Posted by AGORACOM-JC
at 11:18 AM on Thursday, August 1st, 2019
SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More
The 2019 report published by Q3 Global Digital Statshot shows
the number of viewers of esports games have breached the one billion
mark. The report comes in line with the number of people using social
media which has crossed the 3.5 billion.
‘Almost 1 billion people around the world have watched an esports
tournament in the recent months, with interest particularly high in
Asian countries,’ the report suggests.
Further, according to the conducted survey, almost 33% of the
internet users say they watch someone else play videogames, which makes
up the global audience of over 1.2 billion people.
The demographics says the story well, 32% users aged 16 to 24 say
they have watched an esports tournament compared to 31% who say they’d
like to watch conventional esports like football & cricket more.
Posted by AGORACOM-JC
at 12:27 PM on Wednesday, July 31st, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
Gary Vaynerchuk on Investing in Esports, the Opportunity Ahead
Vaynerchuk is a brand unto himself, and a very public face of his companies.
He may be new to esports, but given his reach, reputation, and vibrant personality, it’s no surprise that he is likely to also be a public face for Minnesota’s Call of Duty organization.
“I’ve been really paying attention in
the back row for four to five years,†he told The Esports Observer. “I
literally remember when Justin.tv became Twitch, and so it’s been on my mental radar for a little while.â€
As the chairman of media holding
company VaynerX and CEO of digital agency VaynerMedia, Vaynerchuk is one
of the most visible investors to enter esports to date. The 43-year-old
transformed his family’s wine shop into an online success story
beginning in the late ’90s, and has gradually parlayed that momentum
into a large social media presence (with several million followers
across platforms), five New York Times bestselling books, angel
investments in tech giants such as Twitter, Facebook, and Uber, and many
other opportunities.
Given his status as a prominent
investor, Vaynerchuk said that he’s seen “tens of thousands†of queries
about esports-related opportunities pass across his desk over the years,
but that only about 15 of them led to serious conversations and
meetings. One potential opportunity came from an undisclosed Overwatch League ownership group early in the league’s genesis, said Vaynerchuk, but he didn’t pursue it.
Part of what made Vaynerchuk’s investment in WISE Ventures’Call of Duty League franchise appealing was a close connection with the group’s Wilf family, which also owns the NFL’s Minnesota Vikings.
“One thing that I’m realizing about
myself is that I’m really about people, comfort, happiness, and control,
and all of these things. I’ve known the Wilf family for almost 15 years
because they actually live in the area where my wine business is,†said
Vaynerchuk, who was introduced to the family by a senior executive in
the Wilfs’ real estate organization in New Jersey. “We’ve really had
these nice human vibes towards each other for years, and then as my
professional career started to evolve from wine into many other things, I
started building even more of a relationship here and there, subtly.â€
Vaynerchuk said that he was thrilled
to see the Wilf family purchase the Minnesota Vikings in 2005,
“especially when my career ambitions are to buy the New York Jets,†he
added. He has also met with Activision Blizzard CEO Bobby Kotick and
watched the evolution of the Overwatch League from an idea to a 20-team league on the verge of hosting matches in every home market, plus he feels that Call of Duty has the versatility and track record to thrive.
“I’m completely convinced that Minnesota and the five or six
surrounding states right now have the best 11-year-old at some game in
the world.â€
“Call of Duty
has proven to me over the last half-decade and more that it’s a
franchise that can evolve,†said Vaynerchuk. “I think that a lot of
these leagues are predicated on: How long is the franchise? Are you Zelda and Super Mario, or are you Kid Icarus, right? That’s how I think about everything. Call of Duty intuitively feels like it has the potential to be more Mario than Kid Icarus, which then gives the league longevity. Otherwise, you’re at the mercy of the IP.â€
Gary Vee-sports?
Minnesota isn’t considered one of the
esports capitals of the United States at present, but Vaynerchuk sees
that as an opportunity more than a challenge. He believes that there’s
enough demand for live esports events “in most parts of the country,â€
and said that establishing a geolocated esports franchise in the region
could also give the team leverage in mining homegrown talent from
Minnesota and surrounding states.
“I’m completely convinced that
Minnesota and the five or six surrounding states right now have the best
11-year-old at some game in the world,†he said, “so I see it as an
opportunity.â€
Vaynerchuk is a brand unto himself,
and a very public face of his companies. He may be new to esports, but
given his reach, reputation, and vibrant personality, it’s no surprise
that he is likely to also be a public face for Minnesota’s Call of Duty
organization. He anticipates being heavily involved with the team and
believes that he will be able to help with recruiting talent.
“We spoke about that quite a bit, as
you can imagine,†he said of his role on the team. “I’m in it for the
learnings, because I want to be close to culture and youth, and
innovation. Probably more than most things, in a lot of ways.
“Listen, I mean, this is a recruiting
game,†he continued. “This is ludicrous for me to say, but as my level
of awareness grows and a lot of esports players have a lot of
entrepreneurial ambitions—I’m not remotely close to Jay-Z’s sphere, but
when you think about Jay-Z and Roc Nation, Jay-Z’s impact on the
Brooklyn Nets is real. Not that I carry that weight, but ironically to
this set of entrepreneur-laden players, I do believe we will sign a free
agent that really fucking matters on the back of me.â€
“I think esports is a top-four sport in America when I’m 62 years old, and I want to be a part of that.â€
Given his status as a survivor of the
dot-com bust, Vaynerchuk said that the rush for some investors to throw
money at esports in search of success reminds him a lot of that
formative time period in internet history. “I think it’s similar to 1999
internet,†he said. “There’s a lot of places to lose money, but I think
that just like 1999 internet, that in 20 years, the people that have
navigated it thoughtfully and carefully have a whole lot to gain.â€
Vaynerchuk sees “macro acceptanceâ€
ahead for esports in mainstream culture, he said, as more people come to
acknowledge and appreciate competitive gaming and its impact on
entertainment and society. In fact, he believes that more parents will
encourage their kids to play games at a high level to secure
scholarships, “which is obviously the complete reverse of what parents
did when I was growing up playing videogames,†he added.
Joining WISE Ventures’ Call of Duty
League ownership group is Vaynerchuk’s first esports investment after a
long period of consideration, but it won’t be his last. He’s not sure
where his next investment in the space will come from, but he sees big
things in the future.
“I don’t know what,†he said about
potential next investments, “but I think esports is a top-four sport in
America when I’m 62 years old, and I want to be a part of that.â€
Posted by AGORACOM-JC
at 8:19 AM on Wednesday, July 31st, 2019
EGLX: TSX-V
Canada Computers Will Promote and Advertise EGLX in 30 Stores Across Canada
Canada Computers is a national retailer of computers and consumer electronics.Â
With an increasing gaming customer base and continued demand across students, professionals and families, Canada Computers is a retail force with more than 1,000 employees and 30 store locations across Canada.Â
TORONTO, July 31, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX)(OTCQB: EGHIF), (“Enthusiast†or the “Companyâ€), one of the largest vertically integrated gaming media companies, is excited to announce that through its subsidiary, Enthusiast Gaming Live Inc. (“EGLiveâ€) it has partnered with Canada Computers to be a premium retail partner at Enthusiast Gaming Live Expo (“EGLXâ€) in October 2019.Â
Canada Computers is a national retailer of computers and consumer
electronics. With an increasing gaming customer base and continued
demand across students, professionals and families, Canada Computers is a
retail force with more than 1,000 employees and 30 store locations
across Canada. In addition to being the premium retail partner at EGLX,
Canada Computers will also provide prizes, marketing and activations
across its stores in Ontario and Quebec.
Melanie Azagury, Manager, EGLX, commented,“Partnering
with a successful Canadian retail company like Canada Computers is very
important for EGLive as we continue to grow and evolve our events
business. As one of the largest computer and gaming retailers in
Ontario, we are excited to provide our attendees with a dynamic retail
booth and activation. EGLX will also benefit from in store promotion and
marketing initiatives across its stores in Ontario and Quebec and its
large digital reach.â€
Pursuant to the agreement, Canada Computers has committed to a Gold
Level sponsorship at EGLX. In addition, they will provide marketing
activations in retail stores leading up to EGLX including banners,
video, promotions, as well as digital marketing across its network.
During the show, Canada Computer’s show activation will include social
influencers, computer building workshops, an EGLX gift guide, and over
80 computers for the drop in tournaments.
Tickets to EGLX October 18-20, 2019 will be on sale this summer. More information can be found at eglx.ca. To learn more about sponsorship or exhibit space at EGLX 2019, reach out to [email protected].
Engages MZ Group
Recently Enthusiast Gaming announced the engagement of MZHCI LLC (“MZâ€),
a leading US investor relations firm to expand its reach to the US
capital markets. Under the agreement, Enthusiast will pay MZ US$8,500
per month for a 12 month term and will work collaboratively to build a
strong North American IR program.
About Enthusiast Gaming
Founded in 2014, Enthusiast Gaming is one of the largest vertically
integrated video game companies and has the fastest-growing online
community of video gamers. Through the Company’s organic and acquisition
strategy, it has amassed a platform of over 150 million monthly
visitors across its network of websites and YouTube channels. 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.
CONTACT INFORMATION:
Investor Relations: Julia Becker Head of Investor Relations & Marketing [email protected] (604) 785.0850
This news release contains certain statements that may constitute
forward-looking information under applicable securities laws. All
statements, other than those of historical fact, which address
activities, events, outcomes, results, developments, performance or
achievements that Enthusiast anticipates or expects may or will occur in
the future (in whole or in part) should be considered forward-looking
information. Such information may involve, but is not limited to,
comments with respect to strategies, expectations, planned operations
and future actions of the Company. Often, but not always,
forward-looking information can be identified by the use of words such
as “plans”, “expects”, “is expected”, “budget”, “scheduled”,
“estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or
variations (including negative variations) of such words and phrases, or
statements formed in the future tense or indicating that certain
actions, events or results “may”, “could”, “would”, “might” or “will”
(or other variations of the forgoing) be taken, occur, be achieved, or
come to pass. Forward-looking information is based on currently
available competitive, financial and economic data and operating plans,
strategies or beliefs as of the date of this news release, but involve
known and unknown risks, uncertainties, assumptions and other factors
that may cause the actual results, performance or achievements of
Enthusiast to be materially different from any future results,
performance or achievements expressed or implied by the forward-looking
information. Such factors may be based on information currently
available to Enthusiast, including information obtained from third-party
industry analysts and other third-party sources, and are based on
management’s current expectations or beliefs regarding future growth,
results of operations, future capital (including the amount, nature and
sources of funding thereof) and expenditures. Any and all
forward-looking information contained in this press release is expressly
qualified by this cautionary statement. Trading in the securities of
the Company should be considered highly speculative.
Neither the 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.
The securities of the Corporation have not been and will not be
registered under the United States Securities Act of 1933, as amended
and may not be offered or sold in the United States absent registration
or an applicable exemption from the registration requirement. This press
release shall not constitute an offer to sell or the solicitation of an
offer to buy nor shall there be any sale of the securities in any
jurisdiction in which such offer, solicitation or sale would be
unlawful.
Posted by AGORACOM-JC
at 10:31 AM on Monday, July 29th, 2019
SPONSOR: Enthusiast Gaming Holdings Inc.
(TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated
websites, currently reaching over 75 million monthly visitors. The
company exceeded 2018 target with $11.0 million in revenue. Learn More
EGLX: TSX-V ———————————-
Canadian teen Hayden Krueger wins $1.2M in Fortnite World Cup
‘I wanted to do something different with my life,’ so he practises up to 12 hours a day
Canadian Hayden Krueger, 17, finished third on Saturday the first Fortnite World Cup, scoring a cool $2.4 million.
He’ll split that with his competition partner, who goes by the name Ceice.
In the New York tennis stadium where the U.S. Open is played every summer, Fortnite players
— many not old enough for a driver’s licence — competed this
weekend for a $40 million prize pool in a first-of-its-kind tournament.
Like many professional sports, video game competition is dubbed the
World Cup. Like many professional athletes, the competitors warm up,
train and scrutinize their strengths and weaknesses for hours a day.
“In football and basketball, they’ll go over film of their game,”
said Canadian contestant Hayden Krueger, 17. “So every night, we’ll do
like an hour of film. And we’ll watch over our films to see what we did
good, what we did bad and then just apply it the next day.”
Krueger is better known in the gaming world and to his 20,000-plus
Twitter followers as Elevate. He beat 40 million hopefuls to become one
of a handful of contestants in the lucrative three-day finals.
He finished third on Saturday, scoring a cool $2.4 million for the
ranking, which he’ll split with his competition partner, who goes by the
name Ceice.
The winner of Sunday’s solo category will take home $3.8 million, the
same amount tennis champions Novak Djokovic and Simona Halep each
scored at Wimbledon this month.
Practising eight to 12 hours a day, Calgary-born Krueger, who now
lives in the U.S., says he stands to make about $150,000 US in earnings
this year from other tournaments. That doesn’t include sponsorship deals
or streaming revenues.
“A traditional job gave me anxiety,” he told CBC News in a Skype
interview from his hotel room in New York after his win. “I didn’t want
to show up to my cubicle every single day and take my pay cheque. I
wanted to do something different with my life.”
Krueger, 17, says he practises eight to 12 hours a day as a professional video gamer. (Steven D’Souza/CBC)
The teenager has a rigid, albeit unconventional, routine.
“I wake up at like 1 p.m. or 3 p.m. and then I’ll play until 3 a.m.
into the night,” said Krueger. “It’s like the same hours if not more
[than a 9-to-5-job]
, like eight to 12 hours of this game. It’s pretty
scheduled for me.”
The commitment — and its payoff — is enviable enough that players
have fans turning up in droves to watch them perform. Competitors, who
range in age between 13 and 24, are often stopped between rounds to sign
autographs or pose for selfies.
The award-winning battle royale game, which has become a cultural
phenomenon since it was released in 2017, involves 100 players being
dropped onto an island to compete for survival. It’s free to play, but
part of Fortnite’s internal currency allows participants to make
upgrades and purchase add-ons for their avatars, such as “skins”
(costumes) and “emotes” (signature dance moves).
Fans filled the stands at the Arthur Ashe stadium in New York and
stopped competitors for autographs and selfies between rounds. ( Sarah
Stier/Getty Images)
Eyes on the prize
It’s left some parents torn between trying to indulge their child’s
interests and wondering whether their kids are spending too much time
and money on the product. Kim Jeffords, who made the eight-hour drive
from from Niagara Falls, N.Y., for her son, Nick, to attend the
event, said she’s spent at least $25 a week on game-related purchases
for him.
“I really don’t want to add it up because it will probably scare me,” she laughed.
Nick, blond and sporting a Nike T-shirt and polarized Wayfarer sunglasses, said he plays the game “at least 12 hours a day.”
“I don’t take breaks,” he said with a smile.
Kim Jeffords says she spends at least $25 a week on Fortnite-related game purchases for her son Nick, left. (Steven D’Souza/CBC)
At 11, his skills qualified him for the week-to-week round robin action. He was just too young to enter the finals.
“It is easy to get lost [in the game] because you want to become the
best,” said esports journalist Victoria Rose. There are a lot of games
with that issue.”
Among them, she says, are Grand Theft Auto, Dota and Starcraft. Rose says serious players will often switch to home schooling or take classes online to leave more time for the game.
“It’s mostly these very well trained, very educated players who know
how to play efficiently, who know how to balance their work life to
become the top players,” she said. “Just being here is a $50,000
guarantee. It gives you eyes to have sponsorships, to have a future.”
While Fortnite is still enjoying widespread popularity and massive revenue, some data
suggests the game might be experiencing a slight decline in interest
compared to when it burst onto the video game scene two years ago.
Fortnite, which came onto the market in 2017, is a battle royale game
that drops 100 players on an island to fight for survival. (Johannes
Eisele/AFP/Getty Images)
‘Astronomical’ prize money
The World Cup, launched for the first time this year, could be
another way to keep the game top-of-mind. Epic Games, which created Fortnite,
has pumped more than $100 million in prizes over the last season of
tournaments which is “astronomical in terms of esports,” according to
ESPN sports host, Arda Ocal.
“This [event] is a massive deal, if not only for the giant prize pool
itself, but also the amount of viewers that this entire season in
competitive esports has had,” said the Canadian-born broadcaster. “For Fortnite,
this is a great way for people to continue to know and learn about
their game but also get engaged and be motivated to play the game after
watching it.”
The first World Cup is one way for Epic Games, the creator of Fortnite,
to ensure fans stay interested in the game. (Sarah Stier/Getty Images)
Krueger says it’s natural for parents to be reluctant to let their
kids get too involved with the game, and his were no different. But they
came around, he says, after seeing his detailed plan of how he intended
to achieve his goals. His mother has also recently decided to shift
careers and return to school to study law.
When asked if Krueger might be able to help with her tuition, he laughed: “Maybe.”
Next month, the Dota 2 esports tournament will surpass Fortnite‘s prize pool, offering over $40 million — the largest pot for this kind of competition.
Posted by AGORACOM-JC
at 9:00 PM on Sunday, July 28th, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
Esports have become one of the fastest-growing industries in the world in the last decade with millions of dollars on the line for players to compete over.
The eSports industry has generated over $1billion yearly in revenue in the past couple of years and has provided many players with a stable income.
Being a gamer or streamer is more viable as a career option now with ever-increasing viewership and tournament prize pools each year. However, selections can be tough and not everyone can make the cut.
Blockchain can provide increased transparency into gaming as well as
more ways in which platforms can monetize activities. On top of that,
blockchain also reduces the barriers of entry into the gaming industry
and provides regular gamers a stepping stone onto what could provide
them a stable income.
Here are some ways in which blockchain and cryptocurrencies have been used in gaming so far!
Gambling
The gambling industry is a lucrative business and eSports has provided people with new options to throw their money on. Unikrn is
a sports and eSports betting platform that also provides up-to-date
news about eSports. They offer all the top popular games such as Dota 2,
LOL, CS:GO and many others. They have 2 gaming currencies UKG(Unikoin
Gold) and Unikoin silver which you can use for betting or even entering
jackpots. Users will not be required to make an initial deposit or
purchase and Unikoin Silver is given free to all users who signed up.
Buying and selling skins
Unikrn also has the function to allow users to connect their Unikrn
account to steam and convert selected skins for UKG. Skins from popular
games such as Dota 2 and CS:GO will be available for conversion. This
provides players with an additional way to earn money as money earned by
selling on platforms such as Steam can’t be withdrawn. UKG is being
sold on some exchanges and can even be used to buy games, gift cards and
keys from Gamivo.
Wagering
Wagering is a good way for players to use their gaming skills to earn money or items for themselves. Arena Match,
an eSports gaming app, has the perfect platform for players to pit
their skills against one another or push themselves to the limits.
Currently, they have only PUBG unlocked for skill challenges but will
have many other top games such as CS:GO, Fortnite and Apex Legends
available in the future. To give you an idea on how wagering works in
PUBG on Arena Match here is an illustration. Players have to pay an
entry fee in credits and enter into a solo match in PUBG. Depending on
your performance in the game, a multiplier will be applied to your wager
amount if you hit a certain requirement. For example, having 5 kills in
a single game could earn you a 3x multiplier and a 10kill game could
earn you an 8x multiplier and the payout will be in terms of real cash.
Arena Match has also adopted the Enjin Blockchain SDK and even has
Enjin backed perks for players to use in-game to reduce the difficulty
of challenges.
Streaming
Streaming can be considered bread and butter for many gamers and is a
huge part of the entertainment industry as well. Some common ways of
income for streamers are donations and partnership with the streaming
platform.
Refereum has just announced a
partnership with PUBG and is rewarding players for streaming. Due to
their blockchain technology, players will also be able to receive
rewards for streaming on some of their partnered platforms such as
Twitch and Mixer.
Sliver.tv who has partnered with
Theta is another streaming platform which allows streamers and watchers
ways to earn by participating in activities on their platform. Users
will be able to earn TFUEL(the operation token on the Theta protocol) by
watching streams, winning giveaways and also donate to streamers. TFUEL
can also be used to purchase items such as a Nintendo switch or a
Playstation 4 in the Sliver shop.
Earn through playing
Refereum is also offering rewards for completing in-game achievements during their PUBG campaign.
Unikrn is giving players ways to earn UKG by linking their game
account to the Unikrn platform and completing certain achievements.
Games such as CS:GO, Dota 2, Fornite and many more are available in
their list of premium games in their play to earn system.
Game hosting
Plairlife, a
decentralized gaming ecosystem, has successfully hosted a Dota 2
tournament on their platform. Plair hosted a series of 1v1 and 5v5 Dota 2
matches for their Alpha testers to enjoy and also established a
partnership with Team Eazy(HongKong Dota 2 team).
DreamTeam is a
platform for players to find teammates, use of AI to improve their
gaming skills and to manage teams. As many people most commonly game at
home, getting scouted by a pro team can be indeed near to impossible.
DreamTeam connects and allows regular gamers to go professional with
amateur or semi-professional eSports teams with over a 60% rate of
success.
Salary and payment
DreamTeam platform also allows salaries, prize money and other deals
to be settled on their platform. Due to the nature of blockchain,
players can be sure to receive their payments as not getting paid is a
real and not so uncommon thing in the pro scene of eSports.
Conclusion
Blockchain has shown its capability and also enhances the quality of
gaming as well. It also shows it can solve many real and burning issues
in the eSports world and provide gamers with more ways to be able to
earn money. This also shows how blockchain and the eSports industry can
work and grow together. Blockchain is constantly evolving and eSports is
not showing signs of slowing down either. This space will be super
exciting to watch and I am thrilled onto what developments blockchain
can bring.
Posted by AGORACOM-JC
at 2:00 PM on Thursday, July 25th, 2019
SPONSOR: Enthusiast Gaming Holdings Inc.
(TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated
websites, currently reaching over 75 million monthly visitors. The
company exceeded 2018 target with $11.0 million in revenue. Learn More
EGLX: TSX-V ———————————-
Global eSports Market Recent Study Including Growth Factors CAGR of 18.58% by 2025
Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion and is projected to grow at a CAGR of 18.58% in the forecast period of 2018 to 2025.
Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion and is projected to grow at a CAGR of 18.58%
in the forecast period of 2018 to 2025. The eSports preferred as
“Electronic sportsâ€. The sports that connect with the electronic system
and all the functions are followed human – computer interface. It
provides the customer an experience for several types of games including
tournament, ladder, and league through single system.
eSports are connected though electronic system that can be available
on numerous platforms comprising social media, where as traditional
sports are still fight overtake the traditional mediums including print,
radio & TV. Capability to stream on non-traditional platforms,
growths in gaming technologies, rising in awareness about eSports due to
consideration given by worldwide publishers, investors &
broadcasters and growth in number of eSports supporter are the major
drivers responsible for rise of eSports market. In addition, it’s played
by professional gamers who are usually participating of sporting
organizations, or they are sponsored by business organizations.
eSports is the most relevant, unique, fair and creditable global
market research report which is provided to the valuable customers and
clients depending upon their specific business needs. eSports market
report helps uncover the general market conditions and tendencies. Along
with competitive analysis of the key players, this eSports report also
serves with complete and distinct analysis of the market drivers and
restraints, detailed analysis of the market segmentation, key
developments in the market and details of research methodology.
Excellent practice models and method of research applied for this
eSports report unearths the best opportunities to succeed in the market.
Major Market Competitors: Global eSports Market
The renowned players in global eSports market are
Bungie, Inc, KONAMI, GungHo Online Entertainment, Inc, Kabam, Inc.,
Rovio Entertainment Corporation, Zynga Inc., GAMEVIL Inc. Wargaming
Public , PandaScore, ESP.bet, Unikrn , Riot Games , HI-REZ STUDIOS, INC.
, Activision, BLIZZARD ENTERTAINMENT, INC. , Electronic Arts Inc.,
Activision Publishing, Inc. , infinity ward, Take-Two Interactive
Software, Inc., King.com, Vivendi, Bethesda Softworks LLC, and many
more.
Market Segmentation: Global eSports Market
By Revenue Streams (Media Rights (Subscription &
Online Advertisement ),Tickets And Merchandise, Sponsorship & Direct
Advertisement, And Publisher Fees),
By Geographical Segments (North America, South America, Europe, Asia-Pacific, Middle East And Africa)
For achieving an incredible growth in business, this eSports market
research report plays very central role. This report lends a hand to
make out how the market is going to perform in the forecast years by
offering you information about market definition, classifications,
applications, and engagements. This market report describes the
strategic profiling of key players in the market, comprehensively
analyzing their core competencies, and drawing a competitive landscape
for the Electronics industry. You can request an analyst call or drop
down an enquiry to get detailed eSports market report.
Market Drivers and Restraints:
Increasing demand for video games and growing awareness about eSports.
Betting & fantasy site are increasing demand in eSports market.
Rising demand for investments from sponsors and advertisers.
Difficulty in managing all the fraudulent betting.
Lack of outdoor sports considerations.
About Us:
Data Bridge Market Research
set forth itself as an unconventional and neoteric Market research and
consulting firm with unparalleled level of resilience and integrated
approaches. We are determined to unearth the best market opportunities
and foster efficient information for your business to thrive in the
market.
Posted by AGORACOM-JC
at 11:50 AM on Wednesday, July 24th, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
Dota 2’s The International 2019 Prize Pool Surpasses $30M
The prize pool for Dota 2‘s The International 2019 tournament has topped $30M USD to date.
The total is primarily crowdfunded via in-game Battle Pass sales, with 34 days of funding left until the final tally is reached.
The International 2019’s prize pool has now surpassed the $30M pool of this coming weekend’s Fortnite World Cup.
The prize pool for The International 2019—the de facto Dota 2 world championship—has topped $30M to date, beating the prize pool for the upcoming Fortnite World Cup finals.
As of this writing, The
International’s prize pool sits at $30.2M, which beats the 2018 record
of $25.5M. The prize pool can continue to grow for another month, as
well, until the end of the actual tournament on August 25.
The International’s prize pool primarily comes via crowdfunding. Dota 2 publisher Valve
contributes the first $1.6M, with the remainder provided by a
percentage of sales from the game’s Battle Pass. The purchase lets
players unlock in-game content and access The International Compendium,
which includes a Fantasy Challenge for the tournament.
Every edition of The International
has surpassed the prize pool of the previous year ever since Valve
introduced the Battle Pass in 2013. Each tournament has also set a new
record for the largest prize pool for any single esports event. Last
year’s winner, OG , took home $11.2M of the $25.5M pool.
This year’s prize pool surge is especially interesting in the wake of this coming weekend’s Fortnite World Cup finals, which has a $30M prize pool provided entirely by Epic Games .
With 34 days of crowdfunding left and
the $30.2M tally already 29% of last year’s prize pool total at this
point (according to the Dota 2 Prize Pool Tracker), the final amount could still be significantly higher. The International 2019 takes place at the Mercedes-Benz Arena in Shanghai from August 20-25.
Posted by AGORACOM-JC
at 12:00 PM on Tuesday, July 23rd, 2019
SPONSOR: Enthusiast Gaming Holdings Inc.
(TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated
websites, currently reaching over 75 million monthly visitors. The
company exceeded 2018 target with $11.0 million in revenue. Learn More
EGLX: TSX-V ———————————-
Las Vegas Esports arena evolving with latest gaming trends
“It’s almost like an actual sports stadium feel,†General Manager Nico DeGeorge said. “We want people to have that awe-inspiring moment like when they go to Yankee Stadium or Fenway Park.â€
Prior to the opening of the Triple Crown
Royale at the HyperX Esports Arena at Luxor, employees were buzzing
about a new opening hype video.
The video showcased not only the arena’s
production capabilities but was a step toward proving this isn’t your
ordinary video game gathering spot.
“It’s almost like an actual sports stadium
feel,†General Manager Nico DeGeorge said. “We want people to have that
awe-inspiring moment like when they go to Yankee Stadium or Fenway
Park.â€
When the HyperX Esports Arena hosted the
Triple Crown Royale, it featured three of the most popular battle royale
games, Fortnite, Apex Legends and PUBG.
Several professional gamers took part in the event, as well as local players and gamers from across the country.
“We wanted to make it open to the fans,â€
NewEgg’s Vice President of Marketing, Mitesh Patel said. “Yet, we also
wanted to leverage our relationship with so-called influencers and give
people the opportunity to play with and compete against these
professionals. The arena allows us to give gamers a chance to play with
professionals on the same type of equipment that the professionals play
with.â€
The tournament featured two groups of players that competed in each game.
Organizers pulled out all the stops, including commentators, multiple cameras and giveaways.
“Right now, we see esports on more of a
local, community level,†DeGeorge said. “Now, the broad focus is
broadcast in general, being more content driven.â€
Since its opening, the arena has held several events.
“We’re putting more effort into the content
space and it’s also helping make people more aware of esports,†DeGeorge
said. “We have people walk in here every day and try and figure out
what’s going on. Events like this can be something fun and informative
as well.â€
Posted by AGORACOM-JC
at 3:42 PM on Monday, July 22nd, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
Over 3.5 billion people are on social media; Facebook still biggest with teens; Esports on the rise
Within internet users aged 16 to 24, 32 percent saying they’ve recently watched an esports tournament
By: Simon Kemp
The new Global Digital Statshot report from Hootsuite and We Are Social
is packed with all the latest data you need to understand how people
are using the internet in July 2019. You’ll find the complete report in
the SlideShare embed below, but read on for my summary of this quarter’s
essential headlines.
Social media users pass 3.5 billion
The number of people around the world using social media has just passed the 3.5 billion mark, less than two years after we reported
that the number had reached 3 billion. The number of social media users
has grown by more than a quarter of a billion over the past twelve
months, with 46 percent of the world’s total population using social
media in July 2019.
What’s more, if we focus on ‘eligible audiences’ – people aged 13 and
above – the social media penetration figure increases to 59 percent,
with the latest trends indicating that it should pass 60 percent within
the next few months.
Half the world now watches online videos
The latest data from GlobalWebIndex
shows that more than 4 billion people around the world now watch online
video content each month, equating to more than half of the world’s
total population. Vlogs are particularly popular, with more than 2
billion people tuning in to watch their favorite influencers over the
past 30 days.
Snapchat’s audience jumps
Data published in Snapchat’s self-serve tools show that the
platform’s advertising audience jumped by a massive 19 percent in the
past three months, reaching a total of 369 million users by July 2019.
That translates to an increase of almost 60 million users since April,
with growth rates consistent across all age groups.
It’s not just Snapchat’s data that shows the platform is growing,
either. The latest data from App Annie shows a spike in downloads of the
Snapchat app over the past three months, with App Annie’s analysts
attributing the platform’s renewed success to the launch of new A.R.
filters, and improvements to its Android app.
Facebook still rules when it comes to teens
Despite Snapchat’s impressive growth, the platform still can’t claim
to be the kids’ favorite. That honour doesn’t belong to Instagram or
TikTok, either.
Perhaps surprisingly, it’s Facebook that boasts the largest number of
global users aged 13 to 17, and if we extend the age range to include
all teenagers, Facebook now has almost as many users as Snapchat and
Instagram combined.
Facebook’s youth audience actually increased over the past three
months, with the number of 13 to 17-year-olds using the platform up by
almost 5 million since April.
The key take-away here is that we need to be more wary of clickbait
and received wisdom. It’s easy to fall into the trap of believing that
‘the kids’ have given up on Facebook, but the cold, hard facts tell a
different story.
Esports win with younger audiences
There are more surprises for brands marketing to teens when it comes
to sports. The latest data from GlobalWebIndex suggest that esports may
have reached a tipping point amongst internet users aged 16 to 24, with
32 percent saying they’ve recently watched an esports tournament,
compared to 31 percent who say they’re interested in watching more
‘conventional’ sports like football, cricket, or motor racing.
Almost 1 billion people around the world have watched an esports
tournament in recent months, with interest particularly high in Asian
countries.
‘Game spectating’ is gaining broader momentum, too. Roughly 3 in 10
internet users say that they recently watched a live stream of someone
else playing video games, equating to a global audience of 1.25 billion
people.
The case for voice gets stronger
100 million people started using voice search and voice commands
since April, with more than 43 percent of internet users now using voice
tech every month. More than 1.88 billion people around the world now
use voice to control their devices, with half of all internet users
below the age of 35 already converted.
It’s also important to stress that most voice activity takes place on
smartphones, so you don’t need to wait for everyone to have a ‘smart
speaker’ before you take voice seriously. Now is the time to start
making sense of what voice means for your business – before you need to
play catch-up.
The value of truth
Despite the fact that more than half of the world’s internet users
say they’re worried about ‘fake news’ online, it turns out that we’re
four times more likely to use an ad-blocker than we are to pay for
digital news content.
However, the excellent new Reuters Institute Digital News Report 2019
finds that people are starting to realize the potential value of paying
for quality news content, although they’re much more likely to pay for a
video streaming service like Netflix than they are to pay for news.
These findings are supported by the latest data from GlobalWebIndex,
who report that roughly two-thirds of all internet users paid for some
form of digital content in the past 30 days. Once again, video streaming
platforms were the top choice.
Digging deeper
That’s all for this summary, but I’ll be digging deeper into all of
these stories – together with the rest of this quarter’s key findings –
in a series of additional articles over the next few days, so be sure to
check back for those.
Posted by AGORACOM-JC
at 9:00 PM on Sunday, July 21st, 2019
SPONSOR: Enthusiast Gaming Holdings Inc.
(TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated
websites, currently reaching over 75 million monthly visitors. The
company exceeded 2018 target with $11.0 million in revenue. Learn More
EGLX: TSX-V ———————————-
The boom in egaming/esports
Industry analytics house Newzoo forecasts esports (organised gaming at a professional level) to be worth $US1.1 billion in calendar 2019, rising to $US1.8 billion by 2022
The broader video games market is worth many billions more.
by Tim Boreham
For those who have never heard of Fortnite and are thus showing their
advanced age, video gaming (egaming) has become a multi-billion dollar
industry sector, which in its organised professional form is attracting
serious sponsorship and advertising from mainstream consumer brands.
Egaming isn’t the preserve of vitamin D-deprived joystick jockeys in
their dank bedrooms: it’s also a mass spectator sport with attendances
at live tournaments eclipsing attendances at AFL football matches (the
Adelaide and Essendon clubs have even acquired their own esports teams).
Professional esports teams tour the globe like rock stars, attracting
a similar cult following as they pursue serious prize money. The site
esportsearnings.com lists Germany’s Kuro Takhasomi as the sport’s
biggest earner, having pocketed $6.2m in prize money from 98
tournaments.
Australia’s own Anathan Pham clocks in at number 11 on the esports rich list, reaping $4.15 million from 22 tournaments.
By the way, Fortnite is a Hunger Games style survival game that
involves combatants dealing with adversaries such as zombies by, well,
shooting them. While older game titles such as League of Legends and
Dota2 remain popular, Fortnite’s popularity – especially among teenagers
and even younger kids – is proving to be a game changer in heightening
investor awareness.
Industry analytics house Newzoo forecasts esports (organised gaming
at a professional level) to be worth $US1.1 billion in calendar 2019,
rising to $US1.8 billion by 2022. The broader video games market is
worth many billions more.
According to Esports Mogul (ESH, 1.3 cents) 20-25% of the broader
population have played a mobile game. About half of 16-24s have watched
esports and even in the crustier 45-65 year old bracket, 5% have done
so.
“It’s evident the investment community is really only just coming to
the fore of how big this sector is,†says Esports Mogul CEO Gernot Abl.
There’s also a strong element of ‘co-opetition’, with the companies
executing a number of intertwined deals. “We all know each other and
support what we are doing,†Abl says.
Esports Mogul’s core focus is on a tournament platform called
mogul.gg, which enables amateur gamers to hook up and test their wits
out on each other.
The company this month hosted the Australian Apex Open Tournament on
its platform, with 3850 gamers slugging it out for $35,000 or prize
money.
Esports Mogul was also the exclusive platform provider for the
Australian Esports League’s Girl Gamer festival, a global jamboree held
in Sydney last month.
Meanwhile the South Africa based Emerge Gaming (EM1, 2.3 cents) has
announced a string of collaborations, including May’s memorandum of
understanding with US games developer Digital Circus media to launch its
products in North America.
These products include its GameCloud game streaming platform.
In June, Emerge teamed with Viacom International Media networks
Africa to develop a kids-focused esports tournament platform called
NickX, using Viacom’s Nickelodeon gaming content.
The company believes that as the professional market grows, so too will the market for amateur games based around a central hub.
“Monetisation will be through brand take-up, premium subscriptions,
in app subscriptions and advertising across the platform,†the company
says.
In March, Emerge Gaming also signed a mobile gaming deal with ASX
counterpart iCandy International (ICI, 3.8 cents), to broaden Emerge’s
ArcadeX tournament platform. ArcadeX has been dubbed the “Netflix of
gaming†in that it allows instant streaming of hundreds of 3D video
games.
iCandy will promote the offering to its 350 million global users.
Separately, iCandy also plans to set up its own esports division, with
first revenue by the end of 2019.
iCandy has also partnered with Animoca and Alibaba subsidiary 9Games
to expand iCandy’s mobile game Groove Planet into the $29 billion
mainland China market.
Perhaps not surprisingly, there’s a blockchain theme to the sectoral
wheeling and dealing as well. In late June, Animoca said it would buy
the US company Gamma Innovations, which enables gamers’ idle processing
power to be used to ‘mine’ the cryptocurrency ethereum. The users are
rewarded with loyalty-style points that that can be used to play their
favourite games.
Despite the hype, the three smaller the ASX proponents have a long
way to posting meaningful revenue. In the March quarter, Esports Hero
turned over $20,000, “mainly by experimenting with subscription and
sponsorship models.â€
iCandy generated $289,000, including from digital advertising and
merchandising as well as the games themselves. Emerge had no revenue for
the quarter but managed $129,600 of turnover in the December half,
mainly from sponsorships of its online tournaments.
Animoca posted revenue from ordinary activities of $13.46 million in
calendar 2018, up 107% and reduced its loss to $2.58 million from $8.26
million previously.
According to Esports chief commercial officer Jamie Skella, most of
the value of the sector resides in sponsorship, advertising and media
rights.
A professional Counter Strike and Cyberathlete League player, Skella
sees emerging opportunities are in hosting micro tournaments (including
merchandise) and holding ticketed live events.
Skella says egaming used to be the preserve of industry-focused
advertisers such as hardware providers Razer Incorporated and Gigabyte
Technology; now it’s attracting the interest of mainstream brands such
as McDonald’s, Burger King, Coca Cola and the telcos.
“The 18-34 demographic is increasingly hard to reach but it’s a market segment of super high interest to advertisers,†he says.
All in all, the industry has gone a long way since the 1980s, when
organised events for games such as Space Invaders, Pacman and Donkey
Kong emerged. Online connectedness means combatants can play another
competitor anywhere and at any time.
But for local investors, the reality is that the sector is in its infancy here.
At last glance, Esports Mogul, Emerge and iCandy had market
capitalisations of $21 million, $15 million and $13 million
respectively. Animoca is worth a less febrile $127 million and its
shares have gained 75% since the start of the calendar year.
So while investors might be warming to the macro egaming story, it
remains to be seen which stock will step up to the console with a
serious winning manoeuvre.