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#FIFA and #EA will put on the first-ever #eWorld Cup next year #worldcup #Esports

Posted by AGORACOM-JC at 9:51 AM on Monday, October 30th, 2017

FIFA and Electronic Arts are taking their partnership to the logical conclusion point: the pair will put on the first-ever eWorld Cup next August. Competition starts next month on November 3rd. From the press release:

“Competitors can qualify based on their FIFA Ultimate Team (FUT) Champions Weekend League online performance and at blockbuster live qualifying events from November 2017 until July 2018.

Through the EA SPORTS FIFA 18 Global Series, EA and FIFA will identify the top 128 competitors (64 players representing PlayStation®4 and 64 players representing Xbox One) to continue to the EA SPORTS FIFA 18 Global Series Playoffs. The playoffs will lead to the final stop on the Global Series Tour – the FIFA eWorld Cup Grand Final 18.”

The competitions will take place in a few different ways. There will be licensed qualifying rounds where independent organizers can set up official tournaments, for one. And then there will also be Official League Qualifying Competitions where established teams will hold tournaments.

Rounding it out are FIFA Ultimate Team Champions Cups, which sound like open competition for anyone who thinks they have what it takes to go head to head with the pros. “The top competitors will qualify for two major live tournaments to be held in January and April 2018,” the press release said.

FIFA has made a big push into the eSports world, partnering with BT in the UK to broadcast the games on TV, and the league itself has started signing eSports athletes teams to represent the traditional ones on the virtual pitch. It’s only natural that replicating one of the world’s biggest sporting events for competitive gaming would come next.

Source: https://www.engadget.com/2017/10/27/fifa-eworld-cup/

#NBA launches own #Esports league as competitive gaming explodes $GMBL

Posted by AGORACOM-JC at 1:18 PM on Thursday, October 26th, 2017

 

  • Gamers are practising for hours on end with hopes of being drafted into the NBA 2K League, which could catapult players into a lucrative career that comes with some of the same perks enjoyed by real-life basketball stars
16 minutes ago October 25, 2017

At home, in the basketball hotbed of Cleveland, Artreyo Boyd is grinding every day.

His focus is sharp. The game is all that matters. Each day, from morning through late night, he fine tunes his play making, boosts his reputation and dominates the competition, eagerly awaiting the draft in 2018.

He has lived modestly in his 23 years and said the game kept him off the streets. He’s a die-hard Cavaliers fan, but he’d love to live in any NBA city, walk the halls of its team’s facilities and sign autographs for fans. The wait is excruciating.

Story continues below advertisement

As the NBA season gets under way, another group of players prepares for a different opportunity with the league. They hope to be among 85 “athletes” drafted into the new NBA 2K league to play a basketball video game professionally, paid by actual NBA teams and awarded some of the same perks enjoyed by stars such as LeBron James and DeMar DeRozan.

“I imagine we will have something like a professional athlete’s life – meeting fans, playing in front of crowds, working hard all day on our games, getting endorsement opportunities,” said Boyd, better known by his player name, “Dimez,” in NBA 2K and widely considered one of the world’s best. “I hear the NBA’s goal is to turn us into famous people. We have to be marketable and professional.”

Video games have been popular for decades, but competitive gaming is now a burgeoning spectator sport. The NBA will be the first North American professional sports league to operate its own eSports league, eager to stake out territory in this exploding industry.

The breakdown

Each franchise will draft five of the world’s best 2K gamers, move them to its city and house them. While the NBA says the salaries have yet to be finalized, MLSE projected the gamers would be paid between $50,000 and $70,000 (U.S.), plus benefits. The players will also have access to their NBA team’s facilities, all the muscle of its marketing department, and opportunities to make additional earnings through sponsorship or endorsements.

The season will run from May to August. NBA players’ likenesses won’t be used in the 2K League. Instead, the five gamers on each NBA 2K team will each create unique avatars in the remarkably life-like game, and play in pro-am mode against other clubs’ fivesomes. The 2K league will have one or two central locations – production studios – to which all teams will be flown to play the games.

There will be a regular-season schedule, followed by playoffs, culminating in a championship. Adam Silver, NBA commissioner, even joked that it would be cool to see his avatar award the trophy (the NBA says that may not be exactly how it happens though. So fans will have to wait and see.)

Signalling their long-term interest in eSports ventures, many of the 17 NBA teams that will have eLeague squads in the inaugural 2K season have recently hired experts from the gaming community as directors of eSports business.

“This is going to be another way to engage with our fans,” said Brendan Donohue, the NBA’s manager of the 2K league. “Two-thirds of our fans on social media are outside North America, and one-quarter of 2K games are sold outside the continent. We have an online version of the game being played on Tencent in China that has 34 million registered users. It’s difficult for those fans to attend an NBA game, so this is another way to reach them. It definitely has a global appetite.”

Source: https://beta.theglobeandmail.com/sports/basketball/nba-stakes-out-territory-in-competitive-gaming-with-its-own-esportsleague/article36718726/?ref=http://www.theglobeandmail.com&

Esports Entertainment Group $GMBL Files Annual Report And Reviews Highlights

Posted by AGORACOM-JC at 8:07 AM on Tuesday, October 24th, 2017

Esports large

Highlights Of The Annual Report Are As Follows:

  • Raised $1.2M via an oversubscribed PIPE financing
  • Changed our name to Esports Entertainment Group, Inc.
  • Launched fully staffed Head Office in Antigua
  • Hired Social Media and Affiliate Marketing staff in Europe
  • Signed Agreement With Income Access award-winning affiliate management provider
  • Our shares became DTC Approved and DWAC/FAST Eligible
  • The appointment of David Watt, FCCA as Director

ST. MARY’S, Antigua, Oct. 24, 2017 – 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 recently filed its 10K Annual Report for the year ending June 30, 2017 with the United States Securities and Exchange Commission.

The Highlights Of The Annual Report Are As Follows:

  • Raised $1.2M via an oversubscribed PIPE financing
  • Changed our name to Esports Entertainment Group, Inc.
  • Launched fully staffed Head Office in Antigua
  • Hired Social Media and Affiliate Marketing staff in Europe
  • Signed Agreement With Income Access award-winning affiliate management provider
  • Our shares became DTC Approved and DWAC/FAST Eligible
  • The appointment of David Watt, FCCA as Director

Important Developments Following The Year End Are As Follows:

  • Signed over 60 affiliates at Gamescom 2017
  • Received Curacao eGaming License
  • Announced Letter Of Intent to acquire our Bet Exchange Software Developer

Grant Johnson, CEO of Esports Entertainment Group, stated, “This was a milestone year for the Company.  We secured major funding to complete our esports wagering platform, launch and fully staff our Antigua headquarters, hire social media & esports marketing experts and exhibit at industry leading conferences that have already yielded results far beyond our expectations.  All that remains is our launch of the most secure, transparent and regulated esports wagering platform in the world, news of which we expect to release shortly.”

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. 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

#NBA #Esports investment ‘a long-term play’ that will be ‘around for decades’ $GMBL

Posted by AGORACOM-JC at 11:20 AM on Monday, October 16th, 2017

“This is a massive industry, and we think we have a place in it.

  • Next year, the National Basketball Association will officially enter the world of esports by way of its NBA 2K League
  • Managing director Brendan Donohue has now billed the association’s esports involvement as “a long-term play” that he reckons will span multiple decades.

By Joe Donnelly 4 hours ago

Next year, the National Basketball Association will officially enter the world of esports by way of its NBA 2K League. Managing director Brendan Donohue has now billed the association’s esports involvement as “a long-term play” that he reckons will span multiple decades.

In conversation with Gamesindustry.biz, Donohue suggests the NBA is confident of its place in esports and that the success of the NBA 2K series makes the jump a “logical” step.

“We have great data on NBA fans, and that’s a massive audience,” says Donohue. “We see that NBA fans are more likely to play video games, and actually more likely to engage in esports than fans of other sports. We think there’s a pretty nice marriage here.

“I don’t think you have to be a fan of 2K to enjoy watching. That’s one of our advantages: the NBA 2K game, and basketball more broadly, are globally recognisable. You can watch having never played the 2K game before and understand what’s going on. That gives an advantage with that more casual audience. [Games like League of Legends] are awesome games, but they can be intimidating [to watch] of you’ve never played them.”

Donohue points to the fact League of Legends finals have pulled bigger audiences than the Oscars, and that awareness isn’t something he or his team consider an issue. That said, Donohue also describes revenues as “a secondary goal right now”, and that building scale is their current focus.

He continues: “There’s a significant appetite for the game in the US, but more importantly globally. We have a free version of the game in China that has 34 million registered users. That suggests there’s a global appetite for the game; in fact, I don’t think people understand how big the 2K game is globally.

“This is a long-term play for us. We expect this to be around for decades, so the primary goal is building an audience, doing that in the right way, and creating an environment where our players can be successful. We’re confident the revenues will follow if we do that right.”

The NBA 2K League is set to kick off next year. Gamesindustry.biz’s interview with Donohue in full can be read in this direction.

Source: http://www.pcgamer.com/nba-esports-investment-a-long-term-play-that-will-be-around-for-decades/

#Blockchain Technology Could Be A Game Changer In #Esports $GMBL #Blockstation

Posted by AGORACOM-JC at 10:31 AM on Thursday, October 12th, 2017
Darren Heitner , Contributor
Eloplay

A diagram that seeks to explain the process of participating in an Eloplay Smart Tournament.

The esports industry is rapidly evolving, going from content consumed largely through streaming platforms such as Twitch to network-backed streaming service Hulu picking up four new esports series, gradually making the watching of esports even more mainstream. Meanwhile, the players themselves are gaining more options with regard to the currency that surrounds the competitions.

For instance, esports platform Eloplay, which has been in existence for more than eighteen months and provides a service that allows players to organize and participate in esports tournaments, is testing out a new form of currency for its users. It is an example of an esports-related entity involving itself in the blockchain and leveraging smart contracts technology to allow players and brands to organize esports tournaments of any scale, using Eloplay Tokens as the prize pool.

And much like other companies testing the blockchain waters, Eloplay is involving itself in what is called an Initial Coin Offering (ICO), allowing users to buy-in so that they can use the coins to organize tournaments, place advertisements or even sell tokens through its exchange. This all takes place on a decentralized platform that remains largely unregulated, for the time being. Although even that appears to be changing.

The Securities Exchange Commission (SEC) recently stated that ICOs will begin to be regulated as securities and that unregistered offerings may be subject to criminal punishment.

“Whether a particular investment transaction involves the offer or sale of a security – regardless of the terminology or technology used – will depend on the facts and circumstances, including the economic realities of the transaction,” stated the SEC in its press release on the matter.

“We seek to foster innovative and beneficial ways to raise capital, while ensuring – first and foremost – that investors and our markets are protected,” said SEC Chairman Jay Clayton.

Thus far, 90,000 individuals are registered to participate on the Eloplay esports platform and they have completed a total of roughly 3,500 tournaments. Eloplay’s desire is to convert existing participants into Eloplay Token purchasers through the ICO and to use that to generate further interest in using the platform.

Eloplay’s Token Sale begins October 16 and is scheduled to close November 15. Bonuses are offered to individuals who participate early in the process. The currency accepted is Ethereum, which is a widely utilized cryptocurrency.

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/2017/10/11/blockchain-technology-could-be-a-game-changer-in-esports/#741e81b944c6

Lambton College opens gaming arena, offers cutting-edge #Esports diploma $GMBL

Posted by AGORACOM-JC at 2:23 PM on Wednesday, October 11th, 2017

  • It started with a suggestion from the IT department.
  • Now it is part of the curriculum
  • Lambton College is becoming a Canadian leader in the burgeoning world of esports

The college, whose main campus is in Sarnia, Ont., has added esports to its varsity sports lineup — alongside men’s and women’s basketball and soccer — and next year will begin offering a cutting-edge two-year diploma in esports entrepreneurship and administration.

Lambton already has a dedicated gaming space — called the esports arena — with 20 high-end computers up and running. It’s in a prime piece of real estate, right in the middle of campus.

“The feedback’s been excellent, just in terms of the uniqueness of this,” says Rob Kardas, vice-president of student success and campus service at Lambton College.

Lambton believes the course is a door into the largely untapped academic world of esports and a way to differentiate itself from other schools.

Goldman Sachs valued the world of esports at US$500 million in 2016, with expected market growth of 22 per cent annually compounded over the next three years into a more than $1-billion business.

Maple Leaf Sports & Entertainment got a first-hand look at the draw of esports when the North American “League of Legends” championship sold out the Air Canada Centre in two days in August 2016.

MLSE, owner of the NBA Raptors, subsequently signed up for the NBA 2K esports league, slated to debut in 2018.

In taking the esports course, Lambton students will study communications, sports marketing, finance, ethical leadership, teamwork, social media, health promotion, entrepreneurship and business development.

Courses will also cover the history of esports, industry hardware/software, game design and computer networking. A practical project course will ask students to use that knowledge to plan, develop and execute real-world esports projects.

The first class is expected to number some 40 students.

Graduates of the course will also have the option of continuing on to the college’s three-year sports and recreation management program.

The Lambton Lions esports teams, meanwhile, will compete against other North American schools in the Collegiate Starleague. Teams were chosen after open tryouts in “Overwatch,” “League of Legends” and “Counter Strike: Global Offensive.”

Dave Mastrobuono, a Sarnia native and Lambton graduate, has been named head coach. A former pro gamer himself, Mastrobuono is a certified service technician at the school.

College officials believe the gaming arena, which cost $140,000 to $150,000 to set up, will add to the social side of student life. It will also be open to the community.

Lambton officials visited Chicago’s Robert Morris University, a leader in the collegiate esports field and the first school to offer gaming scholarships, while putting together their program.

Robert Morris associate athletic director Kurt Melcher, Collegiate Starleague vice-president Neil Duffy, SetToDestroyX gaming team owner Charlie Watson and officials from Twitch, a popular live streaming video gaming platform, were among the industry experts who helped Lambton develop its course.

Rick Brown, a mobile device specialist in the Lambton IT department, was also a key mover in the expansion into esports.

Duffy says Lambton is the first Canadian school to make esports a varsity program, joining more than 40 schools in the U.S.

But other Canadian schools also compete in gaming tournaments. The University of British Columbia, which also has its own gaming lounge, has had great success gaming.

Lambton is using esports researcher James Kozachuk of the University of Central Florida as its “subject matter expert” in the area.

The course itself has met the necessary approval of Lambton’s board of governors, a program advisory committee of industry experts, Ontario’s Credential Validation Service and Ministry of Advanced Education and Skills Development.

It was a learning experience for the college.

Donna Church, vice-president, academic, at Lambton, says she like many parents had thought of esports as “that little troll in the basement.”

“Nothing could be further from the truth,” she said. “It’s actually a highly social sport.”

Lambton has 3,500 full-time and some 6,500 part-time students plus some 800 international students. The college is ranked No. 1 in Ontario and No. 3 in Canada in applied research, according to Research Infosource Inc.

Source: http://nationalpost.com/pmn/entertainment-pmn/lambton-college-opens-gaming-arena-offers-cutting-edge-esports-diploma

Microsoft $MSFT could become the #Ticketmaster of #Esports analyst says $GMBL

Posted by AGORACOM-JC at 3:17 PM on Thursday, October 5th, 2017
  • Microsoft is headed for a “sustained period of accelerating growth” driven by its cloud computing, office productivity software and potential esports cash cows, according to Canaccord Genuity.
  • “Perhaps Microsoft could become the Ticketmaster of eSports, maybe they could run leagues,” the firm’s analyst writes.

Satya Nadella, chief executive officer of Microsoft

Getty Images
Satya Nadella, chief executive officer of Microsoft

Microsoft’s growth could get a boost from its latest Xbox launch as well as its exploration of the growing esports industry, according to one Wall Street analyst.

Canaccord Genuity upgraded Microsoft shares to buy from hold Wednesday, noting that the Xbox maker could give more credibility to the budding world of esports, which is centered on video game tournaments and already attracts thousands of participants and viewers.

“In our view, this is both an area of future internal development and prospective M&A,” wrote analyst Richard Davis. “With regard to M&A, perhaps Microsoft could become the Ticketmaster of eSports, maybe they could run leagues.”

Microsoft is set to release its latest generation of Xbox, called the Xbox One X, in November. Davis added that Microsoft‘s office productivity programs and its cloud computing platform, Azure, could also accelerate growth.

Shares of Microsoft rose 0.5 percent shortly after Thursday’s market open. The company’s stock is up 20 percent year to date through Wednesday.

The analyst raised his price target for Microsoft shares to $86, which is 15 percent higher than Wednesday’s closing price. His old target was $76.

Esports are turning a lot of heads lately. Industry revenue is expected to hit $1.1 billion in 2019, and roughly 76 percent of esports fans claim the virtual tournaments are overtaking their time spent watching traditional sporting events, according to research firm Newzoo.

New England Patriots owner Robert Kraft recently made headlines by purchasing one of seven teams for the Overwatch League, a popular online game produced by Activision Blizzard.

“For brands, media, and entertainment companies, esports provides a chance to capitalize on the favorite pastime of digital natives and Millennials: playing games and watching game content,” Newzoo’s analysts wrote in the firm’s annual esports market report.

Source: https://www.cnbc.com/2017/10/05/microsoft-could-become-the-ticketmaster-of-esports-analyst-says.html

Esports Entertainment Group $GMBL to Acquire Bet Exchange Software Company #Esports #Gaming #Egambling

Posted by AGORACOM-JC at 8:05 AM on Thursday, October 5th, 2017

Esports large

  • Announced the execution of a Letter of Intent to acquire all of the issued and outstanding securities of Ardmore Investments SP. Z O.O, a subsidiary of Switzerland based gambling software developer Swiss Interactive Software GmbH

ST. MARY’S, ANTIGUA–(Oct 5, 2017) – 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 execution of a Letter of Intent to acquire all of the issued and outstanding securities of Ardmore Investments SP. Z O.O, (“Ardmore”), a subsidiary of Switzerland based gambling software developer Swiss Interactive Software GmbH (“Swiss Interactive”).

ACQUISITION OF SOURCE CODE

Swiss Interactive’s Ardmore is the developer and owner of the source code of the Bet Exchange Software utilized to create the Company’s Esports wagering platform, as well as, other gaming and gambling software. Given the imminent launch of the Esports wagering platform, as well as, the Company’s online gaming expansion plans for the foreseeable future, Esports Entertainment Group made the strategic decision to acquire Ardmore in order to protect the source code from potential competitors and to acquire a proven development team.

Grant Johnson, CEO of Esports Entertainment Group, stated, “Owning our bet exchange technology and acquiring the development team behind it significantly strengthens our position within the Esports wagering space. As we are on the verge of launching the world’s first, most secure and transparent Esports bet exchange, the time was right to acquire the core technologies supporting our disruptive business model.”

In connection with the acquisition, the Company will issue 1,750,000 common shares and pay USD $250,000. Ardmore is a Polish corporation with offices in Warsaw, Poland. The transaction is expected to close within four weeks.

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 specifically focused 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. 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 Information

 

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

Marshawn Lynch, Alex Rodriguez Among Investors in #NRG #Esports Team $GMBL

Posted by AGORACOM-JC at 9:33 AM on Friday, September 29th, 2017
CORRECTS TO LOS ANGELES DODGERS, INSTEAD OF ANGELS - Former New York Yankees player Alex Rodriguez watches batting practice before a baseball game between the New York Mets and the Los Angeles Dodgers on Friday, Aug. 4, 2017, in New York. (AP Photo/Julie Jacobson)

Julie Jacobson/Associated Press

  • A number of high-profile athletes are reportedly among the investors in NRG Esports.
  • ESPN.com reported “NRG Esports is in the process of closing a $15 million Series B financing round.” Oakland Raiders running back Marshawn Lynch, former New York Yankees star Alex Rodriguez, former New York Giants defensive lineman Michael Strahan and former MLB outfielder Marlon Byrd are some of those who invested

On Thursday, Jacob Wolf of ESPN.com reported “NRG Esports is in the process of closing a $15 million Series B financing round.” Oakland Raiders running back Marshawn Lynch, former New York Yankees star Alex Rodriguez, former New York Giants defensive lineman Michael Strahan and former MLB outfielder Marlon Byrd are some of those who invested.

Wolf’s report noted Rodriguez previously invested in NRG Esports and will now join the company’s board following his latest investment.

NBA Hall of Famer Shaquille O’Neal was among the previous investors in 2016.

In addition to the athletes, Sacramento Kings minority owner Kevin Nagle also invested. There is a natural Kings connection with NRG Esports considering founders Andy Miller and Mark Mastrov own a stake in the team.

In terms of the latest round of investors, Lynch came out of retirement and joined the Raiders this season. Rodriguez last played during the 2016 season for the Yankees, hit 696 career home runs and is currently a broadcaster for Fox. Byrd suited up for 10 different teams during his career and also last played during the 2016 season, while Strahan is a Hall of Famer and current television personality.

Source: http://bleacherreport.com/articles/2735763-marshawn-lynch-alex-rodriguez-among-investors-in-nrg-esports-team

The #NBA’s big #Esports push begins in May 2018 $GMBL

Posted by AGORACOM-JC at 11:53 AM on Wednesday, September 27th, 2017
  • Seventeen teams from the NBA will be part of the upcoming 2K League,
  • Competition it created in partnership with Take-Two Interactive, the developer of the popular NBA 2K series
  • league is going to have its first season next May

The line between eSports and traditional sports is blurring, and organizations like the National Basketball Association are looking to stay ahead of the curve. Seventeen teams from the NBA will be part of the upcoming 2K League, a competition it created in partnership with Take-Two Interactive, the developer of the popular NBA 2K series. And that league is going to have its first season next May, NBA 2K League Managing Director Brendan Donohue revealed to Engadget in a recent interview.

He also said that participating NBA teams will begin drafting their eSports players in mid-March 2018, with tryouts taking place a month before that. Once each franchise selects the five people who are going to represent it, they’ll be official members of their respective organizations in April. Yes, that means they will get a proper contract and sponsorship deals, just as NBA players do.

NBA Commissioner Adam Silver and Take-Two CEO Strauss Zelnick
Since being announced in February, the NBA 2K League (initially known as the NBA 2K eLeague) has piqued the interest of both fans of professional gaming and conventional sports. That’s mostly because this is the first league where eSports squads are owned by professional sports organization such as the Cleveland Cavaliers and Golden State Warriors, two of the teams that will play in the 2K League. Traditionally, ownership of eSports teams are by firms like Cloud9, which fields players Rocket League, League of Legends and Call of Duty and other gaming tournaments.

Along with the Cavs and Warriors, the rest of the teams in the first season of the 2K League include the Boston Celtics, Dallas Mavericks, Detroit Pistons, Indiana Pacers, Memphis Grizzlies, Miami Heat, Milwaukee Bucks, New York Knicks, Orlando Magic, Philadelphia 76ers, Portland Trail Blazers, Sacramento Kings, Toronto Raptors, Utah Jazz and Washington Wizards.

Donohue said that aside from these, there “four or five” others that have already reached out with interest in being part of the second year. There are 30 NBA teams total, and some of the notable absences from the 2K League include the Chicago Bulls, Los Angeles Lakers and San Antonio Spurs, three of the most decorated franchises in league history. “We would expect to expand pretty quickly,” he said.

Until that happens, though, Donohue said the NBA is focused on ironing out a few more key details. For starters, the league and its partner, Take-Two Interactive, are still trying to determine how the tryout process will work and whether official games are going to be played on PC, PlayStation or Xbox. They’ve also yet to lock down where people will be able to watch the 2K League.

Donohue said media rights are still being worked out, but the idea is to have studios on the East and West Coasts that broadcast or stream the games. It’ll be interesting to see if the NBA strikes a deal with a platform like Twitch or one of the many TV networks trying to take eSports into the mainstream. ESPN, NBC and TBS could all make a move, though it’s also worth keeping in mind that the NBA has its own TV network, NBA TV.

One thing is certain: The NBA 2K League is taking shape rather quickly, especially when you consider that it was unveiled a few months ago.

Source: https://www.engadget.com/2017/09/26/nba-2k-league-draft-tryouts-interview/