest accruing at 2% per annum which is convertible into equity at the value of Addicting Games’ next equity raise. Enthusiast invested in Addicting Games to capitalize on the rapidly growing .io games sector and a new niche of lifestyle gamer that the network currently doesn’t reach.

Menashe Kestenbaum, CEO of Enthusiast, commented, “With the rise in mobile gaming and the advent of HTML5 technology, every browser can now be a game console and therefore attract significantly more visitors.  We see the growth potential in console agnostic games and are excited to be partnering with Addicting Games to provide them with the best monetization strategy to execute on their continued growth and development of new browser based games.”

Bill Karamouzis, CEO of Addicting Games, commented, “It’s an exciting time to be in the gaming industry. The maturing of new technology has resulted in new alternative platforms for game distribution as well as ways to connect players in real time with each other to enhance the player experience. Addicting Games has always been the place to find great new fun games that can be played instantly and enjoyed by everyone. Partnering with Enthusiast is a natural fit with their deep commitment to gamers and community. We hope to leverage their expertise as we commit to the next generation of casual gamers and game developers.”

Enthusiast has also entered into a Representation Agreement to exclusively monetize advertisements across the Addicting Games portfolio of websites. The exclusive representation will increase Enthusiast’s revenue and profits through Addicting Games’ eight large digital properties. The Company plans to utilize its strong sales force and programmatic engine to further optimize the monetization of the Addicting Games platform which will help fund the development and acquisition of new .io games.

About Addicting Games

Founded by Bill Karamouzis, the world famous Addicting Games pioneered the casual game genre in the early 2000’s and continues to develop and distribute the very best games online. Reaching over 10 million gamers every month Addicting Games network players can enjoy a wide range of free browser-based games from brands such as Shockwave to the latest in streaming gaming IO Games Space. Visit us for the best free games released every week. Learn more about Addicting Games here: http://company.addictinggames.com/

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.

Esports Entertainment Group $GMBL – #Esports is Playing Out to Be a Big Opportunity for Investors $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:23 PM on Wednesday, April 10th, 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 is Playing Out to Be a Big Opportunity for Investors

  • Esports sector represented just 1% of the global gaming market at nearly $700 million in 2017, with the industry expecting to reach $1.65 billion by 2021, representing a 27.4% CAGR estimates Newzoo.
  • Worldwide eSports viewership is expected to grow by nearly 50% from 2018 levels to 560 million by 2021

Sean Mason | April 10, 2019 | SmallCapPower: Video games are nothing new – people have been playing them since the 1970s. But with the proliferation of social media in recent years, electronic sports, or eSports, could eventually generate more revenue than traditional professional sporting events, such as National Football League (NFL) games.

eSports can be most simply defined as organized, competitive video gaming at the professional level, where participants compete in a virtual environment for money and recognition. Much of eSports’ appeal is in its inclusivity, as anyone with dexterity and determination can, in theory and with plenty of practice, reach an elite level regardless of their athleticism. And thanks to the Internet, eSports tournaments have quickly gone global. This, after all, is due to the fact that the distribution of eSports is almost entirely digital, with fans being able to stream eSports content for free anywhere in the world.

To give you an idea how much growth potential exists within the eSports sector, it represented just 1% of the global gaming market at nearly $700 million in 2017, with the industry expecting to reach $1.65 billion by 2021, representing a 27.4% CAGR estimates Newzoo.

With its popularity rising, worldwide eSports viewership is expected to grow by nearly 50% from 2018 levels to 560 million by 2021. In fact, in the U.S. eSports viewership on key streaming platforms such as Twitch, Youtube, and TV with traditional channels like TBS, ESPN have already surpassed that of the NHL and is expected to take the #2 spot behind the NFL by 2021, according to an August 2018 report by Eight Capital, adding that the sector remains under-monetized relative to traditional sports. To put that into perspective, average revenue per eSports enthusiast was just $3.60 in 2017, a fraction of the $15 average revenue per basketball fan and $54 average per sports fan globally, this based on a study by Newzoo.

Audience engagement for eSports is extremely high, which has become ideal for advertisers to target a captive and young demographic. According to a Goldman Sachs eSports report dated October 2018, eSports generated an estimated $655 million in annual revenue in 2017, 38% of which came from sponsorships, 14% from media rights, and 9% from ticket revenue. By 2022, though, media rights are anticipated to reach 40% of total eSports revenue, with sponsorship expected to become the second largest contributor of revenue at 35%.

Goldman Sachs believes eSports will increasingly migrate from PCs to other platforms, such as console and mobile. For mobile eSports, Goldman Sachs said it is seeing increased venture investment in the space. Since 2013, there has been $3.3 billion of venture capital investment in eSports-related start-ups, which is set to capitalize on two primary trends: the opportunity for live-streaming to monetize the growth in eSports; and the popularity of eSports in Asia. China’s eSports market is derived from the largest gamer base in the world, with approximately 442 million gamers by the end of 2017 and a 57.2% penetration rate of China Internet users, according to CNNIC.

Technological evolution in the eSports space will likely mean more money will flow into trends such as streaming, mobile, and Virtual Reality (VR). To that end, Canadian company YDX Innovation Corp. (TSXV:YDX) already has direct experience in eSports in addition to a product that fits well with the segment.

“When we created our VR game a year and a half ago, we already knew we were taking the platform in an eSports direction,” YDX Innovation CEO Daniel Japiassu told SmallCapPower in an interview.

YDX Innovation’s Arkave VR Arena is a gaming platform that brings an immersive Virtual Reality experience to different venues – a highly scalable business model according to the Company. YDX Innovation announced recently that it had signed an agreement with eSports company Jackpot Rising to organize tournaments using Arkave VR. 

And, in 2019, YDX plans to launch its Game On festival for the new gamers, younger players who have not yet experienced competitive gaming. 

“This is an industry (eSports) fueled by people 10 years of age and older,” Mr. Japiassu said, adding that although it’s a new industry there’s already a substantial number of participants. 

Disclosure: Neither the author nor his family own shares in the company mentioned above.

Source: https://smallcappower.com/expert-articles/esports-investment-opportunity/

Enthusiast Gaming $EGLX.ca Acquires Significant Interest in Waveform Entertainment, a Leading Esports Operator and Tournament Producer $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:32 AM on Tuesday, April 9th, 2019
  • Producers of major esports events in Canada including Dreamhack, GOML, Cineplex, CNE, WESG (EGLX)
  • Partners with major brands and sponsors including Ubisoft, NXNE, AMD, CSL
  • Strategic partnership expands Enthusiast’s client services to include experiential advertising, esports tournaments, and broadcast and production capabilities

TORONTO, April 09, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF) (“Enthusiast” or the “Company”) is pleased to announce that it has, through a wholly-owned subsidiary, signed a definitive agreement to purchase 20% of the issued and outstanding shares (“Purchased Shares”) in Waveform Entertainment Inc. (“Waveform”) for an aggregate consideration of $1,680,000 (the “Subscription Price”). Waveform is a leading esports broadcast and production company specializing in the organization of premium esports tournaments world-wide. Enthusiast has also secured an irrevocable option, at its sole discretion, to acquire a 100% interest in Waveform. (the “Buy-Out Option”).

While Waveform was established in 2018, its team has been on the leading edge of esports event production and broadcast for several years, servicing some of the world’s most prestigious esports tournaments and events including Dreamhack, Cineplex WorldGaming, and Enthusiast owned, EGLX.

“Investing in Waveform will contribute greatly to the expansion of EGLX and our events business. Waveform’s infrastructure and expertise are key for the roll out of the Rising Star Series and upcoming esports tournaments at EGLX in the future,” commented Menashe Kestenbaum, CEO of Enthusiast. “We were very impressed by the organization of our esports tournaments at EGLX in October 2018 and we see significant growth potential as esports continue to soar.”

Waveform was responsible for the broadcast, production and execution of Canada’s largest esports tournament, WESG Canadian Finals at EGLX in October 2018. Enthusiast will continue to partner with Waveform as EGLX executes on its North American expansion plan and introduces the Rising Stars Series this summer.  Waveform will provide the infrastructure, broadcast and event support to drive the expansion and continued growth of EGLX in 2020.

As esports continues to grow with $1.1bn in projected revenues in 2019,(1) large brands are entering the industry by sponsoring esports teams and championing their own activations.  Waveform has partnered with major brands including Evil Geniuses, Virtus Pro, Ubisoft, AMD, Asus, Team Liquid and more.  The investment into Waveform will help Enthusiast’s mission to reach gamers both online and offline. The Company will provide digital advertising and experiential marketing opportunities to major brands and publishers, increasing visibility and event attendance.  The partnership enables Enthusiast’s event business to increase its client services portfolio to include event production, broadcast, streaming services and creative experiential brand ambassadorship programs. In turn, the partnership also allows Enthusiast’s platform to promote Waveform’s business and portfolio of large brands and help them drive new partnerships moving forward.

Terms of Transaction

The Purchased Shares will be purchased pursuant to the terms of a share subscription agreement (the “Agreement”), among Waveform and a wholly owned subsidiary of Enthusiast created for the purpose of the transaction. Pursuant to the Agreement, Enthusiast agreed to purchase the Purchased Shares in three tranches: (i) on April 4, 2019, Enthusiast purchased 40.5% of the Purchased Shares for a portion of the Subscription Price, being $680,000.00; (ii) Enthusiast agreed to purchase, on or before (as decided by Enthusiast) October 4, 2019, 29.75% of the Purchased Shares for a portion of the Subscription Price, being $500,000.00; and (iii) Enthusiast agreed to purchase, on or before (as decided by Enthusiast) June 3, 2020, 29.75% of the Purchased Shares for a portion of the Subscription Price, being $500,000.00. On the date Waveform and Enthusiast entered into the Agreement, they also entered into a Shareholders’ Agreement for Waveform (the “Shareholders’ Agreement”). The aggregate purchase price for all Waveform’s shares, if the Buy-Out Option is exercised by Enthusiast shall be equal to the greater of: (i) four (4) times Waveform’s gross revenue (as defined in the Shareholders’ Agreement), multiplied by eighty percent (80%); or (ii) $7,680,000 (the “Option Purchase Price”). The Option Purchase Price will be subject to agreed adjustments.

The purchase of the Purchased Shares on the two remaining tranches, as well as the exercise of the Buy-Out Option (if exercised by Enthusiast) are subject to obtainment of all applicable regulatory approvals (including by the TSX Venture Exchange).

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.

(1) NewZoo: https://newzoo.com/insights/articles/newzoo-global-esports-economy-will-top-1-billion-for-the-first-time-in-2019 

CONTACT INFORMATION:

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

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

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

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

Enthusiast Gaming $EGLX.ca – The State Of #Esports: Why Investors Should Pay Attention $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:00 PM on Monday, April 8th, 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 partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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EGLX: TSX-V
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The State Of eSports: Why Investors Should Pay Attention


  • Forget marijuana stocks and cryptocurrencies, one of the latest disruptive trends investors are looking to capitalize on in 2019 is professional video gaming.
  • “esports,” brings millions of spectators around the world together both online and on-location to watch competitive video gaming.
  • Now, 2019 is slated to be the first year the industry surpasses $1 billion in revenue, solidifying esports’ position as a serious contender on the world stage.

Luis Aureliano , Benzinga Contributor

Newzoo Global Esports Economy 2019

Market research firm Newzoo released its 2019 report on the global esports economy last month and projects revenue for the industry to reach $1.1 billion marking an impressive +26.7 percent growth year-on-year. Newzoo indicates the fastest growing revenue stream for the industry is the selling of media rights for viewing esports with an expected growth of 41.8 percent in 2019. 

Media Rights and Increased Viewership

When it comes to esports entertainment, popular streaming platform Twitch.tv, which was acquired by Amazon.com, Inc. AMZN 0.57% for $970 million in 2014, has been at the forefront. Earlier this year, Twitch and Activision Blizzard, Inc. ATVI 0.42% agreed on a two year, $90 million-minimum deal to grant the streaming platform broadcasting rights for one of Activision Blizzard’s most successful games and competition, the Overwatch League (OWL).

The expansion of media rights as a revenue stream fits with the explosive growth in viewership for esports as a whole. Compared to just years ago, viewership for esports has grown significantly, particularly for League of Legends, the most popular competitive game. During the 2018 Mid-Season Invitational, League of Legends attracted more than 60 million unique viewers. To put things into perspective, the most-watched NBA game since 1998 attracted roughly half that number in 2016 with a record 30.8 million viewers during game 7.

Number of Unique Viewers for Select Esports Competitions, Statista 

The Early Esports Advantage 

Perhaps the most attractive aspect of esports for investors isn’t just the size of the audiences but the state of the market. While esports has grown substantially since its inception, the industry is still mainly a nascent one. Consider Activision Blizzard’s Overwatch as an example again since the title was one of the first games launched with esports already in mind.

Since its launch in 2016, the company has franchised out geo-located teams for Season 1 of the OWL that began last year. Now, as Season 2 is underway, the league is beginning to look more like a traditional professional sport with teams like the “London Spitfire,” “LA Gladiators,” and many others spreading from New York all the way to China and South Korea. And yet, because the OWL is still so young, no teams have their own home arenas to play in as one would expect for a professional sports team — yet.

In Philadelphia, home to the OWL’s “Philadelphia Fusion,” Comcast Corporation CMCSA 0.41% is investing to build a $50 million esports-specific arena; the first in the league. Set to be placed directly in the center of the Philadelphia Sports Complex alongside the homes of the Eagles, Flyers, 76ers, and Phillies, the 60,000 square foot arena is expected to seat 3,500 spectators and include training and broadcasting facilities as well. 

Compared to the well-established world of professional sports, esports offers a unique opportunity for investors to still gain access during the industry’s infancy. 

Growing Pains 

Though esports has experienced impressive growth, that’s not to say it hasn’t come with some growing pains along the way. A major pain point is due to the decentralized nature of competitive play as the term “esports” encompasses a vast array of different game titles, playerbases, and various leagues. Because of the fractured nature of esports, it’s not uncommon for a title to have several unaffiliated leagues for professional players like Counter Strike:Global Offensive’s open circuit system.

However, there are efforts to reduce that confusion and forward the maturity of esports. After the success of the OWL, Activision Blizzard has hinted at the creation of a similar league for Call of Duty with geo-located franchised teams. Likewise, other actors are looking to meet the needs of standardization and legitimacy for esports as well. One of the largest platforms to-date with over a million users, DreamTeam, is creating standardization for professional players across many titles like League of Legends, CS:GO and Electronic Art’s EA 1.06% latest success, Apex Legends. The platform is aiming to bring players together with event organizers, team owners and sponsors to offer an all-in-one solution for professional gaming as a whole.

Amateur players can use the platform to create teams of their own to compete and work their way to the professional levels of play, drastically reducing the barrier to entry for many games. For some titles, that barrier to entry can be steep too. In the case of League of Legends, North American teams seeking a franchise spot had to pay a hefty $10 million fee — in Overwatch, that fee was $20 million per team and potentially doubling for expansion teams in the future. With a lower barrier to entry for players around the world and an easy-to-understand ecosystem, DreamTeam is working to bridge the gap for players forming a professional team.    

The Bottom Line 

With the advent of franchised teams, massive media rights deals and the attraction of big name sponsors like The Coca-Cola Co (NYSE: KO) and Red Bull, it’s clear that video games are no longer just a way for kids to kill time. Now, competitive gaming is one of the fastest growing industries and investors are quickly looking to get in. Whether buying a team of one’s own or investing in the endemic brands propelling esports forward, investors all over are recognizing the promising future of the industry. 

Image sourced from Pixabay

Source: https://www.benzinga.com/markets/cannabis/19/04/13488198/the-state-of-esports-why-investors-should-pay-attention

Enthusiast Gaming $EGLX.ca spectators offer investors an opportunity to capitalize on #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, April 7th, 2019
  • Ambitious approach to rounding up these audiences between owned and affiliated media, YouTube channels, and a convention that had over 55,000 people attending in 2018
  • A market leader in digital media for video gaming
  • Its platform represents more than 80 websites reaching 75 million monthly visitors, as well as 900 YouTube channels reaching 50 million additional monthly visitors.

By: Max Arnold | April 05, 2019

The video gaming industry’s media audience goes beyond just the players of video games; there is now a robust audience of non-player spectators as well. This considerably shifts the dynamics of media in the eSports space making it similar to the media ecosystems of traditional sports, and creating correspondingly profitable business opportunities.

Toronto-Based Enthusiast Gaming Holdings Inc. (“Enthusiast Gaming”) (TSXV: EGLX | OTCQB: EGHIF) has taken an ambitious approach to rounding up these audiences between owned and affiliated media, YouTube channels, and a convention that had over 55,000 people attending in 2018, making it one of the market leaders in digital media for video gaming. Its platform represents more than 80 websites reaching 75 million monthly visitors, as well as 900 YouTube channels reaching 50 million additional monthly visitors.

Strategically Partnering with and Acquiring Channels

Enthusiast Gaming has built a respectable portfolio of media assets through partnerships and acquisitions. At the beginning of 2019, Enthusiast Gaming announced a partnership with US-based Omnia Media Inc. (“Omnia”), to exclusively represent all of Omnia’s online gaming traffic in the United States, through Omnia’s multi-channel YouTube network which, across 900 channels, has 50 million monthly visitors and a base of more than 400 million subscribers.

In November 2018, Enthusiast Gaming acquired Operation Sports LLC (“Operation Sports”), which operates a leading web portal for eSports and video game content. Under Enthusiast Gaming’s ownership, the subscriber base of Operation Sports grew by more than 100,000 users, bringing the total subscriber base to over one million users as of March 20, 2019.

In-Person Engagement

Part of how Enthusiast Gaming has built its audience organically is by cultivating engagement through its flagship convention Enthusiast Gaming Live Expo (“EGLX”). Its first iteration in 2015 saw 1,700 attendees, growing to 12,000 attendees in 2017, followed by 24,000 attendees in March 2018, and 30,000 attendees in October 2018. EGLX is the largest gaming expo in Canada, and the event has sponsors that include Bell Canada, Nintendo, World Gaming, LG, and eBay. Enthusiast Gaming is contemplating expanding EGLX to other North American cities in light of significant growth in the video gaming sector.

Diversified Base of Revenues

Enthusiast Gaming generates earnings through a number of revenue categories. Video content attracts advertising payments, and EGLX produces revenue from show admissions, exhibitor booths, and show sponsors. Paid user subscriptions are another form of revenue for Enthusiast Gaming. For example, Enthusiast Gaming acquired The Sims Resource in January 2019, which generated approximately CAD $2.8 million in subscription payments in 2018, making up about 40% of its revenue.

Enthusiast Gaming Holdings Inc. has a current market cap of CAD $57.60 million and commenced public trading on the TSX Venture through an IPO on October 4th, 2018 with a closing price of CAD $1.07. TSXV: EGLX closed April 4th 2019 at a price of CAD $1.25, up 16.82% since inception.

Source: https://investorintel.com/sectors/technology/technology-intel/enthusiast-gaming-continues-to-accumulate-esports-viewers/

Esports Entertainment Group $GMBL – Professional esports are just getting started, Take-Two CEO says $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:00 AM on Friday, April 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

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Professional esports are just getting started, Take-Two CEO says

  • According to research firm Newzoo, esports is projected to generate $1.1 billion in revenue in 2019, marking the first year the industry would reach the billion-dollar mark.

By Lynn Wilkins on April 4, 2019 at 4:00 pm

Earlier this week at the Barclays Center, 74 men and 1 woman got the chance to live out a dream — they became professional competitive gamers.

The esports athletes were officially drafted for the second season of Take-Two‘s NBA 2K League, the gaming giant‘s esports league featuring their flagship NBA 2K sports video game franchise. Take-Two Interactive CEO Strauss Zelnick emphasized the excitement surrounding the league‘s second season, highlighting the popularity and rising importance of the esports industry as a whole.

“The first season ended with a great result, and everyone‘s looking forward to the April second tip-off,” he said Friday on CNBC‘s “Fast Money.” “Over 250 million people worldwide consume esports as a form of entertainment. About half of them, 125 million, are avid esports watchers.”

According to research firm Newzoo, esports is projected to generate $1.1 billion in revenue in 2019, marking the first year the industry would reach the billion-dollar mark.

In many ways this year‘s NBA 2K League embodies how quickly the space is growing. AT&T is joining the likes of Dell and Intel as a partner for the league, which has also expanded to 21 teams from the original 17 NBA franchise-owned teams that hit the virtual court during last year‘s inaugural season.

This year‘s draft pool also included 22 international players from outside of the U.S., reflecting the overall industry‘s drive to expand globally. Among the players in the draft pool was Chiquita Evans from Chicago, who became the league‘s first female player in a time when the esports industry as a whole is grappling with discussions around diversity and inclusion.

Ultimately, Zelnick believes that esports leagues like NBA 2K will boost the video game industry as a whole.

“We‘re having a record year with NBA 2K, so one of the things we love is that when there‘s more hits in the market, there are more people engaged and the entire market grows,” he said. “So we‘re going to sell more units of NBA 2K this year than ever before, we‘ll have higher recurrent consumer spending than ever before.”

But the biggest gaming companies are facing stiff competition. While Take-Two and Activision Blizzard have dove into esports, with Blizzard‘s Overwatch League being the latter‘s most recent investment in the space, they‘re still facing the likes of other publishers who have dominated the industry.

For example, Tencent-owned Riot Games‘ “League of Legends” events still draw huge numbers of viewers, with last year‘s World Championship finals attracting nearly 100 million unique viewers who watched the match (for comparison, this year‘s Super Bowl had 98 million viewers). This while Epic Games‘ “Fortnite” also continues to dominate online viewership, both recreational and competitively.

Zelnick, however, believes that those same competitors, like “Fortnite,” lift the games industry as a whole.

“We think that ‘Fortnite‘ is a great thing for the industry, it has probably brought in a somewhat younger consumer,” he explained. “I‘m often asked if it‘s something that has hurt us. To the contrary, we‘ve seen the market continue to grow at the same time that ‘Fortnite‘ has been an extraordinary hit for Epic.”

This despite the fact that some analysts believe game revenues could be set to decline. Back in January, London-based research firm owner Pelham Smithers forecast that video game revenue is headed for its first decline since 1995 on the back of tightening regulations in China, a shortage of big console hits in 2019 and waning player enthusiasm for battle royale titles like “Fortnite.”

But Smithers also made his predictions before the release of Electronic Arts‘ “Apex Legends,” which took the gaming world by storm and garnered 50 million players in just one month. The battle royale title is yet another name in the free-to-play ecosystem that has revolutionized the gaming industry in the last few years, allowing users to download a game at no cost. In this case, the vast majority of revenue is made through in-game purchases and microtransactions, which have become dominant sources of earnings for many publishers.

This has led even the biggest publishers to explore in-game monetization. Zelnick notes that not only have microtransactions become the “biggest opportunity” to encourage users to continue interacting with a title, but it ultimately is the biggest measure of engagement.

“Microtransactions is spending, and that‘s a reflection in our view of engagement,” he said, adding that they often are a result of “making the highest quality enttertainment” that “[engages] the customer.”

“If we get that right, monetization follows, revenues follow and profits follow, and that‘s been our story for the 11 years that we‘ve been responsible for this enterprise,” he added.

Additionally, the Chinese government has seemingly eased on their game approval regulations. After freezing game approvals for months last year in a content crackdown on gaming companies, Chinese regulators have since approved 80 new games in January and one more for gaming giant Tencent in late February.

Despite the games industry‘s growth, Activision Blizzard and Take-Two Interactive have struggled with both stocks down 9 and 15 percent respective this year. Thanks to its “Apex Legends” sensation, Electronic Arts has outperformed its competitors and surged 25 percent.

Source: https://senecastandard.com/professional-esports-are-just-getting-started-take-two-ceo-says/34939/

Esports Entertainment Group $GMBL – Durham College opens first #Esports gaming arena in Canada! $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 12:22 PM on Tuesday, April 2nd, 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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Durham College opens first ESports gaming arena in Canada!

Durham College’s ESports gaming arena opens today! The arena is broadcast-grade for streaming online and competitive gaming.

Source: https://www.bttoronto.ca/videos/durham-college-opens-first-esports-gaming-arena-in-canada/