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Enthusiast Gaming $EGLX.ca Announces the Launch of Its Premier Global Esports Tournament Series, “EGLX Rising Stars” $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:39 AM on Thursday, March 7th, 2019
  • Announced that it will be launching its own Esports tournament and entertainment series, called “EGLX Rising Stars”.
  • The series will leverage the distribution of its online network of over 75M website visitors, the additional 50M YouTube visitors, and the tens of thousands of attendees at its live video game expo, EGLX

TORONTO, March 07, 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 it will be launching its own Esports tournament and entertainment series, called “EGLX Rising Stars”. The series will leverage the distribution of its online network of over 75M website visitors, the additional 50M YouTube visitors, and the tens of thousands of attendees at its live video game expo, EGLX. The tournament will begin this summer and end with grand finals at EGLX 2019, on October 18-20, 2019 at the Metro Toronto Convention Centre (“MTCC”), downtown Toronto. The event will be broadcast live and will be released by episodic video after the finals.

The unique series aims to discover up and coming talent in the Esports industry and follow their personal and professional journey as they compete to be recognized as the next big Esports superstar and win a large grand prize. Enthusiast currently has over 400 major gaming influencers within its online communities and will invite some of its top talent to lead the teams of aspiring participants as they battle to gain the same notoriety as the celebrities. The series will capture footage of the Esports professionals as they interact with the Rising Stars for the viewing enjoyment of the entire Esports industry. Fans will be able to watch the journey unfold as episodic content on Enthusiast Gaming’s online network, live streams during the event, and in the audience at EGLX in Toronto.

Menashe Kestenbaum, CEO of Enthusiast commented, “Our vision has always been to provide a home and community to dedicated lifestyle gamers. Until now we’ve done that separately through our online communities as well as our live events. We have now made our first major step towards bringing our online and offline communities together in an integrated, strategic relationship. With 2019 now projected to be the first billion-dollar year for Esports and attract brands across all industries, EGLX Rising Stars will provide another platform for Brands targeting the Esports Industry.”

As Esports popularity and viewership continue to grow, Enthusiast continues to invest and focus its efforts on providing a place for Esports enthusiasts to discover content and join like-minded communities. Recent acquisitions of the digital properties Daily Esports and Operation Sports, as well as hosting one of the largest Esports competitor events at EGLX 2018 established Enthusiast Gaming as a leading provider of Esports content. The Rising Stars series is a continuation of its 2019 Esports growth plans to focus its efforts on providing Esports enthusiasts with both the content and the community to follow, discover and experience the growing Esports industry.

The traditional focus of Esports events is limited to only broadcasting the live competitive match with commentators. Through Enthusiast’s content distribution platforms, The Rising Stars series will disrupt the current model, and include entertaining online and live content, such as, player narratives and storylines; behind the scenes footage of influencer personalities; and an overall unique spectator experience. The company intends for the content to be enjoyed and viewed beyond the event itself, throughout the year.

Earlier this week, Enthusiast announced that EGLX will take place in Toronto October 18-20, 2019 with nearly double the square footage of its prior event. The EGLX Rising Stars series will be a major focus of this year’s event.  Plans were also announced to expand EGLX’s footprint into the United States, which will allow US Esports competitors to participate within its Rising Stars tournament series in 2020. The company will provide further updates in the coming months.

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. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with over 55,000 people attended in October 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 – G-Loot welcomes $25 million in investment $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:27 PM on Tuesday, March 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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G-Loot welcomes $25 million in investment

  • Swedish esports company G-Loot has received an $25 million £18,695,883.50) from both new investors and current investors such as Swedbank Robur and asset management company Norron.
  • G-Loot is the parent company of competitive PUBG platform Global Loot League and competitive card game platform TopDeck. This capital will be used to bolster prize pools and help expand in terms of staff, more competitive titles, and more competitions.

Patrik Nybladh, Founder and CEO of G-Loot commented on the investment: â€It feels great that G-Loot now has secured 25 million US dollars to finance our ongoing expansion and to support our ambition to become the world’s leading online esports company. As far as I know it is the largest European esports investment ever. I am particularly glad that our current major owners increased their holdings when given the chance.”

G-Loot received $12.1 million (£9.2 million) in an investment round led by Swedbank Robur in January 2018. At the time, the capital was said to be going towards staff recruitment, increased marketing, and platform development.

Henrik Carlman, Fund Manager at Swedbank Robur commented: “Esports is one of the fastest growing forms of entertainment today. There are plenty of opportunities and many companies are trying to get a piece of the growth but only a few of them have a clear idea on how to monetize the emerging industry. G-Loot are among the very few with a proven business model and a grand vision of democratizing esports and making competitive gaming available to all.

“I am very proud and enthusiastic to support G-Loot and its entrepreneurs with our second investment in the company. G-Loot’s strong growth and improved profitability creates a fantastic opportunity for our funds to participate in this kind of value creation.”

Esports Insider says: This is a huge investment for most industries, never mind just in esports. G-Loot’s offering is interesting so we’ll be keeping an eye on how these additional funds helps things to improve further over the coming months.

Source: https://esportsinsider.com/2019/03/g-loot-25-million-investment/

Enthusiast Gaming $EGLX.ca – In Focus: Women and eSports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:42 PM on Monday, February 25th, 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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In Focus: Women and eSports


  • When modern eSports were introduced more than a decade ago, only a small number of people have realized that this specific form of competition and entertainment can break the boundaries of nationality, religion, and gender.
  • eSports is a trending activity which is practiced by thousands of people.
  • Also, millions of others are fans of eSports and they can’t wait to watch the most popular tournaments and single matches. With this specific form of competition, participants can improve team skills, learn more about leadership and have fun.

Wendy Stokes

Source: Tilt Report

eSports and Women: What can we expect?

In the past, many people viewed this activity as an exclusive all-male activity. But, the situation is not the same today when women have shown that they can be inspiring players and show that men and women are equal.

Young ladies are more visible in eSports today. While it’s true that only a small number of eSports pro players are female, their number is growing every year. What’s interesting is that we can see two trends related to eSports and women.

First of all, there are cases when women are part of eSports teams where most of the players are men. We have seen many women that were participating in teams like this which were part of popular tournaments. On the other hand, there are efforts to create special all-female leagues, competitions, and tournaments. This works similarly to women in regular sports. For instance, there’s NBA and there’s WNBA. Almost every sport has a female version and it looks like eSports is developing in this way too. As expected, the prize pools on these tournaments are significantly lower, but things are expected to change in the near future.

Source: Esports.net

Many things suggest that eSports fans would like to see more females involved in this activity. For example, more people want to place bets on female eSports professionals. They are using websites like Esportsbettingexperts.co.uk to find the best eSports betting websites where they can place bets related to female players. There’s something about multi-gender teams that make betting more interesting and fun. The same goes for the competition.

Furthermore, we should also mention that there are many TV channels and online streaming channels that are specialized in female players. They are following their performance which helps these players build stronger fan bases. Of course, many of these players have their own channels where they have thousands of followers.

What’s good to know is that female players are not focused on just one eSport. You can find female players in almost every eSport. For instance, Sasha Hostyn which is one of the most successful women in this area is playing StarCraft II. She has earned more than $200K in the last five years and she has an army of followers on Twitch (over 50,000). Also, Ricki Ortiz is another popular female eSports player who is focused on fighting games. Ricki has participated in more than 60 national and international tournaments.

Source: Business Insider

Even though most of the female players come from North America, there are successful women in the field of eSports from other countries too. Julia Kiran is a Swedish player who is playing Counter-Strike: Global Offensive and she’s good at it. She also has one of the most visited Twitch channels. China has a great female representative too and that’s Wang Xinyu aka BaiZe. She is playing many different games, but she is primarily focused on Hearthstone.

As you can see women are deeply involved in eSports activities and we can expect this trend to continue in the future.

Source: https://thefrisky.com/in-focus-women-and-esports/

Enthusiast Gaming $EGLX.ca – Top games and streamers for the week, TwitchCon 2019, Tencent streaming rules $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:09 PM on Friday, February 22nd, 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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Top games and streamers for the week, TwitchCon 2019, Tencent streaming rules

Full Disclosure: Top games and streamers for the week, TwitchCon 2019, Tencent streaming rules

  • To the surprise of no one, Apex Legends enjoys another week at the top of the chart.
  • Respawn’s fresh battle royale offering has captured the hearts and hands of gamers across the land, and it’s 45.1 million hours across streaming platforms can attest to that.

Amanda Farough,Fri, 22 Feb 2019 17:38:00

Note: Excerpts are directly from InfluencerUpdate.biz with permission.

Top 10 streamed games of the week: Rainbow Six: Siege stacks up 9.3 million hours as it rolls into year four. To the surprise of no one, Apex Legends enjoys another week at the top of the chart. Respawn’s fresh battle royale offering has captured the hearts and hands of gamers across the land, and it’s 45.1 million hours across streaming platforms can attest to that. League of Legends takes its usual place at number two, racking up 28.8 million hours watched in the last week. While the battle royale chaos ensues around it, it’s fair to say that Riot Games long-running MOBA is safe in silver for the time being. Remember Fortnite? It’s still down in third place, after another 1.3 per cent decrease in hours watched. Read the full story.

Top 10 most watched and trending channels of the week. Twitch channel ESL_CSGO is leading the charge this week. It’s a new entry, but it racked up over 5.8 million hours watched last week covering games and news from the Counter-Strike esports circuit. The official Overwatch League Twitch is in second; the start of season two saw the channel amass over 5.2 million hours watched last week. Battle royale star Shroud is in third place, keeping numbers high after flipping over to Apex Legends. Read the full story.

Twitch announces dates for flagship US TwitchCon event. Twitch will return to San Diego later this year for TwitchCon North America 2019. The event will take place on September 27 – 29 at the San Diego convention centre. Tickets are not yet available but are expected to go on sale before summer. 2018 saw Twitch’s main US event move from its former home at the San Jose convention centre in California over to San Diego. This will be the second TwitchCon to be held in San Diego, with the first taking place in 2016. Read the full story.

Kid from the Xbox Super Bowl commercial is now living out his YouTube dreams. The Xbox advert that aired during the Super Bowl LIII resonated with audiences for its heartwarming charm. The ad was used to showcase the Xbox One adaptive controller, a customised gamepad that allows people with physical limitations to enjoy gaming. Since the commercial’s airing, his channel has grown past 5,000 subscribers and is now over 18,000 at the time of writing. Read the full story.

YouTube revokes bans on Pokémon Go channels that had accidentally been flagged for child porn. YouTube recently reinstated a number of Pokémon GO channels that had been flagged or deleted when video content for Pokemon Go content that was flagged for inappropriate sexual content. A report from the BBC stated that some creators had also had their Google accounts deleted, losing access to emails and other features. Read the full story.

Tencent brings in new broadcasting rules to police hurtful content across its products. Tencent Games is now starting to implement stricter rules for online content that involves any of its products. According to a report from Esports Observer, the new regulations it has created will be applied across all streaming platforms, not just with the platforms Tencent Games is directly involved with. Read the full story.

Source: https://sports.yahoo.com/full-disclosure-top-games-streamers-173800490.html

Esports Entertainment Group $GMBL – Activision’s $5 million bet on esports kicks off today with the 2019 season of ‘Overwatch League’ $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:46 PM on Thursday, February 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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Activision’s $5 million bet on esports kicks off today with the 2019 season of Overwatch League

Activision’s $5 million bet on esports kicks off today with the 2019 season of ‘Overwatch League’ from CNBC.

Esports Entertainment Group $GMBL – Global Esports Economy will Exceed $1 Billion This Year $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 11:25 AM on Wednesday, February 20th, 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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Global Esports Economy will Exceed $1 Billion This Year

  • Growing popularity and viewership of esports across the world has given rise to plenty of leagues and tournaments over the past few years.
  • So much so that the global esports revenue is expected to hit $1.1 billion this year.

Pooja Singh Features Editor, Entrepreneur Asia Pacific

The growing popularity and viewership of esports across the world has given rise to plenty of leagues and tournaments over the past few years. So much so that the global esports revenue is expected to hit $1.1 billion this year.

According to predictions from leading analysts at market research company Newzoo, the esports market will for the first time exceed the billion-dollar revenue mark, a year-on-year growth of 26.7 per cent. Newzoo’s “2019 Global Esports Market Report” estimates the global esports audience will grow to 453.8 million worldwide in 2019, a year-on-year growth of 15 per cent, and will consist of over 200 million esports enthusiasts and more than 250 million occasional viewers. As the esports market matures and the number of local events, leagues, and media rights deals increases, we anticipate the average revenue per fan to grow to $6.02 by 2022, the report says.

“Esports’ impressive audience and viewership growth is a direct result of an engaging viewership experience untethered to traditional media,” says Newzoo chief executive Peter Warman. “Plenty of leagues and tournaments now have huge audiences, so companies are positioning themselves to directly monetize these Esports Enthusiasts. While this began happening last year, the market is constantly expanding on its early learnings. The result: 2019 will be the first billion-dollar year for esports, a market that will continue to attract brands across all industries,” he adds.

Investment is the Driver

Endemic and non-endemic brand investments (media rights, advertising, and sponsorship), the report says, will make for 82 per cent of the total market. The highest-grossing individual esports revenue stream worldwide is sponsorship, generating $456.7 million in 2019. The fastest-growing esports revenue stream by far is media rights, it adds.

Besides non-endemic brands, digital broadcasters and TV media companies have already started to compete for esports content and the extent to which these deals will generate a direct return on investment will impact the pace of media rights growth. Other ongoing developments that have high revenue potential include increased esports franchising, new content formats and premium passes, the success of mobile gaming, team profitability, and the success of new focus on professionals and streamers as brands.

Considering the current growth, Newzoo estimates the esports market will reach $1.8 billion by 2022. If any of these factors accelerate, a more optimistic scenario places revenue at $3.2 billion, it says.

The China Effect

As per the report, China will generate $210.3 million in revenue this year, overtaking Western Europe as the second-largest region in terms of revenue. The country is notable for the growing popularity of mobile esports, including casual titles.

North America, meanwhile, will once again be the largest esports market, with revenue of $409.1 million. The report predicts that it will show strong growth toward 2022, reaching $691.1 million. The largest share of North America’s 2019 esports revenue will come from sponsorship, at $196.2 million. Meanwhile, media rights will contribute most to this growth and will remain the fastest-growing and second-largest esports revenue stream in the region.

Source: https://www.entrepreneur.com/article/328025

Esports Entertainment Group $GMBL – ESports poised to break $1bn barrier in 2019: Report $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:17 PM on Wednesday, February 13th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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ESports poised to break $1bn barrier in 2019: Report

  • The global market for eSports is poised to breach the $1 billion mark this year.
  • Gaming and eSports analytics firm Newzoo’s ‘2019 Global ESports Market Report’ projects that global eSports revenues will hit $1.1B this year.
  • The North America and China markets will spearhead this race with $409.1 million and $210.3 million contribution respectively.

Commodity wise brand investments like media rights, advertising, and sponsorships will contribute 897.2 million – 82% of total revenue. The brand investment contribution is projected to reach $1.5 billion by 2022 and account for 87% of total eSports revenues.

Courtesy: Newzoo

China will remain home to 75 million eSports gamers this year – the most of all global markets – and is expected to register the equivalent of US$210.3 million in revenue. The report also hints that the total eSports audience will reach 453.8 million in 2019.

“These numbers cannot be ignored, and it will double in next 3 years. As per PWC Sports Survey 2018 also ESports tops the chart for “Top ten sports by growth”, says  Lokesh Suji, Director, ESports Federation of India.

ESports has now left football and basketball behind as fastest growing commercial sports. The top ten chart for the fastest growing sports has cricket in the 10th position, a rank below tennis.

“Time has now come to just get involved in eSports, whichever way. Though the revenue numbers for India are miniscule, but India poised to become fastest growing market for esports. Our Infrastructure is getting better day by day and Skills of our esports athletes is improving every passing day,” adds Suji.

The audience will make a significant base to eSports growth, according to Jurre Pannekeet, a senior marketing analyst for NewZoo. Many eSports leagues are shifting their focus towards monetising their audiences having worked hard to establish a loyal fan base, Sportspromedia has quoted Pannekeet as saying.

“ESports has always provided an engaging viewing experience to an audience no longer tied to traditional media,” he said. “This has propelled the massive growth in esports viewership and audience numbers.

“This transition started in 2018, but this year, the industry will take its early learnings and expand upon them. As a result, 2019 will be esports’ first billion-dollar year, and its vigor has attracted brands and companies across every industry.

“Non-endemic brands sponsored eSports organisations in droves last year, which will continue in 2019.”

The League of Legends World Championship was 2018’s biggest tournament by live viewership hours on Twitch, with 53.8 million hours, while the Overwatch League was the most-watched league by live viewership hours on Twitch, generating 79.5 million hours.

The total prize money in 2018 reached $150.8 million, a significant increase from 2017’s $112.1 million.

Source: https://www.insidesport.co/esports-poised-to-break-1bn-barrier-in-2019-report/

Esports Entertainment Group $GMBL – In the Video: This Is How #eSports is also Changing the Sports Industry $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:10 PM on Monday, February 11th, 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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In the Video: This Is How eSports is also Changing the Sports Industry

  • At ISPO Munich 2019 eSports was represented for the first time
  • Competitive gaming has long been more than a hype. And the sports industry can also benefit.

Insights by: ISPO Digitize

Even the big football clubs have long since created facts: Schalke 04, VfL Wolfsburg or FC Bayern have their own departments and employ professional players. Training, competition, ambition and title – just like in any sport. Physical and mental fitness are basic prerequisites.

  The annual event for the digitalization of the sports business! Be a part of it on July 3rd and 4th!  

Martin Müller, Vice President of the German Sports Federation: “The sporting goods industry should have an interest in eSport. We have a relatively large merchandising sector. The big teams go on stage with their jerseys. So as a fan I would like to own such a jersey. When we talk about four million eSportsmen, four million eSportsmen also have to be equipped a bit. And I think there’s great potential for the sporting goods industry.”

Source: https://www.ispo.com/en/markets/video-how-esports-also-changing-sports-industry

#Esports Versus Traditional Sports, U.S. Versus China – Let the Games Begin $EGLX.ca $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:50 AM on Monday, February 11th, 2019
  • Total eSports revenues reached US $869 million in 2018 and are expected to surpass US$6 billion by 2028, according to Fact.MR.
  • NewZoo estimated the global eSports audience at 380 million for 2018, made up of 165 million Esports enthusiasts and 215 million occasional viewers.

POINT ROBERTS, Wash., Feb. 11, 2019 — Investorideas.com, a leading investor news resource covering gaming and eSports stocks issues a special edition of Play by Play looking at the explosive growth of the sector and how battles are playing out; eSports versus traditional sports and the U.S. versus China bid for leadership.

Total eSports revenues reached US $869 million in 2018 and are expected to surpass US$6 billion by 2028, according to Fact.MR.

NewZoo estimated the global eSports audience at 380 million for 2018, made up of 165 million Esports enthusiasts and 215 million occasional viewers. Meanwhile, Activate projects that by 2021 eSports will have more US viewers than all other professional sports leagues, with the exception of the NFL.

With all this money and viewership at stake, you can expect the big boys to enter the playing field; and yes they certainly have.  On July 2018, ESPN, Disney XD and Blizzard Entertainment, a division of Activision Blizzard (Nasdaq: ATVI), announced an exclusive multiyear agreement for live television coverage of the Overwatch League™, the world’s first major global city-based eSports league.

Seeing the future shift in sports and eSports, Robert Kraft of the New England Patriots, Jeff Wilpon of the New York Mets and the LA Rams’ Stan Kroenke invested heavily into their own franchises within Activision Blizzard’s Overwatch eSports league.

Overwatch franchise valuations are $60 million to $80 million, depending on country and city according to a Forbes article. Adding to its value, news hit on Friday that Coca-Cola signed a deal with Activision Blizzard Esports Leagues to become the official non-alcoholic beverage of Overwatch League and all other Overwatch properties. 

With North America as the largest eSports market in 2018, Enthusiast Gaming (TSXV: EGLX.V) (OTCQB: EGHIF), a gaming company building the world’s largest community of authentic gamers.  strategically announced yesterday that it opened a US-based office and hired a sales team to drive advertising sales and increase annual revenue.

According to the news, “The US-based sales team is based in San Francisco and will be responsible for leading North American sales. This expands the company’s current reach with a sales team in San Francisco, London, UK, and the corporate head office in Toronto. The company kicked off the opening of the sales office with a West Coast advertising roadshow, meeting with top gaming publishers, global brands, and media agencies.”

Undaunted by the fact that they are a smaller company, Enthusiast Gaming is building their network and has positioned themselves at the forefront of the market, led by Menashe Kestenbaum, Founder and CEO. The numbers speak for themselves, with a platform of more than 80 owned and affiliated websites reaching 75 million monthly visitors and 900 YouTube channels with an additional 50 million monthly visitors.

Other major deal flow in the US; Take-Two Interactive Software’s deal with the NBA and Electronic Arts Inc.’s partnerships with the NFL and ESPN. The massive streaming player growth on YouTube and Amazon is yet another indication this industry is not going away anytime soon. 

The China eSports market is second to the United States and according to Dragon Social: “Live streaming, combined with video games has become one of the most popular forms of entertainment for people in China.”

China-based Tencent Holdings Ltd (OTCMKTS: TCEHY) (HKG: 0700) is the biggest gaming company in the world, spending $150 million a year to maintain that dominance. Bloomberg noted, “Along with Activision Blizzard Inc., Tencent’s become one of the most aggressive promoters of pro-gaming. It’s hard to overstate the mania that’s gripped China in particular: at least 10,000 teams exist across the country despite just 12 spots in this year’s marquee King Pro League tournament.”

Streaming video player Huya (NYSE: HUYA) provides a live-streaming platform for gamers to share their experiences and has been dubbed, the ‘Twitch of China’ and says they are the largest in China. Reporting on its NYSE IPO, Forbes said, “HUYA is known for its sticky gaming community who engage in interactive social media features such as gifting and adding commentary during online streaming sessions.”

US company Twitch is a live streaming video platform bought by Amazon in 2014 for $970 million. Twitch viewers between Wednesday, 30th January and Tuesday, 5th February: lowest viewers 625,376 (Monday, 4th 09:00) and peak viewers 2,240,001 (Saturday, 2nd 19:00). 

It’s game on for the US versus China and eSports versus traditional sports. Let the games begin.

For investors following gaming & eSports stocks, Investor Ideas has created a directory of gaming stocks.

Read previous editions of Play by Play

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Esports Entertainment Group $GMBL – China recognizes #esports as a profession $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:03 PM on Wednesday, February 6th, 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

China recognizes esports as a profession

  • China’s Ministry of Human Resources and Social Security (CMHRSS) announced 15 new professions on Jan. 25, including “esports professional” and “esports operator.”
  • The world’s most populous nation has finally recognized esports as a legitimate profession, and the ministry has officially identified it in the courts.

Jerome Heath

China’s Ministry of Human Resources and Social Security (CMHRSS) announced 15 new professions on Jan. 25, including “esports professional” and “esports operator.”

The world’s most populous nation has finally recognized esports as a legitimate profession, and the ministry has officially identified it in the courts. It comes as news following last year, when the Chinese government issued its support and interest in the esports industry.

The term “esports professional” is defined as players who compete in esports tournaments, perform at esports events, or train with other professional players, according to the CMHRSS. While “esports operator” is explicitly classified as those who organize or develop content for esports tournaments.

Additionally, the CMHRSS noted that “account boosting” is one of the main jobs accompanying the esports profession. Account boosting and cheating are punishable offenses in League of Legends, Overwatch, and a number of other esports titles, and have caused controversy in the past. A lack of communication between the Chinese government and the esports industry could be the reason for the term account boosting being used, or it could just be a misunderstanding.

The term account boosting could have been used by the CMHRSS to reference players using their teammates’ account during professional play, but generally “account boosting” is defined as the act of one player logging into another player’s account with the intent of boosting their rank.

Former LMQ League of Legends player Yu “XiaoWeiXiao” Xian received a one-year ban for account boosting in Aug. 2015, Philadelphia Fusion player Su-min “SADO” Kim was suspended from the Overwatch League after accusations of taking part in a boosting scheme in Nov. 2017, and 1,400 Overwatch accounts were banned for boosting in Aug. 2018.

It is not clear yet if the ministry’s use of the word account boosting will be revised. However, the announcement of the inclusion of esports professional and esports operator as official jobs is a positive step for the growth of esports in China. It means that Chinese players will have extended working rights, giving them easier access to working visas, and allow them more freedom of movement.

Source: https://dotesports.com/business/news/china-recognizes-esports-as-profession