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Esports Entertainment’s $GMBL CEO Interviewed on the RedChip Money Report $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 5:15 PM on Wednesday, July 11th, 2018

Esports large

ST. MARY’S, ANTIGUA – July 11, 2018 — Esports Entertainment Group, Inc. (OTCQB: GMBL), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, today announced its CEO, Grant Johnson, was interviewed on The RedChip Money Report television program. The interview will air Wednesday, July 18, at 6:00 p.m. ET on American Business TV on The Family Channel, available in 100 million homes across the U.S., and Sunday, July 15, at 10:00 a.m. ET on The Action Channel.

In the exclusive interview, Mr. Johnson discusses Esports Entertainment’s market opportunity, competitive positioning, the recent SCOTUS decision regarding sports betting, and more.

To view the interview segment, please visit: https://youtu.be/3XWG2RuaR8Y

“The RedChip Money Report” delivers insightful commentary on small-cap investing, interviews with Wall Street analysts, financial book reviews, as well as featured interviews with executives of public companies. The show is hosted by Dave Gentry, a leading authority on small-cap stocks and the author of Small Stocks, Big Money, published by Wiley Finance. Gentry has made multiple guest appearances on both CNBC and Fox Business News.

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.  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]

U.S. Investor Relations 

RedChip
Dave Gentry
407-491-4498
[email protected]

Esports Entertainment Group $GMBL Announces the Appointment of Magnus Leppäniemi To Advisory Board #Esports #Egaming #Egambling $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:29 AM on Monday, July 9th, 2018

Esports large

  • Announced the appointment of Mr. Magnus Leppäniemi of Stockholm to the Company’s Advisory Board
    • Extensive background in esports as a Senior Games Industry Executive
    • Currently serves as the Head of Key Account Management & Partnerships at DreamHack AB
  • DreamHack helped pioneer esports and continues to be one of the largest global producers of esports content, with broadcasts
    • generated over 375 million views and events that welcomed over 250,000 visitors in 2017

ST. MARY’S, ANTIGUA, July 09, 2018 – Esports Entertainment Group, Inc. (OTCQB:GMBL) (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 Mr. Magnus Leppäniemi of Stockholm to the Company’s Advisory Board. Mr. Leppäniemi has an extensive background in esports as a Senior Games Industry Executive.

Mr. Leppäniemi currently serves as the Head of Key Account Management & Partnerships at DreamHack AB. DreamHack helped pioneer esports and continues to be one of the largest global producers of esports content, with broadcasts that generated over 375 million views and events that welcomed over 250,000 visitors in 2017. DreamHack is the world’s largest digital festival, with 11 events occurring in 6 countries across the globe in 2018.

At DreamHack, Magnus manages, acquires and grows strategic global accounts.  One main task has been to spearhead US sales by targeting, acquiring and developing new sales and customers.  He is also responsible for managing and supervising  third party sales channels, which includes synchronizing both external sales through the likes of ESL, the world’s largest esports company, and global esports companies such as VY Esports and Big Block LA, as well as, internal sales at MTG/Kinnevik, the publicly traded parent company of DreamHack with a current market capitalization of $US 2.75 Billion.

Magnus Leppäniemi stated, “It is an exciting time for a company like Esports Entertainment Group to be emerging in the Esports and competitive gaming, as new games such as Fortnite and PUGB usher in new massive audiences, while traditional games such as CSGO and Dota still retain huge global fan bases.  For Esports Entertainment Group, this the right time to enter the space and deliver the additional experience, value and energy that trusted and responsible betting can provide between both fans and friends of Esports and Competitive gaming.  I look forward to helping Grant and his team grow their business within the Esports and Competitive gaming space.”

Grant Johnson, CEO of Esports Entertainment Group, stated, “We are beyond thrilled to have Magnus join our team. His impeccable reputation within the esports world and tier one network of contacts at the highest levels of esports around the world will open strategic doors to Esports Entertainment Group that we could only dream of a few months ago. The timing of his arrival could not be better given our momentum in 2018 and our preparation to make a big splash at Gamescom 2018 in August.”

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.  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]

The explosive growth of #Esports $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:41 AM on Friday, July 6th, 2018
  • In a nutshell, competitors play video games, while being watched by a live audience.
  • Millions more watch the games online
World Economic Forum | 2 days ago

This sport will soon be a 1 billion dollar business with a global audience of over 300 million fans. But it doesn’t involve a ball, stadiums or grass pitches.

Welcome to the world of eSports.

E-WHAT?

eSports (short for Electronic Sports) is the name given to professional competitive gaming. In a nutshell, competitors play video games, while being watched by a live audience. Millions more watch the games online.

One major tournament, the 2016 League of Legends World Championship finals, attracted 43 million viewers.

League of Legends is a hugely popular fast-paced action strategy game. Gamers battle to be crowned the best in the world, competing to earn $1 million in prize money.

In fact, winning eSports tournaments can net participants up to $25 million when winnings, sponsorship and appearance fees are taken into account.

The highest earning player, German Kuro Takhasomi, has earned almost $3.5 million to date.

GROWING FANBASE

Fans watch on YouTube’s gaming channel or on Twitch, a dedicated gaming channel on the web. eSports viewers spent 17.9 million hours watching their gaming heroes on those channels in the first quarter of 2018. The most popular game to watch is Dota 2, followed by League of Legends and Counter Strike: Global Offensive.

The global eSports audience will reach 380 million this year, made up of 165 million dedicated eSports fans and 215 million occasional viewers.

 

 

In 2018, the eSports industry is projected to generate $905 million in revenue, reaching over $1 billion over the next two years.

China and North America will generate over half of that sum.

Fans buying tickets and merchandise will contribute $96 million.

IS IT SPORT?

 

Just like traditional sport, eSports has its fair share of professionals, commentators and celebrities.

Prize money is certainly comparable to more traditional sports. The National Basketball Association prize pool is $13 million, the Golf Masters is $11 million and the Confederations Cup is $20 million. eSports exceeds each of them with a total prize pool of $24.7 million.

In fact, Fifa has its own eWorld Cup, where the 32 best Fifa18 Xbox and PlayStation players will compete for the title of Fifa eWorld Cup Champion.

eSports has become so popular, that even the International Olympic committee is trying to understand it better. The IOC and the Global Association of International Sports Federations are jointly hosting an eSports Forum at the Olympic Museum in France.

“The aim of the Forum is to explore synergies, build joint understanding and set a platform for future engagement between the eSports and gaming industries and the Olympic Movement,” they say.

The IOC isn’t the only organisation taking eSports seriously.

The US government has recognised full-time League of Legends players as professional athletes.

But detractors scoff at the idea of calling gaming a real sport. After all, gamers sit still in a chair for hours on end showing only agility and dexterity in their hands, they argue.

But those who play eSports would counter argue that it takes a great deal of skill and strategy to win games. They also point out that they practice for hours a day just like any other sports player, and that physical exertion isn’t the marker of sport. Darts players and snooker players don’t have to move much either.

It may be a moot point. An industry that is projected to make $1.4 billion by 2020 is unlikely to require the approval of naysayers.

Written by Alex Gray, Formative Content.

This article was republished courtesy of the World Economic Forum.

Source: http://ewn.co.za/2018/07/04/the-explosive-growth-of-esports

Six Games, $5.5M, 65,000 Players, One Olympic-Style #Esports Tournament $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 11:24 AM on Tuesday, July 3rd, 2018
  • Hype for the World Electronic Sports Games 2018-2019, which starts U.S. qualifiers in September, has already begun
  • More than 65,000 gamers are expected to compete for the right to represent their countries this year in DOTA2, StarCraft II, Counter-Strike: Global Offensive (male and female divisions), Hearthstone (male and female), Vainglory (a mobile MOBA) and Pro Evolution Soccer.
Heather Newman , Contributor I write about PC games, VR games and Blizzard esports. Opinions expressed by Forbes Contributors are their own.

The World Electronic Sports Games announcement this week in Kuala Lumpur.

Hype for the World Electronic Sports Games 2018-2019, which starts U.S. qualifiers in September, has already begun.

The competition is unusual in the esports arena because it requires teams to be all of one nationality and includes significant female competition, albeit in separate matches. Last year’s competition drew gamers from 126 regions and countries.

More than 65,000 gamers are expected to compete for the right to represent their countries this year in DOTA2, StarCraft II, Counter-Strike: Global Offensive (male and female divisions), Hearthstone (male and female), Vainglory (a mobile MOBA) and Pro Evolution Soccer.

WESG is run by Alisports, a division of Chinese media giant Alibaba, but the global winners are far from the Far East domination you would expect. The 2017-2018 competitions just wrapped up in March, and winners included China and South Korea; but also teams from Sweden, Russia and Turkey. This is the third year of the competition.

This year’s competition has 206 eligible countries and will include 25 regional competitions.

For the first time, WESG preliminaries in the United States and Canada will be hosted by WorldGaming Network in September through November. The U.S. finals will be held at the Santa Anita Park racetrack in Los Angeles in mid-November by WorldGaming and The Stronach Group, while the Canadian finals will take place Oct. 26-28 at the Enthusiast Gaming Live Expo (EGLX) at the Metro Toronto Convention Centre.

Registration for U.S. and Canadian play has not yet begun; so far only the Southeast Asia region has begun taking signups. The WESG finals will be held in China next March.

 

I’ve covered gaming for more than two decades, and I cover PC games, VR games and Blizzard eSports for Forbes. Sign up for email alerts when my stories run. Follow me @gbitses.

Source: https://www.forbes.com/sites/hnewman/2018/06/30/six-games-5-5m-65000-players-one-olympic-style-esports-tournament/#3bdf7e2b6a60

#Esports Is The Next Biggest Frontier In Influencer Marketing $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:30 AM on Friday, June 29th, 2018

Nicolas Miachon is CMO of Upfluence, an influencer marketing software that helps brands to tell their stories.

 Nicolas Miachon , Forbes Councils

  • Whether you’re ready or not, competitive gaming is disrupting entertainment as we know it. Very soon you might find yourself betting on matches in Vegas, rooting for your country’s esports team during the Olympics or sending your kid to college with an esports scholarship.
  • The reality is, esports is everywhere. As a marketer, it would be crazy not to embrace it

Giant social networks, multimillion-dollar prizes, international audiences: Welcome to the world of esports.

Whether you’re ready or not, competitive gaming is disrupting entertainment as we know it. Very soon you might find yourself betting on matches in Vegas, rooting for your country’s esports team during the Olympics or sending your kid to college with an esports scholarship. The reality is, esports is everywhere. As a marketer, it would be crazy not to embrace it.

Not convinced yet? Let’s talk numbers.

In 2017, the esports industry raked in nearly 500 million dollars. As it continues to grow more than 40% year over year, the industry is destined to become a $1.7 billion market by 2021.

With an audience of over 300 million people, viewership of streaming sites like Amazon’s Twitch have surpassed popular news sources such as CNN, and according to one study, more unique viewers watched “Gaming video content” than HBO, Netflix, ESPN and Hulu combined in 2017.

The Intel Extreme Masters of 2017 (in Katowice, Poland) was viewed by 46 million people. To put that into perspective, the audience turnout was twice as large as the most recent NBA finals.

Who is watching esports, though? Demographically, the esports audience is mostly male aged from 13-40, making them one of the hardest marketing segments to address. They are also quite international, with Asia, North America and Europe constituting the biggest shares of the market.

How does the esports economy actually work?

The esports ecosystem consists of six major actors: game publishers, teams, players, fans, sponsors and investors. Players become professional when they join teams and play in tournaments organized by game publishers or third parties. These events, both offline and online, attract brand sponsors. Investors range from major sports teams to celebrities and corporate moguls like Russia’s richest man, Alisher Usmanov.

While professional players can earn team salaries and tournament cash prizes, streaming is where most of the action happens for advertisers and consumers. Platforms such as Twitch and YouTube Gaming allow players (professional and amateur alike) to broadcast their game play online 24 hours a day, seven days a week. Fans flock to these livestreaming sites where they can watch their favorite streamer, learn strategy and be entertained. In a way, streaming is the social media of esports.

Streaming is a new influence market.

With new platforms come new influencers. As explored in a previous article, influencers play a crucial role in social media ecosystems, acting as fuel for the platforms by connecting brands and consumers. In this case, the phenomenon of streaming influencers is exploding in esports – so the arrival of sponsors cannot be far behind.

Who are these new influencers and how are they different from professional players? While streaming influencers aren’t necessarily as highly ranked as pros, they do have much larger followings on their streams. The poster child for Twitch fame would have to be Tyler “Ninja” Blevins. In March, he broke records, drawing in over 600,000-plus concurrent viewers during a live stream with Drake.

Unlike traditional social media influencers, who are not paid by the platforms they post on, popular esports players can actually make money on these sites via integrated ads, direct donations from audience members and paid subscription offers. In short, followers are paying to follow and it’s no small matter. In an interview from this year, Tyler Blevins reported earning $560,000 per month from his Twitch streaming. This is purely based on known revenue from paid subscribers — the actual amount could be twice that when donations sponsorships and Twitch Bits are taken into account.

The esports environment is clearly brimming with potential, but advertisers will need to adapt their sponsorship strategies for this unique market. Unlike other niches, streaming influencers are much more likely to be self-sufficient and thus picky about who they work with. What’s more, professional players come as a team package, which is a barrier to smaller brands. So, how does one secure a partnership in esports?

Source: https://www.forbes.com/sites/forbescommunicationscouncil/2018/06/28/esports-is-the-next-biggest-frontier-in-influencer-marketing/#529b473a6d7b

By 2022, Goldman Sachs $GS Thinks #Esports Will Have 300 Million Viewers Like the #NFL $GMBL $KUU.ca $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:49 AM on Wednesday, June 27th, 2018
  • Esports are the next big thing, Goldman Sachs thinks.
  • Goldman said it sees eSports surpassing Major League Baseball and National Hockey League viewership
  • According to data from NewZoo, an estimated 167 million people around the globe will watch eSports per month in 2018

In a report published Tuesday, Goldman said it sees eSports surpassing Major League Baseball and National Hockey League viewership. According to data from NewZoo, an estimated 167 million people around the globe will watch eSports per month in 2018.

“The immense popularity of survival-based games like Fortnite, growing prize pools for eSports tournaments, the rise of live-streaming, and improving infrastructure for pro leagues have all paved the way for eSports to reach 300 million viewers by 2022, on par with NFL leadership today,” said the note.

Goldman analysts also stated that they “believe that eSports viewership is moving more into the mainstream, which should support a 14% audience growth for the next five years, Recently, Epic Games announced that it would set aside $100 million in prize pool for the first year of Fortnite eSports tournaments, nearly the size of an entire eSports prize pool in 2017.”

The popularity of eSports is related to the increase of infrastructure within the world of eSports. “In 2017, Riot Games created the North American and EU League of Legends leagues, while in January of 2018, Blizzard launched the Overwatch League. We believe these leagues created the requisite infrastructure that will allow eSports to finally start to close the demonetization gap relative to other established sports leagues.”

Activision Blizzard Inc. (ATVIGet Report) popular Overwatch league’s playoffs attracted over five million viewers. The company signed a $90 million deal with Twitch for streaming.

In July, the Overwatch League Grand Finals will take place at the Barclays Center in Brooklyn, New York on July 27-28. The event is the largest eSports event to happen. Within two weeks, fans had sold-out the 20,000 person stadium.

Goldman analysts wrote, “we expect total eSports monetization will reach $3 billion by 2022.”

Companies like Tencent Holdings Ltd. (TCEHY) have invested heavily in online video platforms. Goldman largely credits Tencent—which invested $630 million in Doyu and $461 million in Huya, both Chinese online video platforms—for the increase in funding for eSports.

Tencent’s contributions helped bump up the amount funneled into eSports in 2018. “since 2013, there has been $3.3 billion of venture capital investment in eSports related start-ups. In 2018 year to date, we have already seen $1.4 billion of investments, a nearly 90% year-over-year increase from the total fudning in 2017.

NewZoo data suggests that there’s over 2.2 billion active gamers worldwide. So far, only 5% of the gamers are part of the audience of eSports, but the industry—as Goldman’s data suggests—is growing rapidly.

Source: https://www.thestreet.com/technology/fortnite-helped-broaden-esports-audience-goldman-sachs-says-14634562

What It’s Like Wagering 400k On #Esports $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 9:51 AM on Friday, June 22nd, 2018

With seemingly everyone trying to stake their claim in the burgeoning esports market, one Ottawa native offers his insight on how he’s invested nearly $400,000 CAD betting on games you may never have even heard of.

It’s a classic gambler’s trope that a true degenerate (a term we’ve grown to use lovingly) will bet on anything. With sports betting working its way into nearly every conversation even tangentially related to sports these days, the time is now to give it a full send on that “KSI to knock out Logan Paul” bet before their celebrity boxing match this August.

If you didn’t already know that bets like this were out there, the short answer is, it’s 2018. You can wager on everything from the results of individual at bats of a Mets game in real time, to the birth weight of the next relevant celebrity baby. And as competitive professional gaming leagues — also known as esports — have developed, more and more gamblers have come out of the woodwork to bet on them. With Business Insider conservatively estimating that the esports gambling market is worth $900 million as it stands in 2018, and Eilers & Krejcik Gaming estimating that value to double by 2020, unfortunately for the crotchety old folks in the comments of all of ESPN’s gaming-related Facebook posts, these contests are going to continue to be a topic of conversation.

One of the most recognizable Counterstrike players of all-time, KennyS, shows off his world famous AWP skills to secure a round win.It makes sense that with esports viewership rising, so has the commotion around betting on them. Many games have had a long history of gambling internally that should have told us that this was going to be a thing sooner rather than later. Most notably, Counterstrike players have been gambling skins (purely cosmetic art for in game weapons) since random skin rewards were introduced in 2013. What began as the developers simply trying to bolster the game’s community became a thriving digital black market with the rarest skins often being worth in excess of $25,000 while trading hands over roulette and dice game results. So yeah, it’s that serious.

If you’re into wagering on your videogames the old-fashioned way (if there is one), online books offer the traditional odds where bettors can put their money down on the results of matches (the moneyline or spread), like you’d expect to see offered for any of the major sports. Bettors can also throw their hat in the ring on prop bets like character picks, who’ll get the first kill, and other game-specific events. These prop bet options (bets not concerned with or affected by the outcome of the game) are often limited to more high-profile matches, but if you’re willing to risk it on one of the shadier internet books, generally someone will take your money on just about anything, not unlike any other sport.

An example of what bookmakers like Bovada have to offer for betting on esports matches, in this case, Counterstrike.For Marcus “sixf0ur” Shea, founder of esportsforecasts.com, this market is worth playing, evidenced by the fact that he’s wagered nearly $400,000 CAD on it over the past two years. Shea got his start in finance, and then managed to, for lack of a better word, parlay, our adoration for shows like American Idol, and more importantly, our love for gambling, into a newfound career. Luckily for all of us, I was able to pick his brain and get the full story.

It starts in 2011. After earning his Master’s in Mathematics from the University of Waterloo, he landed what to many would be the job of a lifetime working for The Bank of Montreal as a quantitative analyst on Bay St, AKA he was the guy double-fisting espresso on the trading floor while somehow also yelling into his flip-phone and angrily snapping it closed every ten minutes. Once he started to apply that same expertise to betting, he found himself engulfed in a hobby that would steadily inch it’s way toward a career.

After 5 years of working for The Bank of Montreal, pricing billions worth of assets everyday, it proved to be just as stressful as you could expect. Considering I hyperventilate at the thought of losing the modest amounts I’m used to betting, I’ll take his word on how stressful life was as a quant if he was willing to become a professional gambler to escape that stress.

He built a bankroll using a program he had developed to shop odds on American Idol results offered on various online sportsbooks, namely Betfair and Pinnacle, and find arbitrage bets, or bets where he could still make a profit after betting all possible outcomes due to odds discrepancies between the books. These discrepancies generally arise most commonly within less popular betting events where books are more likely to offer significantly varying odds, or simply make a mistake in setting the market price. A word to the wise, and this should go without saying, this is easier said than done. Even if we’re talking American Idol odds, there’s a reason the house does so well in the big picture. Looking into the action around American Idol really strengthens the case that Sanjaya being a finalist was an inside job, but I’m going to leave that be for now.

A screenshot from the popular arbitrage betting software RebelBettingWhen Betfair, a popular online sportsbook, closed the digital door on Canadian citizens after merging with Irish betting service Paddy Power in 2015, Shea needed to look for other options. Part of what makes esports betting so appealing is that many bettors, like Shea, still see it as a market with high edge potential (potential to beat the books betting on lines they may not put the proper time or expertise into setting accurately). It was the logical next step, oddly enough.

So, starting from a humble(ish) Excel spreadsheet model to help predict the outcome of DOTA 2 games, he began to shift his focus from finding surefire arbitrage bets, to bringing in as much esports results data as possible and betting according to conclusions he was able to draw from the trends defined in his model. Essentially, his model assigns each team a rating based on their performance history, compares that with the rating of their opponent, and offers bettors a percentage chance that Team A or Team B will win. While model betting still carries risk, modeling is designed to let you as a bettor know where the value bets are, and allow you to slowly build profit over time. Long story short, it’s definitely better than throwing darts at a dartboard and throwing some money around on those results.

After finding some much-needed success betting on DOTA with the help of the Reddit esports community, he expanded to a program of his own development that was capable of handling the raw results data from four more esports: League of Legends, Overwatch, Heroes of the Storm, and Counterstrike.

At this point in the story, Shea’s model looks something like this.In true Moneyball fashion, this is right about the time in the story where the house comes calling. But really, they did. You can’t make this shit up. In late 2016 Marco Blume, the President of Pinnacle, where he had been using for the bulk of his betting, reached out to Shea looking to talk shop about all things esports. According to Blume, esports were the fastest growing market in the world of sports betting, even overtaking hockey in terms of total volume wagered in their book, so it makes since they could stand to learn a thing or two from someone like Shea. But when they offered him what would essentially amount to an entry level position working in their sportsbook, he doubled down and rejected it, choosing to continue to be his own boss with Esportsforecasts. He might as well just return to Bay St. if now was the time to cash in all he’d worked for.

As for the model itself, look, I copied every math assignment I ever had to do in school, and I didn’t even bother to find the smart kids to copy them from. This is to say, none of it stuck. The intricacies of this model, or any other really for that matter, are lightyears beyond my comprehension. But, when there is a will (and money to be made) there is a way, so in talking with Marcus, combined with my research comparing the esportsforecasts.com model to other sports betting models, I was able to find that the key differences in betting esports as opposed to say, college football, can be attributed to their general increased volatility, and this creates a need for the model to be more malleable. Take a game like Counterstrike for example. The maps that the match will be played on aren’t decided until the pick/ban process that takes place right before each match. Teams perform better on some maps than others, prioritizing them in the pick phase, while banning maps the other team is known to perform well on. How this all shakes out can drastically change the outlook of the match, and this is what gives people like him time to react before the books can adjust their lines for live betting.

The esportsforecasts model projection from the Grand Finals of the 2017 International DOTA 2 tournamentWhile he can’t yet port in map picks in real time yet, he has left you the availability to do so at home and adjust your bets accordingly, hopefully allowing you to make value bets before the books can adjust their lines based on their projected performance of each team map to map. The model also makes similar adjustments for red vs blue side performance in League of Legends, first vs second pick performance in DOTA, etc, which are all facets an esports match bet that don’t really have a traditional sports analog. Esports sharps generally look to target these areas of volatility. The process of factoring these potential effects on the outcome of games is one he soon hopes to streamline, but for now bettors can foot the responsibility, or take to the Esportsforecasts Discord channel and see what other bettors following the model have to say.

But perhaps most importantly, Shea’s esports model is designed to rate the players on their own scale individually, in addition to generating team ratings. Esports contracts are fragile at best, to non-existent at worst, which leads to teams consistently dissolving and forming at a rate that drastically outpaces the four major sports, as well as a lot of expected turnover within a given roster. This, in combination with teams now carrying extra players on their roster more frequently, represents a need for the ability to quickly evaluate teams based on various lineups in order to find the value. So aside from the added wrinkle of giving a quantified take on who the best players around really are, rating the players individually also serves to stabilize the inherent volatility in Esports competition and isolate the bettor’s edge before the books adjust the lines. See a theme here?

One thing no model can account for however, is match fixing, a common problem bettors face when it comes to esports. Players are more easily convinced to throw matches given that the prize money on the table for winning tournaments, particularly smaller ones, often pales in comparison to what they could make throwing a game. In light of the recent Supreme Court decision allowing individual states the right to legalize sports gambling, expect to see the 18+ age restriction employed by most professional leagues become universal, as many have already raised concern that minors playing professionally could be seen as easy targets for match-fixers. Hopefully with rising prize pools, players won’t feel as though their hand is being forced and this eyesore on the community will be minimized, but fortunately for bettors, the books know that a match being fixed is a real possibility. Shea recalled multiple instances of Pinnacle in particular refunding/voiding bets he had placed on matches that had drawn suspicion. It’s like we’ve always said. Sportsbooks are nothing if not understanding!

By the time I got around to asking why he was posting all of this delicious content for us internet vultures to pick at for free instead of being in the business of selling picks, he replied swiftly, undoubtedly because he knew it was coming.

“Not yet.”

Betting north of $1,000 a night on esports based on his model’s projections has worked generally worked out for him, but even he doesn’t bet every series. Discipline and knowing value bets when he sees them is how he has turned his gambling from a hobby into a career he can rely on. Even still, Shea says hes looking to make some subtle improvements before rolling out a subscription service for some added risk-free income and return on his time investment. He does plans to leave a free version open to the public for the foreseeable future.

You can find Marcus on Twitter: @esportsforecast

Parker Goss is a senior correspondent for Grandstand Central, where he writes about gambling, gaming, and fan culture. You can follow him here.

Source: https://grandstandcentral.com/what-its-like-wagering-400k-on-esports-f93dc2afd427

Nvidia $NVDA: #Esports To Catapult Growth $GMBL $KUU.ca $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:49 AM on Thursday, June 21st, 2018
  • eSports is growing at an exceptional pace.
  • The advent of this gaming segment would boost sales for Nvidia
  • Besides, Nvidia’s GeForce Now would target users who don’t want to spend huge chunks of cash on industry-leading gaming hardware.
  • This is a win-win situation for Nvidia.

Nvidia (NVDA) has grown at an exceptional pace across all of its segments for many quarters now and its shares are up by about 75% over the past year alone. Interestingly, naysayers and some perma-bears have begun proclaiming of late that the chipmaker would enter a phase of consolidation over the course of 2018 but that’s not necessarily a done deal. There is reason to believe that the emergence of a new category within gaming, eSports, will act as a key growth driver for Nvidia in addition to AMD (AMD). Let’s take a closer look.

(Source: Bigstockphoto, Image license purchased by author)

The age of eSports

It seems like eSports is gaining traction at an impressive pace. Gamers would be familiar with the term but for those who are hearing it for the first time, eSports is basically gaming at a professional level and simultaneously streaming the gameplay (via Twitch, YouTube, TV channels etc.) for their audience.

The advent of eSports has no doubt morphed into a full-blown profession for gamers as they are now able to monetize their time, skills and gaming hardware. Additionally, it has also opened up various kinds of revenue streams for those organizing, hosting and powering these events.

Source: https://seekingalpha.com/article/4182933-nvidia-esports-catapult-growth

Esports Entertainment Group $GMBL Signs Affiliate Marketing Agreements With Additional 10 #Esports Teams, Bringing Total To 60 Esports Teams $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 7:37 AM on Thursday, June 21st, 2018

Esports large

  • Addition of these 10 esports teams brings the total number of esports team affiliates to 60 since the Company’s first announcement on April 5th
  • No other esports wagering site has ever signed an Affiliate Marketing Agreement with any esports team
  • The Company anticipates many more Affiliate Marketing Agreements with esports teams throughout 2018

ST. MARY’S, Antigua, June 21, 2018 – Esports Entertainment Group, Inc. (OTCQB:GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the signing of Affiliate Marketing Agreements with 10 additional esports teams as the Company ramps up affiliate marketing activities in support of its’ recent launch of VIE  (https://vie.gg),  the world’s safest, most secure and transparent esports wagering platform.

The addition of these 10 esports teams brings the total number of esports team affiliates to 60 since the Company’s first announcement on April 5th.  No other esports wagering site has ever signed an Affiliate Marketing Agreement with any esports team.  The Company anticipates many more Affiliate Marketing Agreements with esports teams throughout 2018.

NEWEST ESPORT TEAM AFFILIATES

Sweepr Gaming
Esi Pirmais eSports
Tschokusel E-Sports
Team Mysterious Ducks
Just1Life Gaming
Legion5 eSports
Essential Gaming e.V.
MightyWolves
Team Native
ORTiC

VIE 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 features wagering on the following esports games:

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

Grant Johnson, CEO of Esports Entertainment Group stated “This is an incredible accomplishment when you consider no other esports wagering site has ever signed affiliate marketing agreements with esports teams.  We expect to sign many more such agreements with esports teams over the summer, with Gamescom 2018 expected to be our biggest week at the end of August. The industry has sent us a loud and clear message – our transparent and trusted P2P esports wagering platform is exactly what the esports world has been waiting for. We are humbled and look forward to helping all of our esports teams and their fans succeed for many years to come.”

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. Initially, Esports Entertainment intends to offer bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding the US and EU. 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, excluding the US and EU, in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua and 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 Investor Relations
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

G2’s new COO Peter Mucha: “I do believe that mobile #Esports is a massive opportunity space for the Esports industry.” $KUU.ca $GMBL

Posted by AGORACOM-JC at 3:33 PM on Friday, June 8th, 2018
  • G2’s new COO Peter Mucha: “I do believe that mobile #Esports is a massive opportunity space for the Esports industry.”
Jacob WolfESPN Staff Writer

G2 Esports has hired former Adidas and Activision executive Peter Mucha as its new chief operating officer, the team announced on Thursday.

Mucha joins an executive team led by G2 CEO Carlos “ocelote” Rodríguez Santiago, a former professional League of Legends player who founded Gamers2 (lately rebranded to G2) in 2014. Mucha takes the job that was previously held by Jamie Bach, who has transitioned into a general manager role with G2.

Prior to taking the G2 role, Mucha worked in various different European-focused jobs for Adidas, Activision and most recently, Microsoft. At Activision, he served as the vice president of publishing for its European arm, with a specific focus on Red Octane and LucasArts (which is owned by ESPN’s parent company, Disney.) Mucha worked at adidas for a total of 11 years, starting as an account manager and working his way up to be a managing director of Adidas Austria and then Adidas’s arm in the Netherlands after that.

By July 1, G2 will have to submit its application for a franchise spot in the League of Legends Championship Series. It first entered that league in Sep. 2015 after qualifying via a promotion tournament and since, it has been a top performer in the league; G2 holds a total of four League Championship Series trophies. But to retain the slot in the league, it will need to go through a vigorous application process that is likely to include applications from fellow esports teams, traditional sports team owners and large and successful business entities.

ESPN spoke with Mucha about how he got involved with G2, some of the challenges in European esports and the opportunities ahead for the company.

ESPN: How did you get connected with G2? What led to you ending up working there and taking on an executive leadership role?

Mucha: I’ve spent over 15 years in various leadership roles in the entertainment industry, so I know the gaming space and esports well. G2 was looking for the overall executive leadership experience I bring to the table, especially across the gaming, sports and entertainment industries. When I met Carlos about six months ago, we both immediately knew that we’d make a good team – and I was fascinated by G2’s massive growth over the past few years and their ambitious future plans. My experience working with blue chip companies was definitely helpful in landing this role, but what I think pulled the trigger on the decision was my startup experience. I’ve worked with multiple fast-growing, agile companies as they navigate their first massive breakthroughs. That’s where I feel G2 is right now – and I’m beyond excited to be a part of this journey alongside them.

ESPN: Given your background in sports apparel, how do you think companies like Adidas, Nike, Under Armour could push into esports?

Mucha: I think for big companies like these, a move into a completely new industry like esports takes time. We have seen a ton of big non-endemic brands and names entering the space, but those decisions aren’t made lightly. For brands that aren’t native to the space, understanding and really connecting with the esports fan will be critical – diving deep into the minds of how they think, make decisions, attach to and stay loyal to brands, will be the most important factors. For their entry into the market to be successful, consumer brands need to completely tailor their approach to this very specific, and tough to reach, demographic.

ESPN: We’ve heard concerns about some of these companies using their main athletic brands in esports in terms of hurting their brand image of “performance apparel.” Do you think branching off and creating subsidiaries (i.e. Hurley, Converse, etc.) would be a better idea to focus on gamers and esports?

Mucha: That’s an interesting strategy that can definitely work, the same way it has worked for OMEN by HP, or the ASUS ROG brand. I don’t see Nike or Under Armour stepping away from their hugely popular brands to introduce something new for the sake of keeping the “physical performance brand” image to their non-esports fans anytime soon — but they would need to create campaigns that are specifically targeted at the esports audience in order to be successful. It will be very interesting to see brands develop new strategies to reach esports fans in the coming 12 or so months – including other non-apparel brands. Tailoring your approach specifically to esports is the way to go with our fans, and it’s something I hope every non-endemic and endemic brand in the space will do.

ESPN: How involved have you been in the European League of Legends Championship Series application for G2? What will separate G2 from the other teams applying?

Mucha: This is a massively important project for G2, and we’re excited to explore the opportunities of securing a permanent slot in the EU LCS ecosystem. I am particularly excited to be working with G2 Esports during this process, but as this is only my fourth day on the job with the team, I haven’t been involved much yet.

ESPN: How do you think European esports teams can become profitable? What steps will you take with G2 to increase revenues?

Mucha: I see incredible opportunities for the industry — and G2 in particular — to grow their revenues. The lowest hanging fruit and the biggest opportunity we have is fully utilizing the data we have about our fans. There is no other industry in the world right now that has so much access to data about its fans and their demographics, and is able to use it to create assets, products and services that can become a great value add for everyone in the industry, and an independent revenue stream for the makers.

ESPN: What other opportunities do you believe are worth pursuing outside of LCS? Overwatch League?

Mucha: I’m don’t like to make predictions — I’m way too pragmatic and down-to-earth for that, but I do believe that mobile esports is a massive opportunity space for the esports industry. Just seeing the growth of this particular vertical within esports in the past 24 months has been mindblowing, and I hope that it will continue to grow. Meanwhile though, there’s still plenty of things in motion that need our immediate attention: professional circuits for the most popular esports titles are thriving, and the EU LCS in particular is on about to take a major step towards long-term stability with the implementation of the partnership model.

Source: http://www.espn.com/esports/story/_/id/23723176/do-believe-mobile-esports-massive-opportunity-space-esports-industry