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#F1 looks to the future with #Esports series $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:45 PM on Wednesday, June 6th, 2018
  • Electronic sports is one of the fastest-growing entertainment industries, swelling to a value of almost $1 billion as it attracts a young demographic of fans.
  • It an important area of focus for Formula 1, which is looking to capitalise on interest in virtual gaming and competition.

F1 had not stepped into the esports arena before Liberty Media’s takeover in January 2017. Fans looking to race together had to make do with unofficial leagues organised online, but that all changed last autumn when F1 launched its esports series.

The attraction to a broad and committed younger generation of F1 and esport fans is something that we are proud to support and nurture

Drivers were invited to take part in online qualifiers using the official F1 video game before the top 40 met in London for the live semi-finals. This was whittled down to 20 drivers for the live finals at the season-ending Abu Dhabi Grand Prix, where the races were broadcast online and given a full TV presentation similar to that of the real-life F1 events. The winning driver – 18-year-old Brendon Leigh, a kitchen manager from Reading – was awarded the trophy on the podium in Abu Dhabi just hours before the final grand prix of the season.

“The attraction to a broad and committed younger generation of F1 and esport fans is something that we are proud to support and nurture,” F1 commercial chief Sean Bratches said following the live final. “We look forward to establishing a season-long series in 2018.”

Liberty has been pushing to make F1 more attractive to a younger audience since its takeover, and esports offers a straightforward way to do that. A report from analytics provider Nielsen Sports found that the average age of esports fans is 26. And among those in its sample from the UK and Germany – two of F1’s most important markets – motorsports is the third most popular sport.

Nielsen reports that esports fans consume around 3.5 hours of digital/streaming content each week, and spend 4.5 hours watching videos online through websites such as YouTube. F1 recently launched its F1 TV platform, which looks to take the sport to a new, younger audience that would not watch the sport on mainstream TV. The crossover with the esports demographic makes it an obvious point of interest for F1.

I think there’s no doubt that F1 gaming, and specifically videos of it on YouTube, helps the real-life sport gain new followers

Enthusiasm for esports is also bringing fans to F1 who might not otherwise have tuned in. “I think there’s no doubt that F1 gaming, and specifically videos of it on YouTube, helps the real-life sport gain new followers,” said Aarav Amin, a leading F1 gaming content creator on YouTube whose videos have amassed more than 65 million views.

“From personal experience, I’ve seen comments from viewers countless times expressing how they’ve become new fans of the sport and are now obsessed with it thanks to watching my videos. These viewers are typically either teenagers or young adults, which is exactly the type of audience Liberty Media has been wanting to engage.”

Esports is also creating opportunities for drivers. Motorsport is traditionally a very expensive pastime, and young drivers require huge financial support to even get close to F1. As video games and simulations have improved, the gulf between the virtual and the real world has shrunk, giving gamers a chance to get a foot on the motorsport ladder.

The McLaren F1 team staged a ‘World’s Fastest Gamer’ competition last year to find a new simulator driver, testing gamers through a series of virtual and physical challenges. The event was won by Holland’s Rudy van Buren, who is now officially part of the McLaren team, working with race drivers Fernando Alonso and Stoffel Vandoorne to help develop the real-world F1 car.

Van Buren said: “Every boy that starts karting dreams about F1, and at a certain point that dream just vanishes. Now by winning World’s Fastest Gamer, I can relive that dream. It really was the toughest job interview I ever faced, but with such an incredible reward at the end of it.”

Van Buren and F1 esports winner Leigh were both given a berth in the ‘Race of Champions’ event in January that pits drivers from a variety of racing series in a head-to-head challenge. Leigh had never driven a real-life car until the week leading up to the showcase, but was able to get up to speed and underwent an intensive fitness regime similar to that of professional drivers, completing the transition from gamer to racer.

The esports effect on F1 is greater than simply offering a younger, previously untapped audience to the series. It is also makes motorsport more accessible and opens doors to aspiring racers.

Four-time world champion Lewis Hamilton is not convinced we will see future F1 drivers starting out in esports, but having come from a poorer background himself, he recognises the value of it and the opportunities it might create.

 I’ve got fans who are good at gaming but when they got into the car it isn’t the same

“It is quite incredible, the recent developments,” Hamilton said. “But do I think that will translate into a racing driver? Honestly, I don’t think you can ever be sure, but I doubt it. I’ve got fans who are good at gaming but when they got into the car it isn’t the same.

“It would be a far more feasible career for many because right now racing is so expensive and if [esports creates] an opportunity in the future, then that’s good for people that come from places that I came from. They can’t get that now. It is much harder for anyone from a council estate in Stevenage to get to F1 now – pretty much impossible because you need a lot of money.”

As F1 begins to map out its digital future, esports is going to be a key part of its plan – and it could have a significant impact both on and off-track.

This 25-Year-Old Has #Nas And The #49ers Investing In High School #Esports $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:07 AM on Tuesday, June 5th, 2018
  • PlayVS, a startup developing software to formalize high school gaming competitions
  • By integrating with a select number of games,
    • PlayVS serves as an all-in-one online portal for students and administration
  • Growth has been fast since its founding last June
Matt Perez , Forbes Staff

Delane Parnell is the cofounder and CEO of PlayVS.

If there’s a constant in the flourishing world of esports, it’s that enthusiasm often outpaces the necessary infrastructure to match it. In particular, high school students and teachers who hope to participate in competitive gaming must self-organize without the structure of an official body.

Delane Parnell’s high school science teacher was someone who took it upon himself to organize a gaming club for students. He provided the equipment, he kept track of stats and even awarded trophies for the myriad of games they played. It was a way for students to come together and to participate in a hobby they all enjoyed. It was also a way for Parnell to stay out of trouble on the west side of Detroit where he grew up.

“I was super in love with that, and it was probably one of the highlights of my life,” says Parnell, now 25 years old. “I never made the connection until maybe last year that I was building that company.”

That company is PlayVS, a startup developing software to formalize high school gaming competitions. By integrating with a select number of games, PlayVS serves as an all-in-one online portal for students and administration. Matches are set and scheduled on the platform, player stats are tracked and collected, and wins and losses are auto-reported to prevent cheating.

Growth has been fast since its founding last June. By November, Parnell and his collaborators at the incubator Science struck up a partnership with the National Federation of State High School Associations (NFHS), which publishes the rules for most high school sports and performing arts activities across the United States. The organization was searching for around 18 months before finding the right fit in PlayVS. With the NFHS exclusively rolling out esports through its Web app, Parnell’s company can now reach 19,500 high schools and the many students who pine for an esports program that functions like an officially sanctioned sport.

“There are 8 million kids today that don’t participate in any sports, and there’s an opportunity for them to get engaged, develop an affinity for their school, to just be a part of something that’s bigger than themselves,” Parnell says.

The inaugural season starts this fall, with around 18 to 20 states set to participate, a starting base that encompasses about 5 million students. Two seasons make up a school year, with each regular season played across two months and leading into conference finals and a state championship. PlayVS is still mum on which games will be offered, though it’s working with publishers to sanction IPs within three genres: MOBAs, fighting games and sports games. Students will need to pay a $16 per month participation fee to register for the platform.

While PlayVS still needs to prove itself come this fall, it’s already earned some believers in high places. The startup this week announced it pulled in $15 million through a Series A funding round. Investors include the NFL’s San Francisco 49ers, NBA All-Star Baron Davis, LA Chargers Pro Bowler Russell Okung and rapper Nas. According to the company, it’s the third-largest Series A for a black founder.

Despite the young age of the company—and its founder and CEO—it was an eventful journey to this moment.

Listen to Delane Parnell discuss his startup PlayVS on our podcast, Overworld:

Parnell grew up in Detroit’s Jeffries Projects, a notoriously rough neighborhood. His father was murdered before he was born, and his older brother’s dad passed away from sickle cell soon after. Part of his childhood was spent living with a family friend, but when the city imploded the housing project, he moved back in with his single mother on the west side of Detroit. Hoping to keep him and his brother out of trouble, Parnell’s mother put them in school sports and got them summer jobs. While his brother worked at a meat-packing facility, he got a job at a cellphone store. The man in charge taught Parnell the ropes.

“Without him, I’m not sure I’d be here today,” Parnell says. “Taught me everything I know about business, about hard work, about empathy and leadership and management, and just took me under his wing.”

They were lessons Parnell quickly put to use. He went on to own three Metro PCS stores, then he helped start a car rental service that now has 16 locations in the Midwest and Southeast. Turning his eyes toward venture capital, he came to work with billionaire Dan Gilbert’s Rocket Fiber.

“I’ve always been a gamer, but I fell in love with esports throughout working with Dan,” Parnell says.

Despite some early goings in the industry, including selling the team Rush eSports to Team SoloMid, Parnell wasn’t able to find sustained success in esports. But through a long series of connections and fortunate coincidences, Parnell would find the key to eventually founding PlayVS. While at a friend’s SXSW party, Parnell was introduced to Science cofounder Peter Pham, who was the lone brave soul out on the dance floor.

“He mentioned he was really interested in building something in esports,” Pham says. “I had been obsessed with the space for a while and wanting to kind of find a team to help build something in that space.”

Considering esports will near billion-dollar revenues this year, and considering 72% of teens play videogames, the interest was warranted. It was just a matter of finding the right partner and deciding where attention should go, something that became obvious upon talking to Parnell.

“Esports sort of has this task—this mountain task—to become multigenerational,” Parnell says. “If a sport has a strong and a stable high school system, then that sport typically not only has staying power but it also lasts for multiple generations at the pro level.”

The industry lacks a system to readily usher in the next wave of athletes. It’s endemic at the collegiate level. Though universities are beginning to offer esports scholarships, they use unorthodox measures to recruit the kids. With a more formalized ladder, a clearer path exists.

The two continued speaking for a number of months, and Pham asked Parnell to make the move to Los Angeles. He was hesitant given the deep connections he’d made in the Detroit startup scene.

“I wanted to see that through, and I was pretty passionate about that and I still am,” Parnell says, “but I knew if I wanted to build a big company, and certainly a company in esports, location matters.”

Pham finally gave an ultimatum to move out to the West Coast. As soon as he got off the phone, Parnell decided to make the leap. He got out of his lease, took his car into the dealership, gave most of his belongings away, threw the rest in a U-Haul and headed across the country. Former pro player and now 100 Thieves team owner Matt “Nadeshot” Haag hooked him up with a place to stay, but everything happened so quick, Parnell never even saw his new apartment before shipping out.

“It was really a decision around, how bad do you want to do this,” Parnell says.

Since then, Parnell’s been under Pham’s wing as they build PlayVS. Already, they’ve pulled a national partnership and a $15 million funding round. Now it’s time to spend the summer prepping for its debut season this fall. But given how fast he moves, it’s no wonder Parnell’s already thinking of the future impact of PlayVS.

“I can’t wait to send hundreds of thousands of kids to college on esports scholarships in the future, keep kids off the street and out of gangs and, most importantly, help kids develop new friendships,” Parnell says. “I think there’s something to be said around the benefits of gaming and how gaming brings people together.”

Source: https://www.forbes.com/sites/mattperez/2018/06/04/this-25-year-old-has-nas-and-the-49ers-investing-in-high-school-esports/#48397a35777b

#Esports Entertainment Group $GMBL Announces the Appointment of Geoff Bough as Strategic Advisor $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 7:39 AM on Tuesday, June 5th, 2018

Esports large

  • Announced the appointment of Mr. Geoff Bough of New York as Strategic Advisor
  • Mr. Bough has an extensive background in online gaming and both the esports and sports worlds
    • Since May 2017, Mr. Bough has been Vice President of Marketing and Partnerships at DRAFT, a subsidiary of Paddy Power Betfair plc

ST. MARY’S, Antigua, June 05, 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. Geoff Bough of New York as Strategic Advisor. Mr. Bough has an extensive background in online gaming and both the esports and sports worlds.

Since May 2017, Mr. Bough has been Vice President of Marketing and Partnerships at DRAFT, a subsidiary of Paddy Power Betfair plc. Previously, from 2010 to 2016, Mr. Bough was Head of Business Development for FanDuel, Inc. Mr. Bough also serves as an advisor to FanAI, an artificial intelligence esports audience monetization platform based out of Santa Monica, CA and he has done consulting work for several major esports-focused companies, including Activision Blizzard.

Geoffrey Bough stated:

“With the combination of the huge growth in esports and the recent fall of the Professional and Amateur Sports Protection Act (PASPA), we’re in an exceptionally unique time period where Esports Entertainment Group can take advantage of what will be a burgeoning esports betting landscape. I look forward to helping Esports Entertainment Group make the most of this opportunity.”

Grant Johnson, CEO of Esports Entertainment Group, stated, “We are excited Geoff has joined our team. The timing of his appointment could not be better given the recent Supreme Court decision regarding online gambling in the United States. His insights and connections into the American esports wagering market will be of significant value to the Company now that the US market has opened up.”

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, currently 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, currently excluding the US and EU, 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

As pro gaming takes off, so do #Esports careers $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:02 PM on Monday, May 28th, 2018
Dean Takahashi@deantak May 28, 2018 7:15 AM

Above: Arnold Hur (left) and Justin Choy of Gen.G.

Not all of us can make a living as professional gamers in the Overwatch League. But Justin Choy’s gig may be the next best thing. He’s the content marketing manager in charge of videos and social media for Gen.G, the esports organization that operates multiple teams — such as the Seoul Dynasty, one of the franchises in Activision Blizzard’s new Overwatch League.

It’s the kind of job that didn’t exist a generation ago, and the 28-year-old Choy is one of the few people who could do something like this, according to his boss, Arnold Hur, chief growth officer at Gen.G, which was formerly known as KSV eSports. As esports grows from $906 million in 2018 to $1.65 billion by 2021 (according to market researcher Newzoo), new kinds of jobs are being born in its ecosystem.

I think of it as the Leisure Economy, where we all will eventually get paid to play games. Besides people like Choy and Hur, the Leisure Economy already includes people like esports athletes, cosplayers, influencers, YouTubers, livestreamers, shoutcasters, and modders. There’s a broader group of accountants, lawyers, and other professionals who work for esports and game companies, and they’re also using their knowledge of games to prosper. The parents of these people probably cursed their obsession with video games, but that obsession has paid off handsomely for those who use it to become celebrities in our attention-based society.

Above: A Seoul Dynasty fan cheers on his team in the Overwatch League

People like Choy are still a rare group. Hur said it hasn’t been easy scouting for people in Los Angeles — the epicenter of esports, or playing games for money — who have the combination of skills that Choy has: online video skills, social media savvy, and a deep interest in games and esports. These weren’t the kinds of skills that Choy could pick up in college.

Rather, he developed the skills based on his own passions. Before he took the job at Gen.G, Choy was an online game fan and music-marketing expert. He is now in charge of managing a team of videographers and editors who shoot video footage of the Seoul Dynasty team. Their job is to capture amazing, cool, or funny gameplay and lifestyle videos of the pro gamers. They edit them down into snippets, share them on social media, and hope that they go viral.

“My job is less about video editing and more ideation on content pieces that will go viral,” said Choy in an interview with GamesBeat. “We try to tell the story of the team.”

For Gen.G, it’s all about generating a new revenue stream. Every week, the Seoul Dynasty plays competitive esports tournaments for the Overwatch League, which draws millions of views every week. Those viewers are mostly millennials who have a lot of disposable income but aren’t easy to find on traditional media channels, such as television.

Above: Justin Choy of Gen.G is 28 and is the content marketing manager for the Seoul Dynasty team.

Image Credit: Dean Takahashi

Nielsen recently compared the esports demographic — about 70 percent male, ages 13 to 40 — to soccer fans, and it said they are “irresistible” to brand advertisers. But they’re hard for advertisers to target, as they only watch about four hours of TV per week. They spend twice as much time playing games.

But esports is still looking for its big revenue stream. Players, team owners, game publishers, investors, venues, and startups alike are looking for revenue from sponsorships, merchandise sales, media rights fees, game-publisher fees, advertising, and ticket sales. And if they can accumulate enough of an audience — one of the goals that Hur and Choy have been hired to make happen — the revenues will likely come.

“With traditional sports, an average fan spends about $50 per year,” Kent Wakeford, cofounder of Gen.G, said during a fireside chat at the GamesBeat Summit in Mill Valley, California, today. “With esports, it’s an average of $5. There’s this big gap, and if you can come in and close it. It’s this 10x opportunity.”

Above: KSV’s Seoul Dynasty Overwatch team.

Image Credit: KSV

The video crew captures film in mini-documentary style so that fans can see what it’s like to be a competitive gamer at the highest level. The five-member starting squad plays every day at a team house, but they consume so much bandwidth that Choy can’t upload videos from the house. They go through roughly a terabyte of data in a week. And yes, they spend a lot of their time uploading and editing. That’s because they have to go through that sea of data and whittle it down to digestible bites.

Choy disperses the video team to their home locations, and they upload video to the cloud so that he can review it. Then, he offers his editing tips for finding the funniest videos and directs the video editors to chop down and edit the videos for publication. Once everything’s done, the team uploads the video to the social media sites, and Choy shares it as widely as possible on YouTube, Twitter, Facebook, Twitch, and Instagram.

The social media sites can magnify the awareness and influence of the team at relatively little cost. SuperData estimated that Twitch had more than 666 million viewers in 2017, more than Netflix or HBO.

The videos feature in-game coverage, lifestyle features on the players, matches, and match previews. The idea is to get fans exposed to the behind-the-scenes views of the players and their personalities.

Above: Seoul Dynasty is a new Overwatch League team.

Image Credit: KSV Esports

“We try not to make it like reality TV, so it is as organic as possible, and the players are comfortable,” Choy said. “The common view is the players tend to be hermits. We need to tap into the personality that the internal staff knows that they have. They are funny and can spark up the room, and you need the right videographer to do that.”

It may seem like a bizarre subculture, but Choy was already part of it. Finding people like that with the talent to bring great attention to the sport is difficult, Hur said.

“There are a lot of people who say they love esports, but the rest of the resume has nothing,” Hur said. “For things like handling Twitch payments, there is almost zero experience in this field. It’s a huge challenge hiring people. We look for people who are good at what they are do and are super passionate. In L.A., there are talented video editors, but do they know what to show the audience? They aren’t teaching people how to do this in school.”

It helps that Hur speaks Korean, and Choy speaks some as well, as all of the star players are Korean on the team. South Korea is known as the birthplace of esports, and it’s the rare place where esports players are known as media superstars. The Overwatch League’s player base is about 40 percent Korean.

The videographers shoot the team in their own team house where they practice. Those videographers have to be in sync with the team on an emotional level, as they don’t want to air videos that make the team members upset and throw them off their game.

If the videos are captured while the players are speaking Korean, then the team has to write subtitles. Multitasking is a valuable skill. The pay could start at $50,000 for good editors, and then, it ramps up from there.

Choy tries to capture what the team is really like, and his gamer background helps with that. He has also applied his music background, getting the players to put out their own playlists for gaming music on Spotify.

Above: Arnold Hur (left) and Justin Choy of Gen.G.

Image Credit: Dean Takahashi

“I understand the struggle where they start out low, grind through it to make it to the pros,” he said. “It’s not all about making a direct return on video investments. I want to make engaging content that the fans can connect with and show a different side of the players that the fans don’t see.”

Choy is part of a team that has about seven full-time and part-time people. There are other jobs coming. Gen.G is building an esports center in Seoul, and it is looking for people like interior designers, and it will likely have to figure out how to shoot videos of its other esports teams as well.

“Every big game or intellectual property will [need] its own social media manager and production team,” Hur said.

Eventually, sponsors will come into the picture, and that adds a layer of complexity to the “authenticity” of the social sharing, as brands don’t always like gamer footage that is too raw.

Overall, Choy and Hur like what they’re doing because they are pushing the edge of social media by embracing technology.

“We know there’s some interesting technology out there to identify highlights in videos,” Hur said. “New industries can be born. You have to be adept at the latest tech platform.”

Choy added, “It’s part of a passion. It doesn’t [feel] like work.”

Source: https://venturebeat.com/2018/05/28/as-pro-gaming-takes-off-so-do-esports-careers/

Esports Entertainment Group $GMBL To Present Major Achievements And Growth Plan At 8th Annual LD Micro Invitational Conference On June 5, 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:36 AM on Friday, May 25th, 2018

Esports large

  • Invited to present at the 8th Annual LD Micro Invitational Conference on June 5 at 11:30 AM PDT in Los Angeles
  • LD Micro Invitational Conference is attended by more than 1,000 investors and features 230 companies in the small-cap / micro-cap space

ST. MARY’S, Antigua, May 25, 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, has been invited to present at the 8th Annual LD Micro Invitational Conference on June 5 at 11:30 AM PDT in Los Angeles.  The LD Micro Invitational Conference is attended by more than 1,000 investors and features 230 companies in the small-cap / micro-cap space.

COMPANY TO PRESENT MAJOR ESPORTS ACHIEVEMENTS

Esports Entertainment Group CEO, Grant Johnson, will be presenting the company’s major achievements over the last 12 months, including the following highlights:

  • Successful launch of http://VIE.gg the Company’s esports betting exchange
  • The signing of affiliate marketing agreements with 50 esports teams
  • The signing of affiliate marketing agreements with 60 esports streamers
  • Anticipated growth of affiliate marketing program throughout 2018
  • The Company’s growth plans into online tournaments and real world esports coliseum
  • Recent $600,000 financing commitment and further warrant financing commitments
  • Impact of the Supreme Court decision legalizing sports gambling on esports betting

Mr. Johnson will also be hosting one-on-one meetings at the conference. Any investors wishing to meet with him at the event should contact their representative at LD Micro or GMBL investor relations at [email protected]

“I am looking forward to presenting Esports Entertainment Group’s vision for gambling and the fast growing esports industry to investors for the first time at the LD Micro Invitational Conference. Immediately following the conference, we will be continuing our meetings with funds, brokers and investors in New York on June 7 and 8, then ending with further meetings in Toronto. This should be an exciting three weeks as we have already received high level expressions of interest for investments in our Company.”

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, currently 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, currently excluding the US and EU, 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

Epic Games Will Provide $100,000,000 for Fortnite #Esports Tournament Prize Pools in the First Year of Competitive Play $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 12:28 PM on Tuesday, May 22nd, 2018
  • Epic Games will provide $100,000,000 to fund prize pools for Fortnite competitions
  • Company getting behind competitive play in a big way, but approach will be different
  • Plan to be more inclusive, and focused on the joy of playing and watching the game

By The Fortnite Team

Fortnite Competitors!

Grab your gear, drop in and start training. Since the launch of Fortnite Battle Royale we’ve watched the passion for community competition grow and can’t wait to empower you to battle with the best.

In the 2018 – 2019 season, Epic Games will provide $100,000,000 to fund prize pools for Fortnite competitions. We’re getting behind competitive play in a big way, but our approach will be different – we plan to be more inclusive, and focused on the joy of playing and watching the game.

Stay tuned for more details about competitive structures and eligible platforms in the weeks ahead!
Source: https://www.epicgames.com/fortnite/en-US/news/epic-games-will-provide-100-000-000-for-fortnite-esports-tournament

Esports Entertainment Group $GMBL Partners With PartnerMatrix To Integrate Affiliate And Agent Management System $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:41 AM on Tuesday, May 22nd, 2018

Esports large

  • Announced agreement with PartnerMatrix
    • first platform that enables online sportsbook and casino operators to run Affiliate System with Agent functionality and Agent System with Affiliate functionality
  • Company will integrate the PartnerMatrix platform to manage  affiliate program on an expedited basis

ST. MARY’S, Antigua, May 22, 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 an agreement with PartnerMatrix, the first platform that enables online sportsbook and casino operators to run Affiliate System with Agent functionality and Agent System with Affiliate functionality. Under the agreement, the Company will integrate the PartnerMatrix platform to manage our affiliate program on an expedited basis.

Grant Johnson, CEO of Esports Entertainment Group stated, “We are excited to have partnered with Partner Matrix and can’t wait to benefit from their well-built affiliate and agent system, which will allow us to track everything in one place. PartnerMatrix is highly focused on affiliate manager and administrator comfort. It gives us an opportunity to reach each angle of the affiliate program and successfully manage all the operations. This will be especially important given the pace of esports teams signing up as affiliates, as well as, the onboarding of streamer affiliates.”

Levon Nykoshosyan, PartnerMatrix CEO, added, “We are delighted to provide our affiliate platform to Esports Entertainment Group, a very experienced and professional team with the clear vision of becoming market leaders. In our endeavour for continuous improvement and client satisfaction, this signing represents another important step for our ever-evolving affiliate solution. We are confident that PartnerMatrix includes everything needed in order to run the most successful performance marketing campaigns.”

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

Esports Entertainment Group $GMBL Signs Affiliate Marketing Agreements With Additional 14 #Esports Teams, Bringing Total To 50 Esports Teams $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 7:43 AM on Monday, May 21st, 2018

Esports large

  • Announced the signing of Affiliate Marketing Agreements with 14 additional esports teams
  • Company ramps up affiliate marketing activities in support of its recent launch of VIE  (https://vie.gg)
    • World’s safest, most secure and transparent esports wagering platform

ST. MARY’S, Antigua, May 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 14 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 14 esports teams brings the total number of esports team affiliates to 50 since the Company’s first announcement on April 5th.  The Company anticipates more Affiliate Marketing Agreements with esports teams.

NEWEST ESPORT TEAM AFFILIATES

Team Cerenity
Re:born CS
R1s1ngSta
Sweating Germans
Enclave Gaming Community
ATG E-sports
Respect4Gaming
AGD ESPORTS
Pongileez
RWR team
BrotherHooD Esport
Team Shtopor
Venoms
Soul Rippers

VIE offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding jurisdictions such as the USA 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, “We are simply amazed at the speed at which esports teams are signing as affiliates for VIE.  In just six weeks, we have gone from zero to fifty and counting.  This is an incredible accomplishment when you consider no other esports wagering site has ever signed affiliate marketing agreements with esports teams.  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]

Esports Entertainment Group $GMBL Announces $600,000 Financing With First Capital Ventures $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:44 AM on Thursday, May 17th, 2018

Esports large

  • Announced financing in the amount of $600,000 with Denver, CO-based First Capital Ventures
  • First provided the Company with financing of $600,000 in March 2017
  • Financing announcement represents the exercise of warrants held by First Capital and demonstrates the firm’s continued commitment and confidence in the future of Esports Entertainment Group

ST. MARY’S, Antigua, May 17, 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 announced financing in the amount of $600,000 with Denver, CO-based First Capital Ventures (“First Capital”), which first provided the Company with financing of $600,000 in March 2017.

Today’s financing announcement represents the exercise of warrants held by First Capital and demonstrates the firm’s continued commitment and confidence in the future of Esports Entertainment Group.

Gary Graham, President & CEO of First Capital stated “Prior to this week’s Supreme Court decision lifting the ban on sports betting by states, Chris Grove of Eilers & Krejcik Gaming projected that esports wagering would reach $23 billion by 2020. As a result of this decision we believe this figure will increase and that the Company’s esports wagering platform VIE.gg is ideally positioned to capitalize on this market. Affiliate marketing agreements with VIE have already been signed with 36 esports teams, as well as, 60 esports streamers representing an audience of esports viewers which collectively had over 250 million online video views in the 30 days prior to their signing. From a business model point of view, we believe the sports book model used by traditional betting sites is fundamentally ill-suited to esports, while the peer-to-peer model used by VIE is ideal for the esports fan demographic. Finally, and perhaps most important to investors, Esports Entertainment Group is currently the only pure, fully reporting public issuer positioned to take advantage in the global esports explosion with its wagering and tournament platform. We are bullish on the Company and look forward to supporting it for years to come.”

Grant Johnson, President & CEO of Esports Entertainment Group stated, “The continued financing and mentoring support of First Capital Ventures is invaluable to our Company and serves as unequivocal validation of our business model.  The first round with First Capital was instrumental in the launch of VIE, while this second round will be instrumental in helping launch our multi-player mobile and PC video game tournaments.”

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 First Capital Ventures, LLC (www.firstcapitalventures.com)

Founded in 2005, First Capital helps entrepreneurs realize their disruptive solutions’ true potential, while taking an active approach to shareholder value creation. Our team of senior-level leaders has over 200 years of combined business expertise, and not all as corporate stuffed shirts – each of us has deep experience on the other side of the table, starting, growing and exiting our own small businesses. It is this unique dual perspective that makes First Capital the ideal platform for both business creation and investment appreciation. As your guides to growth we navigate new and emerging markets on your behalf, and chart (and help execute) a route to shared success.

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 offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding the US and some EU nations. Esports Entertainment is currently the only public company licensed to provide peer-to-peer wagering internationally and a tournament platform for gamers in the US. 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
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

BREAKING…U.S. top court paves way for legalized sports betting $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:37 AM on Monday, May 14th, 2018
  • U.S. Supreme Court on Monday paved the way for states to legalize sports betting
  • A defeat for the major American sports leagues, endorsing New Jersey’s bid to allow such wagering and striking down a 1992 federal law that prohibited it in most places
  • Court upheld the legality of a 2014 state law permitting sports betting at New Jersey casinos and horse racetracks and voided the federal Professional and Amateur Sports Protection Act

WASHINGTON (Reuters) – The U.S. Supreme Court on Monday paved the way for states to legalize sports betting in a defeat for the major American sports leagues, endorsing New Jersey’s bid to allow such wagering and striking down a 1992 federal law that prohibited it in most places.

People play slot machines inside a casino in Atlantic City, New Jersey, January 19, 2016. REUTERS/Shannon Stapleton

The court upheld the legality of a 2014 state law permitting sports betting at New Jersey casinos and horse racetracks and voided the federal Professional and Amateur Sports Protection Act. Some states see sports betting, like lotteries, as a potentially important source of tax revenue.

The ruling takes the United States a step closer to legal sports betting in numerous states, perhaps nationwide, rather than just in select places such as Nevada, home to the gambling capital Las Vegas. The current illegal sports betting market is worth billions of dollars annually.

The justices struck down the entire federal law on a 6-3 vote.

“The legalization of sports gambling requires an important policy choice, but the choice is not ours to make. Congress can regulate sports gambling directly, but if it elects not to do so, each state is free to act on its own,” Justice Samuel Alito wrote on behalf of the court.

Industry analysts have said that dozens of states might legalize sports betting if they are not barred from doing so by the federal law.

New Jersey’s sports gambling law, championed by Republican former Governor Chris Christie, was challenged in court by the National Football League, Major League Baseball, the National Basketball Association, the National Hockey League and the National Collegiate Athletic Association, the major governing body for intercollegiate sports.

They called New Jersey’s law a threat to the integrity of competition, fearing game-fixing and other types of cheating.

New Jersey argued that the federal law infringed upon state sovereignty as laid out in the U.S. Constitution by compelling states not to license or regulate sports betting.

Christie appealed lower court rulings striking down the state law as a violation of the 1992 federal law that effectively prohibits sports gambling in all states except Nevada and, to a limited extent, Delaware, Montana and Oregon.

Christie left office in January and was succeeded by Democrat Phil Murphy.

The state law at issue would allow people age 21 and above to bet on sports at New Jersey casinos and racetracks, but would ban wagers on college teams based in or playing in the state.

Professional sports leagues in recent years have begun to shift their views regarding sports betting. Las Vegas now has an NHL team and will soon have an NFL team, and the NBA’s commissioner called for legalizing sports betting so it can be properly regulated.

Source: https://www.reuters.com/article/us-usa-court-gambling/u-s-top-court-paves-way-for-legalized-sports-betting-idUSKCN1IF1WN