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Esports Entertainment Group $GMBL – #Simplicity set to open five esports gaming centers $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:29 AM on Friday, March 29th, 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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Simplicity set to open five esports gaming centers

  • Simplicity has identified locations for five esports gaming centers, representing around 9,000 square feet of space with over 150 gaming stations.
  • The first center will be located in Boca Raton, which is scheduled to have its grand opening in April of this year.

Logo credit: Simplicity

Simplicity has now opened its franchise partner program, allowing the centers to be opened in new locations by partners while retaining the organisation’s branding. The centers are said to “feature cutting edge technology including high performance PCs.”

Jed Kaplan, CEO of Simplicity discussed the venture in a statement: “I am excited to announce the opening of our first Esports Gaming Center and the locations of our next four. Our goal is to open 15 locations by year end and a total of 50 nationwide in the next 24 months. Additionally, we offer attractive opportunities for advertisers and sponsors to connect with our audience via our digital and physical real estate.”

In late 2018, Simplicity was acquired by SMAAASH Entertainment. In a statement given at the time of the deal, F. Jacob Cherian, CEO of SMAAASH Entertainment revealed that the company aimed to build “brick and mortar esports centers.”

Following the merger, Kaplan joined SMAAASH Entertainment as its Co-CEO and is a minority owner of NBA team Memphis Grizzlies and Welsh football club Swansea City.

Simplicity is currently partnered with esports apparel company Raven GG and competes in PUBG, SMITE, Gears of War, and NHL.

Esports Insider says: More and more companies and organisations are looking to open centers, either for internal use or aimed at the public. As gaming and esports continue to be gradually embraced by the general public, there’s potential for these establishments to become mainstays all around the globe. These plans sound very ambitious considering Simplicity’s centers are unproven in terms of popularity so we’ll have to see how things pan out after the Boca Raton center opens.

Source: https://esportsinsider.com/2019/03/simplicity-esports-gaming-centers/

Enthusiast Gaming $EGLX.ca – #Drake #Drizzy invests in esports startup Players’ Lounge $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:50 PM on Thursday, March 28th, 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.

Images
EGLX: TSX-V
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Drake invests in esports startup Players’ Lounge

Sara Fischer

Drake — along with media and tech heavyweights Marissa Mayer, Strauss Zelnick and others — is investing $3 million into the seed funding round for Players’ Lounge, an esports platform where gamers can play their favorite video games against others for prizes straight from their living room.

Why it matters: It’s the latest example of a celebrity investing in esports. NBA superstar Chris Bosh joined esports franchise Gen.G as a player management advisor last year. Other big names, from Michael Jordan to Steph Curry, are investing in professional esports teams.

Other investors include Comcast, Macro Ventures, Canaan, RRE, and Courtside VC.

The details: Players’ Lounge allows gamers to compete in skill-based esports competitions for cash prizes. Its mission is to create a social platform for casual gamers to connect, get matched, and compete without having to be a pro.

  • This is different from platforms like Twitch or YouTube gaming that focus on streaming tournaments.
  • Like Instagram, Players’ Lounge is hoping to give average people a platform to compete and win money on esports games, in hopes of eventually popularizing winners and leveraging their influencer status to grow the brand.
  • Players can compete on PS4, Xbox One or PC devices. Anyone can make an account and deposit funds into their Players’ Lounge account via credit card, PayPal or cryptocurrency.
  • Once the scores are verified, the winner receives the prize money from the pool players invested in upfront. These are usually small sums that players can compete for incrementally, although the company does also host bigger tournaments.
  • Players’ Lounge says it gives out millions of dollars worth of cash prizes each month.

The big picture: Players’ Lounge is making it easy for casual gamers to earn cash from esports. Otherwise, the only way to make money in esports is to go pro, which takes a lot of time and resources, or to become a streamer via Twitch or Youtube, which focuses more on personality than gaming skills.

“It’s kind of like the intramural network for esports. There’s a huge community potential.”

— Austin Woolridge, cofounder and CEO of Players’ Lounge

Bottom line: Esports is still a fledgling industry compared to professional sports, but big names are investing in it because it’s growing so fast, and the upside looks promising. Celebrities, and especially celebrity athletes, see this as a way to connect with hyper-engaged sports fans, who may not have the appetite to participate in real sports but still want to compete with peers and develop a community around game play.

Source: https://www.axios.com/drake-pours-money-into-e-1553739364-3e68a463-5352-40f8-b718-40e076f64ead.htm

Esports Entertainment Group $GMBL – $50M esports arena coming to Philadelphia $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:07 AM on Monday, March 25th, 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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$50M esports arena coming to Philadelphia

The Fusion Arena, to open in 2021, will be home to the Philadelphia Fusion team that competes in the Overwatch League. Photo: comcast spectacor

  • Comcast Spectacor and The Cordish Cos. are building a $50 million, 3,500-seat esports arena in Philadelphia
  • The Fusion Arena will be next to Wells Fargo Center, Lincoln Financial Field, Citizens Bank Park and the mixed-use Xfinity Live development

By Mike Sunnucks

“We’re thrilled to introduce a venue like no other as we move forward with the next phase of development within the Philadelphia Sports Complex,” said Dave Scott, Comcast Spectacor’s chairman and CEO.

Xfinity Live is also a joint venture between Comcast Spectacor and Cordish, which specializes in real estate developments around stadiums and arenas. 

Architecture firm Populous designed the 60,000-square-foot venue, which will be home to the Philadelphia Fusion, an esports team owned by Comcast Spectacor that competes in the Overwatch League. The league wants its teams to play in their home markets next year. The Fusion are looking at playing at other venues in Philadelphia while the new esports venue is being built.

Construction will start this summer on a site currently used as a parking lot and the venue is scheduled to open in 2021. The Fusion facility will have a 10,000-square-foot esports training facility as well as two balcony bars, a broadcast studio and premium boxes and suites.

The venue will be rigged to also host small concerts, comedy shows and corporate events, said Joe Marsh, chief business officer for Comcast Spectacor’s gaming division and the Fusion.

Populous also designed the $10 million Esports Stadium Arlington, a 100,000-square-foot gaming space built at the Arlington Convention Center hear Dallas.

“We’ve reached a place now where there is a need for purpose-built esports venues,” said Brian Mirakian, a senior principal with Populous. “This project represents the prototype of the future.”

Cordish Principal Blake Cordish expects to see more esports projects like the one in Philadelphia. “This flagship esports venue will perfectly complement the surrounding anchors in the Philadelphia Sports Complex,” Cordish said. “The Cordish Cos. is extremely bullish about the future of esports, especially when integrated into mixed-use, sports-anchored developments.”

Source: https://www.sportsbusinessdaily.com/Journal/Issues/2019/03/25/Esports/Philadelphia-venue.aspx

Esports Entertainment Group $GMBL – The biggest #Esports tournaments and leagues in 2019 $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:00 PM on Thursday, March 21st, 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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The biggest esports tournaments and leagues in 2019

All around the world, esports are on the rise and they don’t look to be slowing down any time soon. Whether you want to tune in for a few hours of action-packed tournament gameplay between the top pros or follow your favorite team week after week in your favorite game’s league, we’ve got you covered.

Note that only standalone tournaments, not playoffs that take place at the end of a season, are included in the list of esports tournaments. Keep reading for the top esports tournaments and top esports leagues in 2019.

Top eSports tournaments

The International

Date: August 15-20, 2019

The International is the premier Dota 2 tournament that attracts teams from around the world. Starting in the third year of the tournament in 2013, Valve has sweetened the pot by adding 25% of the total sales of the in game Battle Pass to the prize pool. This instantly made it one of the best paid esports tournaments in the world, with the 2018 edition reaching more than $25 million in total prize money.

The International 2019 is set to take place from August 15-20 in Shanghai’s Mercedes-Benz Arena. Teams will vie for one of the 18 spots available by competing in a series of smaller tournaments known as the Dota Pro Circuit. If 2018 was any indication, the first place prize is likely to top $11 million.

Intel Extreme Masters

Date: February 13 – March 2, 2019

Intel Extreme Masters is one of the longest running series of esports tournaments around. It features a number of tournaments in different locations around the world, capped off with a World Championship. This final tournament typically takes place in Katowice, with separate prize pools and brackets for each game.

The most recent Intel Extreme Masters took place in from February 13 – March 2. It included CS:GO (the 14th Major tournament), Dota 2, Starcraft II, and for the first time ever, Fortnite: Battle Royale. Smaller IEM tournaments will still be held throughout the year, with an additional $1 million prize for the first time to win four eligible tournaments in a single year.

CS:GO Major Tournaments

Date: August 20 -September 8, 2019

Counter Strike: Global Offensive Major Tournaments, known simply as Majors, are biannual esports tournaments sponsored by the game’s developer, Valve Corporation. It’s widely considered the most prestigious CS:GO tournament, with players from around the globe competing. Although the prize money is supplied by Valve, the tournaments themselves are organized by other esports orgs, including ESL, Major League Gaming, and DreamHack.

The most recent Major took place at the Intel Extreme Masters XIII, with Danish squad Astralis winning first place and $500,000. The Fall edition is set to take place in Berlin, and will feature 24 teams from the four qualifying regions: Americas, Asia, CIS, and Europe.

Overwatch World Cup

Blizzard

Date: November 2-3, 2019

The Overwatch World Cup features many of the same players as the Overwatch League, but this time they are competing for their home countries rather than their esports organizations. in 2018, four countries hosted qualifying tournaments for six nations, with the top two teams moving on to the finals at BlizzCon.

So far, no nations have been able to match the South Korean players’ prowess, with all three first place trophies heading to the esports-friendly nation. It’s worth noting that players aren’t in it for the money, as all participating teams receive the same prize of $16,000. This can often lead to interesting strategies and wacky hijinks in-game.

Fortnite World Cup Finals

Date: July 26-28, 2019

The Fortnite World Cup Finals bring with them a prize pool worthy of the world’s most popular game: $40 million. That’s nearly half of the $100 million that Epic Games pledged for 2019 to make their hit game into an esports juggernaut. Although the game’s suitability for competitive play is questionable, the sheer size of the pool has drawn players and streamers from a variety of backgrounds to play.

Weekly qualifiers kick off April 13, with a prize pool of $1 million to be distributed among successful contestants. From there, the top 100 solo players and the top 50 duo players will be invited to New York City for the Fortnite World Cup Finals. Each qualifying player will earn at least $50,000, with the top solo player taking home $30 million.

Evolution Championship Series

Date: August 2-4, 2019

If you’re a fan of fighting games, odds are you’ve already heard of the Evolution Championship Series, or Evo for short. Evo is easily the biggest esports tournament in the genre, growing year after year since its start more than 20 years ago in 1996.

This year’s tournament is set to take place in Las Vegas from August 2-4. It will feature brackets for a variety of fighting games, including Super Smash Bros. Ultimate, Tekken 7, Street Fighter V, Dragonball FighterZ, and others.

Top eSports Leagues

Overwatch League

Blizzard Entertainment

The Overwatch League, or OWL, has just entered its second season, with a total prize pool of $5 million. If you haven’t heard of it, OWL is Blizzard-Activision’s official esports league for their hit first-person hero shooter Overwatch. In 2018, it was the most watched esports league, mostly because of the sheer number of hours the league was broadcast.

The action is spread out across a 28-match schedule with four, five-week long stages. Each stage concludes with a playoff tournament for the honor of becoming the Stage Champions, but the real prize is after the end of the fourth stage. The OWL season 2 grand finals (not to be confused with the Overwatch World Cup above), will have the top teams vying to become the season 2 champions and take home the $1 million prize that comes with it.

League of Legends Championship Series

This year Riot Games’ official League of Legends esports league underwent a rebranding, with the NALCS changing to the LCS, and the EULCS switching to the League European Championship (LEC).  Other popular regions like China’s LPL and Korea’s LCK remain unchanged.

The season is divided into two sections, the Spring and Summer splits, with a short split playoff game and mid-season Invitational tournament tucked between them. The real excitement is at the League of Legends World Championship, which brings together the top teams from all regions to compete for the cup. Last year’s tournament drew nearly 75 million viewers, making it the most watched esports event of the year.

Call of Duty World League

While most first-person shooter competitions take place at esports tournaments, Activision set up a league for the Call of Duty franchise. This year the league enters its fourth season, with all matches played on the PS4 versin of Call of Duty: Black Ops 4.

Unlike last season, this season the action is all 5v5 team modes, including Hardpoint, Search & Destroy, and Control game types. The finals are scheduled for some time in August of this year. Before you get excited, no, the recently added battle royale mode will not be played in the league.

Rocket League Championship Series

The esports League for Psyonix’s car-soccer hit Rocket League is back again in 2019 with $1 million in prizes. This year an additional region has been added as South America joins the existing American and European regions.

After a series of qualifiers, the action will kick off in early April. There is also a secondary Rival league for teams that fail to qualify for the main league with $100,000 in prize money.

PUBG Global Championship

Fortnite may have dethroned PUBG in the fight for battle royale supremacy, but PUBG is pushing back with the introduction of the PUBG Global Championship in 2019. The season is divided into three phases, each of which is followed by one or more international tournaments.

There are six regional Pro Leagues in the inaugural season: North America, Europe, Korea, Japan, China, and Chinese Taipei. There are also three smaller “Pro Circuit” regions for Southeast Asia, Latin America, and Oceana. Each will host its own regional events before sending the top teams to compete internationally. The PUBG Global Championship finals are set to take place some time in November.

Mobile esports on the rise

Mobile esports are still small in comparison with their PC and console peers, but here are a few mobile esport tournaments and leagues to check out.

  • Clash Royale League — Supercell’s official esports league for their hit arena strategy game, Clash Royale.
  • Valor Series — The premier esports league for Arena of Valor entered its third year in February.
  • Vainglory — The mobile MOBA is featured regularly at international tournaments and even has a pro league called the Vainglory Premier League.

Source: https://www.androidauthority.com/esports-tournaments-leagues-963799/

Enthusiast Gaming $EGLX.ca Recent Acquisition, Operation Sports, Reaches 1 Million Subscribers $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:39 AM on Wednesday, March 20th, 2019

Significant Subscriber Growth After Acquisition

  • Operations Sports LLC, an Enthusiast owned digital property, has reached one million subscribers across its online Esports and sports video game community.
  • Since the acquisition, Operation Sports has grown its base by 100,000 engaged and loyal subscribers from 900,000 to 1 million

TORONTO, March 20, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the largest community of authentic gamers, is excited to announce that Operations Sports LLC (“Operation Sports”), an Enthusiast owned digital property, has reached one million subscribers across its online Esports and sports video game community.

Operation Sports a leading online website for Esports and sports video game content was acquired by Enthusiast Gaming in November 2018.  Since the acquisition, Operation Sports has grown its base by 100,000 engaged and loyal subscribers from 900,000 to 1 million. Enthusiast continues to focus on growing its subscriber base across the entire platform to provide greater engagement to its audience. Having engaged registered users also allows Enthusiast to better understand its user base and therefore provide content and advertising directly catered to their interests.

With the global rise of Esports, Operation Sports has become a leading voice and forum for Esports and sports video game fans to stay on top of their favourite teams and players. Operation Sports provides detailed discussions and content surrounding games such as Madden19, NBA2K, NHL19, MLB19 and FIFA19 allowing fans to discuss game strategy, new product launches, and league and team banter. Esports viewership is growing, and with projections of 84 million viewers by 2021, higher than the 79 million MLB viewers and 63 million NBA viewers, Operation Sports is positioning itself as the leading online content destination for fans.(1)

Steve Noah, Founder and Editor in Chief of Operation Sports, commented, “Having seen the Operation Sports community grow from its infancy is exciting. With the emergence of Esports and the emphasis on innovative content development, Operation Sports is positioned as a leader in the community. The incredible dedication and contributions of our writers, community, and the infrastructure of Enthusiast Gaming, have contributed greatly to our success to date.  I look forward to our continued growth in 2019, and reaching the next million subscribers on our platform.”

Menashe Kestenbaum, CEO of Enthusiast, commented, “We are excited to see Operation Sports continue to thrive as an Enthusiast owned digital property. Our goal is to provide all our subscribers with a unique user experience across all our communities, and the success of Operation Sports community forum reconfirms the importance of having loyal, engaged fans.” He continued, “The success and growth of Operation Sports can also be largely attributed to the unique, creative curated content provided to its visitors. Congratulations to the Operations Sports team on your continued growth!”

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.

Enthusiast Gaming $EGLX.ca – US Esports Ad Revenues Will Grow 25% in 2019, Will cross $200 million by 2020 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Tuesday, March 19th, 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.

Images
EGLX: TSX-V
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US Esports Ad Revenues Will Grow 25% in 2019

Will cross $200 million by 2020

Article by eMarketer Editors

Competitive video gaming is a rapidly growing, multibillion-dollar industry, presenting new opportunities for marketers to reach and engage with fans worldwide. Esports ad revenues in the US are poised to surpass $200 million by next year, according to our first forecast on esports and gaming revenues.

We define esports as organized gaming competitions among professional players and teams. Digital ad revenues from esports in the US will grow 25% to $178.1 million this year. There are multiple revenue streams connected to esports, including advertising, sponsorships, media rights, ticket sales to live events and merchandising.

“Esports was once an under-the-radar activity for enthusiasts of multiplayer online games,” eMarketer principal analyst Paul Verna said. “Just a few years later, it’s a multimillion-dollar business in the US, with implications for game developers, players, leagues, teams, live venues, streaming platforms, TV networks, audiences and marketers.”

Audiences for esports are large and growing. This year, 30.3 million people in the US will watch an esports event at least once a month, up more than 18% over last year. We expect esports viewers to grow by more than 50% between now and 2023, reaching 46.2 million at that time.

Esports executives consistently cite YouTube and Twitch, which tend to garner younger audiences, as the leading platforms for esports viewing in the US.

“Esports fans have unique characteristics that make them more elusive but potentially more lucrative for marketers,” Verna said. “They are typically young, TV-averse millennials who have higher-than-average disposable income. They are open to marketing messages that are embedded in the esports experience, whether those are sponsorships, branded videos, in-game integrations, influencer-driven endorsements or even traditional ads.”

Esports age demographics vary by game, league and tournament, but millennials are among the most active members of the viewing population.

Source:https://www.emarketer.com/content/us-esports-ad-revenues-will-grow-25-in-2019

Esports Entertainment $GMBL looks to recruit more affiliates after signing deal with AffiliateINSIDER $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 12:48 PM on Tuesday, March 19th, 2019
  • London-based marketing firm AffiliateINSIDER will take responsibility for the growth of the e-sports betting platform VIE.gg’s affiliate partner program globally
  • Esports’ VIE.gg offers exchange style wagering on e-sports events in a licensed, regulated and secured platform


Esports Entertainment Group Inc (OTCQB:GMBL), the licensed online gambling company, said Tuesday it has struck up a new contract with AffiliateINSIDER, a London-based public relations and marketing firm, to broaden the reach of its e-sports betting platform VIE.gg.

Under the deal’s terms, AffiliateINSIDER will take on responsibility for the growth of VIE.gg’s affiliate partner program globally, helping Esports to add both new affiliates and customers. VIE.gg offers exchange-style wagering and pool betting on e-sports events in a licensed, regulated and secured platform. It is the first and most transparent e-sports bet exchange as a result of Esports Entertainment Group being a fully reporting SEC issuer in the US.

“We are excited to partner with AffiliateINSIDER as we continue to grow and manage our affiliate network. They had an acute understanding of the complexities we face in the emerging esports sector and have been involved with managing and growing affiliate networks and programs since the very beginning in the gambling space,” said Grant Johnson, CEO of Esports, in a statement.

Esports Entertainment Group Inc. is a licensed online gambling company with a focus on e-sports wagering and gaming for adults.

Esports shares held steady at US$0.55 in morning trade on Tuesday.

Contact Ellen Kelleher at [email protected]

Source: https://www.proactiveinvestors.com/companies/news/216767/esports-entertainment-looks-to-recruit-more-affiliates-after-signing-deal-with-affiliateinsider-216767.html

Esports Entertainment Group $GMBL – Ripple (XRP) and Forte Launch $100M Fund to Integrate Blockchain With the Gaming Industry $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:00 PM on Thursday, March 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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Ripple (XRP) and Forte Launch $100M Fund to Integrate Blockchain With the Gaming Industry

  • Ripple has announced that it will launch a $100 million fund in collaboration with Forte,
  • San Francisco-based startup that is aiming to leverage the economic models of blockchain systems to build better economies and marketplaces in the gaming industry.

By Abhimanyu Krishnan 0

Ripple has announced that it will launch a $100 million fund in collaboration with Forte, a San Francisco-based startup that is aiming to leverage the economic models of blockchain systems to build better economies and marketplaces in the gaming industry.

Forte will oversee the fund that will be allocated towards the integration of blockchain technology with in-game markets that will allow players to make transactions with each other more conveniently. In the past, users have often moved to third-party platforms to sell in-game items.

Speaking to Fortune, Ethan Beard, a senior executive at Ripple’s development division Xpring, is hopeful about blockchain making gaming economies more equitable:

Video games have long been quick to adopt new technology, from console to the PC to mobile. Now, blockchain will help game designers who’ve had a hard time facilitating an economy that can serve all types of players.

As the Fortune article notes, this is an expansion for Ripple, which have previously made a lot of progress in the cross-border payments niche. Should game developers get on board, the use of Ripple’s Interledger Protocol and the XRP token would give Ripple an enormous amount of exposure.

Forte was founded by Kevin Chou, an entrepreneur with experience in the gaming space. Chou was the Chief Executive Officer of mobile-focused Kabam and esports company Gen.G. Forte is backed by the likes of Andreesen Horowitz, Coinbase Ventures and Battery Ventures.

In Chou’s announcement post, he said of the direct interactions between stakeholders in the system:

I envision a future where players can transact with each other directly instead of only with the developer. A future where developers don’t need to figure out the maximum value they can extract from their player base, but instead are creatively and economically motivated to foster new types of peer-to-peer gameplay.

Blockchain in gaming is not a new idea.

Several projects and initiatives have been undertaken already, including the Enjin token (ENJ), which will be available on the Samsung Galaxy S10, and TRON’s $100 million funding for the gaming industry.

Source: https://www.investinblockchain.com/ripple-forte-100m-fund-integrate-blockchain-with-gaming/

Esports Entertainment Group $GMBL – ‘Revenge of the gamers’ – eSports hits big time, with or without Olympics $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:00 PM on Tuesday, March 12th, 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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‘Revenge of the gamers’ – eSports hits big time, with or without Olympics

  • eSports’ bid to reach the Olympics may be on hold but backing from big sponsors and a relentless march into the mainstream raise the question of whether it needs the Games at all.
  • With sportswear giant Nike last month announcing its sponsorship of China’s Legends Pro League, video gaming already bears the hallmarks of any successful sport.

Adidas, Mercedes and BMW are some of the other global brands to jump on board, while McDonald’s dropped its sponsorship of Germany’s national football team to focus on eSports.

The Legends Pro League, China’s official competition for the League of Legends game, has 14 regional divisions, and teams have their own home venues. The game also has an annual world championship.

As of next year, professional players will be fully decked out in Nike-designed jerseys and trainers, with an accompanying lifestyle range — much like any big football, basketball or baseball team.

“It’s (eSports) already hit mainstream, a couple of years back,” Philip So, who heads business development at League of Legends developer Riot Games, told AFP at last week’s Sportel convention in Macau.

“(But the Nike sponsorship) had a huge reaction from our fans when we announced it, even from the Nike side. I think it was surprising to everyone how much buzz it generated.”

A Goldman Sachs briefing in October said eSports was on course to reach nearly 300 million viewers by 2022 — similar numbers to American football’s NFL.

– ‘NBA didn’t need the Olympics’ –

Some are now beginning to wonder if the Olympics needs eSports more than the other way round, as the venerable institution dating back to the late 19th century strives to reach a younger audience.

“I think it would be great for the Olympic programme to have eSports because they are going to be able to capture the attention of a new audience that otherwise would disappear,” Maurizio Barbieri, Twitter’s Southeast Asian head of sports partnerships, said at Sportel.

“But overall, (how would the Olympics help eSports) in general?

“I mean, the NBA didn’t need the IOC (International Olympic Committee) to become the number one basketball league in the world.”

eSports won’t be part of the Olympics until at least Los Angeles 2028, after it was left off the list of nominated sports for Paris 2024 — which included the equally youth-friendly breakdancing, surfing, skateboarding and climbing.

But So said that when eSports was a demonstration event at last year’s Asian Games, viewing figures in China outstripped those of traditional sports, even though the competition wasn’t shown on TV.

People who play computer games, he added, are now proud to identify themselves as “gamers”, underlining the rise of a movement that has spread organically, from the grassroots up.

“It’s a complete paradigm shift. This is the time for gamers to come out. It’s revenge of the gamers,” said So.

– Deeply fragmented –

Much of the opposition to eSports is related to concerns over screen time and inactivity among young people, as well as a lack of knowledge and understanding of the games.

China has been particularly cautious, last year announcing curbs including temporarily suspending new releases of online games — sending shares plummeting in Tencent, Riot Games’ parent company.

But So said China’s sports ministry remained a supporter of eSports, drawing a distinction between professional, organised gaming and streaming, where amateurs play for audiences online.

“I don’t think eSports makes the government very nervous. I really don’t think so,” he said.

“Because the sports bureau etc, we work very closely with them and it’s definitely on their agenda and interest to grow the sport as well.”

However, So was at a loss to predict whether eSports would finally make it into the Olympics, a campaign that faces a number of hurdles.

As well as concerns over eSports’ lack of physical activity, the scene is deeply fragmented, as different games are made by competing studios. It is also yet to form a world governing body — a stipulation demanded by the IOC.

“I honestly don’t know. I wish I had the answer,” So said, when asked what was the way forward for eSports’ Olympic bid.

“How an overarching arm across all different games (would work), I’d be very curious to know,” he added.

Source: https://www.france24.com/en/20190312-revenge-gamers-esports-hits-big-time-with-or-without-olympics

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Five eSports Predictions: What Does The Year Hold For Companies And Developers?

Andrew Paradise Forbes Councils

Between League of Legends appearing in the Asian Games and worldwide phenomenon Fortnite dominating headlines, 2018 has been a formative year for eSports. Never before have games had such an assertive presence in mainstream media and entertainment.

As the CEO of a mobile eSports platform for developers, venues and sponsors, I don’t believe the trajectory of eSports is slowing anytime soon — bigger, better things lie ahead. Whether you’re an industry veteran or just starting to explore how eSports fits into your business, these are five key trends to keep in mind while planning your business strategy for the remainder of 2019.

1. New titles will shake up the top five eSports rankings.

This year, new games will likely challenge incumbents for supremacy. Prominent 2018 launches include the inaugural season of Activision Blizzard’s Overwatch League, the introduction of the NBA 2K League, and new battle royale title Call of Duty: Black Ops 4. With fresh content flooding the market, the most popular eSport of the future has likely yet to be created.

Given increasing eSports democratization, consumers will be hungry for innovative content, and top rankings are ripe for the taking. Currently, the most popular consumer trends I’ve seen include shooters, multiplayer competition and mobile experiences — so future blockbusters may feature these elements.

Why does this matter? Understanding what games are trending and why is essential for anyone in the space, whether you’re running a gaming company or a non-endemic brand looking to access the growing eSports audience. For game developers, keeping a pulse on community reactions and responses to new industry trends is critical to developing relevant themes for future titles. Watch closely to see which games are picking up traction. Industry analyst studies, focus groups and preliminary beta testing are all useful options to consider for additional insight.

2. Brand investments in eSports will increase.

With eSports viewership projected to grow to about 600 million by 2020 (paywall), sponsorships could become more valuable to brands looking to gain an advantage in an increasingly lucrative and competitive market.

Sponsors like Coca-Cola, Mercedes-Benz, T-Mobile, Adidas and even the U.S. Navy have already invested in eSports. Given the positive results of engaging with this global audience, brand investments will likely increase this year, with even more non-endemic corporate sponsors coming aboard.

Gamers are arguably one of the most sought-after audiences — many are young (paywall) and often loyal to their games of choice. According to Dot Esports, research firm Newzoo estimates that global eSports awareness will reach 2 billion by 2021. If you’re in the eSports business, I recommend looking to capitalize on this influx of interest in 2019.

For developers looking to grab a slice of the audience, focus on creating a game that’s simple to pick up, complex to master and fun to watch. The combination of these elements is what I’ve found makes a great spectator sport — and once you get viewers on board, the sponsors will likely follow.

3. Mobile eSports will go mainstream and sell out professional stadiums.

With an estimated 2.3 billion mobile gamers worldwide (paywall) in 2019, mobile is an incredibly popular gaming platform. As mobile eSports become an increasingly important part of the ecosystem, even more competitors could view it as mainstream entertainment.

This year, you may see more players earning sizable salaries and collegiate scholarships from mobile eSports. In addition, mobile eSports events could sell out more professional sports stadiums. In countries like China, mobile gaming is already taking center stage.

Keep an eye on your smartphones, because they’re growing at breakneck speeds in terms of both technical capability and consumer adoption — GSMA estimates that there will be 5.9 billion unique mobile subscribers in 2025. Developers — especially those that may have overlooked mobile in the past — should consider how rapidly advancing mobile technology can help them achieve a blockbuster hit and reach the largest subset of gamers. I believe the key to breaking into this industry is creating a game that is easy to learn, has a compelling core loop, and offers its players strategic depth in terms of game mastery. This stimulates player acquisition and new user performance metrics — ultimately driving player retention and deeper game monetization. 

4. The industry will experience heightened cheating risks.

While eSports growth has been impressive, it’s not without risk. Similar to offline sports, the growing fame and fortune of athletes can also attract cheaters.

In 2018, BattlEye banned over a million PUBG accounts for hacking. According to PCGamer, banning cheaters is also the “highest priority” for Fortnite developer Epic Games. In Asia, hackers are facing jail time and multimillion-dollar fines for developing and distributing cheats. Although the industry is working tirelessly to prevent cheating, it’s likely that as eSports grow, so too will fraudulent efforts.

This year, I expect more eSports to institute fairer environments for their games, just like we see in offline sports. Whether it’s by integrating increasingly comprehensive third-party anti-cheating software or developing their own, developers creating the next big eSport will have to keep cheating at bay. Otherwise, their game might be over before it begins.

5. A boom in availability and production value could occur for eSports broadcasts.

Now featured on YouTube, ESPN and more, eSports are quickly becoming a hot area of growth in digital entertainment. ESL, a large eSports league that runs CS:GO and Dota 2 tournaments, signed an exclusive streaming deal with Facebook in 2018 for an undisclosed amount. Twitch’s exclusive rights to stream the Overwatch League is purportedly worth as much as $90 million.

Both traditional and emerging channels are vying to showcase tournaments to viewers. I’d count on seeing even more significant broadcasting collaborations among both cable networks and social media juggernauts in 2019.

Companies and developers planning to break into eSports broadcasting in 2019 should keep the growing number of distribution options in mind to ensure they’re picking the best channel for their content.

The eSports landscape is shifting quickly, and I project the coming months to be some of the most important for the industry’s future. As eSports viewership is expected to grow and mobile devices are becoming more widespread, businesses should consider how they can take advantage of this growing sector.

Source: https://www.forbes.com/sites/forbessanfranciscocouncil/2019/03/11/five-esports-predictions-what-does-the-year-hold-for-companies-and-developers/#6aeccf76395b