Posted by AGORACOM-JC
at 9:22 AM on Friday, September 13th, 2019
Partnered with Canucks Sports & Entertainment
Agreement has been reached with Activision Blizzard to own and field a Seattle-based team in the newly franchised Call of Duty® esports league
Enthusiast Gaming holds a non-controlling interest in the new team
Day-to-day operations and home games of the new franchise will be based in Seattle, Washington and will be overseen by the Company and Canucks Sports & Entertainment.
Toronto, Ontario–(September 13, 2019) –  Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (“Enthusiast Gaming” or the “Company“), in partnership with Canucks Sports & Entertainment, announced today that an agreement has been reached with Activision Blizzard to own and field a Seattle-based team in the newly franchised Call of Duty® esports league. Enthusiast Gaming holds a non-controlling interest in the new team.
The day-to-day operations and home games of the new franchise will be
based in Seattle, Washington and will be overseen by the Company and
Canucks Sports & Entertainment. Enthusiast Gaming, through its
wholly-owned subsidiary, Luminosity Gaming Inc., will manage the team
and player procurement through a long-term management services agreement
with the majority owner.
“Working in partnership with the Aquilini Group and Canucks
Sports & Entertainment, we will build a competitive, first-class
team that esports fans in the Pacific Northwest will be proud of,” said Steve Maida, Esports President, Enthusiast Gaming. “With
our experience in building successful teams with Luminosity Gaming and
having been involved with Activision Blizzard with the Vancouver Titans
since inception, we are excited to get started and develop a winning
team and culture.”
More details of the league, team and schedule will be announced in
the near future. For updates and information on the new Seattle Call of
Duty Esports team, follow @SeattleCOD on Twitter, Facebook, Twitch and
Instagram.
About Enthusiast Gaming
Enthusiast Gaming (TSXV: EGLX) is one of the largest vertically
integrated video game and esports companies in the world. The Company’s
digital platform includes +85 gaming related websites and 900 YouTube
channels which collectively reach 150 million visitors monthly.
Enthusiast’s esports division, Luminosity Gaming, a leading global
esports organization consists of 8 professional esports teams under
ownership and management, including the #1 ranked Overwatch team, the
Vancouver Titans and over 50 gaming influencers with a total audience of
60 million followers. Collectively, the community reaches over 200
million gaming enthusiasts on a monthly basis. Enthusiast also owns and
operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo,
EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.gg.
CONTACT INFORMATION
Investor Relations: Julia Becker Head of Investor Relations & Marketing Telephone: 604-785-0850 Email: [email protected]
Forward-Looking Information
Certain statements in this release are forward-looking
statements. Forward looking statements consist of statements that are
not purely historical, including any statements regarding beliefs,
plans, expectations or intentions regarding the future. Such statements
are subject to risks and uncertainties that may cause actual results,
performance or developments to differ materially from those contained in
the statements, including risks related to factors beyond the control
of Enthusiast Gaming. The risks include risks that are customary to
transactions of this nature and customary to companies which have their
stock traded on the TSXV. No assurance can be given that any of the
events anticipated by the forward-looking statements will occur or, if
they do occur, what benefits Enthusiast Gaming will obtain from them.
This press release does not constitute an offer to sell or
solicitation of an offer to buy any of the securities 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 a U.S. Person unless registered
under the U.S. Securities Act and applicable state securities laws or an
exemption from such registration is available.
Neither TSX Venture Exchange
nor its Regulation Services Provider (as that term is defined in the
policies of the TSX Venture Exchange) accepts responsibility for the
adequacy or accuracy of this release.
Posted by AGORACOM-JC
at 12:28 PM on Thursday, September 12th, 2019
SPONSOR: Enthusiast Gaming Holdings Inc.
(TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated
websites, currently reaching over 150 million monthly visitors. The
company exceeded 2018 target with $11.0 million in revenue. Learn More
Gamers will go for the gold next summer in Tokyo, but not in the Olympics.
Intel has announced it will host an esports tournament in Tokyo during the lead-up to the 2020 Olympics.
Players will compete in Street Fighter V and Rocket League for a price of $250,000 for each game. Online qualifiers will kick-off early next year, with a live qualifier event in Poland in June.
The final championship tournament — the Intel World Open — will be
held on June 22-24th in Tokyo. Similar to the Olympics, players will
play on teams that represent their nations. A total of 12 nations will
be pre-selected to form national teams. Beginning in March, national
qualifiers will determine the best four players of each nation, who will
be selected to form that team. During the live qualifier in Poland,
twenty teams will compete in a group stage qualifier to determine the
strongest team in the Americas, EEMEA (Eastern Europe, the Middle East
and Africa) and the Asia Pacific region. The final seven teams will
compete against Japan in the World Open in Tokyo.
Intel will already have a big presence in the 2020 Olympics, bringing 3D athlete tracking,
a 5G network and a possible drone light show. Adding an esports
tournament will only add to the American tech giant’s cachet in Japan’s
capital city.
Tags: CSE, EA sports, egaming, esports, Fortnite, LOL, stocks, tsx, tsx-v Posted in All Recent Posts, Enthusiast Gaming Holdings Inc. | Comments Off on Intel $INTC is hosting an #Olympics – sanctioned #Esports tournament in 2020 *SPONSOR: Enthusiast Gaming $EGLX.ca has 85 owned and affiliated websites, currently reaching over 150 million monthly visitors $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca
One of the biggest esports organizations in the world will begin construction Tuesday on a 25,000-square-foot training center in Playa Vista.
The $13-million facility is slated to be completed by February 2020 and will be the home of Team SoloMid (TSM), which fields players and esports teams competing in popular video games such as “League of Legends,†“Fortnite,†“Apex Legends,†“PlayerUnknown’s Battlegrounds†(PUBG), “Hearthstone,†“Super Smash Bros.,†“Rocket League†and others.
Currently TSM players and staff are spread out around the world with
their “League of Legends†team based in Santa Monica, their PUBG team
living in Europe and other players and staff working out of various
WeWork locations.
“League of Legends†is the most popular title in the billion-dollar
world of competitive gaming and TSM’s “League of Legends†team won six
of the first 10 splits of the North American League of Legends
Championship Series, essentially making them the Lakers or Warriors in
that space.
TSM’s “League of Legends” team won six of the first 10 splits of
the North American League of Legends Championship Series. A rendering of
the esports training center is shown.
(Rendering by NxT Studios)
The facility, shown in a rendering, will be the largest esports training facility in North America.
(Rendering by NxT Studios)
“I actually toured the Lakers and Warriors facilities as we thought
about our facility,†TSM founder and CEO Andy “Reginald†Dinh told The
Times. “What they built was great for basketball players and we wanted
to build a similar facility catered for esports players. We want to have
the best training environment for our players. We want to make sure our
players and staff have everything they need to succeed. Over the next
10-20 years we want to maintain our position as a global esports
leader.â€
The facility will be the largest esports training facility in North
America when it opens and will house studios, streaming rooms, gaming
rooms, coach rooms as well as a fitness studio and wellness center,
making it the first esports training center to include both.
The facility, shown in a rendering, will be the first esports training center to include a fitness studio and wellness center.
(Rendering by NxT Studios)
“Having all the players in one space and tracking how they perform,
that’s where we can have the largest areas of growth,†Dinh said. “We’re
focused on data science and physical science so we’re going to have a
gym and a full-time sports psychologist there so our players have
everything they need in order to perform better. Most esports teams
don’t have this. We’re going to take it to a new level.â€
Posted by AGORACOM-JC
at 1:21 PM on Wednesday, September 11th, 2019
SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More
—————–
Players at the 2019 Fortnite World Cup in New York. Photo: Johannes Eisele/AFP/Getty Images
Analysis:
competitive multi-player video gaming is now a global phenomenon and a
way for schools to engage children in new and dynamic ways
A change may be ahead thanks to the evolution of esports and growing media attention for events like 16-year-old Kyle “Bugha” Giersdorf’s recent $3 million win at the Epic Games Fortnite World Cup in New York (and Dubliner Joshua Juliano winning $50,000 at the same tournament).
These are the types of questions parents and educators are asking themselves in environments where esports are done right, holistically considered and responsibly deployed.
Would
you be so quick to shut off your child’s video game system if you knew
that it could be a portal to a scholarship at an international
university or a career in a billion-dollar industry? What about if it
led to a reduction in your child’s anxiety, better connections with
his/her peers or an interest in developing better sleep and nutritional
habits?
A change may be ahead thanks to the evolution of esports and growing media attention for events like 16-year-old Kyle “Bugha” Giersdorf’s recent $3 million win at the Epic Games Fortnite World Cup in New York (and Dubliner Joshua Juliano
winning $50,000 at the same tournament). These are the types of
questions parents and educators are asking themselves in environments
where esports are done right, holistically considered and responsibly
deployed.
From
RTÉ Radio 1’s Morning Ireland, Dublin gamer Joshua Juliano talks about
winning $50,000 at the Epic Games Fortnite World Cup in New York
But first, a pause for those quizzically cocking their heads to the side: what exactly is esports?
Esports
is organised, competitive, multi-player video gaming. Much like how
when we talk about traditional “sports” which encompass basketball,
football and swimming, there are a lot of games that fall into the realm
of esports. Titles such as League of Legends, Overwatch, Super Smash Bros Ultimate, Rocket League and Fortnite are among the most popular.
Of
course, dedicating hours to playing these games on its own does not make
someone an esports athlete. While tossing a ball around the yard with
friends can be considered “playing football”, it takes organisation,
dedication, discipline and training to be “a football player.” And
there’s a similar difference between casual gaming and esports.
In
schools across the United States, we are always looking to engage
children in new and dynamic ways. Of paramount importance is meeting
children where they’re at: what do kids naturally love to do and how can
we add value to that space without negatively impacting the joy they
find there?
From
RTÉ Radio 1’s Morning Ireland, an interview with Mark Campbell from the
Lero esports research lab at the University of Limerick
Pew Research
shows 97% of boys and 83% of girls aged 13 to 17 in the US identify as
being a gamer of some kind. Those demographics cut across race and
socio-economics. To responsibly guide the evolution of esports in
education and harness its potential, we must tap into the intrinsic
motivation – or behaviours based on inherent enjoyment – of gamers and
embrace the opportunities for connection offered on the gaming field.
Being
respectful in our messaging is one of the first steps to take. Would we
tell kids that they draw too much? Dance too much? Play an instrument
too much? Hopefully not. Yet too often, video games are dismissed as “a
waste of time by adults who have not researched the profoundly positive
impact they can have when implemented responsibly. The modern space in
which the majority of children are choosing to engage in some way is in
video games so let’s meet them there and understand why instead of
negating their passion for play.
Why embrace esports?
There are five core attrributes which should be at the heart of any program your child joins or your school implements:
(1) Redefine athletic culture
(2) Diversify opportunities for student participation
(3) Promote good mental and physical Hhealth
(4) Create career and further education scholarship opportunities
From RTÉ Radio 1’s Morning Ireland, Adam Maguire reports from the final of the inaugural Estars Ireland esports tournament
Esports
redefines athletic culture by encouraging children of all races,
abilities and genders to compete in a space where their passion for play
is the most prominent part of their identity as an athlete. Esports is
an opportunity for everyone to come together in a shared space around a
love of gaming.
In
bringing children together across demographics, you diversify
opportunities for their participation in extracurricular activities. Research
shows that students engaged in extracurricular activities have higher
grade point averages, better attendance and increased graduation rates.
Many children who do not fit traditional athletic ideals are often left
on the margins, but participating in esports draws them into a community
in which they belong.
Having
children intrinsically motivated to be part of their school’s esports
experience, the conversation then begins to shift towards things
typically not associated with video games such as positive mental and
physical health. The importance of good sleep habits, proper nutrition
and a dedicated exercise regimen are critical aspects of a responsible
esports program. Kids are far more likely to pass over energy drinks in
favour of water when they learn, for example, how their gaming
performance is negatively impacted after the sugar crash. They also
learn to choose snacks that increase their focus during tournaments or
to take part in exercises (like yoga and weights) that help regulate
their heart rate and add stamina during matches.
As part
of this ecosystem, we employ aspects of traditional sports training.
Weight training helps develop complex reasoning skills and aerobic
training promotes problem-solving skills. Additionally, research
indicates that two of the best ways to promote good mental health are
with positive adult interactions and through play. The key is meeting
kids in the space they love to deliver the messaging.
From RTÉ 2fm’s Game On, Rob Wright from RTÉ Sport on the growth of video games as a sport in Ireland and globally
US
colleges and universities have begun to take note of esports and are
attracting students with scholarships of varying sizes. In 2023, there
will be an estimated $100m (€90.6 million) in scholarship money
available related to esports. The opportunity to access these
scholarships is greatly enhanced when primary and secondary schools
formally embrace esports.
Higher
learning institutions recognise that esports is a billion-dollar
industry in which playing games is just one element. Marketing, sports
nutrition, broadcasting, psychology, esports law, business management,
digital art, storytelling, computer science: these are just some of the
career paths through this new ecosystem.
Probably
the most important aspect of esports to be considered is that, at its
heart, this is all about play. By providing these environments for
children to play, we are helping to defray the issue of online toxicity
and helping them navigate their world as we would on a traditional
playground.
Posted by AGORACOM-JC
at 8:25 AM on Wednesday, September 11th, 2019
Payment made seven months ahead of schedule to acquire 100% economic ownership of largest female online gaming community
Completed, ahead of schedule, the deferred payment obligation related to its previously announced acquisition of the assets of The Sims Resource
The payment satisfied all obligations of the acquisition of TSR from Generatorhallen AB and IBIBI HB, which closed on April 12, 2019.
Toronto, Ontario–(September 11, 2019) – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (“Enthusiast Gaming” or the “Company“) is pleased to announce that it has completed, ahead of schedule, the deferred payment obligation related to its previously announced acquisition of the assets of The Sims Resource (“TSR“). The payment satisfied all obligations of the acquisition of TSR from Generatorhallen AB and IBIBI HB, which closed on April 12, 2019.
TSR is the world’s largest female online video gaming content and
community destination, offering custom content built around the popular
Sims™ video game franchise, which can be downloaded by users to alter
and/or expand gameplay. TSR fans generated over 2.5 billion page views
last year, while the property earned C$7 million revenue – split between
advertising and recurring monthly paid subscribers – and C$5.25 million
in Adjusted EBITDA. Since Enthusiast Gaming closed the transaction with
TSR in April 2019, the number of monthly subscribers has grown nearly
30%.
Enthusiast Gaming utilized part of the available capital proceeds
from its recent merger with Aquilini GameCo. and Luminosity Gaming to
pay down the deferred payment obligation ahead of schedule and unlock a
number of strategic and economic benefits including:
Increase the number of leading video media and content sites under
full ownership. Full ownership and integration allows Enthusiast Gaming
to implement an optimized advertising and content strategy to increase
revenue and gross margin.
Ability to leverage paid subscription models across the Enthusiast Gaming platform.
Unlocks an additional 70% of the EBITDA that had previously been returned to the Vendors, seven months early.
Highly accretive use of cash proceeds following the completion of merger with Aquilini GameCo.
TSR management and content creators have joined the Enthusiast Gaming team and are excited to manage the next phase of growth.
Menashe Kestenbaum, President of Enthusiast Gaming commented, “Paying
down the deferred payment ahead of schedule to TSR was an extremely
important first step for the new Enthusiast Gaming. Having 100% economic
and strategic control of TSR provides significant upside potential to
increase our revenue/user and value/user – two key metrics for
Enthusiast Gaming moving forward.” He continued, “Two of our
primary growth opportunities include driving revenue through direct
sales and adopting monthly, paid subscriber models across our network of
video game media sites. Since we announced the acquisition of TSR, we
have already seen steady growth of its subscriber base and it will be a
key factor in achieving success across both key metrics.”
About Enthusiast Gaming
Enthusiast Gaming is one of the largest vertically integrated video
game and esports companies in the world. The Company’s digital platform
includes +85 gaming related websites and 900 YouTube channels which
collectively reach 150 million visitors monthly. Enthusiast’s esports
division, Luminosity Gaming, a leading global esports organization
consists of 8 professional esports teams under ownership and management,
including the #1 ranked Overwatch team, the Vancouver Titans and over
50 gaming influencers with a total audience of 60 million followers.
Collectively, the community reaches over 200 million gaming enthusiasts
on a monthly basis. Enthusiast also owns and operates Canada’s largest
gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.gg
CONTACT INFORMATION:
Investor Relations: Julia Becker Head of Investor Relations & Marketing [email protected] (604) 785.0850
Forward-Looking Information
Certain statements in this release are forward-looking statements.
Forward looking statements consist of statements that are not purely
historical, including any statements regarding beliefs, plans,
expectations or intentions regarding the future. Such statements are
subject to risks and uncertainties that may cause actual results,
performance or developments to differ materially from those contained in
the statements, including risks related to factors beyond the control
of Enthusiast Gaming. The risks include risks that are customary to
transactions of this nature and customary to companies which have their
stock traded on the TSXV. No assurance can be given that any of the
events anticipated by the forward-looking statements will occur or, if
they do occur, what benefits Enthusiast Gaming will obtain from them.
This press release does not constitute an offer to sell or
solicitation of an offer to buy any of the securities 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 a U.S. Person unless registered
under the U.S. Securities Act and applicable state securities laws or an
exemption from such registration is available.
Neither TSX Venture Exchange nor its Regulation Services
Provider (as that term is defined in the policies of the TSX Venture
Exchange) accepts responsibility for the adequacy or accuracy of this
release.
Posted by AGORACOM-JC
at 7:43 AM on Tuesday, September 10th, 2019
Acquired a non-controlling interest in the Vancouver Titans, an esports team which was founded in 2018 and is competing in its first season in the Overwatch League
Overwatch League is an esports competition with 20 teams across six countries and three continents, all centered on the popular first-person shooter game Overwatch
Toronto, Ontario–(September 10, 2019) – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (“Enthusiast Gaming“), the parent of Luminosity Gaming Inc., announced today that it has acquired a non-controlling interest in the Vancouver Titans, an esports team which was founded in 2018 and is competing in its first season in the Overwatch League. Overwatch League is an esports competition with 20 teams across six countries and three continents, all centered on the popular first-person shooter game Overwatch. Enthusiast Gaming acquired its interest in the Vancouver Titans from the team’s majority owner, the Aquilini Investment Group.
Enthusiast Gaming, through its wholly-owned subsidiary, Luminosity
Gaming Inc., manages the Vancouver Titans through a long-term management
services agreement with the majority owner.
About Enthusiast Gaming
Enthusiast Gaming is one of the largest vertically integrated video
game and esports companies in the world. The Company’s digital platform
includes +85 gaming related websites and 900 YouTube channels which
collectively reach 150 million visitors monthly. Enthusiast’s esports
division, Luminosity Gaming, a leading global esports organization
consists of 8 professional esports teams under management, including the
#1 ranked Overwatch team, the Vancouver Titans and over 50 gaming
influencers with a total audience of 60 million followers. Collectively,
the community reaches over 200 million gaming enthusiasts on a monthly
basis. Enthusiast also owns and operates Canada’s largest gaming expo,
Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.gg
CONTACT INFORMATION
Investor Relations: Julia Becker Head of Investor Relations & Marketing Telephone: 604-785-0850 Email: [email protected]
Forward-Looking Information
Certain statements in this release are forward-looking
statements. Forward looking statements consist of statements that are
not purely historical, including any statements regarding beliefs,
plans, expectations or intentions regarding the future. Such statements
are subject to risks and uncertainties that may cause actual results,
performance or developments to differ materially from those contained in
the statements, including risks related to factors beyond the control
of Enthusiast Gaming. The risks include risks that are customary to
transactions of this nature and customary to companies which have their
stock traded on the TSXV. No assurance can be given that any of the
events anticipated by the forward-looking statements will occur or, if
they do occur, what benefits Enthusiast Gaming will obtain from them.
This press release does not constitute an offer to sell or
solicitation of an offer to buy any of the securities 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 a U.S. Person unless registered
under the U.S. Securities Act and applicable state securities laws or an
exemption from such registration is available.
Neither TSX Venture Exchange nor its Regulation Services
Provider (as that term is defined in the policies of the TSX Venture
Exchange) accepts responsibility for the adequacy or accuracy of this
release.
Posted by AGORACOM-JC
at 4:30 PM on Monday, September 9th, 2019
The gaming ecosystem is approaching a market share comparable to professional sports
Enthusiast Gaming has its eyes set on building the largest
community of authentic gamers to monetize and leverage their
market-leading analytics network
EGLX is the most adept enterprise at increasing fan engagement for its influencers and teams through its massive media portfolio
By: Eva Bieniarz
The gaming industry is colossal — there are more than 2.5 billion
gamers around the world, and the gaming market is set to grow to US$196 billion by 2022
alone! With a CAGR of nine per cent for the period 2018–2022, this
industry has become a legitimate rival to the traditional sports market.
To compare earnings, the global sports market generated US$488.5 billion in 2018,
whereas the global gaming industry hauled in US$135 billion. While both
segments are projected to see significant growth in the short term, the
gap is poised to shrink as gaming solidifies itself at the “heart of
the entertainment business,†according to Newzoo.
The gaming industry is also thriving based on its growing and diverse audience base. For instance, 65 per cent of American adults play video games, and the average gamer is only 34 years old.
Transforming the gaming world one acquisition at a time
Within this massive industry, Enthusiast Gaming (TSX.V: EGLX) is building the largest vertically integrated gaming media and esports company in the world.
As a newly listed public company by way of its merger with Luminosity
Gaming, J55, and Aquilini GameCo, the company is on track to make this
global vision a reality. One of the new conglomerate’s goals will be to
build out a central gamer data source from its three divisions (media,
events, influencers), to facilitate brands and advertisers.
Regarding the company’s merger and acquisition strategy, Menashe
Kestenbaum, president and founder of Enthusiast Gaming, explains,
“Enthusiast has an aggressive growth strategy through accretive
acquisitions, which allows us to scale the business quickly and
effectively.
“Our strategy is to acquire the leading digital communities across
the entire gaming ecosystem, which keeps our platform diversified and
agnostic. It also provides us with significant competitive advantage
against anyone trying to enter the space.â€
The company’s largest acquisition to date, The Sims Resource, is the
leading female gaming website in the world, generating $7 million in
revenue and $5.25 million in EBITDA (2018).
“This acquisition provided us with immediate access to the growing
female gaming demographic and 2.5 billion page views a year. The Sims
Resource also has a unique subscription model, which generates recurring
monthly revenue from over 60,000 subscribers. We see this as an
opportunity to adopt a similar model across our network of 85 websites
to drive future revenue growth,†Kestenbaum notes.
Enthusiast has an aggressive growth strategy through accretive
acquisitions, which allows us to scale the business quickly and
effectively. Our strategy is to acquire leading digital communities
across the gaming ecosystem, which keeps our platform diversified and
agnostic.Menashe Kestenbaum, President, Enthusiast Gaming Holdings Inc.
What Enthusiast’s merger means for esports
Enthusiast’s merger will make the company a leading publicly traded
esports and gaming organization, with $22 million in pro forma revenue
on the closing of the merger backed by $55 million in financing, with a
combined global audience reach of approximately 200 million.
So why is this merger so significant, and why did Enthusiast partner
with Aquilini GameCo? How, exactly, will this benefit the company in the
long run?
Well, since Enthusiast’s successful monetization strategy and wealth
of analytical data covers an abundance of demographics in the broader
gaming industry, the company’s knowledge can be combined with
Luminosity’s influencers and esports properties to create a unique
gaming ecosystem.
Enthusiast’s success in monetizing gaming properties will also allow
the company to monetize Luminosity’s championship esports franchise
through the same data-centric, ad tech approach to engage partnership
and advertising opportunities.
The fact that Enthusiast is merging with Aquilini GameCo gives the
company a huge boost to diversify and expand its presence across more
than merely sports and entertainment, but potentially food and
hospitality, living, and more.
Luminosity Gaming is currently competing in games like Counter
Strike, Fortnite, Call of Duty, Madden and more at the highest
professional level. Supplied
Enthusiast is also party to a long-term services support agreement
with Vancouver Arena Limited Partnership (VALP), pursuant to which VALP
will provide Enthusiast with a broad range of marketing and business
support services, including corporate partnership and selling support,
retail support, brand association and marketing support (to be provided
by Canucks Sports and Entertainment), and more.
Apart from a company perspective, when taking a holistic look at the
esports and gaming industry, it’s clear that sentiment towards gaming is
growing. The industry even has tech giants Amazon and Google wanting in
on the action.
What’s more, esports is also being compared to professional sports —
hockey, baseball, you name it — in terms of garnering millions of fans
around the world.
For instance, in 2017, the League of Legends tournament garnered more viewers than the MLB World Series, the NBA Finals and the NHL Stanley Cup Finals! This would have been unheard of a few years ago.
Kestenbaum explains, “The size and scalability of our ecosystems are a
significant competitive advantage. Enthusiast’s online presence of 150
million visitors, combined with Luminosity’s rich content creation
reaching over 60 million followers, will be invaluable for us moving
forward.â€
Enthusiast’s merger is expected to provide further significant
strategic and financial benefits to the company, including but not
limited to expected margin improvement, involving a combination of the
net funds from the private placement and cash-on-hand that may be used
to repay all or part of the Sims Resource Deferred Payment, as well as
an enhanced capital market profile through the closing of the
transactions.
Growth drivers propelling the company towards success
Enthusiast is also growing its fan base and subsequently its customer base through seven strategies:
Growth in revenue per user goal: Target revenue per user of $0.40
Build out a direct sales team: Increase of 10–20x / CPM compared to
commoditized programmatic advertising rates. Expand to key financial
hubs like Toronto, New York, London, Los Angeles, and San Francisco
Subscription model growth: Offer unique content and player access to
increase subscriptions. Currently, over 60,000 subscribers generating
approximately $2.5 million in recurring revenue
Mergers and acquisitions: Grow the size of Enthusiast’s fan base,
and better engage with them to increase revenue and profitability
Expand the EG Live division: Build on the success in Toronto and
bring similar events to New York, Chicago and the Pacific Northwest
Franchise value appreciation: Increase the value of the franchise
through content creators, influencers, professional esports
professionals and championship esports teams
Non-endemic opportunities: Sell more non-endemic sponsorships and partnerships through direct sales and programmatic advertising
Apart from the company’s strategic growth model, Enthusiast has five
key business segments that enhance the company’s overall expansion
plans. They include:
Content: Enthusiast offers news, reviews, videos,
live streams, blog posts, tips, chats, message boards, and other
video-gaming related content.
Advertising: The company operates an advertising
network for brands targeting the gamer demographic, generating over 30
billion advertisement requests per month.
Events: Enthusiast organizes Canada’s largest gaming
expo, Enthusiast Gaming Live Expo, EGLX, which attracted over 55,000
attendees in 2018, including a Rising Star Series.
Data and ad tech: The company has built a proprietary ad tech platform around a tech-enabled gamer data platform.
Leading esports franchise: Luminosity Gaming is one
of the most popular esports brands, offering a subscription growth model
that leverages content and player access to increase subscriptions.
Add in celebrity endorsement from Canadian recording artist Tory
Lanez, and the top esports athletes and influencers including YELO, and
the company has all the right ingredients to reach success.
A knowledgeable management team leading the way
Enthusiast’s skyrocketing success and popularity is catalyzed by
Menashe Kestenbaum, president of Enthusiast, who began his career in
video games when he was 13 years old, writing for IGN, a large gaming
media site. Kestenbaum launched his first gaming blog, called “Nintendo
Enthusiast,†in 2011, which subsequently became the foundation of
Enthusiast Gaming today.
Adrian Montgomery, CEO of Enthusiast, has also been instrumental in
Luminosity’s new partnership with Enthusiast. As ex-president of Canucks
Sports and Entertainment, Montgomery brings decades of knowledge about
sports and what it means to be a dedicated fan.
Steve Maida, president of esports at Enthusiast, built the popular
esports franchise from the ground up and was responsible for finding
talent like “Ninja,†one of the world’s top Fornite players.
With its merger between Aquilini GameCo and Luminosity completed,
Enthusiast Gaming is on the right path towards dominating the gaming
industry. Through its clear growth objectives, diverse revenue streams,
acquisitions, partnerships and more, the company is building a
world-class gaming company that cannot be replicated.
Investors should look forward to more company updates as Enthusiast continues to scale and add to its roster.
Tags: CSE, EA sports, egaming, esports, Fortnite, LOL, stocks, tsx, tsx-v Posted in Enthusiast Gaming Holdings Inc. | Comments Off on The Gaming Industry is colossal with over a billion gamers worldwide, Enthusiast Gaming $EGLX.ca Aims to Be the largest vertically integrated gaming media and #Esports company in the world $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca
The esports industry is growing at a rapid rate, and along with it is also a new form of gambling called “esports betting.â€
The esports betting industry is expected to continue to grow even more over the next couple of years, becoming a multibillion-dollar industry.
Bear in mind that unlike physical sports, which have a very large
fanbase and following, the esports betting industry has a very limited
audience. As a result, not too many people have an idea of what esports
betting is. Only those who follow the esports industry may have heard of
it.
So, What is Esports Betting?
For those who don’t know, esports is the shortened term for
electronic sports, which usually refer to competitive video gaming.
Playing competitive video games is not an entirely new concept. In fact,
a lot of gamers have been competing with one another ever since the
first gaming consoles have been released. What’s new is what we now call
esports betting, which is starting to attract the attention of many
gamblers from around the world.
Simply put, esports betting is a form of online gambling wherein you
put your money on a team or player that plays competitive video games.
As mentioned earlier, esports betting is a very huge business and it
is expected to become a multibillion-dollar industry soon as esports as a
whole continues to grow. As the world of video gaming can be very
competitive, there are now thousands of professional gamers from
different video games who compete with one another because of the prize.
And, when there is money, there is always gambling. With the rise of
this industry, you can now go to online esports betting sites such as Vulkanbet Esports to place your bets and gamble on-the-go.
How Esports Betting Works
Esports betting is completely different from physical sports
gambling. In esports betting, you are allowed to place a bet on a team
of professional gamers or on individual players who you think will win
the match or tournament.
However, since there are plenty of esports games, the betting system
and options are usually different from one another. Esports betting also
welcomes beginners who are not familiar with esports and offer them
with numerous betting opportunities.
Currently, the simplest betting option is to bet on an overall
winner. You simply place a bet on a team or player who you think will
win the match after you have carefully studied the odds. This is what
makes esports betting really interesting: you are given some betting
odds that will let you have a good idea of the match’s outcome or who
will win. You’ll need to learn how to study these odds before you bet if
you want to earn a lot of money from esports betting.
Types of Esports Betting
It’s challenging to identify the different types of bets on esports since they usually depend on the video game. For example, Counter-Strike: Global Offensive (CS:GO),
which is a fast-paced first-person shooter game, provides exciting
betting opportunities that allow you to place a bet on which team wins
the first round of the game.
On the other hand, DoTA 2,
a real-time strategy multiplayer online battle arena, allows you to
place a bet on which player or team kills Roshan (the most powerful
Neutral Creep in the map who’s considered to be a miniboss) first. These
bets are not dependent on which team wins the entire match, but on the
objectives achieved throughout the match.
Here are the three most common types of esports betting that you are usually offered by many betting sites:
Outrights Betting – These are bets that you are allowed
to place before the tournament or match starts. You bet on which team
will become the overall winner of the tournament, or which players
progress to the next stage of the event. You are also allowed to place
bets on teams or players who you think will be eliminated once the
tournament starts.
Match Winner – This is the most common type of bet in esports. You place a bet on a team or player who you think will win a single match.
Totals – This is the type of bet that is dependent on
stats. Here, you can place your bet on which team or player has the most
number of kills, maps or rounds played, total points, etc.
Conclusion
The future of esports betting looks very promising
as more and more people are getting into the exciting betting action of
video games. Whether you are new to esports or are an avid esports fan,
this is the perfect time for you to join the fun and excitement that
esports betting brings. Aside from that, you can potentially earn a lot
of money from it while enjoying some competitive video games at the same
time.
Anheuser-Busch is Pouring Beer and Money Into Esports
Anheuser-Busch is one of the brands
that isn’t shy about embracing esports. It is a non-endemic brand,
meaning it isn’t born and bred with gamers the way that, say, esports
headsets are. It’s a mainstream brand looking to break into the
previously insular world of esports a with authentic experiential
marketing.
Some brands have been wary of the unpredictability of esports. The
games come and go. The athletes can blow big deals with their big
mouths. And fans don’t always behave in a becoming way at esports
events. But it’s the job of Joe Barnes,
director of experiential marketing at Anheuser-Busch InBev, to make
sure that his company is represented in the right way in front of the
right consumers of esports as the “official beer of esports.â€
MillenThere’s a lot of money at stake, but Barnes believes that big
brands have to be nimble when it comes to getting behind a big trend
among young adults. He isn’t waiting for competitors to arrive. He is
pushing ahead of them with the mission of making Bud Light and other
Anheuser-Busch products the beer of choice for a new generation of
esports fans. I’ll be moderating a session with Barnes at the Esports BAR Miami event in October.
Here’s an edited transcript of our interview.
Above: Joe Barnes, director of experiential marketing at Anheuser-Busch InBevImage Credit: Anheuser-Busch
GamesBeat: What does your job entail? The experiential part is intriguing there.
Joe Barnes: I lead the Anheuser Busch portfolio in
the U.S. I lead our sports sponsorship strategy. Additionally I do the
experiential marketing for esports, soccer, and our emerging properties,
which also covers fighting and women’s sports and a few other things.
Our experiential marketing team is part of our consumer connections
team. We’re focusing on how we can impact and influence consumer
decisions at the point of their passion points.
With Bud Light, one of those is esports. We’re trying to–how can we
get fans to start experiencing our product in a different way? Right
now, within esports, our biggest challenge is that there’s not the
traditional norms within the sports industry where it’s very in-person
and communal. “We’re going to bars to watch the games. We’re gonna watch
the NFL game at the sports bar and get pitchers of Bud Light.â€
It’s much different within esports. That’s where experiential for us
is a big lever that we try to pull. At events, the consumers are with
community, not just their virtual community. That gives us a true point
to interact with them and introduce them to Bud Light. As crazy as it
sounds, a lot of these consumers that are becoming the 21-27 year old
are growing up without drinking Bud Light, or beer at all. Their main
drink is Red Bull, energy drinks. We’re trying to bring in these beer
occasions to esports, just like we’ve established 100 years ago within
traditional sports.
GamesBeat: I don’t know how much gamers drink beer. Are you guys endemic or non-endemic to games and esports?
Barnes: We definitely consider ourselves
non-endemic. The key challenge, when people ask us–what’s our value
proposition in esports? We’re not going to make your internet faster.
We’re not going to make your screen bigger. We’re not going to give you
better posture in a nice chair. For us, we can offer the fan something
different.
This week we announced another Twitch program, and in another month
we’ll be announcing another one. The Bud Light Twitch channel is our key
asset within esports. First and foremost, in this community, we’re able
to age gate our channel, so only 21 and up is able to interact with Bud
Light. That obviously a huge concern with the traditionally younger
audience. But within our Bud Light Twitch channel, we can offer gamers
something in addition to the game.
We’re not endemic, like I say. We’re not part of the game. But what
we can do–I’ll give you an example. We just launched, this past Tuesday,
the Bud Light Beer League, which is an amateur Tekken tournament.
Amateurs can win a chance to become a pro esports athlete and compete at
the Tekken grand finals in Bangkok for a huge payout. Our value
proposition here is that we’ll host a tournament, and we’re going to do
it for gamers, not just esports athletes. We’re going to give them the
opportunity to win prizes. And what can Bud Light do that someone else
can’t do? We’ll give you a chance to become a pro.
Above: Anheuser-Busch doesn’t want esports fans to become wine drinkers.Image Credit: Anheuser-Busch
That’s much different from our strategy with Overwatch League.
We’re the official beer sponsor of Overwatch League. Our Twitch channel
content with that one, it’s Bud Light Happy Hour. Every week we have
two hosts talking for 20 minutes, essentially a Sportscenter of
Overwatch League, where they look at the past and they talk about key
storylines coming up. It’s set at a bar environment with beers, with
neons and things, just to establish that–as you’re hanging out and
talking about esports, it’s happy hour. Get excited about tonight and
have some Bud Light. That’s the behavior that we’re trying to get people
introduced to.
Then, within Overwatch League, since this is the first year they’ve
ever done live in-person events, we also sponsor all of the homestand
weekends. We had consumer experiences and giveaways. We put them in what
we call the Bud Light Watchtower, playing on the Overwatch IP. It’s the
most premium seat within all the venues, where we’ll invite guests to
hang out with influencers, streamers and professional gamers. Free Bud
Light, the best seats, and the best experience you could possibly have.
When you drink Bud Light, when you’re playing games and Bud Light’s your
beer of choice, the opportunities are endless for cool experiences. We
consider ourselves the leader in terms of offering premium experiences
for consumers.
GamesBeat: There’s been a lot of attention on esports hype. There was a long Kotaku story that talked about the mismeasurement of the audiences. I’ve interviewed someone from Nielsen
— that story just ran — on how they’re doing measurement of the esports
audience as well. These things are brand new. The information and the
data still needs work.
Barnes: 100 percent. We do our own independent data
collection. We do partner with Nielsen, and we value them and their
partnership across all of our sports properties. That’s one of the
reasons we use them. We also use a few other research companies, and
then we always have–if we’re doing streams we have Twitch analytics. If
we’re doing events we have exit surveys. We have a whole lot that–right
now the key for us is data collection. Whether the true audience size of
Overwatch League fans is 10 million or if it’s 100 million, for us
right now, using whatever the data is, how can we use that data to
inform how we interact with the fans?
It’s not necessarily about the numbers. We know the numbers are big.
We may not know exactly how big. But for us what’s most interesting is,
what are the consumer habits? What are the consumer passion points? How
do we offer value back to the fans?
GamesBeat: In some sense I guess you would like better
measurement, but there’s enough precision out there for you to take
action and do what you need to do.
Barnes: That’s exactly it. For us it’s more about,
are we asking the right questions with the research? Rather than, do we
have the exact right sample data, and do we know the exact figures? For
us it’s about fine-tuning the right questions and finding the right
passion points for consumers.
Above: Bud Light wants to be the official beer of esports.Image Credit: Anheuser-Busch
GamesBeat: As far as the comparisons people make to
traditional sports, what are your own observations about that? How soon
do you think this catches up, or in what ways will they always be
different?
Barnes: There is some crossover, and that’s
what–when we’re trying to segment the real size of the prize, we look at
the different consumer groups. There are the passionate, die-hard
esports fans and athletes, and then there’s more casual gamers. What we
see with the crossover with traditional sports — and this is very rich
territory, because we have a league sponsorship with three of the top
four core leagues — we want to see what is the crossover and how we can
act on that.
What’s really starting the big crossover is that pro athletes in
other sports are playing video games, whether it’s on Twitch or in their
free time. They’re all big gamers. Juju Smith-Schuster, right? He’s a
big gamer and he plays in the NFL. He reaches both. For Bud Light that’s
super compelling. He’s a partner with us with the NFL, and we can look
at partnering with him for esports. How can we tap into both consumer
bases? Most people out there play Fortnite, and most people watch the
NFL. What are the efficiencies Bud Light could have with that?
The other thing we look at, we have some data that shows that amongst
gaming fans, Game of Thrones was as popular as the NFL. That may not be
their number two or three passion point behind video games, it’s still
top 10. There’s a lot of ways we can use our NFL partnerships and others
to reach those fans. Right now, most brands and most esports teams are
focusing on the esports strategy. We think there’s a lot of rich
territory for crossover between true sports and esports.
GamesBeat: As far as which esports to bet on, what are your
views there? Do you feel like you have to make bets and back certain
games or certain events? Or can you stay above that and reach the whole
audience in some way?
Barnes: I don’t think there’s one league that could
be a silver bullet for an esports strategy. When we look at it, it’s
going to require multiple partnerships in order to reach a big portion
of the fans. We want Bud Light to be for everyone. How do we get to the
biggest level there? It’s a mix. As we’ve already announced, in 2019 we
have partnerships with the Overwatch League, with Tekken 7, and with
NBA2K. We prefer to be looking with those at how we can reach consumers,
how we can keep new and interesting partnerships like the Beer League —
which can rotate in different titles — so we can reach more and more
fans. We also want to use influencers within key games and titles to
influence and reach those consumers as well.
There has to be a mix. There’s not a one-size-fits-all approach with
one title. For us it’s a mix of assets. It’s about reach and what’s the
best thing we can do to reach all those consumers, or at least a
significant portion of them.
Above: Anheuser-Busch is experimenting with esports marketing.Image Credit: Anheuser-Busch
GamesBeat: So far, can you reiterate which games you’ve
backed in some way, or that you’ve worked closely with and are happy
with?
Barnes: We have our partnership with the Overwatch
League, which is a global partnerships. Then, in the U.S., we have an
NBA2K partnership, which we just announced at the end of our season.
We’re planning 2020 right now. Then we have a Tekken 7 partnership,
which will be for the Bud Light Beer League. It’ll be a mix of–it’s
primarily Twitch streaming and the online tournament, and then there
will be a few live event components as well. Overwatch League, for us
that’s been a live event and a Twitch stream component as well. We’re
looking for not only a mix of partners, but a mix of assets within each
partnership.
GamesBeat: What about following some of these celebrity
gamers, or top athletes within different esports? Would you do deals
with individuals like that in addition to the league partnerships?
Barnes: Definitely. Arguably the most marketable and
popular name would be Ninja. A few years ago, during our Bud Light All
Stars program, which was before my time, we had a Ninja partnership.
This year we’re partnered with a few influencers. We’ve used them more
tactically, rather than just signing the biggest name. It’s about how we
can use them to propel our Twitch content and help us to activate.
We’ve been using influencer streams to promote our live events for
Overwatch League. Before each homestand weekend we do influencer streams
where they take over and give away consumer tickets to our Bud Light
Watchtower experience.
Then, for 2020, we’re looking for partners that are, let’s say,
endemic to beer. They already like to engage with the product. They have
a large reach and are playing various titles. That’s great for us,
because while it’s sometimes difficult for us to be involved with
certain games, we can partner with the top streamers — as long as
they’re over 21 — to create cool content and give that back to
consumers.
GamesBeat: Some people have always talked about how esports
and games are unpredictable. Sometimes you get bad behavior among the
athletes, or strange things happening at events. This is supposed to be
scary to brands. What are your thoughts on that, whether that’s
manageable?
Barnes: I can answer that question in a few parts.
One, in the current environment, whether it’s traditional sports or
esports, as a brand you have to be nimble. You have to act fast. You
have to be able to react to trends and react to what’s going on.
We understand that esports is in its infancy, and there are
challenges that come along with that. But for us it’s worth it, knowing
that we can be the brand, the beer brand, that is the beer of esports.
We’re the official beer of esports, the official beer of games, the
official beer of gamers. We did that for a reason. When we look at what
consumers are talking about on social media, we have 70 percent share of
voice amongst beer brands. Our competitors aren’t even really in the
same sphere as us right now, and we want to keep leaning into that. As
this grows, we know that we’ll continue to grow with it, and we can
continue to dominate the share of esports.
As far as the question around titles, yes, we’re constantly watching
what’s hot, what’s up and coming. You look at what happened this summer.
Was Fortnite going to get dethroned by a little-known title from EA?
And then a few weeks later, it fell off the radar. We need to continue
to monitor, continue to watch, and that’s great for us, because it’s an
opportunity to work with the top streamers. They can switch playing
games. When something’s hot they can play that. When it falls off they
can play something else and still reach their fanbase.
We have to be nimble. We have to be a part of it. We can’t just be a
big, slow brand. We have to be able to act within the space at the pace
it’s going.
Above: Social media multiplies the impact of esports marketing.Image Credit: Anheuser-Busch
GamesBeat: How do you find the right people in this business
in order to do all those things fast? As you say, it’s fairly new still.
Barnes: The key thing for us is research. We like to
make fact-based decisions. Of course we have to play in the margin of
error, because it’s always changing so fast. We have to use good
judgment. But we have a great team of agencies that support us on all
our initiatives, help provide that research, help provide the insight on
everything that’s going on.
GamesBeat: Is the team pretty large there, that focuses on esports?
Barnes: I lead it for Bud Light in the U.S. I’m
supported by the brand team. They’re doing everything else. It’s a bit
of a team effort internally. But then I also have my agencies that are
more solely focused on esports. I have teams that are dedicated, that
are experts in the space. They’re former gamers, former publishers. They
offer the expertise and insight that can really help us to refine our
strategy and act quickly.
GamesBeat: Do you happen to know Mark Friedler? He’s a
long-time gaming person that just joined Anheuser Busch on the biz dev
side for esports.
Barnes: I’ve had one call with Mark. He’s consulting
with our ZX Ventures arm. Our ZX Ventures mission is to disrupt
ourselves. What are these trends that could disrupt beer, and how do we
essentially become a part of it before it can eat us alive? He’s
consulting on the gaming aspect of that, because like I mentioned
earlier, there’s not a ritual within esports like going to the bar on
Sunday to watch the NFL. We’re looking at how we can bring these
experiences, these rituals, into the U.S. gamer’s world.
GamesBeat: TopGolf is converting a lot of their bars into esports bars recently for local gatherings.
Barnes: Yeah, TopGolf is a great partner. Usually
when they roll into town they become one of the top beer sellers in
their market, because people really love the value proposition. If they
continue to expand into esports or more VR types of activities, I
consider that a win. They put their beverage venue at the top of the
list for their priorities. It always helps us when we can help the
category expand in this space.
GamesBeat: You have to think about a lot of different opportunities as far as how to get a win for a product.
Barnes: Definitely. What we’re seeing, this is such a
digitally native, such an on-demand type of consumer. It’s different
from who we try to reach with, say, Major League Baseball. There, you
have an older fan. They skew to an age around 45. Gamers skew around 23.
How beer comes to life for them is much different.
What we did two weeks ago for the Overwatch League homestand weekend
in Los Angeles, we did a Drizly promotion targeting L.A. with one of the
top players on the L.A. Valiant. Drizly is an online alcohol delivery
service. We said, “Hey, L.A., you guys like tech. You don’t like doing
things in person. But if you order Bud Light from Drizly, you’ll get the
chance to not only get your beer, but your beer could be delivered by
Custa from the L.A. Valiant, and he’ll give you VIP passes to the Bud
Light Watchtower.â€
Custa went out and delivered that beer to an unexpecting consumer.
He’s from Australia, so he ended up what they call shooting the boot,
shotgunning it out of a shoe. He did it with the consumer. Everyone had a
great time. For us, that’s how we break through. We’re not going to be
talking to the Valiant consumer in the way that they want to be reached.
We want to be content creators, not content interrupters. We want to
have them tune in to watch something because they think it’s cool — it’s
their favorite player and their favorite team — rather than just
serving them an ad on Twitch.
When you’re non-endemic you have to think much differently about the
space. You have to find ways to offer value to the consumer while the
endemic brands are doing it in a much different way.
Above: Influencers are part of the esports marketing plan.Image Credit: Anheuser-Busch
GamesBeat: What do you plan to talk about at Esports BAR in Miami?
Barnes: Stuart Saw and I are co-keynoting. Endeavor
is our esports agency in the U.S. We have a lot of programs that we’ve
developed together between Anheuser Busch and Endeavor. For a lot of it,
it’s going to be talking about what we’re doing to reach consumers as a
non-endemic brand. It’s exactly what we’ve talked about, but in more
detail, with more videos and concrete examples that people can see, as
well as some of the data.
By October we’ll have a lot of data for how this is working so far.
We just ran our first social listening test, where we figured out that
we’re now 70 percent of social share voice, which is huge for us.
Consumers aren’t talking about beer brands because they want to. It’s
because we’re offering something crazy and unique to them, something
that gets them excited. They’re talking about this in their free time.
It’s not just industry. We hope to have a lot more of those examples by
then.
In addition, we’re hoping to have a very cool–it’s not fully
finalized, but a very cool Overwatch League grand finals activation.
We’re hoping to propel that message beyond what just core gamers and
Overwatch League fans care about, but also transcend the message for the
whole city of Philadelphia. Bud Light has a very rich history with
Philadelphia, with things like the Philadelphia Eagles Super Bowl win,
where we gave free beer to the city of Philadelphia. For this to come
back to Philly, there’s a lot of excitement and a lot of cool things
we’re planning. The Overwatch League finals are the week before Esports
BAR, so we’re hoping to share a lot of cool things, and a full Overwatch
League recap as well.
GamesBeat: Is your whole industry as active as you guys are, or do you feel like you’re ahead?
Barnes: We’re significantly ahead of our
competitors. That’s where we want to be. We have much different
approaches to esports. Our competitor, earlier in the year, their big
esports moment of the year was announcing that they were turning a beer
can into a controller. They had an event at E3 where the controller
couldn’t connect to Bluetooth and no one could play.
We really try to stay clear, like I said, of being an endemic brand
that will make your gameplay better. We want to be the beer for fans,
the beer for casual gamers, and the beer for esports athletes when
they’re not on the screen, so to speak. We want to play to our
strengths. It’s just a much different approach.
Posted by AGORACOM-JC
at 4:58 PM on Thursday, September 5th, 2019
SPONSOR: Enthusiast Gaming Holdings Inc.
(TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated
websites, currently reaching over 150 million monthly visitors. The
company exceeded 2018 target with $11.0 million in revenue. Learn More
August Esports Investments Recap
August saw a number of strategic investments in the esports industry.
Five teams raised additional funds to scale their businesses including STILL8’s $4.5M USD investment and former NBA player Kevin Garnett backing Triumph Esports.
August saw a number of strategic
investments in the esports industry. Five teams raised additional funds
to scale their businesses including STILL8’s $4.5M USD investment and
former NBA player Kevin Garnett backing Triumph Esports. Allied Esports
Entertainment finally closed the business combination first announced in
December 2018. BITKRAFT Esports Ventures led two more investment rounds
to get their esports investment count up to seven for the year so far.
Millennial Esports cemented its global restructure and refocus on
esports racing by acquiring motorsport simulator manufacturer
Allinsports and raising investments from former Formula 1 drivers.
During the month of August, The
Esports Observer tracked $35.25M in disclosed investments excluding the
business combination of Allied Esports Entertainment. Financial terms
were not disclosed for all deals highlighted in this article.
Allied Esports Entertainment Deal Finalized
Allied Esports Entertainment (AESE), a special purpose acquisition company (SPAC) known as Black Ridge Acquisition Corp. before the deal, finalized its business combination with esports property and production facility owner Allied Esports and World Poker Tour operator WPT Enterprises.
Both assets had been acquired from previous parent company Ourgame
International. Ourgame CEO Frank Ng will serve as CEO of AESE.
With the closing of this transaction, the previously announced equity investments of $5M each by Mexican media company TV Azteca and U.S. property company Simon Property Group
have been realized. Lyle Berman—a member of the board of directors of
both Black Ridge Acquisition Corp. and its sponsor Black Ridge Oil &
Gas, and the largest shareholder of the sponsor—invested $3M.
Furthermore, Morris Goldfarb, chairman and CEO of American clothing
company G-III Apparel Group, invested $2M. In total, Allied Esports
Entertainment raised $18M; the source of the remaining $3M has not been
disclosed by Allied Esports.
In addition to equity investments, TV Azteca and Simon Property
will enter strategic alliances with AESE. Simon Property will integrate
gaming venues and production facilities in its properties around the
U.S. In May, TV Azteca and Allied already collaborated to create aPLAYERUNKNOWN’S BATTLEGROUNDS
esports series called NATION VS NATION, which featured 40 competitors
in a “USA vs. Mexico†format. The tournament’s Mexican broadcast reached
over 2M viewers.
Going forward, TV Azteca and Allied
will expand their work together through a number of projects including
building a flagship esports venue in Mexico and creating a 24-hour
digital esports channel for the Mexican market.
Roundhill’s Take: The
SPAC transaction, which was initially announced in December 2018, has
finally closed. As a result, the public markets have another “pure-playâ€
esports company, joining the likes of Super League Gaming and
Enthusiast Gaming. According to Company IR, Adjusted EBITDA is projected
to turn positive in 2020, at a projected $8.7 million.
STILL8 is planning to cooperate with
fintech firm Dunamu, an affiliate of Dunamu & Partners, following
the investment. Existing STILL8 investor Kakao Ventures is one of the
major stakeholders in Dunamu.
Both Lee Beomsuk, CEO of Murex
Partners; and Kang Dongmin, vice-president of Murex Partners; are
familiar with STILL8’s growth potential as they were with Partners
Investment when the firm invested in STILL8 before they established
Murex Partners.
Proceeds from the funding round will
be used to continue investing in building Team Griffin’s brand and
expand into new games and geographies. The current investment is a
bridge funding supporting the scaling of the business while looking for
further investments in 2020.
Roundhill’s Take: STILL8 looks to
continue optimizing its Team Griffin brand outside of South Korea. This
follows its move in July to partner with Huya for Team Griffin’s
Chinese streaming, a contrast to similar deals signed with rival
streaming platform DouYu by STILL8 on behalf of Gen.G and SKT T1.
Competition for content is increasing between Chinese platforms, as it
is in North America, following Ninja’s move from Twitch to Mixer.
Roundhill’s Take: As esports
monetization progresses, leading gaming organizations continue to focus
on establishing themselves as content, media, and apparel brands. From a
strategic perspective, bringing on Offset as an investor can help widen
the brand’s reach. It is not difficult to imagine a scenario where
brand loyalties evolve well beyond the scope of gaming and esports.
Teams Find Backing From Mexico, India, and an NBA Legend
Full service esports company and parent organization of Overwatch Contenders participant Triumph Gaming, Triumph Esports, raised an investment from 15-time NBA All-Star Kevin Garnett though his event management and production company, Big Ticket Sports.
Triumph Esports will add an esports experience to the established
three-on-three basketball tour Hoop It Up, that is organized by
Garnett’s Big Ticket Sports.
Allinsports, an Italian motorsport simulator manufacturer, was acquired by Millennial Esports, who purchased a 51% stake in the company for $6.25M. Millennial
has the option to purchase the remaining 49% in a six-month timeframe
beginning 18 months after the closing of the first transaction.
Allinsports’ eRacer simulator will be used in Millennial Esports’
upcoming World Fastest Gamer competition.
Tournament operations platform Matcherino received $1.5M in a Series A-1
investment from Galaxy Digital’s Galaxy EOS VC Fund and Wells Fargo
Strategic Capital. While the Series A-1 funding round has raised more
than $4.1M to date including investments from aXiomatic Gaming and Seven Peak Ventures, the company has raised more than $7.7M in total.