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INTERVIEW: Esports Entertainment Group $GMBL Discusses Launch Of VIE.GG, The World’s Safest, Most Secure and Transparent #Esports Wagering Platform $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 11:25 AM on Tuesday, April 3rd, 2018

#Twitch Launches #Esports Digital Channel #SuperLeagueTV $GMBL $KUU.ca

Posted by AGORACOM-JC at 12:24 PM on Monday, April 2nd, 2018
  • Debuting on Twitch, SuperLeagueTV is the first ever network dedicated to amateur esports and competitive amateur players
  • Initial programming will include top tier gameplay from Super League’s City Champs tournaments

Debuting on Twitch, SuperLeagueTV is the first ever network dedicated to amateur esports and competitive amateur players. Initial programming will include top tier gameplay from Super League’s City Champs tournaments, as well as the most compelling storylines that emerge from among the thousands of individual and team-vs-team competitions happening throughout the year within Super League’s League of Legends and Minecraft events.

Broadcasting from Ultimate Media Ventures, Super League Gaming’s Huntington Beach-based production partner, SuperLeagueTV will offer commentary and analysis during hotly contested matches and original programming that shines a light on the increasing number of people who are making competitive video gaming their sport of choice. Beginning this week with Super League Gaming’s League of Legends City Champs season, the channel will feature known shoutcasters and other esports influencers, including play-by-play from Alexander “Opal” Archumbault, and color commentary by Alex “Mad_Magical” Whieldon.

“Super League Gaming is a player-first company. SuperLeagueTV is a player-first network,” said Matt Edelman, Chief Commercial Officer of Super League Gaming. “We are creating a channel dedicated to the massive community of amateur gamers seeking opportunities to play their sport in a trusted, competitive environment where they also can create lasting real-world connections. SuperLeagueTV is a natural extension of our core value proposition.”

SuperLeagueTV‘s launch lineup will consist of multiple nights of gameplay taking place in heated City-vs-City battles within movie theaters across the country. Woven into the programming will be pre- and post-match content, including player interviews and City Club profiles, all of which will be available on SuperLeague_TV via Twitch. Additional content and distribution announcements will be made throughout the year.

Coming on the heels of Super League’s recent four-city expansion to Atlanta, Tampa Bay, Washington D.C, and Philadelphia, SuperLeagueTV’s launch continues Super League’s 2018 momentum as the top esports brand for amateur gamers. New strategic, brand and game publisher partnerships will be announced soon.

Source: http://worthplaying.com/article/2018/4/2/news/108035/

Gary Vee’s Throughts On #DRAKE & #Twitch #Esports #LOL $GMBL $KUU.ca

Posted by AGORACOM-JC at 4:50 PM on Thursday, March 29th, 2018

“It is now a forgone conclusion that millions of people will sit for trillions of hours and watch other people game.”

“I’m in love with my these of eSoorts and virtual reality in a year window.”

“Do you know how many kids are making real bank on twitch playing video games all day?”

#Esports Monday Morning Briefing, 26/03/2018 $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 9:04 AM on Monday, March 26th, 2018

Modern Times Group will split off its esports/gaming portfolio into a new company, while the German Olympic Committee remains firm against esports recognition.

Missed any of the biggest esports business news last week? The TEO Monday Morning Briefing recaps the top headlines from the last seven days!

MTG to Split Into Two Listed Entities

Modern Times Group (MTG ), the Swedish media firm that acquired a majority stake in ESL in 2015, and the entirety of DreamHack  that same year, has announced it will split off into two separately listed companies. This follows on from a failed $2.5B takeover bid from Danish telecommunications TDC to acquire MTG’s Nordic TV businesses, which will be part of a separate entity listed on Nasdaq Stockholm.

While we won’t feel the esports impact of this for some time, the idea of MTG becoming a full-on digital company with an emphasis on esports and gaming is fairly significant.

Facebook and Amazon Compete for Esports Crowd with New Developer Tools

As part of last week’s Game Developer Conference (GDC), Facebook and Amazon have both announced new tools for video game developers, both with potential esports applications.

For Facebook, it’s a software development kit that allows games to be streamed directly to Facebook Live, a feature tested with the Paladins Premier League. Meanwhile Amazon will allow game makers to add tournaments and leagues directly to games, and even ship prize deliveries through the e-commerce giant.

Tennis Joins Virtual Sports Space with French Open Esports Tournament

Let’s list all the popular sports that are trying to make it in esports: basketball, hockey, European football, American football…anything missing? Well now the French Tennis Federation wants to host a competition around the unreleased game Tennis World Tour, with a final to be held at the French Open.

Perhaps the most noteworthy part of this news is that the series will be backed by the competition’s main sponsor, BNP Paribas.

Sponsorship/Partnership Round-Up

In partnership news, DreamHack is not only extending its 10-year relationship with Twitch with a new multi-year deal, but in Spain the company is also partnering with recruitment company Page Personnel to introduce career development opportunities at events, starting with DreamHack Valencia and DreamHack Sevilla.

Elsewhere, performance drink eNgage enters the Chinese market with a sponsorship deal with LGD Gaming, and eSports.com becomes the newest jersey sponsor for Astralis in a deal—sources close to it say—is worth $2M over three years.

German Olympic Committee Opposes Coalition Esports Agreement

Finally, when the new German coalition government formed, it pledged to support esports as an organized sport in the country. It’s one of the most significant movements of its kind in Europe, but it also faces a lot of hurdles, namely the German Olympic Committee, who last week called the attempt to integrate esports into Germany’s organized sports as the work of “specialist politicians” in the digital sector. We’ll update you further as the story progresses.

Source: https://esportsobserver.com/teo-monday-briefing-march-23-2018/

Everyone Is Betting On Growth Of #Esports Wagering In 2018 $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 9:21 PM on Thursday, March 22nd, 2018

 

  • Optimism for the future of betting on esports is very high
  • In survey filled out by thirty-one respondents representing small endemic sites (esports-first or esports-only) to the largest non-endemic global operators (mainstream betting operators that also offer esports), 100% of the respondents indicated a belief that the esports handle will grow in 2018;
  • 82% hypothesize that the sophistication of esports wagering will catch up to traditional sports within two years.

Darren Heitner , Contributor

Betting operators are excited about the potential for growth surrounding wagers on PlayUnknown’s Battlegrounds (PUBG) matches. (Photo by VCG/VCG via Getty Images)

Optimism for the future of betting on esports is very high. In a survey filled out by thirty-one respondents representing small endemic sites (esports-first or esports-only) to the largest non-endemic global operators (mainstream betting operators that also offer esports), 100% of the respondents indicated a belief that the esports handle will grow in 2018, and 82% hypothesize that the sophistication of esports wagering will catch up to traditional sports within two years.

The survey was conducted by Eilers & Krejcik Gaming and reported in its Esports & Gambling Monitor for 1Q 2018.

The vast majority of respondents also indicated that esports betting activity has increased from the prior quarter, with no respondents revealing a decrease in handle.

The biggest factor believed to be spurring an increase in betting is the growth of existing major events, followed by the introduction of new leagues like The Overwatch League, which is a global esports league with city-based teams that is based on the Blizzard Entertainment game Overwatch. Players in the league receive a $50,000 minimum base salary, healthcare and retirements savings plans and housing.

Traditional professional sports also continue to cross over into esports, whether it be the NBA’s 2K League or MLS’ deal with EA Sports to launch eMLS, and that type of expansion is believed to at least play a role in continuing to improve the esports industry’s bottom line and additionally increase interest in betting.

Additionally, the respondents also revealed that the average spend per esports bettor is either increasing or staying the same, with no respondent answering that the amount of betting is on the decline.

The titles with the most betting volume are the traditionally mentioned games such as Counter-Strike: Global Offensive and League of Legends, but there is clear optimism surrounding one particular up-and-comer: PlayerUnknown’s Battlegrounds (PUBG). That game was one of the most watched on Twitch for the second half of 2017 and is the main reason why 64% of respondents believe Battle Royale-style games can drive substantial wagering activity.

Yet, an unfortunate data point for esports betting growth is that the results were mixed when it comes to the value that operators place on an esports bettor as compared to a traditional sports bettor. While one-third of the respondents indicated a belief that an esports bettor is more valuable than a traditional sports bettor in terms of lifetime value, a big jump from the mere 5% who indicated same the previous quarter, over 60% of respondents said that the esports bettor will provide less value to the operators’ bottom-line over the span of many years.

Darren Heitner is the Founder of South Florida-based HEITNER LEGAL, P.L.L.C. and Sports Agent Blog. He authored the book, How to Play the Game: What Every Sports Attorney Needs to Know.

Follow @DarrenHeitner

Source: https://www.forbes.com/sites/darrenheitner/2018/02/12/everyone-is-betting-on-growth-of-esports-wagering-in-2018/#c4c7cb045820

Esports Entertainment Group $GMBL Announces The Launch Of VIE.GG, The World’s Safest, Most Secure and Transparent #Esports #Wagering Platform $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 8:12 AM on Tuesday, March 20th, 2018

Esports large

  • Announced the launch of VIE  (https://vie.gg)
  • World’s safest, most secure and transparent esports wagering platform
  • bet exchange model provides for player versus player betting (PVP) with the house taking a small percentage of each wager
  • PVP model means a VIE player always wins and the Company removes all risk, creating a win-win for players and the Company

ST. MARY’S, ANTIGUA, March 20, 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 launch of VIE  (https://vie.gg)  the world’s safest, most secure and transparent esports wagering platform.

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. The bet exchange model provides for player versus player betting (PVP) with the house taking a small percentage of each wager, as opposed to a sports book model that pits the player versus the house. Our PVP model means a VIE player always wins and the Company removes all risk, creating a win-win for our players and the Company.

The launch of VIE follows months of extensive, final financial compliance with applicable regulators, financial institutions and payment processors, as well as, beta testing that provided the Company with valuable feedback from esports enthusiasts around the world. VIE features wagering on the following esports games:

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

LAUNCH ROLL-OUT INCLUDES OVER 60 AFFILIATE STREAMERS AND WORLD LEADING SUPER AFFILIATE

A core element of the Company’s customer acquisition strategy is an affiliate program powered by Income Access, which won eGaming Review’s B2B Award for ‘Affiliate Software’ four years in a row. Income Access has been fully integrated into VIE to manage our affiliate program, which has received attention far beyond Company expectations to this point.

On September 6, 2017, the Company announced the signing of over 60 affiliate esports streamers at gamescom 2017, representing an audience of esports viewers which collectively generated over 250 million online video views in the preceding 30 days.

Some affiliates have already commenced the onboarding process, with the majority expected to be completed over the next 45 days. At that time, VIE will launch a contest for its affiliates that will feature significant prizes and rewards throughout 2018 to further incentivize registrations.  Moreover, with VIE now officially launched, the Company expects strong continual registrations of new affiliates throughout 2018 and beyond.

Grant Johnson, CEO of Esports Entertainment Group stated “Today marks a major milestone for Esports Entertainment Group, our investors and the entire esports industry.  With esports experiencing rapid global growth and set to hit mainstream sports in 2018 with the launch of initiatives such as NBA 2K later this year, esports fans have told us loud and clear that they want a licensed, secure and transparent wagering platform to augment their experience.  We are thrilled to launch and deliver VIE to them at this great time for esports.”
During the rollout, the Company expects to announce significant new features, including the addition of multiple languages such as Spanish and Russian next month and further additional languages until all the major languages of global esports enthusiasts are serviced.

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

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.

Corporate Finance Inquiries
Stephen Cotugno
Vice President, Corporate Development
[email protected]
201-220-5745

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

 

#Esports: Why pro video #gaming will be bigger than the #NFL $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 2:44 PM on Thursday, March 15th, 2018

Players of ‘Dota 2’ and ‘League of Legends’ reap millions

SHOTARO TANI, Nikkei staff writer

Teams face off at the League of Legends Champions Korea tournament in Seoul on Feb. 1. (Photo by Koji Uema)

TOKYO — For those above a certain age, sports are all about pushing the lungs, muscles and mind to the limit in the pursuit of victory. They are played in the open air on a track or field, or indoors on a court or in a pool.

But for many people who have never known a world without the internet, that definition looks incomplete. For them, sports are just as likely to be played sitting in a comfortable chair in front of a glowing PC. Instead of a bat, racket or ball, they are equipped with bulky headphones, state-of-the-art keyboards and a lightning-fast mouse.

Han Ki-hoon, a 25-year-old from South Korea, is one of these new athletes. Sitting in a small room on the seventh floor of an apartment on the outskirts of Tokyo, curtains shut to block out the sunlight, Han quivers his mouse with his right hand, directing his character where to go next. On the screen his half-human, half-monster character faces off against other digital creatures, and a number pops up every time a character inflicts damage on another.

Han, whose gaming name is viviD, is one of the millions who play the online game “League of Legends,” or LoL for short. What sets him apart from the rest is that he plays professionally, lending his talents to Japanese gaming team DetonatioN Gaming.

Han’s esports career prompted his move to Japan two years ago. “I was playing for a South Korean team, but it ran into operational difficulties,” Han recalled. “I declared myself a free agent, and DetonatioN Gaming came calling.”

South Korean esports pro Han Ki-hoon came to Japan on an athletic visa. (Photo by Ken Kobayashi)

LoL is a strategy game that pits teams of three or five players against each other. Good communication among teammates is essential — so much so that Han lives, eats, sleeps and trains with four other DetonatioN LoL players and a coach in room 701 of their apartment building. They call it “The Gaming House.”

It is easy to dismiss the idea that playing video games, even at a high level, is the same thing as athletics. But esports players argue that the act of professionally competing in top titles such as LoL, which require quick thinking, fast reflexes and dedication, is as demanding as standard sports. When Han is not playing the game, he is either eating or sleeping. “I don’t play any other games,” he said, not even for fun.

Whatever the purists may say, Han has some important supporters who have little doubt that he is an athlete — including the Japanese government. Han was one of the first esports players to be granted an athletic visa by Japan.

Japan is just one of the countries seeking to catch up with the more developed esports markets — South Korea, China and the U.S. — in the hope of nurturing a new, fast-growing industry. The Hong Kong government recently vowed to invest HK$100 million ($12.7 million) to develop the Cyberport business park as an esports training and competition venue.

Such official support is understandable, given projections that the industry will generate around $1 billion a year by 2021. For Japan, nurturing the esports scene should pay off later by boosting tourism and helping its domestic gaming companies, like Nintendo and Capcom.

 

Source: https://asia.nikkei.com/Features/Cover-story/Esports-Why-pro-video-gaming-will-be-bigger-than-the-NFL


Esports Entertainment $GMBL Announces Appointment of #Esports Industry Leader Chul Woong (Alex) Lim as Director $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 8:06 AM on Thursday, March 15th, 2018

Esports large

  • Company has recently appointed Mr. Chul Woong (Alex) Lim as Director of the Company.
  • Mr. Alex Lim is an Asian esports industry expert

ST. MARY’S, March 15, 2018 – Esports Entertainment Group, Inc. (OTCQB:GMBL or the “Company”), a next generation online gambling and 18+ gaming company, is pleased to announce that the Company has recently appointed Mr. Chul Woong (Alex) Lim as Director of the Company. Mr. Alex Lim is an Asian esports industry expert.

From 2010 until recently, Mr. Lim was the Secretary General of the International e-Sports Federation (IeSF) based in Seoul, South Korea where he was responsible for relations with 47 national federations, international sports authorities, and global partners, in addition to organizing and operating the World Championship and other international level esports tournaments. Founded in 2008, the IeSF is a global organisation based in South Korea with a mission is to promote electronic sports as true sports, and become the global body in charge of maintaining, promoting and supporting it. For more information about the IeFS, please see www.ie-sf.com.

During 2010, Mr. Lim was Deputy Manager of Sports Marketing Team with FIRSONS Inc., a Seoul, South Korea based sports events marketing firm. During 2007, Mr. Lim was International Coordinator at the World Taekwondo Headquarters in Seoul. From 2005 to 2006, Mr. Lim was a Researcher with FITEX Inc., an adventure leisure sports company based in South Korea. Mr. Lim holds a Bachelor of Science degree from the Seoul National University and a Master of Arts degree from the University of Northern Iowa.

Mr. Grant Johnson, Esports Entertainment CEO stated, “We are very excited to have a recognized esports industry leader like Alex join our Board of Directors. Alex’s in-depth esports industry knowledge and relationships will be of huge value to Esport Entertainment as we establish vie.gg as the leading esports wagering platform.”

Mr. Alex Lim stated, “I am honored to join the Board of Directors of Esports Entertainment. I clearly share the vision of Esports Entertainment for the future of the esports industry and the Company, and I look forward to the opportunity to contribute to the Company’s long-term success.”

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a next generation online gambling and 18+ gaming company. 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 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 Curacao. 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 Inquiries
Stephen Cotugno
Vice President, Corporate Development
[email protected]
201-220-5745

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

Inside the Explosive Growth of Pro Gaming on a Smartphone $KUU.ca $GMBL

Posted by AGORACOM-JC at 11:20 AM on Friday, March 9th, 2018

  • Tencent, one of the largest internet and tech companies in the world, Arena of Valor is based on one of the most downloaded apps in the world
  • Last month they announced that they’ll be hosting the Arena of Valor World Cup in Los Angeles, putting up a bold $500,000 prize-pool

Michael “FlashX” Valore discovered his love for Vainglory in rehab. After a lengthy flirtation with professional DOTA in college, he was abandoning that dream for a career in the Marine Corps – which meant that he had to deal with a nagging leg injury he sustained playing soccer. Every day, he’d set up on a stationary bike at the gym with his iPad mounted carefully in front of him. “I’d go for three to four hours a day,” says Valore. “If you spend that much time playing something, you’re gonna get really good at it.”

Tencent is one of the largest internet and tech companies in the world, Arena of Valor is based on one of the most downloaded apps in the world

This was back in 2015, when Vainglory was crawling out of its lengthy development cycle to debut on iPhone and Android. Valore was an early adopter, and easily capable of transmuting all of his PC ability to the touchscreen. It’s a classic esports origin story: he and two friends broke ground on an upstart team called Ardent Alliance, and entered one of the very first Vainglory competitive events. They expected to wash out immediately, but instead they blazed through the qualifiers and secured a trip to the finals in South Korea. Suddenly, the exclusivity of the upper echelon of pro gaming didn’t seem so opaque, and Valore found himself with a legitimate career in a game he adored. Within months, Ardent Alliance was picked up by Team SoloMid – one the largest esports organizations in America – and they were off to the races. “I quit my job. I was working in sales at the time,” says Valore. “I’ve been playing full-time ever since.”

For years, Vainglory was the only major esport in mobile games. It’s independently published and developed by the (mordantly named) Super Evil Megacorp, who themselves are made up of industry veterans with longstanding backgrounds developing on PC. The idea, says CEO Kristian Segerstrale, was to bring an “uncompromising” competitive experience to the cellphone – nurturing the belief that this platform was made for more than just polychromatic matching puzzles and catapulting birds.

They did this by creating a stripped down MOBA; two teams of three duke it out on a single lane, with abilities and movement all controlled on the touchscreen. I have been to several Vainglory tournaments, and the way they both mirror and diverge from what you’re used to at traditional PC LAN events is surreal. The gameplay itself remains strong, tactile, and technical, but the players are extremely young, even for esports standards. Middle schoolers, high schoolers, from 14 to 16, negotiating their phones with profound native grace. There’s no starker representation of the generation gap in gaming – you and I might prefer a mouse and keyboard, but our cribs weren’t stocked with tablets.

Last month, Super Evil MegaCorp unveiled the long-gestating 5v5 mode for Vainglory, which widens the game’s scope into a more recognizable MOBA, with three lanes and heavier emphasis on team play. Segerstrale talks about the change as an obvious evolution. “We’ve been working on it since we started the company,” he tells me. “We went with 3v3 initially for two reasons. The gamer culture at the time was just Candy Crush. Going from that to a MOBA felt like a very large leap. … The second thing was the tech. We’ve been optimizing the engine to use every piece of processing power that these devices have to bring out a 5v5 experience. For us it was a really natural extension.”

He’s right. Vainglory always felt like a product that was going to evolve over time – free-to-play phone games are nothing if not extremely opportunistic. But there’s a crucial element that Segerstrale leaves out. In a shockingly short amount of time, mobile esports has become one of the most cutthroat sectors in the games industry, and for the first time ever, Vainglory’s place at the top of the mountain is under siege. Nothing captures this moment better than a GIF that rocketed to the top of the Vainglory subreddit shortly after the release of the 5v5 module. The Super Evil MegaCorp logo is embossed over the head of Mirai Nagasu, the first American figure skater to land a triple axel in competition. As she twists in the air, the edge of her pearly skate destroys the superimposed insignias of Mobile Legends, Arena of Valor, and Heroes Evolved – three other mobile MOBAs currently tearing up the app store. It’s a silly meme, of course, but it cuts to the anxiety paramount in those within the community. In 2018, cellphone software is just as divisive as the console wars. Why did Vainglory go 5v5? Because it made for a more holistic experience, because it opened more design space, because phone hardware is more powerful. That’s all true. It’s also true that the games getting dunked on in that GIF were already offering a 5v5 mode, and Super Evil Megacorp is trying to stay ahead of the pack.

“There are a lot of diehard Vainglory fans. Even when DOTA and League first came out, everyone in the DOTA community – myself included – hated League of Legends, because it was a copycat,” explains Valore. “Vainglory has been the only game in this space, but within the last six months to a year, you’ve seen other games released. We take a lot of pride in Vainglory … That’s where those memes come from, and I’m definitely guilty of making one or two myself.”

Arena of Valor

The biggest threat, (and the biggest player at the table,) is Arena of Valor. In China, Arena of Valor debuted under the name Kings of Glory on the marketplace as a faithful, rock-solid League of Legends-style MOBA back in 2015, and since then it’s emerged as the most profitable free-to-play app in the world, hosting 80 million daily players, and 200 million monthly active players according to the South China Morning Post. The game is so insanely popular that it’s actually summoned the ire of the Chinese Communist Party, which has enforced municipal play restrictions for juvenile gamers – one hour for kids under 12, two hours for kids from 12 to 18.

A lot of Arena of Valor’s success can be chalked up to its publisher. Tencent is a massive, multinational conglomerate with fingerprints all over the Chinese internet. Their biggest asset is WeChat, the instant messaging service with over 980 million users, which fills in the gap that Facebook and Google left behind after the Communist Party censored those services. Last November, Tencent was valued at over $500 billion, officially surpassing Facebook. The company’s massive reach helped make Arena of Valor so ubiquitous, and over the past two years, they’ve enacted a long campaign to bring the game to foreign markets. First to Vietnam, then Indonesia, then Europe, and just before Christmas last year, to iOS and Android in the United States.

Tencent aren’t messing around about this expansion. Last month they announced that they’ll be hosting the Arena of Valor World Cup in Los Angeles, putting up a bold $500,000 prize-pool. As the Esports Observer points out, that money laps the highest purse Super Evil Megacorp has gathered for Vainglory, which was $150,000 at the World Championship last year. Already, Arena of Valor has seduced major esports companies like Team Liquid and SK Gaming to sign rosters. That might seem premature, but Tencent’s reputation precedes them. This company is directly responsible for publishing and distributing League of Legends in China, and according to an insider who works there, their ultimate goal is for Arena of Valor to mirror that same success.

“We don’t feel that [PC esports and mobile esports] different platforms are rivals, but rather that the two complement each other. The biggest value in mobile is convenience – you can play Arena of Valor anywhere, anytime in short bursts on your phone,” he says. “With that in mind, there is great potential for mobile games as an esports platform, and the accessibility and convenience of being able to get good or ‘train’ for competition makes it easy for the general playing field to offer up new challengers as more people become confident in their skills. We feel this element of what makes Arena of Valor special will lead to a lot more people being involved at a local or regional, or even international level, who would never have otherwise considered entering a tournament.”

When I asked him how he thinks Arena of Valor stacks up against games like Vainglory, his response was short and to the point: “We strongly feel that Arena of Valor stands alone in the space of mobile MOBA gameplay and is the most polished, most fun and best-in-class offering available for a competitive game on the mobile device.”

I wouldn’t say that po-player Michael Valore feels threatened by Arena of Valor, but he does get a little prickly when that game is compared to Vainglory. The easiest parallel to understand the dynamic might be the cold war between DOTA 2 and League of Legends fans. There’s a longstanding snobby belief among Valve lifers that high-level DOTA 2 play is elementally more complex and more beautiful than high-level League. How true that is depends on your own mileage, but that’s the stance the Vainglory community has taken as other games have moved into the space. “Now that Vainglory is 5v5, I truly don’t think, objectively, people can say that those other games are better than what Vainglory brings,” says Valore.

Segerstrale, predictably, is very diplomatic when I ask him about the newly crowded field in mobile esports. “Gamers are naturally tribal. Gaming is an outlet for our hunter-gatherer homosapien brains. So we take all of this stuff as an encouraging sign that the overall expectations of mobile games is growing,” he says. “From our perspective, we go out of our way to respect every other game, and every other game community out there, because making multiplayer games is hard. We need to build this industry together. … because we have the most powerful engine in the market, and because people are passionate about our deep strategies, we hope that people gravitate to our game, but that doesn’t mean that we are the only experience around.”

Vainglory certainly does have the benefit of an ingrained, grassroots base of players, but still, you have to feel for an independent company like Super Evil Megacorp, who’s suddenly been injected into a rivalry with a real-life Super Evil Megacorp like Tencent. To say that this isn’t a fair fight would be a huge understatement. Segerstrale speaks like someone who truly isn’t concerned, but Valore is willing to be a bit more candid with some of his hangups. “They gotta get [Vainglory’s] name out there, so that people know they have choices between all the other MOBAs,” he says, when I ask him what he thinks Super Evil needs to do over the next few years. “Tencent is a huge billion dollar company, it’s very easy for them to throw money at tournaments, and throw money at advertisements. But if Super Evil spends a lot of time on their marketing and advertising so that any player interested in mobile MOBAs know they have a choice, that will do wonders.”

Skillz

I haven’t detailed Mobile Legends and Heroes Evolved, the other two titles named in that triple-axel meme, mostly because they’re minor players. In fact, Mobile Legends first and only claim to fame is getting sued by Riot for copyright infringement, (and as DOT Esports writer Aaron Mickunas points out, it’s not hard to see why.) Both of those games are working the same MOBA gimmick, but they have neither the loyal bedrock of Vainglory, or the bottomless resources of Arena of Valor. I would like to pretend that the esports economy is kind, and will happily concede room for a meritocracy of enterprises, but there’s a graveyard of failed MOBAs who tried to take a bite of the League apple over the past five years. It’s hard to imagine that the same fate won’t await those buying into the mobile space.

However, there is one company that’s trying something different. Skillz is the passion project of Andrew Paradise, a man who had already made a fortune in the online commerce industry. Like Super Evil Megacorp and Tencent, the company is in the business of mobile esports, but the scope of the project is far different. Skillz isn’t trying to build another grim MOBA. Instead, they’re hosting cash tournaments for a bevy of flotsam on the app store; Candy Crush doppelgangers, index-finger billiards, public-access mahjong variants. Everything your mom loves, now with stakes.

You can consider Skillz as more of a blanket service, rather than a specific game. They partner with mobile giants like Zynga and Ilyon and port tournament software directly into their infrastructure. Now, when you go play something like Strike! Real Money Bowling on your phone, you can buy into brackets for as little as a dollar. Paradise says they’ve actually nurtured a community of professionals; imagine that, mastering the physics of touchscreen ten-pin as a full-time job – like stay-at-home dads who struck it big playing fantasy football.

“In 2015, the top electronic bowler on their phone was the fifth highest earning bowler in the world – both online and offline,” says Paradise. “They’re doing stuff we didn’t anticipate, like dripping candle wax onto their phone and scraping it off with a razor blade to better their grip.”

The ethos of Skillz is similar to Vainglory and Arena of Valor, but Paradise is going a step further. He’s betting that someday everyone, literally everyone, will participate in esports – not just stubbly 18-year olds in snapbacks and springy black gaming chairs. I have no reason to doubt him. Phones are changing the ways we think about the games industry at an unprecedented clip, who’s to say that won’t touch esports? Who’s to say the culture isn’t changing right below our feet?

“We are competitive by nature. It’s so fundamental to being human. Whether you’re the world’s best Candy Crush player or the world’s best Vainglory player, the ability to show that skillset and compete with your peers across the world [is valuable,]” says Paradise. “The question is who’s gonna crack the code for games like Candy Crush? Who’s going to create a player competitive experience and a spectator experience? Whether it’s one kind of content or another kind of content, that just changes the kind of audience that’s engaging in it.”

Frankly, the most radical thinking in esports is happening in the mobile industry. For they’re the only ones imagining a future where everyone with a phone and a few minutes on the train can be training for the big leagues. Imagine that, competitive gaming as easy as breathing, free at last from the feeding frenzy, whether you’re matching three or chasing down a pentakill.

Source: https://www.rollingstone.com/glixel/features/vainglory-arena-of-valor-esports-w517459

February #Esports Investment Recap: Over $200M Raised $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 11:57 AM on Tuesday, March 6th, 2018

  • February was an exceptional month for esports investments and acquisitions.
  • Esports Observer recorded over $200M in transactions from major players in the industry such as Tencent, ESL, TPG Growth, and CAA’s Evolution Media.

Tencent Continues to Expand its Esports Footprint

In February, the Chinese tech giant expanded its gaming portfolio by acquiring stakes in the Shanghai-based Shanda Games and the South Korea-based Kakao Games. While the first deal did not disclose a sum, the investment round in Kakao totaled 140 billion won (roughly $130 million), 50 billion of which came directly from Tencent. In esports, Kakao’s largest impact has been managing the Korean servers for Bluehole’s PLAYERUNKNOWN’S BATTLEGROUNDS. Notably, the two companies have had an existing partnership that stretches back to 2013.

Indian Esports Are on the Rise

Early in February, ESL acquired a minority stake in Indian mobile game publisher Nazara Technologies and wasted no time in further expanding their footprint in the burgeoning market. Nazara recently acquired NODWIN Gaming, who through this deal now has the license to operate ESL’s events in the country through 2023.

Additionally, Akshat Rathee, Managing Director at NODWIN Gaming, lead a funding round for an undisclosed investment in AFK Gaming, an Indian esports media startup.

While India is currently a relatively small market for esports, there is a high potential for the space to grow. Mobile esports in particular could be an opportunity in India as there are more than 1 billion mobile customers in the country. With games like Clash Royale, Vainglory, and Tencent’s Arena of Valor making a push into the space, this is likely an opportunity for ESL and the associated companies to get in on the ground.

More Professional Sports Teams Have Taken their First Steps in Esports

While major professional sports teams have backed esports organizations for the last several years, this last month saw a major league baseball team, the owner of a French Ligue 1 soccer club, and several former and current professional athletes investing into esports teams.

Team Vitality, best known as an EU LCS mainstay, received €2.5 million (roughly $3.1 million) in funding early in February. This investment is particularly notable as H 26, an investment group owned by Olivier Delcourt, contributed to the round. Delcourt has been the president of French Ligue 1 team Dijon FCO since 2012.

Additionally, Vision Esports raised $38 million in funding later in the month. Vision Esports has made a large impact in the industry as the parent company for both Echo Fox and Twin Galaxies. The funding round was lead by Evolution Media, an investment firm backed by Creative Artists Agency and private equity firm TPG Growth. However, backers also included notable sports figures Kevin Durant and Odell Beckham Jr. in addition to the MLB’s St. Louis Cardinals.

Vision has a robust history with investment from professional sports figures. Likely this is due to the influence of Rick Fox, owner of Echo Fox and one of the founders of Vision Esports, who played in the NBA from 1991 to 2004. Additionally, the Cardinals are the second MLB team to invest in Vision Esports. In October 2017, the New York Yankees invested an undisclosed amount into the company.

This could lead to a conflict of interest should the MLB choose to pursue their own league like the NBA and the MLS.

The Esports Observer keeps track of relevant investments in the esports industry. We do not claim to cover every investment of any size that has happened in the industry during the respective period. If you want to stay up to date with more investments and other business-related developments in esports, download TEO’s quarterly reports.

Source: https://esportsobserver.com/february-esports-investments-200-million/