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Esports Entertainment Group $GMBL – #Puma Enters #Esports with #Cloud9 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:08 PM on Tuesday, January 15th, 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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
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Puma Enters Esports with Cloud9

  • Apparel brand Puma is set to become the official apparel and official game-day pants/shoes provider of the Cloud9 LCS team.
  • The deal only covers the 2019 Spring Split, but C9’s head of partnerships indicated that the relationship has the potential to expand in the future.
  • Puma will also provide women’s apparel for team managers.

Ben Fischer

Puma will announce its first major esports move today, an apparel deal with the tier-one team organization Cloud9 .

Under the deal, Puma becomes the official apparel and official game-day pants/shoes provider of the Cloud9 League of Legends Championship Series (LCS) team. The Puma logo will also appear on the breastplate of the team’s jersey, which are sold by We Are Nations via a league-wide apparel deal with Riot Games.

“This deal gives us ability to be a part of more things our kids love, and that’s how our brand moves the culture forward,” said Matt Shaw,  team head, digital marketing for Puma. “Cloud9 is really uniquely posed to help us do that.”

The deal only covers the spring LCS season, which kicks off Jan. 26, and it does not include any Puma product available for retail. But both sides suggested the relationship will expand. â€œThere’s a lot of potential for growth on both sides, so we’re ecstatic that this is only the beginning of the partnership,” said Cloud9 head of partnerships Jordan Udko.

Terms were not disclosed. Cloud9 is one of esports’ most valuable and successful brands, with its League of Legends team becoming the first American team to make the global semifinals in 2018. Because the deal covers team managers too, Puma is providing women’s apparel as well.

Puma did a brand integration deal with the video game Pro Evolution Soccer in 2014, but this is its first foray into modern elite esports. Other apparel brands that have entered esports recently include Champion with Team Dignitas and K-Swiss with Immortals.

Source: https://esportsobserver.com/puma-apparel-cloud9/

Esports Entertainment Group $GMBL Signs Exclusive Online Wagering Partnership With #Epsilon eSports, A Tier-1 Multi-Champion #Esports Organization $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:31 AM on Monday, January 14th, 2019
  • Announced an exclusive online wagering partnership with Epsilon eSports, a well established organization in the world of online competitive multiplayer games, in support of VIE.gg, the world’s first and most transparent esports betting exchange.
  • Epsilon is a multi-champion esports organization headquartered in Belgium, with teams based across Europe and North America competing in Counter-Strike: Global Offensive; Gears Call of Duty; FIFA; and H1Z1 KoH

BIRKIRKARA, MALTA (January 14, 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 an exclusive online wagering partnership with Epsilon eSports (“Epsilon”), a well established organization in the world of online competitive multiplayer games, in support of VIE.gg, the world’s first and most transparent esports betting exchange.

MULTI-CHAMPION INTERNATIONAL ESPORTS ORGANIZATION

Founded in 2008 with the goal of becoming a symbol in the world of esports, Epsilon is a multi-champion esports organization headquartered in Belgium, with teams based across Europe and North America competing in Counter-Strike: Global Offensive; Gears Call of Duty; FIFA; and H1Z1 KoH. Epsilon is a leader in console esports, with multiple Call of Duty European Championships, as well as, a Smite World Championship.

Epsilon is recognized as one of the most important talent-producing eSports team organizations, with player transfers to NIP, AS Monaco, Fnatic, PSG and, most recently, a collaboration with English Premier League club Manchester City to combine their FIFA 19 rosters for the upcoming season of the Gfinity Elite Series.

Epsilon is a highly international esports organization, with players and members from over 20 different nations.

FIRST TIER-1 ESPORTS PARTNERSHIP FOR VIE.GG SETS NEW BENCHMARK

As one of the original big names in esports, with a successful history spanning more than 10 years, Epsilon represents the first Tier-1 esports organization to partner with the Company’s VIE.gg esports betting platform. Moreover, Epsilon is working with VIE.gg on an exclusive basis for the following reasons:

  1. The VIE.gg P2P model is much more attractive to Epsilon because an esports fan (an Epsilon fan) always wins, as opposed to a “house” model where odds are heavily stacked against fans.
  2. VIE.gg is the first and most transparent esports bet exchange as a result of Esports Entertainment Group being a fully reporting SEC issuer in the United States. 
  3. Player safety features built into VIE.gg create a fun but responsible esports betting experience for fans. For example, players must choose their maximum bet amounts when they initially sign up with VIE.gg. Any subsequent increase to those levels requires a 30 day cooling off period to make sure players do not get carried away.
  4. The recent addition of pool betting is a further extension of the P2P model, which allows groups of opposing fans to wager against each other when their teams go head to head.
  5. Given the fact some esports fans bet on esports, Epsilon fans may as well bet on a safe platform that also supports the organization.

Gregory Champagne, Chief Executive Officer at Epsilon eSports, stated “It is with great pride that today Epsilon partners with VIE.gg.  This is a whole different ball game, the first betting exchange platform where players challenge other players.  VIE.GG understands the community needs, and we are happy to have found the right partner that understands and supports players.  Extremely excited to begin this new venture and I can see nothing but big things to come from Epsilon / VIE.gg partnership during 2019.”

Grant Johnson, CEO of Esports Entertainment Group, stated, “We are extremely honored to welcome Epsilon eSports to the VIE family.  As one of the first true esports organizations, Epsilon has a long and successful history of esports championships that has earned them a world class reputation and fan base.  As our first Tier-1 esports team partnership, today marks a significant milestone for VIE and we look forward to great success together.”

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 

In 2018, VIE.gg announced affiliate marketing partnerships with 190 esports teams 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 and the Kahnawake Gaming Commission in Canada. 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] 

INTERVIEW: Enthusiast Gaming $EGLX.ca Discusses Acquisition of “The Sims Resource”, the World’s Largest Female Video Gaming Website $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 5:42 PM on Sunday, January 13th, 2019


It is undeniable. It is here and we haven’t seen anything yet.

The world of online gaming and esports is no longer the domain of basement dwellers – and it hasn’t been in years – but mainstream finance people are only now coming to that realization.

Nowhere is that more evident than in the Enthusiast Gaming acquisition of The Sims Resource, the world’s largest female video gaming website.  How big?

  • 2.5 Billion Page Views Per Year
  • $7M Annual Revenues
  • $4.5M Net Income
  • It generates more than 10% of the total views of Twitch

Now, it is owned by Enthusiast Gaming, which is no slouch either:

  • Q3 Revenue $2.8M (record quarter)
  • 9 Month Revenue $7.4M (625% increase)
  • 75M Active Monthly Users
  • Owners of Canada’s Largest Gaming Expo Where 30,000 Attended In OCT 2018

We sat down with CEO Menashe Kestenbaum to discuss the acquisition and the future of Enthusiast in much further detail.

Grab a coffee or your favourite beverage and start taking notes.

Esports Entertainment Group $GMBL – Esports Trends in 2019: From Mobile Esports to Endemic Partnerships $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:57 PM on Thursday, January 10th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
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Esports Trends in 2019: From Mobile Esports to Endemic Partnerships

  • China to tighten control on video games
  • Southeast Asia (SEA) esports will rise in 2019
  • Esports venues will continue to develop around the world
  • College competitive video gaming is becoming more popular in North America
  • The future of mobile esports in 2019
  • Esports players will be featured in more marketing campaigns by non-endemic companies
  • Steam won’t be the only leading marketplace for video games in 2019

At the beginning of the year, marketing intelligence firm Newzoo released a list of trends focusing on the gaming and esports landscape in 2019. The company covered topics as diverse as the rise of digital stores, China’s regulatory clamp-down on the gaming industry, and the intensifying frequency of partnerships between non-endemic brands and esports competitors.

Newzoo’s trends to watch in 2019. Photo credit: Newzoo trends.

China’s Ethics Committee Takes an Aim at the Video Gaming Industry

At the end of 2018, a newly-set regulatory body in China, the Ethics Game Committee, issued recommendations to several high-grossing games in the country, outlining issues with the “morality and values” propagated by the titles that had made it on the list.

While not banning the games outright, as clarified by The Esports Observer (TEO), the Committee charted a course for 2019 where the government would have a much greater say in what games arrive on the market. As a result, companies will have to either adapt.

Domestic tech giants, such as Tencent, are already thinking of avoiding part of these regulations by setting-up a digital store in Hong Kong and selling their games abroad. The newly-outlined provisions will also force the hand of foreign developers to either adjust their titles or focus on other emerging and well-developed markets, such as Southeast Asia, Japan, South Korea and the established bastions of gaming to the West.

The Rise of Southeast Asia (SEA) Gaming

Southeast Asia (SEA) is going to prove a particularly vibrant market with the global audience reaching 31.9 million, according to Newzoo. Malaysia already played host to one of the largest Dota 2 events in 2018, The Kuala Lumpur Major, as part of the new competitive season for the popular MOBA title.

“Southeast Asia (SEA) boasts the fastest-growing esports audience, which will reach 31.9 million in 2019.” – Newzoo Click To Tweet

Places like Malaysia are marked by a strong grassroots community with organizations such as Geek Farm successful launching teams across multiple high-grossing titles, including PlayerUnknown’s Battlegrounds (PUBG), Dota 2 and mobile esports games, such as Mobile Legends: Bang Bang. Streaming is also a popular segment in SEA where entire esports communities are formed in social media around the idea of sharing streams in pursuit of recognition.

According to Newzoo, up and coming titles in the region include games, such as Hearthstone, NBA 2K and Tekken 7. Another important development in the region is the arrival of the 2019 Southeast Asian Games which will introduce esports as a medaled discipline.

There is a lot of untapped potential in SEA that western companies and event organizers are only now beginning to realize. Again, in Asia, the MMA League ONE has decided to expand into esports, vowing to run multiple events across Asia, drawing on its expertise in organizing large competitions.

Building Esports Venues Is Gathering Steam

The idea of esports arenas where fans can attend in person has been gaining traction, fast-tracked by organizations such as the Overwatch League (OWL) and even the Call of Duty World League (CWL). Official competitive events part of the LoL World Championship and Dota 2 International has attracted significant interest, but it’s league formats as the OWL and CWL that are changing the game by creating permanent locations for fans to flock to during competitive seasons and in the interim periods.

We want to say thank you to the #HyperXFamily and VIP guests of #CES who joined us during tonight’s mixer! #HyperXESALV pic.twitter.com/qbxgA5YWEx

— HyperX Esports Arena Las Vegas (@HyperXESALV) January 10, 2019

In 2018, the HyperX Esports Las Vegas Arena at the Luxor became one of the first venues to offer both a place for competitive gameplay and spaces for gamers of varying skill levels to interact. Apart from the fully decked-out arenas, HyperX unveiled its Esports Truck arena, mobile venue caring high-quality gear and a dedicated broadcasting studio.

Full Sail University’s $6-million arena project in Florida will be the largest arena for collegiate esports. Click To Tweet

Esports venues are not built just by game developers and leagues. Full Sail University’s $6-million arena project in Florida will be the largest arena for collegiate esports. Full Sail University is part of the National Association of Collegiate Esports (NACE).

The Esports Insider recently reported on the expansion of Asia’s largest esports café brand in central London, with the news exciting some mutually-exclusive opinions.

Collegiate Esports Seem to be on a Fast-Track to Success

Collegiate esports are another fast-developing culture in North America. NACE has so far signed over 100 institutions of higher learning, fielding competitors among multiple competitions, including Overwatch, League of Legends, and most recently Hi-Rez Studios’ SMITE and Paladins.

Universities have been quick to develop their varsity programs, introducing a number of opportunities for those interested in esports as a competitive format and those keen on assuming a managerial role within the industry.

Some universities are already stepping up their game by attracting top gaming talent, such as Philadelphia Fusion’s Overwatch player Joe “Joemeister” Gramano signing up with Harrisburg University as their Overwatch coach.

Mobile Esports in 2019

According to Newzoo, the mobile experience will become far more engrossing in 2019, creating even more engaging titles. So far, some of the most popular games on mobile to qualify as esports have been:

  • Mobile Legends: Bang Bang
  • Arena of Valor
  • Honor of Kings
  • Fornite
  • PUBG
  • Clash Royale
  • Clash of Titans

Admittedly, not all of these titles are excessively popular, although Fortnite iOS raked in nearly $455 million in 2018 alone in terms of game revenue. The game pulled off $69 million in December (although that number clearly fluctuated throughout 2018), Sensor Tower reported recently.

Arena of Valor is another title that left its mark on 2018, with 1.120.455 people watching the Arena of Valor International Championship 2018, as per Esports Charts’ data.

Meanwhile, Supercell’s Clash Royale and Clash of Titans have been expanding their communities, although the preferred choice of entertainment (from esports standpoint) has been Clash Royale. The game already features 44 esports organizations worldwide, which has landed it traction and despite the fairly fresh concept of “mobile esports” in the West, the segment has been doing just fine.

In 2018, Blizzard announced Diablo Immortal and stated their plans to launch every game they have for mobile. While the news wasn’t particularly well-met, by Blizzard fans especially. Neverhtless, the company seems confident in pushing ahead with its mobile ambitions. Meanwhile, Diablo Immortal’s official trailer must be one of the most down-voted game teasers in history (at least on YouTube).

More Player Branding Partnerships Arriving in 2019

“RAMZES doesn’t have enough facial hair to be the face of Gillette” – Roman Dvoryankin, Virtus Pro Manager

In 2018, we saw League of Legends player Uzi become part of the Nike Chinese “Dribble &” marketing campaign alongside mainstream athletes such as LeBron James. Dota 2 Virtus.Pro’s Alexey “Solo” Berezin was featured in a Head & Shoulders campaign while teammate Roman “RAMZES666” Kushnarev was the face of a new Gillette commercial.

Source: https://www.gamblingnews.com/news/esports-trends-in-2019-from-mobile-esports-to-endemic-partnerships/

Enthusiast Gaming $EGLX.ca to Host Conference Call Today to Discuss “The Sims Resource” Transaction

Posted by AGORACOM-JC at 1:42 PM on Monday, January 7th, 2019
  • Scheduled a conference call at 3pm EST on January 7, 2019 to discuss the acquisition of The Sims Resource

TORONTO, Jan. 07, 2019 — Enthusiast Gaming Holdings Inc. (“Enthusiast” or the “Company”) (TSXV: EGLX), announces that the Company has scheduled a conference call at 3pm EST on January 7, 2019 to discuss the acquisition of The Sims Resource (“TSR”) previously announced this morning (see release here). Individuals will have the opportunity to participate in a Q&A session with senior management of Enthusiast regarding the acquisition. Conference call details are as follows:

Enthusiast Gaming Conference Call

Date of call: 01/07/2019
Time of call: 3:00 PM Eastern Time

US/CANADA Participant Toll-Free Dial-In Number: (866) 691-5896
US/CANADA Participant International Dial-In Number:(409) 216-0841
Conference ID:5661438

Enthusiast also announces that it has engaged Native Ads Inc. (“Native Ads”) to provide and manage a comprehensive digital media marketing campaign for the Company.

The Company has entered into an eight (8) week programmatic digital advertising campaign for a total cost of C$150,000. The campaign includes, but is not limited to: content creation, web development, media buying and distribution, advertising development, and campaign reporting and optimization. A budget of C$112,500 from this payment will be allocated for digital advertising, paid distribution, and media buying and C$37,500 will be allocated for consulting, managed services and management fees over the campaign period. Neither Native Ads nor any of its directors and officers own any securities of the Company.

About Native Ads

Native Ads is a full service ad agency, that owns and operates a proprietary ad exchange with over 80 integrated SSPs (supply side platforms) resulting in access to 3-7 billion daily North American ad impressions.

About Enthusiast

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, (www.eglx.ca). Over 30,000 people attended EGLX in October 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT:

Julia Becker
Head, Investor Relations & Marketing
(604) 785-0850
[email protected]

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 – Twitch Sees Significant Growth From In Real Life Streaming in 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:41 AM on Monday, January 7th, 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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
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Twitch Sees Significant Growth From In Real Life Streaming in 2018

By The Numbers

  • Total Hours Watched in 2018: 540M (IRL and Just Chatting).
  • Total Hours Watched in 2017: 207.96.
  • Most-Watched Day: June 3 with 2.43M hours watched.
  • Peak CCV: 159.69K on May 29 when Bethesda released a Fallout teaser on its official channel.
  • Most-Watched IRL Channel: Chance “Sodapoppin” Morris with 49.85M hours watched.
  • Most-Watched Just Chatting Channel: Chance “Sodapoppin” Morris with 8.26M hours watched.

Max Miceli

Twitch’s  “In Real Life” or “IRL” category experienced a huge re-work in the fall of 2018 as the platform realized that more streamers were not only using it, but using for a plethora of different reasons.

At the end of September, the category was divided into several new categories including “Just Chatting,” “Sports and Fitness,” “Special Events,” “Food & Drink,” and “Talk Shows & Podcasts.” Before that point, IRL content on Twitch consistently drew some of the strongest viewership week-to-week in 2018 and regularly competed with some of the most-watched games on the platform.

Despite the division of one of Twitch’s most-watched categories, the momentum of IRL wasn’t stalled. If anything it served as a catalyst for its growth. As soon as IRL was divided, “Just Chatting” emerged as one of the most popular forms of content. Streamers regularly began streams by “Just Chatting” with their viewers before they started to get into whatever game they were playing.

Some streamers like Chance “Sodapoppin” Morris even began to expand the scope of what the category could be, and despite just three months of existence, the Just Chatting category on Twitch managed to sneak into rankings as one of the top 10 most-watched types of content for all of 2018. When combined with the success of IRL prior to it’s extinction, the two personality-driven forms of content made up 540M hours watched on Twitch, enough to be the third most-watched category on the platform.  

It wasn’t solely Just Chatting that saw use on the platform either. While Just Chatting was by far the most used subcategory, the other 12 categories that were born from IRL elicited airtime from streamers.

Year-Over-Year

Even though IRL was removed from Twitch on Sept. 26, its 388M hours watched was enough to deliver a massive year-over-year net positive for the category. Without even existing the last three months of the year, IRL had around 180M more hours watched in 2018 than it did in 2017 (207.96M). In just three months, the Just Chatting category alone drew 151.17M hours watched.

The exponential growth of IRL justified its division into sub-categories, but even after the split, Just Chatting averaged more hours watched per month than IRL. As more streamers look to grow their viewership by maintaining interactive communities, the necessity to “just chat” with subscribers and fans has become increasingly important.

Unlike many forms of entertainment, Twitch is most known for its game-driven content and its interactive interfaces. The maturation of Just Chatting and IRL is the most tangible sign of Twitch’s continued growth. Despite its short life, viewership for Just Chatting notably increased in 2018. That was paired with a significant increase in total airtime as well—a sign that influencers are aware of the trend.

Influencer Impact 

IRL is all about the influencer; there isn’t much in the way of esports that comes with “real life” content unless its a Twitch personality giving their thoughts about a recent gaming tournament. Morris seems to have mastered the art of interacting with his viewers in a unique and personal way that keeps them coming back. Not only was he the most-watched IRL streamer, but he led the Just Chatting category once it came into existence. In fact, his channel accounts for eight of the top ten IRL or Just Chatting sessions in 2018.  

As more streamers continue to use Just Chatting—as well as Twitch’s other non-game specific channels—as a way to interact with their chatroom and grow a sense of community among viewers, the opportunity for personal growth and increased sponsorships will proliferate throughout the platform.

While the battle royale craze and Fortnite  have dominated Twitch in 2018, the life of any specific game as a form of personality streaming content is historically limited. As Twitch evolves, the personalities that thrive are the ones that are able to adapt and maintain viewership with their personality—not just their skill at a specific game. This new category’s success and rapid growth are an indication that streamers are becoming privy to the opportunities that are associated with…well…just chatting.

Source: https://esportsobserver.com/twitch-irl-2018/

Esports Entertainment Group $GMBL – Five predictions for the #esports industry in 2019 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:46 PM on Friday, January 4th, 2019
SPONSOR: Esports Entertainment $GMBL Connecting global leading educators to the mass population of India. BetterU Education has ability to reach 100 MILLION potential learners each week. Click here for more information

Mobile esports on the rise

  • These days, you can pick up your mobile phone and play against other people in real time – all you need is a decent internet connection.
  • This is a major part of why mobile esports is on the rise and why many predict it will take off in a huge way in the not-so-distant future.

Five predictions for the esports industry in 2019

By Adam Fitch -January 4, 2019

2018 is over, and nobody will deny that it was a ridiculous year for the esports industry. Celebrity investors, new competitions, almost-unbelievable organisation valuations, and a plethora of incredible game play have all made it a year to remember, but what’s to be expected in 2019?

Here at Esports Insider we cover the business side of esports so, naturally, our predictions will be based on such. Of course, we’d love to speculate on how Astralis will fare in CS:GO in the new year and whether the FGC will ever stop squabbling or not, but business is what we live and breathe.

Let’s get into our five predictions for the esports industry in 2019!

Overwatch League troubles?

Activision Blizzard has brought in eight new investors to own expansion teams in the Overwatch League at $30-60 million a piece, but things aren’t perfect. A vocal portion of esports fans think the game is too hectic to follow (which could well make the game less accessible to new viewers), average viewership – excluding China and potential bots – declined steadily over the course of the inaugural season, and the developer is fully in control of everything that happens in the competition which is a scary prospect.

Overwatch League

A slew of inappropriate behaviour and, subsequently, suspensions were present in the first season of the premier Overwatch competition, which isn’t attractive to sponsors. The OWL has acquired a roster of prominent sponsors and secured a ludicrous amount of money at the same time – but what happens if they decide to drop out? How easy will it be to acquire new sponsors if everything isn’t as great as it’s being portrayed?

The second season of the Overwatch League kicks off on February 14th, and we feel as if it’ll be pivotal. If the aforementioned problems are addressed as much as possible and faith in the game is restored in those who have become disillusioned in it, then things could be OK for the foreseeable future. If not, then franchise owners could well start to feel a little iffy about the future of their trusty investments.

Battle Royale remains relevant

2018 was undoubtedly the year of the Battle Royale genre. With PlayerUnknown’s Battlegrounds and Fortnite both having their fair share of the limelight in terms of player base and viewing figures, the genre was truly put on the map in a casual basis; it’s had a harder time from a competitive viewpoint, however. From H1Z1 Pro League coming and going, PUBG’s dwindling popularity, and Epic Games’ questionable esports efforts, there’s plenty of room for the genre to grow when competition is involved.

We predict that Battle Royale titles will continue to thrive in 2019 – with games similar to Call of Duty’s Blackout being released and making a wave in the market, albeit briefly – but people will still argue over the genre’s status as a legitimate competitive format. PUBG Corp. is launching six Pro Leagues with three additional pro circuits and Epic Games still has millions of dollars to give out over the course of the year, so it’s an interesting time for the industry.

Traditional sports clubs continue to invest

Over the last couple of years there have been a number of trends in the esports industry, many of which aren’t as significant as traditional sports clubs and their involvements in video games. Whether it’s straight-up acquiring majority shares in organisations (such as OpTic Gaming and compLexity Gaming), investing and partnering with local companies (Pittsburgh Knights and the Pittsburgh Steelers, most recently), or entering the scene through a safe route (football teams expanding into FIFA, for example), there’s been an abundance of instances in recent times.

Pittsburgh Knights joins forces with Pittsburgh Steelers

It’s hard to imagine this will slow down. With that being said, if a bunch of clubs that have already invested decide to back out of esports now as is hasn’t been immediately fruitful monetarily, then it may heed a warning for those looking for a quick cash-grab. This isn’t a bad thing for the esports industry at all, though. In 2019, we expect to see more and more crossover between traditional sports and esports when it comes to ownership of organisations and teams.

Mobile esports on the rise

These days, you can pick up your mobile phone and play against other people in real time – all you need is a decent internet connection. This is a major part of why mobile esports is on the rise and why many predict it will take off in a huge way in the not-so-distant future.

When we attended the Clash Royale League World Finals in Tokyo, Japan, we saw a potential glimpse into the future. Not too different from esports as we currently know it, the arena was filled with impassioned fans that were happy to pay to see the best players in the world compete.

Accessibility is a huge factor in the attractiveness of mobile esports, but titles such as Clash Royale have proven that mobile games don’t need to merely be a portable version of PC titles. MOBAs such as Dota 2 and League of Legends are undeniably popular and so it’s understandable that mobile versions of the genre are flooding the scene, but originality may well trump all. We truly think we’ll find out more in regards to this theory in 2019.

Course corrections

Even as valuations for organisations and companies continue to rise, it hasn’t all been smooth sailing in 2018. Echo Fox announced that it would undergo an organisational restructure in October to better position itself for profitable and sustainability in the future – releasing its Call of Duty and Gears of War rosters, as well as fighting game competitors and other select players.

On a bigger scale, Infinite Esports and Entertainment – the parent company of OpTic Gaming, Obey Alliance, the now-defunct Allegiance and a host of supporting companies – released a whole host of staff members around the same time as Echo Fox. Growing too fast was where blame was placed, following a rapid expansion and a suite of acquisitions following the majority share sale of OpTic Gaming in November 2017.

We wouldn’t be surprised to see this happen at other prominent companies and organisations in the upcoming year, too. Spend is ridiculously high when you occupy spots in League of Legends and the Overwatch League, player demands are ever-growing, and contract buyouts are nearing unfathomable heights. Sometimes you have to take a step backwards to move forward in a stronger state, and it should be expected as the industry edges towards a potential bubble.

Source: https://esportsinsider.com/2019/01/5-predictions-esports-2019/

Esports Entertainment Group $GMBL Appoints Alan Alden, General Secretary of Malta Remote Gaming Council, To Board of Directors

Posted by AGORACOM-JC at 10:09 AM on Friday, January 4th, 2019
  • Announced the appointment of Alan Alden to the Board of Directors
  • Mr. Alden has been a specialist in advising remote gaming companies located in Malta since 2000, when he advised the first remote gaming companies as the Senior Manager of Enterprise Risk Services at Deloitte & Touche (Malta)

BIRKIRKARA, Malta, Jan. 04, 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 the appointment of Alan Alden to the Board of Directors.

Mr. Alden has been a specialist in advising remote gaming companies located in Malta since 2000, when he advised the first remote gaming companies as the Senior Manager of Enterprise Risk Services at Deloitte & Touche (Malta).  In 2006 Alan set up Kyte Consultants Ltd, a company that specialised in the remote gaming and payment card sectors, to assist companies located in Malta. In 2009, Alan became a founding director in Contact Advisory Services Ltd, a licensed Company Service Provider (CSP) that offers a complete service to its customers, from company incorporation, to licensing for gaming and financial institutions.

Since 2010, Alan has served as the General Secretary of the Malta Remote Gaming Council. Alan is a certified CISSP and CISA. Alan was also the founding President of the ISACA Malta Chapter between 2005 -2008. In 2015, Alan became a Part Time Lecturer on IT Auditing at the University of Malta. 

Mr. Alden stated, “I am very pleased to have been offered this opportunity by Esports Entertainment Group, as they are an ambitious company with vision, a solid strategy and an exciting and unique product offering. I look forward to working with the team and hope I am able to assist them in achieving their objectives.”

Grant Johnson, CEO of Esports Entertainment Group stated, “Alan’s experience in finance, Gambling and regulatory matters make him uniquely qualified as a board member for our company. We are excited to have him join our Board, as he will be a major asset in our future plans.”

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 

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 and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, 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] 

Esports Entertainment Group $GMBL Opens New Global Headquarters In Malta, Hires Two Key Executives $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:36 AM on Thursday, January 3rd, 2019
  • Announced the hiring of two key executives and the opening new global headquarters in Malta.
  • Malta was chosen due to its strategic location within the European Union, as well as, access to a highly educated and multi-lingual workforce, especially in the fields of online gambling. 

BIRKIRKARA, Malta, Jan. 03, 2019 — Esports Entertainment Group, Inc. (GMBL:OTCQB) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the hiring of two key executives and the opening of our new global headquarters in Malta.

Malta was chosen due to its strategic location within the European Union, as well as, access to a highly educated and multi-lingual workforce, especially in the fields of online gambling.  The Malta office launch includes two (2) key executive hires and will serve as the new global headquarters of the Company, with additional personnel expected to be added through 2019 as the Company ramps up development of its esports betting operations through vie.gg, the world’s first and most transparent esports betting exchange.

NEW ADDITIONS TO EXECUTIVE TEAM

The Company is pleased to announce the hiring of the following two key executives:

Adrien J. Lefèvre – Chief Risk & Compliance Officer

Adrien has served as a Compliance Officer, including Regulatory Compliance Officer and Money Laundering Reporting Officer in the gaming industry since 2015, including his most recent position with The Multi Group Ltd.  He will be responsible for creating an integrated risk framework, assess risk, quantify risk limits, develop plans to mitigate risks and manage any new license applications in any regulated jurisdictions.  His extensive experience at all levels of compliance will be invaluable as Esports Entertainment Group pursues additional gambling licenses in 2019 to further strengthen its market position and rapidly expand into new geographic regions.

Jenny Pace – Head Of Payments

Jenny has specialized in payments processing for almost 25 years, including her most recent position as Country Manager and Director of Western Union Business Solutions in Malta since 2009, where she maintained full leadership and operational control.  Her list of responsibilities will be extensive, including but not limited to, managing our relationships with banks, credit card companies and payment processors, as well as, insuring vie.gg provides its players with the most up to date payment options. Given the speed at which the payments world is changing, her extensive payments experience and industry relationships will be critical to the success of Esports Entertainment Group.

Grant Johnson, CEO of Esports Entertainment Group, stated, “The opening of our Malta office and the addition of our newest executives is a new milestone for Esports Entertainment Group. Malta is a full EU member nation that provides greater resources and the infrastructure necessary to continue our growth.  The addition of Jenny and Adrien significantly strengthens our regulatory and operational expertise.”

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 

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 and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, 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] 

Esports Entertainment Group $GMBL – Ninja made almost $10 million in 2018 with #Fortnite #Esports $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:52 AM on Wednesday, January 2nd, 2019
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Ninja made almost $10 million in 2018 with Fortnite

He also made more than $500,000 “on a good month” of 2018.

  • Ninja is used to working in quantities of 10 million at this point. He became the first Twitch streamer to reach that number of followers in the platform in early August 2018, and has since amassed 2.8 million more.
  • He also has 20 million YouTube subscribers and said he has 60,000 Twitch subscribers in a recent video for Wired.

Bhernardo Viana

Screengrab via Ninja

Fortnite streamer and gaming star Tyler “Ninja” Blevins earned almost $10 million in 2018, he told CNN reporter Dave Briggs.

The streamer also said he loses “tens of thousands of dollars” when he’s not streaming, and that he earns “a lot more” than $500,000 “on a good month.” Ninja’s interview was published on Dec. 31, which makes these values the most accurate to assess the streamer’s financial success in 2018.

Ninja said most of the revenue he gets from streaming comes from ads, like the ones he rolls or the brands he shows on screen when he’s live playing the game. His monthly revenue also takes Twitch subscriptions into account, which vary between $4.99 to $24.99 per subscriber depending on how much each one chooses to pay every month.

Ninja is used to working in quantities of 10 million at this point. He became the first Twitch streamer to reach that number of followers in the platform in early August 2018, and has since amassed 2.8 million more. He also has 20 million YouTube subscribers and said he has 60,000 Twitch subscribers in a recent video for Wired.

Ninja’s earnings are a consequence of his ever-increasing popularity. He streamed Fortnite in Times Square for the ball drop on New Year’s eve, went to several TV shows in the second half of 2018, and shattered a Twitch concurrent viewers record on an individual channel when streaming with rapper Drake.

Ninja refrained from detailing how much he makes from every source of revenue he has today, but he said he has to be constantly streaming to avoid losing viewers, subscribers, and money as a consequence. 

He told CNN he streamed nearly 4,000 hours of Fortnite in 2018. 

Ninja’s earnings and popularity are still dependent on Fortnite’s popularity since it’s the only game he’s been streaming. Regardless of what the future holds for Ninja, he’s one of the most financially successful Twitch streamers of 2018.

Source: https://dotesports.com/culture/news/ninja-made-almost-10-million-in-2018-with-fortnite