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Enthusiast Gaming $EGLX.ca Hires US Sales Team and Opens San Francisco Office

Posted by AGORACOM-JC at 9:40 AM on Wednesday, February 6th, 2019
  • Announced that it has opened a US-based office and hired a sales team to drive advertising sales and increase annual revenue.
  • 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.

TORONTO, Feb. 06, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the world’s largest community of authentic gamers, is pleased to announce that it has opened a US-based office and hired a sales team to drive advertising sales and increase annual revenue. 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.

Over half of Enthusiast’s network website traffic originates from the US, and with the recent Omnia Media partnership, Enthusiast also represents the largest YouTube gaming MCN (multi-channel network) with 900 YouTube channels and an additional 50 million monthly visitors. The expansion to the US is an important catalyst for growth to capitalize on Enthusiast’s growing network and provides availability and access to a number of significant advertising partners based in California.

“The decision to open an office in San Francisco was a logical step in our business growth strategy,” said Eric Bernofsky, COO of Enthusiast Gaming. “A large number of ad agencies and game publishers are located on the West Coast and it’s critical that we meet clients where they live to service them most effectively,” Bernofsky concluded.

To date, most of Enthusiast’s revenue generated has been from programmatic advertising. The launch of the West Coast office will allow the Company to monetize website traffic more efficiently and effectively through direct brand and agency relationships. 

As one of the gaming industry’s fastest growing companies with a significant network of gamers around the world, Enthusiast enables brands and agencies to reach a prime target audience through various advertising tactics, online and offline. Enthusiast has partnered with some of the world’s leading brands, including Activision Blizzard, Nintendo, Bell and Microsoft and deploying a sales team will drive engagement and continue to build important brand relationships.

About Enthusiast

Founded in 2014, Enthusiast is the fastest-growing community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites reaching over 75 million monthly visitors and 900 YouTube channels and an additional 50 million monthly 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 – These are the #esports games to watch out for in 2019 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:25 PM on Tuesday, February 5th, 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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These are the esports games to watch out for in 2019

  • The esports industry economy is expected to hit $1.65 billion by 2021, fueled by nearly 250 million esports enthusiasts and another 307 million casual viewers.
  • That revenue and viewer forecast could get even higher based on heavy-hitters like Fortnite and PlayerUnknown’s Battlegrounds officially entering the esports arena in 2019.
  • Whether you’re not familiar with esports or you’re a dedicated longtime fan, we’ve compiled a list of the esports games to watch out for this year.

A few esports games on our list are relative newcomers, while games like Dota 2 and League of Legends are showing their age. They’re all still hot titles and should provide plenty of fun, frenetic gameplay throughout the year. Best of all, you can play in several of the listed tournaments!

Call of Duty: Black Ops 4

Activision’s latest Black Ops entry launched Oct. 12, 2018 on the PlayStation 4, Xbox One, and Microsoft Windows. It includes a new game mode called “Blackout,” which replaces the traditional campaign with a battle royale mode. However, you won’t see people competing in that mode just yet. The Call of Duty World League (CWL) lists Hardpoint, Search & Destroy, and Control as the battle modes for the 2019 season.

According to the league, the esports format is changing to five-versus-five for 2019. Participants will also get an updated ruleset, the largest Call of Duty esports prize pool to date — a hefty $6 million â€” and the removal of region restrictions for all LAN-based events. Qualifications for the Pro League — launching Feb. 4 — are also changing, to remove the relegation period and second stage. Teams will receive extra prize money for participating in the CWL Pro League as well.

The second open event of the 2019 season takes place in Fort Worth, Texas during March 15 to March 17. You can watch the show on Twitch here.

Clash Royale

Developed and published by Supercell, this real-time strategy game arrived on Android and iOS in March 2016. Clash Royale mashes multiple genres into one multiplayer game: Online battle arena, collectible card game, and tower defense. Players battle in one-on-one and two-on-two matches trying to destroy the highest number of opposing towers.

Supercell’s official esports league for 2018 consisted of 40 teams from Asia and Mainland China, Europe, Latin America, and North America. Each team had four to six players, three of which played in one-on-one and two-on-two games on match days. The best team in each region moved on to compete in the Clash Royale League World Finals. To become a pro team member for season one, you needed complete 20 wins in the CRL Challenge in March 2018.

Supercell hasn’t released any details for 2019, but we’ll keep you updated here. Meanwhile, you can watch the Clash Royale League 2018 tournament here.

Counter-Strike: Global Offensive

Few esports games have had as much impact as Counter Strike: Global Offensive. This first-person shooter developed by Valve and Hidden Path Entertainment launched in 2012 and became an esport the following year. Valve currently sponsors Major Championships (called Majors), in which 24 teams compete for a prize pool of $1 million. The list of hosts over the years include ELeague, Electronic Sports League (ESL), and Major League Gaming (MLG). The first Major of the year will be during Intel Extreme Masters XIII in Katowice hosted by ESL.

Valve changed the Majors format starting with Boston’s ELeague Major in early 2018. The company renamed all three stages, increased the overall team count to 24, and introduced stickers for all participating teams. ESL plans to tweak the Major format again before the Katowice tournament to implement the new Swiss system used in the Chicago Major in November. This pits teams against opponents with the same ELO rankings, rather than pairing teams with opponents of harder or weaker skill.

To see a list of Minor Championships for 2019 not sponsored by Valve, head here. Those sponsored by Valve can be found here. Currently, CS:GO is the most-watched esports game on Twitch and YouTube.

Dota 2

Just before Dota 2’s launch in 2013, Valve invited 16 Defense of the Ancients esports teams to play the unreleased game in a tournament during Gamecom 2011. Valve held a second tournament in 2012 during PAX Prime, followed by the official launch of The International at the Benaroya Hall in Seattle during 2013. The most recent International event took place in Vancouver, Canada in August 2018, where 18 teams compete for a prize pool $25 million.

Currently the second-most watched esports game on Twitch and YouTube, Dota 2 consists of two teams of five players with the goal of eliminating the opposing team’s Ancient. You can watch The International through Twitch, Steam Broadcasting, YouTube, China’s Gamefy, and in some cases traditional networks. Prize pool money stems from the purchase of a Battle Pass and related in-game items with a starting price of $10.

Fortnite

The first Fortnite World Cup arrives in late 2019. Qualifiers were originally scheduled for Fall 2018, but they were pushed to sometime in 2019. Epic Games wants the competition open to all Fortnite players rather than sell teams and franchises, or fund third-party leagues. Backing this tournament is a hefty $100 million split between various major and minor events “at different levels of competition.”

Fortnite entered the esports scene in 2018 with its first Pro-Am event, during E3 2018. After that, Epic Games held the Summer and Fall Skirmish series followed by the Winter Royale in December. The next non-World Cup event sponsored by Epic Games will be the Secret Skirmish on Feb. 14 and 15, with a prize pool of $500,000. This event will be invite-only at an undisclosed location.

League of Legends

Originally launching in 2012, the League of Legends Championship Series (LCS) changed its format in 2016, bringing ten teams into Riot Games’ Los Angeles studios to compete live on Twitch and YouTube. The annual season consists of two local nine-week sessions, with the best three teams of each session moving on to compete in regional finals. After that, the winning team competes with other teams from across the globe in the League of Legends World Championship. Overall, 13 regions follow this or a similar format prior to the global showdown.

The 2018 World Championship saw 24 teams compete for a chunk of the $2.4 million prize pool and the tournament’s coveted trophy. The 2019 schedule started Feb. 2 here in North America and the local Spring Finals are scheduled for April 13 in St. Louis, Missouri. This year Riot Games chose to remove the third and fourth place matches, resulting in only two teams competing for the Spring Split Champion title and the chance to move on to the Mid-Season Invitational.

Both the European and North America leagues also rebranded for the 2019 season — the NALCS is now called the LCS, and the EULCS is now called the League European Championship (LEC).

According to the Esports Charts, the 2018 League of Legends World Championship was the most-viewed tournament of the year.

Overwatch

Activision Blizzard launched the Overwatch League in 2017. Unlike other esports tournaments, the company chose the traditional sports format with Overwatch, allowing companies and individuals to own teams established in specific cities. Team owners include New England Patriots owner Robert Kraft (Boston), Misfits Gaming CEO Ben Sproont (Miami – Orlando), and New York Mets COO Jeff Wilpon (New York). The roster now consists of 20 established teams spread out across the globe.

The 2019 season begins Feb. 14, with four matches including Philadelphia Fusion taking on London Spitfire, and New York Excelsior competing against Boston Uprising. Activision Blizzard breaks the season down into four five-week stages. The schedule shows Week five of Stage four taking place in Los Angeles at the end of August, so get ready for loads of coverage through the spring and summer. London Spitfire won the 2018 Grand Finals at Barclays Center in Brooklyn, New York, in a two-day showdown that reeled in nearly 11 million viewers.

You can watch the Overwatch League on Twitch.

The League is different than the Overwatch World Cup. Instead of using city-based teams, the World Cup consists of individuals chosen by the community in 32 countries based on their skill rating. These countries are divided into eight groups with four teams in each group. Eventually the top team in each group battle each other across four stages until the final showdown during BlizzCon.

PlayerUnknown’s Battlegrounds

After announcing a five-year plan to establish an esports presence, PUGB Corp. launched the first season of the official global pro competition for PUBG in January 2019. The competition consists of three phases separated by two global events and an All-Star Games session featuring the best players from each region: North America, Europe, Korea, China, Japan, Chinese Taipai/Hong Kong/Macao, Southeast Asia, Latin America, and Oceania. The 2019 Global Championship concludes in November.

Prior to the new Global Championship, the first major tournament hosted by PUGB Corp. was the 2018 Global Invitational in Berlin, with a prize pool of $2 million. Before that, Bluehole and the ESL conducted an invitational during Gamescom in 2017. Going forward, the PUBG Esports pro competition rules include 16 squads of four players, the Erangel and Miramar maps, a locked first-person perspective, and a global points system.

Head here to watch these sessions on YouTube.

Rocket League

Developer Psyonix launched the Rocket League Championship Series in 2016. According to Psyonix, Season 7 kicks off 2019 with support for cross-platform play, bringing in gamers on the Nintendo Switch, PlayStation 4, Xbox One, and PC through Steam. The North American qualifiers begin March 2, while the European qualifiers begin March 3. South America becomes an official region in this season as well, though details regarding the qualifiers will be released “in the coming weeks.” League play begins April 6 in North America and April 7 in Europe.

Psyonix previously increased the prize pool to $1 million in Season 6, and added another $100,000 for the Rival Series. Introduced in Season 4, the Rival Series is a secondary league composed of the top eight teams that didn’t qualify for the Championship Series. After a five-week duel, the top two teams emerge to compete against the seventh and eighth place Championship Series teams. Rival Series League Play begins April 12.

You can livestream the events on Twitch and YouTube.

Super Smash Bros. Ultimate / Splatoon 2

Nintendo’s first tournaments for the year starts in February and anyone can participate. For the Super Smash Bros. Ultimate North America Open 2019, Nintendo will conduct three online qualifying sessions on Feb. 2, Feb. 16, and March 9 in four regions across North America: northeast, southeast, southwest, and northwest. The final showdown will include players from Mexico and Canada during the PAX East gaming convention in Boston on March 30, 2019. You can read the official rules here, or if you’d simply rather watch, the online qualifiers and final match will be livestreamed.

For the Splatoon 2 North America Inkling Open 2019, the schedule is slightly different. Captains must register their team and an additional player between January 22 and February 10. After that, teams will qualify for the tournament in Ink Pools on Feb. 10. The top eight teams will include players from Canada and Mexico to compete in the qualifier finals on March 2. Only four teams will make the trip to PAX East in March to compete in the final showdown. You can read the official rules here.

Source: https://www.androidauthority.com/esports-games-949423/

Esports Entertainment Group $GMBL – $8 Million Won by Top 10 Mobile #Esports Athletes in 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:41 PM on Thursday, January 31st, 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
  • The top 10 competitors won more than $8 million in combined prizes in 2018, with 7 of the 10 rankings claimed by women.
  • The prizes earned by this year’s winners were three times larger than that earned by 2017’s top players.

SAN FRANCISCO, Jan. 31, 2019 – Skillz, the worldwide leader in mobile eSports, today announced the top mobile eSports athletes of 2018. The top 10 competitors won more than $8 million in combined prizes, with 7 of the 10 rankings claimed by women. The prizes earned by this year’s winners were three times larger than that earned by 2017’s top players.

Rankings Username State Prizes Won
1 Kmamba1090 CA $1,418,508
2 SirLastBit OH $1,321,255
3 HestiaX NJ $978,551
4 LegalEnormousPhds NY $976,269
5 yutourmaline NY $873,526
6 kk8245 VA $681,863
7 Goinhiking NC $639,234
8 jpark87 MI $627,191
9 zZzSleepyzZz NY $625,858
10 CaliCountry5 NJ $618,005

“When I first started competing on the Skillz platform, I never realized this was something I could do professionally,” says Jennifer Park (jpark87), a college engineering student from Westland, Michigan. “The prizes I’ve earned from playing Skillz games have helped put me through college.”

The mobile gaming industry is projected to grow into a $70 billion market in 2019, accounting for over half of the $138 billion gaming space. As the industry’s revenue has increased, competitive gaming prize pools have also grown in tandem. Prizes from eSports tournaments such as the “Dota 2” International topped $25 million last year, now exceeding those of prestigious offline sports events such as the Indy 500 andthe Masters.

According to eSportsEarnings.com, global eSports prize pools grew 31.5% from 2017 to 2018. In comparison, the top 10 Skillz competitors generated over a 300% year over year increase in prizes won, with the top player ranking #6 on the list of highest-earning 2018 athletes across the global eSports industry.

“Top mobile eSports athletes bring the same inspiring dedication you see in world-class NBA or MLB players to our increasingly digital world,” says Andrew Paradise, CEO and founder of Skillz. “Similar to how radio and television revolutionized the future of sports, Skillz is using mobile technology to do the same for eSports.”

Skillz was recently recognized for disrupting the technology industry and shaping the future of eSports, being named to both the 2018 Forbes Next Billion-Dollar Startups list as well as the 2018 Entrepreneur 360 list. The company also reported doubling its revenue run-rate twice in 2018 to a current total of over $400 million.

The top Skillz competitors are ranked based upon total tournament prizes won by each player, excluding any entry fees paid to enter those tournaments. For more information on Skillz-enabled games and implementing mobile eSports competitions, visit www.skillz.com or email [email protected].

About Skillz
Skillz, the leading mobile eSports platform, connects the world’s 2.6 billion mobile gamers through competition. In 2018, Skillz was named to Entrepreneur Magazine’s 100 Brilliant Companies, Forbes’ Next Billion-Dollar Startups, and the Entrepreneur 360. Skillz has also been named the #1 fastest-growing private company in America by Inc. Magazine and a CNBC Disruptor 50. Over 18 million gamers use Skillz to compete in mobile games across 13,000+ game studios. Founded in 2012, Skillz is headquartered in San Francisco and backed by leading venture capitalists as well as the owners of the New England Patriots, Milwaukee Bucks, New York Mets and Sacramento Kings. To learn more, visit www.skillz.com.

Press Contact
Roxie Bostwick
Communications Lead
Skillz Inc.
[email protected]

SOURCE Skillz

Enthusiast Gaming $EGLX.ca – Understanding the rapid growth of the esports industry $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:30 AM on Wednesday, January 30th, 2019

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

Images
EGLX: TSX-V
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Understanding the rapid growth of the esports industry

From the rise of social media giants like Facebook to multinational e-commerce sites like Amazon, the digital revolution has helped create many overnight success stories.

  • A recent report by Newzoo stated that the esports industry is expected to be worth at least $1.7 billion by 2021, and seeing as the competitive gaming phenomenon has been with us for less than 20 years, it’s clear that there’s plenty of room for even more growth.

But one of the more surprising developments that rose with broadband technologies is that of esports. This competitive gaming phenomenon has come from nowhere to become one of the world’s most exciting entertainment trends. A recent report by Newzoo stated that the esports industry is expected to be worth at least $1.7 billion by 2021, and seeing as the competitive gaming phenomenon has been with us for less than 20 years, it’s clear that there’s plenty of room for even more growth.

But what is esports and how has it grown to become a billion dollar industry? Simply put, esports is just like traditional sports, but its competitors play video games rather than sports like football or tennis.

What’s truly surprising is the way that esports has grown to become a spectator sport. Whilst it might sound odd to want to watch other people playing video games, millions of people tune in live to watch other gamers playing popular esports like the first-person shooter Counter Strike Global Offensive or the battle arena title, League of Legends.

A key part of the appeal of esports is that it caters to a demand for competitive gaming that was always there, but never got chance to reach its potential. Whilst competitive gaming tournaments have been around for many years, it was only through the introduction of broadband technologies that gamers were able to compete with other gamers no matter where in the world they were. As a result, we have seen an explosion in competitive gaming that crosses borders to become a truly global phenomenon.

Some of the world’s leading games developers were quick to notice this trend, and there have been moves made to create gaming titles that appear to be specifically designed with esports in mind. For example, Blizzard Entertainment’s Overwatch game has become a massive hit in esports in just a couple of years.

By cleverly blending elements from first-person shooters and battle arena games, Overwatch has become one of the more dynamic team-based esports titles around that makes it perfect for achieving massive viewing figures.

We have also seen the growing standardisation of rules and gameplay in the esports realm. Whilst competitive gaming was fairly chaotic in its infancy, it looks to be gradually maturing with professionally organised tournaments like the Overwatch League ensuring that a fixed number of teams and players take part.

Such measures not only help to produce fair gameplay and accurate statistics that makes it easy to place a bet on an esports contest through a site like www.liveesportsbetting.com, but it also opens up competitive gaming to a range of big money sponsors.

In the past decade there has been many multinational firms taking steps to sponsor esports tournaments, teams and players. From energy drinks manufacturers like Red Bull to famous automobile brands like Audi, it seems that many companies are keen to partner up with esports so as to reach a younger demographic who increasingly bypass traditional media forms.

In addition to this, the fact that McDonalds would give up their sponsorship of the German football association to sponsor the German ESL Meisterschaft esports tournament tells you all you need to know about how quickly things are changing. 

Like in any rapidly growing industry, it’s the dynamic nature of esports that makes it so attractive to investors and sponsors. Overnight success stories such as Fortnite can appear from nowhere, and similarly, we have seen how famous esports players like Ninja can offer brands a fresh new face that is perfect for sponsorship deals that don’t follow the traditional archetype. So whilst it’s easy to be sceptical about the rapid developments in the esports realm, it seems as though the competitive gaming phenomenon is here to stay.

Source: https://www.bmmagazine.co.uk/business/understanding-the-rapid-growth-of-the-esports-industry

Esports Entertainment Group $GMBL – Integrated #Esports facility opens in Hong Kong as the city seeks to become a regional hub $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:48 PM on Tuesday, January 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
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Integrated eSports facility opens in Hong Kong as the city seeks to become a regional hub

  • An integrated eSports complex called Cyber Games Arena (CGA) has opened in Hong Kong.
  • It hopes to attract 1.2m visitors and hold more than 100 local and overseas eSports competitions annually / SCMP.   By Shawn Lim

The 25,000 sq ft facility cost HK$30 million ($3.8m) to build and aims to turn the city into a regional eSports hub for young talent in the industry as it grows. The two-storey building consists of training facilities, a competition arena for up to 80 gamers, television broadcasts, online streaming platforms and a retail area.

It hopes to attract 1.2m visitors and hold more than 100 local and overseas eSports competitions annually.

The Hong Kong government has also strengthened its support for the eSports industry by allocating HK$100 million to Cyberport, a business park in Hong Kong, to build an HK$50 million eSports competition venue and nurturing talent for start-ups.

“Apart from subsidies, we will also improve the business environment and remove red tape,” said Carrie Lam Cheng Yuet-ngor, the chief executive of Hong Kong, who officiated the opening of the facility.

“The Innovation and Technology Bureau, the Home Affairs Bureau and other departments are working together to solve problems related to e-sports venues – a new guideline will be issued soon to help the eSports industry.”

Source: https://www.thedrum.com/news/2019/01/29/integrated-esports-facility-opens-hong-kong-the-city-seeks-become-regional-hub

Enthusiast Gaming $EGLX.ca – Major Streaming Companies Threatened by #Fortnite as Gaming Communities Capitalize on #Esports Explosion $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:50 AM on Thursday, January 24th, 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 has year to date revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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Major Streaming Companies Threatened by Fortnite as Gaming Communities Capitalize on eSports Explosion

  • Analysts are now calling eSports and egaming the greatest investment opportunity of the past few years, and the proof is in the threat it poses to competitors.
  • Huge gaming networks such as Enthusiast Gaming(EGLX) (otcqb:EGHIF) are best positioned to cash in on the upcoming eSports investment rush.
  • Online gaming communities form the most crucial link within the eSports ecosystem.

NEW YORK, January 23, 2019 – NEW YORK, January 23, 2019 /PRNewswire/ — FN Media Group Presents Microsmallcap.com Market Commentary 

Analysts are now calling eSports and egaming the greatest investment opportunity of the past few years, and the proof is in the threat it poses to competitors. In a recent letter to shareholders, Netflix NFLX, +2.78% wrote, “We compete with (and lose to) Fortnite more than HBO.” Multiplayer video games like “Fortnite,” which raked in a massive $2.4-billion in digital revenue last year and is one of the fastest-growing games of all time, have evolved into a popular spectator sport where gaming enthusiasts spend hours watching others play online. Major streaming companies such as Netflix are now in competition for screen time with eSports, and they’re worried that the growing youth demographic is starting to find their primary source of entertainment from YouTube or Amazons AMZN, +0.61% Twitch. Chinese social media giant Tencent Holdings Ltd TCEHY, +1.11% which holds a 40% stake in Epic Games (Fortnite’s developer), plans to invest $150-million a year in eSports, a burgeoning industry that’s already generating up to $1-billion in revenue for Activision Blizzard Inc. ATVI, +2.74% But for those who want to get in early on the eSports gold rush, investors should look at Enthusiast Gaming(EGLX) , who has managed to capture the largest gaming network in North America in three short years.

Online networks fuelling the growth of eSports 

Huge gaming networks such as Enthusiast Gaming(EGLX) (otcqb:EGHIF) are best positioned to cash in on the upcoming eSports investment rush. Online gaming communities form the most crucial link within the eSports ecosystem. These networks are to eSports what the nation’s sports bars and living rooms are to the NFL and MLB – serving as a crucial hub for the growth of a real community while propelling the eSports engine, driving the popularity of games such as Fortnite. Let’s take professional sports as an analogy: A first-time viewer watching a baseball game, for instance, may have no notion of what’s happening. Fans and enthusiasts are an outgrowth of a real community of passionate people, sharing their love and discussing strategies and techniques. With the Internet, gamers can now visit these forums and websites to get research on how to play the game better, finding like-minded peers to share their enthusiasm and build an authentic community.

These days, Gen-X, Millennial and Post-Millennial gamers frequent popular media sites such as Destructoid, Daily eSports, Operation Sports and the Escapist (all owned by Enthusiast Gaming) or on Twitch, a streaming network that Amazon (NASDAQ:AMZN) purchased back in 2014 for $1-billion. Within these networks, gaming enthusiasts become part of a wider community, sharing their passion for video games while discussing tips and strategies. This is why companies like Enthusiast Gaming(EGLX) (otcqb:EGHIF) who understand the value of building a network have positioned themselves at the forefront of the video gaming market.

Cultivating these communities is how Menashe Kestenbaum, founder and CEO of Enthusiast Gamin, got his start when he began writing for a then-new gaming site called IGN. Connecting for the first time with people as passionate about gaming as he was, Kestenbaum went on to start a passion blog named “Nintendo Enthusiast”, taking his followers with him, and organizing small meetups of gamers at a local Toronto pub.

It’s a testament to the popularity of video gaming and eSports that over the next three years, this single blog grew into one of the largest network of gaming enthusiasts in North America. Enthusiast Gaming (EGLX) (otcqb:EGHIF) now boasts a network of 80 sites and counting, drawing over 75 million visitors a month. High-performing sites become targets for buyouts from Enthusiast Gaming. It’s on these online communities, where gamers actually learn how to excel at multiplayer games such as Fortnite and learn about their favourite teams and players. This record haul contributed to pushing digital games revenue up 11% to $109.8 billion last year.

Enthusiast Gaming(EGLX) (otcqb:EGHIF) recognize the opportunity that lies in multiplayer games such as Fortnite, Overwatch and League of Legends. To truly grasp the size of this opportunity, we need to first understand that online gamers and the gaming community are essentially recreating the very thing that traditionally makes live television into a tremendously profitable ratings juggernaut. With multiplayer games, we can now have must-watch live eSports events seen by millions and then sell ads at these showcases. Currently, these events are streamed online through sites such as Amazon’s Twitch, YouTube Gaming, and the Microsoft-owned Mixer, but there’s been talk about streaming services such as Netflix NFLX, +2.78% getting into streaming eSports too.

Live eSports events are now pulling in larger and larger amounts of marketing and sponsorship budgets, as brands jump at the opportunity to showcase their brand at events such as Enthusiast Gamings(EGLX) (otcqb:EGHIF) Enthusiast Gaming Live Expo (EGLX) pulling in over 55,000 attendees in 2018, smashing its own records year after year as the largest gaming convention in Canada. Approximately 39% of the total US gaming demographic is in the 25-34 age range, according to Gamescape, with 16% of 18+ viewers taking in an above-average $50,000-per-year income. This hard-to-target market is why the sponsorship and advertising funds in eSports continue to increase annually.

It’s now the spectator sport of choice among the youngest generation-which is why well-known sports industry giants are also throwing their hats in the live eSports ring. In 2017, Robert Kraft of the New England Patriots and two of his fellow sports owners, the New York Mets’ Jeff Wilpon and LA Rams’ Stan Kroenke, all invested tens of millions into their own franchises within Activision-Blizzards ATVI, +2.74% Overwatch eSports league. Meanwhile, Tencent Holdings Ltd. (otcpk:TCEHY), which has plans to create a $14.6 billion eSports industry in China, already owns a 40% stake in Epic Games, which publishes Fortnite, currently the world’s most popular game.

eSports: an iPhone-class industry disruptor 

As shown by Enthusiast Gamings(EGLX) (otcqb:EGHIF) ascent, the growth of this industry has been absolutely staggering. From a small Sunday gathering of 120 gamers, EGLX is now the largest gaming convention in Canada. The live EGLX event also helps to fuel the growth of Enthusiast Gamings(EGLX) (otcqb:EGHIF) online network, lending it authenticity within the wider gaming community.

eSports is on the cusp of revolutionizing the gaming industry. ESPN has signed deals to broadcast hours of gaming on its main channel and affiliates. 2024 Olympics organizers are now in talks to include eSports as a “demonstration sport” at the Games in Paris. According to Newzoo, eSports is the “biggest disruption to hit the industry since the launch of the iPhone in 2007.”

Meanwhile, Enthusiast Gamings(EGLX) (otcqb:EGHIF) continues to add to its online portfolio at a rapid pace, having recently announced an exclusive partnership with Blue Ant Media to represent all the United States online traffic of the 900-channel Omnia Media network, the No. 1 network for global gaming in terms of viewership. With such a diversified network, the company can now better cater to a fast-growing gaming segment, which allows advertisers to better target their gaming audience. A current comScore rank of No. 5 in gaming traffic and climbing puts them just behind corporate-owned sites such as Twitch, IGN, GameSpot and Curse. In its latest third quarter results, the company posted eye-watering YoY revenue growth of 625% year to date, with plenty of room for growth.

The communities within Enthusiast Gamings networks are the birthplace of eSports and will continue to have the finger on the pulse of which new games will skyrocket in popularity. Companies such as Enthusiast are well placed to secure opportunities and position themselves to dominate the video game and eSports industry far into the future.

DISCLAIMER: Microsmallcap.com (MSC) is the source of the Article and content set forth above. References to any issuer other than the profiled issuer are intended solely to identify industry participants and do not constitute an endorsement of any issuer and do not constitute a comparison to the profiled issuer. FN Media Group (FNM) is a third-party publisher and news dissemination service provider, which disseminates electronic information through multiple online media channels. FNM is NOT affiliated with MSC or any company mentioned herein. The commentary, views and opinions expressed in this release by MSC are solely those of MSC and are not shared by and do not reflect in any manner the views or opinions of FNM. Readers of this Article and content agree that they cannot and will not seek to hold liable MSC and FNM for any investment decisions by their readers or subscribers. MSC and FNM and their respective affiliated companies are a news dissemination and financial marketing solutions provider and are NOT registered broker-dealers/analysts/investment advisers, hold no investment licenses and may NOT sell, offer to sell or offer to buy any security.   The Article and content related to the profiled company represent the personal and subjective views of the Author (MSC), and are subject to change at any time without notice. The information provided in the Article and the content has been obtained from sources which the Author believes to be reliable. However, the Author (MSC) has not independently verified or otherwise investigated all such information. None of the Author, MSC, FNM, or any of their respective affiliates, guarantee the accuracy or completeness of any such information. This Article and content are not, and should not be regarded as investment advice or as a recommendation regarding any particular security or course of action; readers are strongly urged to speak with their own investment advisor and review all of the profiled issuer’s filings made with the Securities and Exchange Commission before making any investment decisions and should understand the risks associated with an investment in the profiled issuer’s securities, including, but not limited to, the complete loss of your investment. FNM was not compensated by any public company mentioned herein to disseminate this press release but was compensated forty six hundred dollars by MSC, a non-affiliated third party to distribute this release on behalf of Enthusiast Gaming.   FNM HOLDS NO SHARES OF ANY COMPANY NAMED IN THIS RELEASE.   This release contains “forward-looking statements” within the meaning of Section 27A of the Securities Act of 1933, as amended, and Section 21E the Securities Exchange Act of 1934, as amended and such forward-looking statements are made pursuant to the safe harbor provisions of the Private Securities Litigation Reform Act of 1995. “Forward-looking statements” describe future expectations, plans, results, or strategies and are generally preceded by words such as “may”, “future”, “plan” or “planned”, “will” or “should”, “expected,” “anticipates”, “draft”, “eventually” or “projected”. You are cautioned that such statements are subject to a multitude of risks and uncertainties that could cause future circumstances, events, or results to differ materially from those projected in the forward-looking statements, including the risks that actual results may differ materially from those projected in the forward-looking statements as a result of various factors, and other risks identified in a company’s annual report on Form 10-K or 10-KSB and other filings made by such company with the Securities and Exchange Commission. You should consider these factors in evaluating the forward-looking statements included herein, and not place undue reliance on such statements. The forward-looking statements in this release are made as of the date hereof and MSC and FNM undertake no obligation to update such statements.  

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Esports Entertainment Group $GMBL Joins #Esports Integrity Coalition, Commits To Highest Level of Esports Integrity Monitoring $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:49 AM on Wednesday, January 23rd, 2019
  • Announced it has joined the Esports Integrity Coalition (ESIC), an independent global body that aims to protect the integrity of esports, including working with the world’s largest betting operators and esports organizations to safeguard players, combat cheating and educate audiences.
  • This association is another milestone for VIE.gg, the world’s first and most transparent esports betting exchange.

BIRKIRKARA, Malta, Jan. 23, 2019 — Esports Entertainment Group, Inc. (GMBL:OTCQB) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce it has joined the Esports Integrity Coalition (ESIC), an independent global body that aims to protect the integrity of esports, including working with the world’s largest betting operators and esports organizations to safeguard players, combat cheating and educate audiences. This association is another milestone for VIE.gg, the world’s first and most transparent esports betting exchange.

A GLOBAL ESPORTS COALITION TO MONITOR, PROTECT AND ENFORCE

Established in 2016, the Esports Integrity Coalition is a not-for-profit association taking responsibility for disruption, protection, investigation and prosecution of all forms of cheating in esports including the threat of match fixing and betting fraud, as well as, other integrity challenges posed to the esports industry. Current partners include ESL, DreamHack, Intel, UK Gambling Commission, Esports Insider and many other important esports entities.

Since the coalition has formed it has led efforts to uphold standards of vital principles applied to esports such as leading a 2017 investigation that culminated in two Dota 2 players getting banned from UCC tournaments for two years for betting fraud.   Most recently, Counter-Strike:Global Offensive player Nikhil â€forsaken” Kumawat received a five-year ban by ESIC from all esports related activities for or with any ESIC member organizations, after being proven guilty of using hacks on two CS:GO tournaments.

VIE.gg and its members will benefit from its membership in ESIC as follows: 

a) The ESIC suspicious bet alert system is a global network of operators and regulators that identifies and eradicates corrupt betting; 

b) Contributing to the anti-corruption education of players and helping make the esports ecosystem safer;

c) Tapping into the accumulated best practices developed by ESIC and its members; 

d) Greater viability in the esports space by association with ESIC and its coalition of members.

Ian Smith, Commissioner of the Esports Integrity Coalition stated “We are impressed by the early commitment Grant Johnson and Esports Entertainment Group to have competitive integrity embedded in their product, contacting us at the earliest opportunity and keeping us updated throughout the development process.  It’s always interesting when someone moves into the esports betting space with a new offering, especially one that allows players to pit themselves against other players. Naturally, competitive integrity is as important in that arena as it is in any other part of the esports ecosystem. Consequently, we are very pleased that VIE.gg has chosen to work with us to protect their product and esports from attempted corrupt influences. We are really looking forward to working with Grant and his team in the interface between esports and betting on esports.”

Grant Johnson, CEO of Esports at Esports Entertainment Group, stated, “Our ESIC membership is a symbol of our commitment to protecting our players and partners from cheating and fraud in esports. VIE.gg is the world’s most transparent esports bet exchange and we will continue to incorporate systems that protect our players. As a result of our participation in this great coalition, we are extending our transparency and protections to even greater levels.”

ABOUT VIE.GG

VIE.gg offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding jurisdictions that prohibit online gambling. VIE.gg features wagering on the following esports games:

  • Counter-Strike: Global Offensive (CSGO)
  • League of Legends
  • Dota 2
  • Call of Duty
  • Overwatch
  • PUBG
  • Hearthstone
  • StarCraft II 

VIE.gg has announced affiliate marketing partnerships with 190 esports teams and 3 leagues from around the world and expects that number to increase in 2019.

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup

Redchip investor relations Esports Entertainment Group Investor Page: 
http://www.gmblinfo.com

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance
1-268-562-9111
[email protected]

Media & Investor Relations Inquiries
AGORACOM 
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

U.S. Investor Relations 
RedChip 
Dave Gentry
407-491-4498
[email protected]

Enthusiast Gaming $EGLX.ca – Esports Disrupt How Brands and Events Engage With Their Communities $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:36 AM on Monday, January 21st, 2019

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

Images
EGLX: TSX-V
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Esports Disrupt How Brands and Events Engage With Their Communities

  • How organizations and events build communities is shifting with new digital networks and the evolution of how people interact online.
  • The culture and growth of esports represents a window into how these changes will affect associations, businesses, and the event sector at large.  

Andrew Sheivachman, Skift  

How organizations and events build communities is shifting with new digital networks and the evolution of how people interact online. The culture and growth of esports represents a window into how these changes will affect associations, businesses, and the event sector at large.  

No matter how boring and trite you may find the concept of esports competition and culture, the hobby is on the forefront of a major shift in the habits of how we consume media and interact in online communities.

The event industry needs to adapt to the reality of how a new generation of attendees demand engagement through a variety of online platforms.

Fortnite, a video game wherein cartoon characters blast each other with weapons and dance around, captured the imagination and dollars of the world in 2018. For the extremely online millennial and Gen Z generations, the game’s free online battle royal mode represents something more than just a colorful time-waster. Since everyone is online all the time, the game acts as a platform for engagement on multiple levels. Interested in more stories like this? Subscribe to Skift’s Meetings Innovation Report to stay up-to-date on the future of business events.

Friends play and chat over the internet with each other each night, earn almost random rewards that incentivize them to keep playing, closely track the news regarding updates and exploits on websites and message boards. They do this while watching tournaments and streams populated by players who routinely dedicate 10 hours a day to mastery of the game’s competitive systems. Kids may be dancing the stupid dances from the game, but plenty of adults have embraced this style of engagement with Fortnite as a platform.

It’s no surprise that the multifaceted elements of the online gaming ecosystem are starting to bleed into the world of big business; Fortnite publisher Epic Games routinely holds online tournaments with a million dollar prize, and fans flock to real-life stadium events featuring the best in the world at other games.

As Skift has reflected consistently over the years, shifts in the behavior of travelers and consumers begin in their personal lives; their expectations shift as their habits do, leaving organizations to often play catch up as old paradigms become ineffective.

Building Community

Social networking has undergone a reckoning as of late.

Facebook has become a cesspool of racism and misleading clickbait, while LinkedIn is rapidly becoming Facebook for people who wear suits. Twitter is chaotic and dense, making it hard to identify and join communities. Instagram is style over substance, rewarding a motif that everyone is trying to ape for increased engagement at the cost of true value to users.

As the battle over online privacy has heated up, new players have slowly entered the social networking arena.

Slack, a messaging app for the workplace, has picked up casual social users for communities based on certain topics while Discord, an online voice and text chat service, has slowly risen to prominence as a successor to old-school IRC (Internet Real Chat) of yore. As Instagram expands the ability of organizations to sell tickets to events, also expect the platform to introduce group and community interaction capabilities and management tools for organizers.

The truth is that the explosion in online communities spurred by esports has serious ramifications for the traditional events sector, particularly business events and conventions. Keeping association members engaged and educated is a complex issue, particularly in the always-on digital world. How do you keep members engaged and satisfied in a world defined by digital distraction?

Engagement is going to be limited even if you offer an app for your association, group, or event; people want to be reached where they spend most of their time, which will increasingly be in apps like Slack that provide the ability for hundreds of contributors to chat, send files, and more. The conversation is persistent and doesn’t disappear after an event ends. Chatting with organizers and direct messaging between attendees has been common for event apps for a few years, but lacks the ability to facilitate communication, education, and bonding over the full event lifecycle.

Dedicated message boards or LinkedIn or Facebook groups lack the immediacy of live chat, particularly for those looking for timely information or advice. Why wait until your chapter meeting to pose a question? There is no replacement for real-life meetings and the face-to-face connections they create, but digital platforms can help enhance the overall event experience the rest of the time.

So often, organizers encourage attendees to post on Twitter or Facebook from an event.  Sure, it looks good for the organization’s marketers that people are tweeting, but does it provide any lasting value to attendees or the organization’s health?

Building an engaged community is more valuable than things like Twitter chat or webinars, even if it can’t be seen by the outside world as a visible marketing success. In particular, it offers increased value to those who may not be able to attend a real-life event for whatever reason, and those new to a group or sector who may lack the connections to feel comfortable at an event.

Live chat that persists beyond the timeline of a physical event is more valuable, a living and searchable testament to the strength and power of an association or community. With digital communication and content more effectively threaded throughout a physical experience, so too will the overall event experience become more cohesive and powerful for attendees. If stronger digital personalization really ever comes to meetings, digital platforms will be intermediating the experience anyway.

This will help thread the offline event experience with a persistent, always-on digital community that younger professionals operate within. It’s not enough to be relevant once or four times a year; groups need to provide constant value and brain food to members, wherever they are.

Source: https://skift.com/2019/01/21/esports-disrupt-how-brands-and-events-engage-with-their-communities/

Enthusiast Gaming $EGLX.ca – This week in esports: #Shell, #Puma, #Mercedes-Benz, #Panini $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:28 PM on Friday, January 18th, 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 has year to date revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V

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This week in esports: Shell, Puma, Mercedes-Benz, Panini

  • This week in esports has proven that the industry still has pulling power when it comes to bringing in major non-endemic companies.
  • Energy company Shell, athletic brand Puma, and collectibles company Panini have all entered esports in the last few days!

By: Adam Fitch

This week in esports has proven that the industry still has pulling power when it comes to bringing in major non-endemic companies. Energy company Shell, athletic brand Puma, and collectibles company Panini have all entered esports in the last few days!

We have a twice-weekly newsletter that informs you of every significant happening in the business and industry side of esports, feel free to subscribe here.

LEC enters partnership with energy company Shell

Riot Games has brought in energy giant Shell as a partner of its newly-franchised European competition, LEC.

Shell will power the Baron Power Play segment of the LEC broadcast and it will offer XP incentives for German fans. The British-Dutch oil and gas company will also act as the main partner of the 2019 DACH Premier Tour.

Read the full article here.

Cloud9’s LCS team finds apparel partner in Puma

North American organisation Cloud9 has partnered with Puma, marking the German athletic apparel company’s first venture into esports.

The deal specifically involves Cloud9’s LCS team and is expected to last the duration of the Spring Split. Puma will provide trousers and trainers on match days, as well as occupying a spot on the team’s jersey.

Read the full article here.

Mercedes-Benz and FC Köln purchase stake in SK Gaming

ESforce has agreed to sell 67% of its stake in German organisation SK Gaming to FC Köln and Daimler AG (Mercedes-Benz).

Mercedes-Benz will appear on the front of the organisation’s jersey, while the German football club will have its #effzeh branding located on the sleeves.

Read the full article here.

Panini enters esports through compLexity Gaming partnership

Sticker and trading card company Panini has entered esports through a partnership with North American organisation compLexity Gaming.

The one-year deal is partially seen as compLexity helping Panini enter esports in an efficient and natural way – it’ll also result in trading cards and posters being made for the organisation.

Read the full article here.

Esports Entertainment Group $GMBL – LOOT.BET publishes Esports betting trends in 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 1:58 PM on Thursday, January 17th, 2019

LOOT.BET publishes Esports betting trends in 2018

  • Report reveals that Russian eSports bettors were the luckiest. The highest win rate belongs to the Russian users coupled with a winning combo-bet with the record-breaking—over 665—odd multiplier belonging to a Ukrainian punter, who won big on the final matches of the Counter-Strike: Global Offensive ESL Pro League; by placing only €20, he got about €13,300.

LOOT.BET has published the stats and major trend reports on esports betting in 2018.

The report reveals that Russian eSports bettors were the luckiest. The highest win rate belongs to the Russian users coupled with a winning combo-bet with the record-breaking—over 665—odd multiplier belonging to a Ukrainian punter, who won big on the final matches of the Counter-Strike: Global Offensive ESL Pro League; by placing only €20, he got about €13,300.

Top-three countries with the most risk-taking bettors are Georgia, Spain, and Ukraine, while the most cautious users came from Sweden and Denmark.

Choice of esports disciplines was also connected with the geographic location of the bettor. CS:GO was the world’s most popular game to place bets on, while Russian and Ukrainian audience also tended to bet on Dota 2 eagerly whilst users from Western Europe and Asia—on League of Legends and Overwatch as well.

The most significant trend of the last year on LOOT.BET was the rapid rise of the interest to live bets and broadcasts. More than half of the wagers placed on the service in 2018 belong to the live markets and continue to gain momentum. The vast majority—over 80 per cent—of the clients in the process of live betting watched the matches directly on the website instead of switching to streaming platforms, such as Twitch and YouTube. As a comparison, in 2016, during the first months of LOOT.BET service, the amount was approximately 30 per cent and at the end of 2017—50 per cent.

In 2018, LOOT.BET users were the most active to bet on the following teams: Astralis, Team Liquid, and Na’Vi. And the team on whom bets did not work in most cases were not the meme-stars Na’Vi but rather Virtus.pro.

Source: https://europeangaming.eu/portal/latest-news/2019/01/09/35945/loot-bet-publishes-esports-betting-trends-in-2018/