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UWindsor adding #Esports to student experience – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, June 28th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

UWindsor adding esports to student experience

Participants sit at computer monitors to play video games at the 2018 DreamHack video gaming festival on January 27, 2018 in Leipzig, Germany. The three-day event brings together gaming enthusiasts mainly from German-speaking countries for events including eSports tournaments, cosplay contests and a LAN party with 1,500 participants. Jens Schlueter/Getty Images / Windsor Star

  • The University of Windsor plans to form an intercollegiate esports team this coming fall semester.
  • Forming the team is a collaborative effort between the Office of Student Experience, the Student Success and Leadership Centre, the Faculty of Science, and the School of Computer Science.

By: Mary Caton

The University of Windsor plans to form an intercollegiate esports team this coming fall semester.

Forming the team is a collaborative effort between the Office of Student Experience, the Student Success and Leadership Centre, the Faculty of Science, and the School of Computer Science.

“Our students have been waiting for their chance to compete on the international stage,” he said in a media release. “I’m excited to finally give it to them with the support of the phenomenal partner ecosystem we’ve established.”

Meister and his team started last year and since September 2019, have signed on more than 250 UWindsor students from all faculties, including large contingents from engineering, science, and arts, humanities and social sciences.

The initial launch will involve a modest investment with a vision toward growth says Cindy Crump, director of the Student Success and Leadership Centre, which will be the home base of Lancer Gaming.

“Esports represents a great way to enhance the student experience and raise the profile of the University across the globe,” said Cindy Crump, director of the Student Success and Leadership Centre. “We’re excited to start a conversation with partners who want to see the University grow in this way.”

Esports is a billion-dollar industry worldwide that features both professional and recreational teams in online gaming competitions. In 2019, esports had an online viewing audience of 443 million, with numbers continuing to grow. At the time of writing there are more than 200 collegiate esports teams in the United States and Canada, including St. Clair College.

Chris Houser, dean of science, has supported esports activities, calling them an “innovative way for UWindsor to stand out” in the increasingly competitive recruitment environment, and noting that they present opportunities for research.

“Esports is not only about computer science and gaming, it also has ingredients of business, marketing, creative writing, visual and dramatic arts, and several other academic areas,” Houser said.

Lancer Gaming will make resources available for students to participate, including a room in Vanier Hall outfitted with high-speed internet and gaming consoles for those without access to suitable equipment.

Meister plans a 10-person team to represent UWindsor in upcoming international League of Legends tournaments and to have the school join the Ontario Post-Secondary Esports league set to launch this fall. To learn more about esports on campus, visit uwindsor.ca/LancerGaming, follow @UWinEsports on Twitter, or email [email protected].

Source: https://windsorstar.com/news/local-news/uwindsor-adding-esports-to-student-experience

David Beckham Invests in #Esports with London-based Start-up Guild – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 4:34 PM on Thursday, June 25th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

David Beckham Invests in Esports with London-based Start-up Guild

  • Former England soccer captain David Beckham is moving into the virtual world as co-owner of London-based start-up Guild Esports.
  • Guild said in a statement on Thursday that it will launch player academies and run teams in various esports arenas including Rocket League, EA Sports, FIFA and Fortnite.

“We have a vision to set a new standard, supporting these players into the future,” said Beckham, who is also co-owner of Major League Soccer’s Inter Miami.

“We are committed to nurturing and encouraging youth talent through our academy systems and I am looking forward to helping our Guild Esports team grow,” added the 45-year-old.

The Financial Times reported that Beckham was taking a significant minority stake in Guild through DB Ventures, his personal investment vehicle, and would be the second biggest shareholder.

It said Guild Esports was seeking a valuation of around 100 million pounds ($124.42 million) following a 25 million pound fundraising.

“David will be instrumental in helping shape the coaching programme implemented at our academies and we welcome his valuable mentoring as well as the inspiration he gives the younger generation of athletes,” said Guild executive chairman Carleton Curtis.

Esports has enjoyed a boom during the global COVID-19 lockdown.

According to analytics platform Newzoo, the global esports market will generate revenues of $1.1 billion in 2020 and $1.56 billion by 2023.

Source: https://www.news18.com/news/football/david-beckham-invests-in-esports-with-london-based-start-up-guild-2687447.html

#Esports Millions will award €1 Million Jackpot to CS:GO fans – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 6:01 PM on Wednesday, June 24th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Esports Millions will award €1 Million Jackpot to CS:GO fans

  • ESPORTS MILLIONS contest will award €1 million to Esports fans rather than players as they se Unikrn’s betting platform to call how CS:GO goes during the event series over the coming weeks
  • “Million-dollar prize pools are commonplace in esports,” he said, ‘But this is the first time esports fans could become millionaires themselves.

By Paul Seaton

It’s the news that Counter-Strike: Global Offensive fans will be most excited about this summer. Esports data provider GRID and online Esports betting site Unikrn have partnered up for an Esports event with a difference.

The ESPORTS MILLIONS contest will award €1 million to Esports fans rather than players as they se Unikrn’s betting platform to call how CS:GO goes during the event series over the coming weeks. The forthcoming ‘9to5’ event will see a free-to-play live prediction game take place, with fans asked 10 questions over weeks.

Whichever fans finish in the top three places for their predictions being correct will win gaming computers. If any fan scores a flawless set of predictions, they’ll win that million Euros for being top of the ESPORTS MILLIONS.

GRID’s Chief Operating Office, Thomas Warburton, was excited to announce the project, saying:

“We aimed at encapsulating the excitement of a high stakes wager and combining it with friendly competition. As fans, we love to look at esports and contest the next breakout stars, ESPORTS MILLIONS hopes to take the significance of the fans’ opinion to a whole new level. We could not think of a better partner to help us premiere ESPORTS MILLIONS than Unikrn.”

Unikrn’s Karl Flores, eulogized equally passionately about the collaboration.

“Million-dollar prize pools are commonplace in esports,” he said, ‘But this is the first time esports fans could become millionaires themselves. We host a hyper-engaged community of esports fans. Pairing GRID’s data-driven questions, our customers’ prowess, and our tips tools, we’re looking forward to a CS:GO fan making esports history.”

With the ESPORTS MILLIONS event beginning on June 29th and running until September, there are going to be plenty of opportunities to call how the CS:GO events go, with teams such as North, MIBR, Godsent, Havu, fore, OG and Team Spirit taking part.

Fans winning thanks to players is a great idea and the fact that GRID and Unikrn have made this free-to-play is amazing. Fans will look forward to backing their favourites for nothing at a time when, thanks to the global Coronavirus pandemic, times might be tight. It’s sure to buy Unikrn and GRID plenty of new fans when lockdown is over and make the enforced stay at home period a lot more fun for everyone involved too.

In my latest sports Op Ed piece, I want to focus on a decision made just 24 hours ago by one of the biggest football clubs in England.

Over the past few weeks, the statements, hashtags and passionate words of many football players, managers and clubs have displayed an allegiance to the Black Lives Matter movement around the world.

The fight for racial equality, felt so strongly by black managers and players for so many years, has seemed an endless, unwinnable war in recent years. However, From the moment Bulgarian football fans gave English players abuse last year, however, there seems to have been more momentum behind the movement.

In the past few weeks, following the killing of George Floyd, sports stars such as Colin Kaepernick and Raheem Sterling and football pundits such as Ian Wright and Gary Lineker have spoken movingly on how the time for action and change is now. How black people both in sport and around the world in all walks of life deserve equality and respect, the same as anyone else.

It was always going to be a revealing point on the graph as to how much change is really happening when the first manager to lose a high-profile job was sacked and what process that football club went through in recruiting their next manager.

Sadly, on Tuesday, we found out that wasn’t very much change at all.

Yesterday morning, Middlesbrough, who have played in twelve seasons of Premier League football, as well as winning the 2004 League Cup and reaching the UEFA Cup final in 2006, sacked Jonathan Woodgate as their first-team manager.

Here was the official club statement on the matter.

“Jonathan was relieved of his role on Tuesday morning and will be replaced by the experienced Neil Warnock. Warnock will assume responsibility immediately. The club would like to place on record its thanks to Jonathan for all his work in the role of head coach.”

Not only is it a minimalist statement in itself, paying no tribute to the fact that Woodgate was a former player in his first managerial position for instance, but it would appear that the Rooney Rule, which was adopted by the English football association in January 2018 and means that a quota of BAME (black and minority ethnic) candidates must be considered for roles, meant nothing to the North-East side.

Middlesbrough’s contribution to the Black Lives Matter movement on social media was this tepid effort – including their own club hashtag – which garnered just 21 retweets:

#NotTodayOrAnyDay #UTB pic.twitter.com/mGjT7l5lQe — Middlesbrough FC (@Boro) June 20, 2020

Whether Neil Warnock is the right man for the job at Middlesbrough remains to be seen. To this reporter, that’s not the issue. The point is that the first time a major club could have shown that action and change are more important than a panicked quick fix – and at 71, it’s hard to see Warnock building any kind of dynasty at The Riverside – they failed to do so.

Numerous black managers might be wondering why they weren’t considered for the position. Chris Hughton, who took both Brighton and Newcastle into the Premier League might be one of them. If he was interviewed at lunchtime between Woodgate being fired and Warnock being hired, we’d be very surprised.

Action and change? They are still just words until clubs adopt the Rooney Rule to any hired positions, whether it’s as a manager, board member, sports scientist or any other role. Black players have long been seen as vital by football fans, so why are they not allowed to progress further along the football journey once their playing careers are over?

Decisions that are made by clubs when it comes to managers hold back BAME candidates by exclusion. Neil Warnock could lose all eight games he manages for Middlesbrough and send them down. He could win all eight and be hailed a hero. He’s not at fault here, but the club who hired him are.

Did Middlesbrough include BAME candidates in their process? How long between Jonathan Woodgate’s dismissal and Neil Warnock was there? These questions need to be asked and more importantly answered for those who speak of change to stick by their words and make a new future where everyone is treated equally.

If action and change really aren’t just words but have genuine meaning, then they should apply to every managerial role at the very least and at any club, including Middlesbrough Football Club.

Source: https://calvinayre.com/2020/06/24/sports/esports-millions-will-award-e1-million-jackpot-to-csgo-fans/

MEDIA: How you can control your online ID like never before #KABN $KABN.ca

Posted by AGORACOM-JC at 12:55 PM on Tuesday, June 16th, 2020
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  • Jurisdictions, including Canada, are looking at new regulations to ensure individuals own their online identity
  • The company’s solution replicates your wallet and keys in the digital world, using unique avatars and biometrics to make identity verification, service access, and payment simple and secure
  • KABN’s Liquid Avatar is set to go live this summer

Proving your identity and having secure access to facilities and vehicles in the real world is relatively straightforward. Most Canadian adults carry a wallet with a driver’s licence and other identification, plus a set of keys that gain them access to their home, vehicles, and workplace.

Online, it hasn’t been that simple. Access to services and ‘facilities’ consists of fragmented processes and systems that are often onerous and vulnerable to fraud. Managing your identity and gaining access to services digitally also means keeping track of dozens of logins and passwords—and securing them in an ad hoc manner. This highlights that proving your identity has become a laborious process, often repeated numerous times to make a transaction. At the same time, companies are building digital profiles of you and selling what they learn to advertisers for their own profit.

Recognizing that this evolving situation needs attention as online life continues to expand, an increasing number of jurisdictions are implementing regulations to enhance personal privacy and data control. Several, including Canada, are considering new rules making it clear that an individual’s identity belongs to them, and them alone, and cannot be used by corporations for profit without explicit permission.


“When you leave the house, you carry a set of keys and a wallet with your identification. Liquid Avatar creates a unique digital image that emulates that digitally.”

— Ben Kessler, CEO, KABN Systems NA Holdings Corp.


Making online ID verification simple and secure

KABN Systems NA Holding Corp. (CSE: KABN) is an emerging Canadian digital identity provider that has set out to help people navigate these choppy waters. The company has created an integrated suite of digital identity, financial and loyalty services, built on KABN ID, an “Always On,” biometrically-based, privacy-compliant validation and verification platform that allows users to continuously and confidently prove themselves to the online community, exchanges and other services.

On that technology foundation, KABN is launching Liquid Avatar, a consumer-oriented service where users will create an account based around a unique avatar through which they can conduct all online activities—from seeing a medical practitioner to making secure online purchases. Expected to launch this summer, Liquid Avatar will emulate everything a wallet and keys do in the real world, authenticating user identity through biometrics to ensure security.

“We’ve built an ecosystem for users to create, verify, and manage a digital wallet and keyring that emulates what they do in the real world,” says KABN’s CEO, Ben Kessler. “When you leave the house, you carry a set of keys and a wallet with your identification. Liquid Avatar creates a unique digital image that emulates that digitally.” Using a biometric, such as your face, to identify yourself is crucial in digital security.

KABN’s core philosophy: Individuals should own and profit from their identity

KABN follows a dual philosophy that proving your identity online should be as easy as it is in person and that an individual’s digital ID is important and should be entirely owned by them. Just as people do in the real world, individuals should be able to profit from that identity by being able to take advantage of deals and offers from businesses they’re already interested in.   

“Digital identity is probably, outside of time, our most valuable asset,” Kessler explains. “It allows us to prove we are an individual and gives us access to our banking, education, and other services. It makes you who you are. I have rights as an individual, and as an individual, I need to own things that are being done for, with, and about me.”

With KABN ID as the verification tool and Liquid Avatar being used as the character to represent you, clients can expect faster, more effective, and cost-efficient service compared to traditional, transactional anti-money laundering or “Know your Customer” services. This all works to reduce time, resources, and friction when onboarding users.

KABN can also provide a fully comprehensive profile for any lawful request without revealing personally identifiable information (PII). For the company customers, KABN ID offers a greater level of protection for your identity, as businesses only receive access to your identity marker connected to your online wallet or another registry, never passing any personally identifiable information to unknown third parties.

Option of opting in for promotions tailored to individual interests

One key aspect of KABN ID is that the individual controls their data; it is never sold, rented, or even revealed to businesses offering promotions. It’s up to the individual to opt into the online service they want.

Users will get offers from companies interested in advertising special deals to targeted lists. Taking online content as an example, such as Netflix, Amazon Prime, or TikTok, KABN can strike a deal with advertisers to provide a deal to anyone who has identified that they consume content online. Users on that list would get a notice in their KABN profile of this deal—maybe for a discount on Disney+ if users sign up for the whole year. The same principle could apply to a restaurant, movie theatre, or club. The business gets the opportunity to market themselves in a focused manner to a list of people who have expressed interest in their types of service or product, and the individuals benefit from the deals being offered without having to expose any of their personal information. 

KABN’s role is to match offers with users, but only where users are interested. They’re not allowing companies access to their lists and incentives but will deliver incentives and deals to users who may be interested. In this way, the retailer would not even have the names or email addresses for anyone KABN provides with the offer, only when the offer is accepted by the consumer would a more direct contact be made between the consumer and retailer.

“The key is if I’m constantly doing stuff online and being part of something, I may find I have an affinity towards things,” Kessler notes. “We can offer services that complement your lifestyle and needs by using data science. It’s all about how we create a symbiotic relationship with our customers and give them access to deals they might otherwise not be able to get.”

Individuals’ control of their own personal data online is a right that has been trampled on in recent years with huge companies gathering information about individuals and selling it to advertisers (think of Facebook’s privacy scandal involving Cambridge Analytica a few years back). Individuals might not be actively aware that this is happening, but information is being gathered about anyone online every time they surf the Internet, use social media or enable location services on their phone.  Rather than providing the three-figure code on the back of a card when paying online, KABN wants to include more biometrics for security. 

Privacy and data protection regulations—including those in Canada—are catching up to the reality, and increasingly stating that users should be able to own their data, and that it cannot be used without their permission.

“Consumers have rights, as human beings, to own and control their data,” Kessler explains. “All those things we do in the conventional world will eventually evolve into the online world.”

Take the California Consumer Privacy Act, for example, and how it handles peoples’ privacy. The act allows “Any California consumer to demand to see all the information a company has saved on them, as well as a full list of all the third parties that data is shared with. In addition, the California law allows consumers to sue companies if the privacy guidelines are violated, even if there is no breach.”

In Canada, organizations covered by the Personal Information Protection and Electronic Documents Act (PIPEDA) â€œMust generally obtain an individual’s consent when they collect, use or disclose that individual’s personal information. People have the right to access their personal information held by an organization. They also have the right to challenge its accuracy. All businesses that operate in Canada and handle personal information that crosses provincial or national borders are subject to PIPEDA.”

As these laws extend to more parts of the world, the nature of online activity, such as shopping, education and even using social media, will fundamentally change for the better.

KABN’s challenge and opportunity are to come into that new world with a service that fills the void left by the changes. Liquid Avatar does that by giving the individual control over their online identification. Rather than cookies on their computer passing along information, the user can set up conditions for sharing information. Some information will be widely available, say someone’s name. Other information will only be given to designated providers—perhaps an education provider that needs to verify your identity before you take an online exam or a retailer who needs payment information.

Users can set up terms for who can access their identity verification, banking information, credit card numbers, insurance numbers, vehicle registration, etc. Any site they visit can be included such as banks, financial services, retailers, healthcare providers, schools, government services, education sites, entertainment, and more. It also allows you to manage access by friends and family, store contact information, and even your medical records.

It does everything your wallet and keys do in the real world.

Everything you want to know about Liquid Avatar

So, what exactly is a Liquid Avatar, how does it work and what’s the value behind it?

For starters, a Liquid Avatar is a high-quality, digital, image-based Personal Passport containing public and securely managed private information that a user can choose to share when they want and include only the information they want, just by sharing their image.

A simple way to think of a Liquid Avatar is to start with an Emoji in combination with a user’s public and permission-based, private authenticated data and amplified to a whole new level.

However, when designing Liquid Avatar, it was important to KABN’s principals that they not simply create a new process to replace outgoing online systems with something similar but create real value for individuals in a one-stop application for all their online activities.

Liquid Avatar is powered by KABN ID, providing users with a reusable, verified digital identity platform powered by blockchain-based technology and biometrics, ensuring that no two Avatar users are ever the same and also giving each user easy to use, complete and secure control over their image and connected information. KABN’s Liquid Avatar is a high quality, digital, image-based Personal Passport that contains public and securely managed private information.

Moreover, each individual’s online Liquid Avatar has a unique digital certificate, which can only be accessed by a combination of username, password, and biometrics such as a face, voice print or fingerprint.

Liquid Avatar makes it easier to prove that “you are you” when a user is online, potentially reducing the risk of identity theft. By storing information securely, outside of the user’s phone, tablet, computer, etc., and having biometric access and control, the user can decide who sees what information, and when. Once a user is in the Liquid Avatar, it automatically verifies their identity when they conduct an online transaction, whether borrowing a book at an online library, logging in to take an exam, buying something, or transferring funds.

The digital certificate acts as a unique key online that institutions and businesses can recognize. However, businesses will need to be involved with KABN’s services in order to use the digital certificates and methods of identification. Scammers cannot replicate the key or the lock it fits on the other end. If your system detects the lack of a proper receipt by the site you are on, it can shut down the transaction.

The use of biometrics is increasingly important with e-commerce. For example, rather than providing the three-digit security code on the back of a card when paying online, which only proves you possess the plastic card, adding biometrics and a digital certificate to validate who a user is can potentially reduce fraud significantly.

“We have created a system for people to verify, manage, and prioritize their public and private information,” Kessler says.

“It is all opt-in,” he adds. “The era of private data abuse is over.”

Another key to making the new service practical for people’s real needs was to provide the ability to add one or more trusted individuals who could access your profile to gather information or make changes if needed. That person could be a spouse, a parent, or a child. For example, in an emergency, they can log in and ‘break the glass’ to access your information, perhaps to provide it to medical practitioners in an ER, or, to perhaps take down your social media accounts after death. They essentially act the same as a power of attorney in the physical world.

“Digital identity is addressable to 100 percent of the market and we built Liquid Avatar to tap into that market,” Kessler notes. 

According to the Annual Worldpay Global Payments report, #digitalwallets are poised to represent half of the global e-commerce sales by 2023 and make up 52% of the market share#Fintech #DigitalBanking #BankingAlternatives

Learn more here: https://t.co/cLeVAeY98M pic.twitter.com/qNhYX6KXWT — KABN (@KABNNETWORK) April 23, 2020

For more information about KABN, visit their website here.

To learn more about Liquid Avatar, click here.

For more updates on KABN, follow them on social media:

Facebook

Twitter

LinkedIn

Source: https://www.bnnbloomberg.ca/how-you-can-control-your-online-id-like-never-before-1.1450694

VIDEO – $KABN.ca Integrates It’s Digital Privacy Solution On Platform With 60 Million+ Gamers

Posted by AGORACOM-JC at 10:38 AM on Tuesday, June 16th, 2020
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When the Facebook data privacy scandal broke out, the world woke up to just how badly our individual data was being traded, used and most importantly, the amount of profit being generated by major corporations at our expense.  

This led to the enactment of the biggest data privacy laws in history.  Specifically, General Data Protection Regulation (GDPR) out of Europe and the California Consumer Privacy Act (CCPA).  

Enter KABN.  The Company Turns The Problem Of Data Privacy Into A Profit For Individuals, While Providing Big Businesses With New & Compliant Business Models.  

KABN’s timing could not be more perfect and today’s press release confirms the industry’s enthusiasm for their digital privacy solution.  

“Liquid Avatar Integrates with Disrupted Logic Interactive to Reach 60 Million+ Gamers”  

Watch this interview with President David Lucatch and welcome to the next great disruptive industry of the decade!

$KABN.ca – Liquid Avatar Integrates with Disrupted Logic Interactive to Reach 60 Million+ Gamers

Posted by AGORACOM-JC at 8:46 AM on Tuesday, June 16th, 2020
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> Entered an initial agreement to integrate its Liquid Avatar platform (www.liquidavatar.com) with Disrupted Logic Interactive’s (“DLI”) ctalyst® platform to enhance the experience of online and eSports gamers.

> DLI’s ctalyst® platform currently works with over 130 game producers and has an additional 150 developers awaiting invitation to join the network

> ctalyst® is a one-stop, self-contained, and full-service platform similar in concept to Google’s AdWords, AdSense, and Analytics, but designed just for video games and e-sports

> With the 130 game producers, the peak reach has been 60 to 70 million players and manages over 150 unique data points and analytics on opt-in participants.

Toronto, Ontario and Vancouver, British Columbia–(June 16, 2020) –  KABN Systems NA Holdings Corp. (CSE:KABN) (formerly Torino Power Solutions Inc.) (the “Company” or “KABN” or “KABN North America“), a Canadian Fintech company that specializes in continuous online identity verification, management and monetization, is pleased to announce that it has entered an initial agreement to integrate its Liquid Avatar platform (www.liquidavatar.com) with Disrupted Logic Interactive’s (“DLI”) ctalyst® platform to enhance the experience of online and eSports gamers.

Founded in 2012 in Vancouver, BC, by a team of seasoned video, gaming, advertising and technology leaders, DLI’s ctalyst® platform currently works with over 130 game producers and has an additional 150 developers awaiting invitation to join the network. ctalyst® is a one-stop, self-contained, and full-service platform similar in concept to Google’s AdWords, AdSense, and Analytics, but designed just for video games and e-sports. With the 130 game producers, the peak reach has been 60 to 70 million players and manages over 150 unique data points and analytics on opt-in participants. It is anticipated that when the additional 150 game developers are invited into the program, the reach could extend to over 500 million gamers worldwide.

KABN North America’s platform provides, at no cost to consumers, the ability to create a digital identity with the Liquid Avatar platform, verify their identity through KABN ID and create value for the use of their identity through KABN North America’s cashback, engagement and loyalty program KABN KASH, as well as the KABN Visa card.

KABN North America generates revenue by providing users with high value services and delivering permission-based offers that fit their aggregated public data profiles. KABN never rents, sells or provides data to outside parties without permission, and complies with jurisdictional privacy rules and regulations.

KABN North America is working with DLI and its game developers to promote Liquid Avatar to US and Canadian gamers through the online game registration and certain game incentives.

“The ability to increase player reach outside of the game and the ability to empower users to control the use of their digital identity is a fundamental reason why we’ve partnered with Liquid Avatar,” said Tom Raycove, CEO of DLI. “KABN’s ecosystem presents a tremendous opportunity for DLI and our game developers to create revenue while building increased value for players.”

Liquid Avatar – Delivering Reach, Value and Revenue

Game Developers – Liquid Avatar provides developers with the ability to extend their reach and revenue generation with players by having gamers activate Liquid Avatars. Any revenues generated by those gamers in the KABN Network will be shared by KABN, DLI and game developers.

Advertisers – For in-game advertisers, DLI manages over 150 unique data points and, together with Liquid Avatar, can assess if a gamer has more than 1 account, allowing unique advertising to be delivered not just based on individual game play of an individual person and not just the number of accounts, increasing both value for the advertiser and potentially increasing overall revenue in the ecosystem.

Gamers – By signing up in-game for a Liquid Avatar account, the user will have the ability to earn special rewards and value from the game developer. They will also have the ability to potentially create and manage in-game avatars with Liquid Avatar and extend their game personas to the real world. Working with DLI, the data points collected can support both the opportunities in Liquid Avatar and products like KABN KASH to create more personalized offers from merchants and increase the potential revenue generated by KABN North America.

DLI / catalyst® – The agreement with KABN North America provides opportunities for DLI to increase their ongoing reach with gamers, create value for the ecosystems and generate revenues beyond in-game advertising. Liquid Avatar and KABN will share revenues generated inside the KABN ecosystem for users generated from DLI’s referrals.

KABN North America – By working with DLI and other organizations that have large networks of non-verified users, Liquid Avatar can potentially create significant revenue and value for its partners and the KABN Network. This process both increases reach for Liquid Avatar and can potentially reduce customer acquisition costs significantly.

KABN North America Product Suite

KABN North America has 4 primary products that enable users to verify, manage and monetize their digital identity:

  • KABN ID: a reusable, Always On, compliant, biometrically based, identity verification and validation platform that forms the engine of the KABN Network.
  • LIQUID AVATAR: a digital image-based “wallet and keyring” platform that allows users to manage their digital identity.
  • KABN Card: an approved prepaid Visa card that includes a mobile banking wallet that supports both digital and traditional currencies.
  • KABN KASH: a robust loyalty and engagement platform with cashback and card-linked programs.

“This agreement with DLI creates an opportunity to reach a significantly large, low acquisition cost and highly scalable market to increase the reach of Liquid Avatar,” said Benjamin Kessler, CEO. “KABN’s suite of services will provide an ecosystem to empower these users to manage and control their digital identity and to benefit from unique, permission-based offers that will create revenues for KABN, DLI and game developers.”

DLI is currently exploring its own private funding program and KABN North America has expressed interest in participating as a lead order, subject to completion of a definitive agreement, review of the offering, and receipt of all necessary approvals.

Over the coming weeks, KABN will begin its rollout of products and programs, initially on an invitation-only basis to its customers, social media, gaming and its network partners.

About DLI – www.disruptedlogic.com

Founded in 2012 in Vancouver, BC, by a team of industry professionals from gaming, advertising, technology and the motion picture industry, Disrupted Logic Interactive currently has 7 employees. Disrupted Logic has developed the ctalyst® technology which is live and in market.

ctalyst® is a one-stop, self-contained, and full-service platform similar in concept to Google’s AdWords, AdSense, and Analytics, but designed just for video games and e-sports. ctalyst® ads are a natural, native, and genuine playable and enjoyable part of the video gaming experience. The ctalyst® engine manages over 150 user datapoints and analytics on an opt-in basis.

The platform has 130 participating game producers and an additional 150 developers awaiting invitations with an audience peak reach of approximately 60 to 70 million people. Disrupted Logic expects that when the additional 150 game developers are invited into the program, the platform’s reach to the gaming industry could extend to over 500 million users worldwide.

For more information, please visit: www.disruptedlogic.com

About KABN – www.kabnnaholdco.com

KABN Systems NA Holdings Corp. through its wholly owned subsidiary KABN Systems North America Inc. focuses on the verification, management and monetization of digital identity, empowering users to control and benefit from its use of their online identity. KABN propriety technology suite includes 4 key products:

KABN ID is an Always On, biometric and blockchain based digital identity validation and verification platform allowing users to continuously and confidently prove themselves throughout the online community.

Liquid Avatar allows users to create high quality digital icons representing their online personas. These icons, in conjunction with KABN ID, allows users to use Liquid Avatars to share public and permission based private data when they want and with whom they want. www.liquidavatar.com

KABN Card is a Visa approved prepaid card program allowing users to manage both digital and fiat currencies and earn cashback and other loyalty incentives.

KABN KASH is a cashback, loyalty and engagement program that powers the KABN revenue ecosystem.

KABN provides its products and services at no cost to consumers and generates revenues through permission-based partner programs.

KABN Systems NA Holdings Corp. is publicly traded on the Canadian Securities Exchange under the symbol: KABN

For more information, please visit www.kabnnaholdco.com or www.kabnsystemsna.com

For further information, please contact:

Ben Kessler
Chief Executive Officer
647-725-7742 Ext. 700

[email protected]

The CSE has not reviewed and does not accept responsibility for the adequacy or accuracy of this release.

This news release does not constitute an offer to sell, or a solicitation of an offer to buy, any securities under the KABN Financing in the United States. The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to U.S. Persons unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available.

Forward-Looking Information and Statements

This press release contains certain “forward-looking information” within the meaning of applicable Canadian securities legislation and may also contain statements that may constitute “forward-looking statements” within the meaning of the safe harbor provisions of the United States Private Securities Litigation Reform Act of 1995. Such forward-looking information and forward-looking statements are not representative of historical facts or information or current condition, but instead represent only the Company’s beliefs regarding future events, plans or objectives, many of which, by their nature, are inherently uncertain and outside of the Company’s control. Generally, such forward-looking information or forward-looking statements can be identified by the use of forward-looking terminology such as “plans”, “expects” or “does not expect”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates” or “does not anticipate”, or “believes”, or variations of such words and phrases or may contain statements that certain actions, events or results “may”, “could”, “would”, “might” or “will be taken”, “will continue”, “will occur” or “will be achieved”. The forward-looking information and forward-looking statements contained herein may include, but is not limited to, information concerning the ability of the Company to generate revenues, roll out new programs and to successfully achieve business objectives, and expectations for other economic, business, and/or competitive factors.

By identifying such information and statements in this manner, the Company is alerting the reader that such information and statements are subject to known and unknown risks, uncertainties and other factors that may cause the actual results, level of activity, performance or achievements of the Company to be materially different from those expressed or implied by such information and statements. In addition, in connection with the forward-looking information and forward-looking statements contained in this press release, the Company has made certain assumptions. Among the key factors that could cause actual results to differ materially from those projected in the forward-looking information and statements are the following: changes in general economic, business and political conditions, including changes in the financial markets; changes in applicable laws; compliance with extensive government regulation. Should one or more of these risks, uncertainties or other factors materialize, or should assumptions underlying the forward-looking information or statements prove incorrect, actual results may vary materially from those described herein as intended, planned, anticipated, believed, estimated or expected.

Although the Company believes that the assumptions and factors used in preparing, and the expectations contained in, the forward-looking information and statements are reasonable, undue reliance should not be placed on such information and statements, and no assurance or guarantee can be given that such forward-looking information and statements will prove to be accurate, as actual results and future events could differ materially from those anticipated in such information and statements. The forward-looking information and forward-looking statements contained in this press release are made as of the date of this press release, and the Company does not undertake to update any forward-looking information and/or forward-looking statements that are contained or referenced herein, except in accordance with applicable securities laws. All subsequent written and oral forward- looking information and statements attributable to the Company or persons acting on its behalf is expressly qualified in its entirety by this notice.

VIDEO: Bet on #Shroomz, #Esports, #AR, #Blockchain & #Gold with Warren Buffet of Canada – ThreeD Capital $IDK.ca $IP.ca $GMBL

Posted by AGORACOM-JC at 7:23 PM on Sunday, June 14th, 2020

ThreeD Capital Inc. (CSE:IDK) is a venture capital firm focused on opportunistic investments in companies in the Junior Resources, Artificial Intelligence and Blockchain sectors.  ThreeD seeks to invest in early stage, promising companies and ICOs where it may be the lead investor and can additionally provide investees with advisory services, mentoring and access to the Company’s ecosystem.

https://youtu.be/Z4iNo1N7CZ0

VIDEO: Bet on #Shroomz, #Esports, #AR, #Blockchain & #Gold with Warren Buffet of Canada – ThreeD Capital $IDK.ca $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 8:38 PM on Wednesday, June 10th, 2020

ThreeD Capital Inc. (CSE:IDK) is a venture capital firm focused on opportunistic investments in companies in the Junior Resources, Artificial Intelligence and Blockchain sectors.  ThreeD seeks to invest in early stage, promising companies and ICOs where it may be the lead investor and can additionally provide investees with advisory services, mentoring and access to the Company’s ecosystem.

Esports Entertainment Group $GMBL Receives Additional $4.4M From Exercise of Warrants for a Total of Approximately $6.2M Since IPO $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 7:06 AM on Tuesday, June 9th, 2020
  • Announced the receipt of approximately $4,375,000 from the exercise of warrants
  • Combined with the Company’s press release on May 26, in which the Company announced the receipt of approximately $1,860,000 from the exercise of warrants, the Company has received an aggregate of approximately $6,235,000 as of June 8, 2020 from the exercise of warrants by investors participating in the Company’s IPO.

BIRKIRKARA, Malta, June 09, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce the receipt of approximately $4,375,000 from the exercise of warrants.

TOTAL WARRANT EXERCISE SINCE IPO TOTAL APPROXIMATELY $6.2 MILLION 

Investors participating in the Esports Entertainment Group’s public offering of securities, which was consummated on April 14, 2020 (the “April Offering”), exercised a total of 1,029,393 warrants at a price of $4.25 per share for gross proceeds of approximately $4,375,000 since May 22, 2020. 

Combined with the Company’s press release on May 26, in which the Company announced the receipt of approximately $1,860,000 from the exercise of warrants, the Company has received an aggregate of approximately $6,235,000 as of June 8, 2020 from the exercise of warrants by investors participating in the Company’s IPO. 

“Today’s announcement significantly bolsters our financial strength and resources necessary to execute our business plan,” said Grant Johnson, CEO of Esports Entertainment Group.  “The continued support and confidence of our valued shareholders is deeply appreciated as we aggressively pursue our growth strategy in 2020 and beyond.” 

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Malta and Curacao, Kingdom of the Netherlands and is able to accept wagers from over 149 jurisdictions including Canada, Japan, Germany and South Africa. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company maintains offices in Malta. 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:

U.S. Investor Relations 
RedChip Companies, Inc.
Dave Gentry
407-491-4498
[email protected]

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

6 Highest-Paying #Esports Games Of 2020 So Far – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 5:00 PM on Thursday, June 4th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

6 Highest-Paying Esports Games Of 2020 So Far

  • Despite the world grinding to a halt, esports continues to thrive
  • In 2019, global revenue from esports topped $1billion and with the popularity of competitive increasing, gamers and sponsors continue to see the benefits

By George Miller

But, what about during a pandemic?

Though many big tournaments have been cancelled, the gaming goes on at home and viewing figures are rising each month.

New research from esports betting company Unikrn has revealed the biggest esports of 2020 so far by prize money won**.

1. DOTA 2

Prize money (2020): $6,000,000

Tournaments: 54

Average prize: $111,111

Prize money (all-time): $224,300,000

The highest-paid game in esports continues to lead the way when it comes to prize money in 2020.

Last year, the game offloaded $52million in prize money with The International 2019 contributing to $34.3million of that.

Winning team OG picked up $15.6million between their five members, each taking home more than Tiger Woods at the 2019 Masters ($2.07million)

2. CS:GO 

Prize money (2020): $4,900,000

Tournaments: 96

Average prize: $51,042

Prize money (all-time): $96,200,000

The most active game in 2020, CS:GO has had tournaments going out almost every week.

Since the start of the year, the average number of Twitch viewers watching streamers and matches has almost tripled from 45,000 viewers in January to 120,000 viewers in April.

3. Rainbow Six Siege 

Prize money (2020): $4,000,000

Tournaments: 18

Average prize: $222,222

Prize money (all-time): $12,100,000

This year’s Six Invitational 2020 in February saw a $3million prize pot, higher than any previous year.

Despite being released in 2015, Rainbow Six Siege’s popularity continues to grow.

As of this month, the game has surpassed 60 millions players worldwide.

4. League of Legends 

Prize money (2020): $2,900,000

Tournaments: 26

Average prize: $111,538

Prize money (all-time): $75,600,000

The real-time strategy game developed by Riot Games is the fourth highest-paying game in history with over $75million in prize money.

The publisher announced last month that it was having to cancel this year’s Mid-Season Invitational (MSI), the game’s second largest international annual event.

However, fans will be excited for the start of the LPL that begins this weekend.

5. Rocket League  

Prize money (2020): $1,500,000 

Tournaments: 17 

Average prize: $88,235 

Prize money (all-time): $8,900,000 

Rocket League has recently stepped into the mainstream with the BBC broadcasting the European Spring Series last month.

Previously, Season 9 of the Rocket League Championship Series (RLCS) saw almost $1million paid out across the tournament from February to April.

6. PlayerUnknown’s Battlegrounds (PUBG) 

Prize money (2020): $1,500,000

Tournaments: 21

Average prize: $71,429

Prize money (all-time): $22,000,000

Another esport that has had to cancel a big tournament. In PUBG’s case, the PGS 2020 in Berlin was set to go ahead in April.

The creators have since committed to hosting four events around the world in 2020 as long as it adheres to government advice.

Source: https://europeangaming.eu/portal/latest-news/2020/06/04/71790/6-highest-paying-esports-games-of-2020-so-far/