Posted by AGORACOM-JC
at 9:00 PM on Monday, April 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
———————–
Vinik-backed esports group gets $21.5 million investment
Los Angeles-based AXiomatic LLC raised $21.5 million earlier this month
In 2016, the organization dove into the esports industry with the acquisition of esports brand Team Liquid.
By Lauren Coffey  – Reporter, Tampa Bay Business Journal
While the esports sector continues to rise in the technology industry, Tampa Bay Lightning owner Jeff Vinik‘s own esports investment is following suit.
Los Angeles-based AXiomatic LLC raised $21.5 million earlier this
month, according to an SEC filing. The company requested $25 million and
received the $21.5 from an unnamed investor. Calls to AXiomatic were
not returned by Monday afternoon.
AXiomatic was founded in 2015, formerly called TLC eSports LLC. In
2016, the organization dove into the esports industry with the
acquisition of esports brand Team Liquid.
Vinik is a co-executive chairman of aXiomatic and one of five people
on aXiomatic’s board, after joining in 2017. In June 2017, aXiomatic
raised $16 million in a Series A funding round in part from Vinik. In
October 2018, former NBA star Michael Jordan joined Vinik and the other
investors by leading a $26 million round of funding.
Vinik originally rose to fame with Fidelity Magellan Fund in the
1990’s and is now a major investor in a slew of real estate and tech
projects in the region, including Water Street, tutoring app Knack and innovation hub Embarc Collective.
Posted by AGORACOM-JC
at 9:00 PM on Sunday, April 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’s partial 2018 (first 9 months) revenue of $7.4 million
representing a 625% increase over the same period in 2017.
EGLX: TSX-V ———————————-
As millions of dollars pour in, esports teams offer varying visions of the future
Tens of millions of dollars continue to flow towards top esports organizations, with Gen.G announcing a $46 million investment round Wednesday,
A raise featuring money from a mix of Silicon Valley venture capital firms, figures in traditional sports and actor Will Smith.
Gen.G., the parent company of the Overwatch League’s Seoul Dynasty, recently brought in $46 million in fundraising. (Robert Paul/Robert Paul) ByNoah Smith April 17
Tens of millions of dollars continue to flow towards top esports
organizations, with Gen.G announcing a $46 million investment round
Wednesday, a raise featuring money from a mix of Silicon Valley venture
capital firms, figures in traditional sports and actor Will Smith.
Flush with cash, and in some cases strengthened by the enforced
scarcity of a franchise model in publisher-driven leagues built around
games such as Overwatch and League of Legends, esports organizations are
starting to embark on long-term visions to shore up their positions for
the future. The visions themselves are far from uniform however, as
some seek to emulate traditional sports teams while others see something
quite different, operating more like full-on corporations than merely a
competitive organization.
Akin to European sports clubs that have teams which compete in
various sports — think Maccabi Tel Aviv, Real Madrid, and Bayern Munich —
esports organizations are companies that own teams which participate in
several different video games. But for some their business model
extends into other areas as well, including content creation and
apparel. In this way esports organizations are breaking from the
established business models of traditional sports, based heavily on
television broadcast revenue and box office receipts, to reimagine their
place in a new, online and global industry. The financial ecosystem
around many such outfits encompasses competitive video games, player
streaming on platforms like Twitch and Mixer, original unscripted
content and even gambling.
Cloud9, which raised $50 million last year and $25 million in 2017,
has decided to place some of its upcoming focus and capital on creating a
competitive structure for young players.
“Imagine baseball was invented last week, what would Little League
look like?†said Dan Fiden, president of Cloud9. Fiden said that, unlike
traditional sports which have youth leagues, esports for kids is
completely unstructured.
“Some of the players we sign have never been coached in anything ever,†he said.
The organization’s planned Los Angeles headquarters will feature a
public space where fans can meet up, interact with players, watch games
and it will also contain the “equivalent of the esports little league
diamond,†according to Fiden.
“We want to continue to continue to launch programs like this to
learn how best to organize and coach kids. We want to figure out the
curriculum,†Fiden said, but noted his organization’s core business
remains trying to win games.
Gen.G is also trying to move beyond the footprints of existing sports
teams via its international focus and content production, both common
in an industry that has been always been international and which
considers South Korea to be its Mecca. For content, fans expect access
to top players through Twitch and YouTube.
“We don’t have to just build versions of what we’ve seen yesterday,â€
said Gen,G CEO Chris Park, who was previously a senior executive for
Major League Baseball.
Park said his company will continue to place a heavy focus on growing
in China, Korea (they own the Seoul Dynasty team in Overwatch League),
and the United States.
In a departure from traditional sports, he said Gen.G will not only
be looking to attract top players, but top content creators as well,
since they plan to “create content that shows gaming is a culture and
way of life.â€
The 100 Thieves franchise, which received a high profile investment
from singer Drake, has established itself as an apparel company, with
its limited edition gear quickly selling out after its becomes available online.
The differing approaches illustrate that esports is still very much
amorphous and in its very early stages, even as investor attention —
and money — has arrived en masse. Park said that his organization was
“oversubscribed within hours†of announcing their latest raise. Fiden
said there has been “strong interest†in Cloud9 from investors since
2017.
Last year’s notable raises, in addition to Cloud9, include $38
million for Echo Fox, $37 million for TeamSoloMid, and $26 million,
including money from Michael Jordan, for Team Liquid.
A 2018 Goldman Sachs report
stated that esports have landed venture capital investment totaling
$3.3 billion since 2013, and $1.4 billion as of the middle of last year.
“We [the esports industry] look like the NBA did in late 60s, early
70s,†said Canaan Partners’ Maha Ibrahim, who has led the firm’s
investment in Gen.G.
Driving the spiraling valuations and investments, according to
Ibrahim and fellow investor in Gen.G, Roger Lee, of Battery Ventures,
are a mix of Overwatch League’s exposure on ESPN and an overwhelming
amount of data to support the viability of the enterprise. Seventy-nine
percent of esports viewers are under 35 years old and this audience, on
Twitch and YouTube, outstrips HBO, Netflix, and ESPN combined, according to Goldman Sachs.
Lee believes top esports teams have more visibility than a comparable
baseball team, and that once esports starts “generating more interest,
they’ll be worth the same amount.â€
Ibrahim agreed, saying, “Teams will be billion-dollar entities, of that I am sure.â€
For now, valuations, like those for many start-ups, are based on the
hope that attention will be converted to revenue at some future date. A
plurality of team revenue is from sponsorships, according to Goldman
Sachs, which projects that by 2022 that will shift to come from media rights.
Video games, including the professional competitive element, are not
widely seen as a threat by traditional sports leagues or teams —
especially those like the NBA and most of its franchises, which have
co-opted them. But in Hollywood, games like the Fortnite are
increasingly seen as a threat. Netflix, which is expected to spend $15
billion on shows this year said in a recent shareholder letter that, “We compete with (and lose to) Fortnite more than HBO.”
“This is more than a movement, it’s the next generation of media and media consumption,†Ibrahim said.
Posted by AGORACOM-JC
at 3:09 PM on Wednesday, April 17th, 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
———————–
Growth of eSports shows that video gaming is not just for fun
With players getting sponsorship deals themselves and payments for being on teams, eSports is proof that gaming has grown up recently.
With the eSports market expected to generate $1bn by the end of 2019, it is certainly a growing sector.
When we talk about the modern video game industry, there are some
amazing recent trends that demand attention. Of course, things such as
mobile gaming and virtual reality fall into this category, as do trends
in games themselves, such as the popularity of battle royale-style
titles. However, one aspect of modern video gaming perhaps demands more
attention than any other: eSports.
If you have not come across this niche within gaming yet, then it is
pretty simple to grasp. eSports is professional gaming where teams of
players compete in online or real-world tournaments. With real prize
money on offer to winning teams and many big companies getting involved
with sponsorship, eSports is showing that video games are not just for
fun anymore.
With players getting sponsorship deals themselves and payments for
being on teams, eSports is proof that gaming has grown up recently. With
the eSports market expected to generate $1bn by the end of 2019, it is
certainly a growing sector. Of course, it is perfectly fine to game just
for fun still if you like. However, the rise of professional gaming as a
sport shows that it is no longer confined to that alone.
Popular titles make eSports a success
The eSports tournaments that teams compete in take
place in front of millions of watching viewers, either online or in real
life. This again shows just how far gaming has come from being a bit of
fun with a few friends in your home.
A big part of the attraction for fans is the games that teams play at tournaments. Old-school fighting game tournaments such as Street Fighter are always well received along with other tournaments based on enduringly popular titles such as Counter Strike: Global Offensive (CSGO).
Fans can even bet on the outcome of tournaments now, which only serves
to further show how serious and professional video gaming has become.
Just remember to get the best odds on CSGO betting sites if you fancy putting a wager on!
Aside from the well-received games that eSports tournaments are based on, why is it so popular with gamers and fans?
Easy to access for fans
Many of the eSports tournaments are streamed live online, which makes
them easy to access for fans. Compared to having to travel and cover
the expense of going to real-world sports games, it is much more
convenient. Modern streaming platforms such as Twitch have made it
simple to log on when you have the chance and catch the latest action,
wherever you may be.
Valid career choice
Traditional video gaming in the past was not seen as a legitimate
career choice or something from which you could make money. eSports has
totally changed all this and made playing games a valid career choice
for everyone. Naturally, you have to be pretty good, but if you have
the skills, then you can make a very good living from this sector. Top
player Chen Wei Lin, for example, earns around $250,000 each year!
Diversity of games to watch
eSports is just like any other sport in that it would get pretty
boring if you watched the same thing over and over. It would be like
watching a soccer game between the same two teams every time! One of the
reasons why eSports has exploded though is that it has a wide range of
titles that teams compete in, so you can always find one that you like
to view. From the ones already mentioned above to other big games such
as DOTA 2 or Overwatch, the range of fun to be had with eSports is huge.
Great fun to watch and play
Perhaps the major reason why eSports has got so big so quick is that
it is enjoyable – pure and simple! Playing in the tournaments gives you a
real adrenaline buzz and allows you to do something you enjoy for a
living. Watching the eSports tournaments unfold is also great fun and
gives you a cool way to spend your spare time. Although it is a
professional side to video gaming, it doesn’t mean that you can’t have a
good time as well.
Gaming grows up with eSports
Although eSports is one part of the whole video game industry, it is
arguably the most important right now. It has taken gaming out of the
bedroom as a mere leisure activity and made it a professional activity
that is much more serious and grown up. While playing games in this way
is naturally still fun, eSports has shown that playing video games can
be so much more than that. With projections for the future of eSports
being overridingly positive, the future for this niche and gaming in
general looks good.
Posted by AGORACOM-JC
at 11:24 AM on Wednesday, April 17th, 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’s partial 2018 (first 9 months) revenue of $7.4 million
representing a 625% increase over the same period in 2017.
EGLX: TSX-V ———————————-
Will Smith takes slice of Esports team’s US$46 million financing
Actor Will Smith and Japanese soccer legend Keisuke Honda are among the new investors in esports franchise Gen.G, which announced a new $46 million round of financing Wednesday.
Eben Novy-Williams, Bloomberg News
Will Smith reacts at a closing ceremony press conference during the
2018 FIFA World Cup at Luzhniki Stadium on July 13, 2018 in Moscow,
Russia. (Photo by Dan Mullan/Getty Images). , Dan Mullan/Getty Images
Europe
Actor Will Smith and Japanese soccer legend Keisuke Honda are among
the new investors in esports franchise Gen.G, which announced a new $46
million round of financing Wednesday.
Smith and Honda’s Dreamers Fund, a investment vehicle they launched
last year, are joined by Los Angeles Clippers minority owner Dennis Wong
and Michael Zeisser, former chairman of U.S. investments at Alibaba
Group Holding Ltd.
“It’s exciting to see the worlds of technology, media, sports and now
celebrity come together,†said Chris Park, chief executive officer of
Los Angeles-based Gen.G.
Gen.G operates teams in seven different video games and has offices
in China, South Korea and the U.S. Its franchises include the Overwatch
League’s Seoul Dynasty, which will move to South Korea from Los Angeles
next year.
In addition to handling that transition, Gen.G is expanding in China,
investing in player development and trying to increase revenue from
esports-specific areas like streaming and the sale of in-game items.
“The coming years are going see our company really start to
crystallize its identity, not just as a brand, but also as an
enterprise,†Park said.
To that end, Smith and Honda will join 11-time National Basketball
Association All-Star Chris Bosh, already a Gen.G adviser, in helping
grow Gen.G’s media presence. That includes creative and commercial
projects, and helping Gen.G athletes with content creation.
Other new investors in Gen.G include Battery Ventures, New Enterprise
Associates, MasterClass co-founder David Rogier and Stanford
University. Silicon Valley Bank, which helped with the fundraising, is
becoming both an investor and a sponsor.
Posted by AGORACOM-JC
at 9:07 AM on Tuesday, April 16th, 2019
Announced the upcoming launch of its WASDPro eGaming and eSports streaming service www.wasdpro.tv.Â
WASDPro is a purpose built eGaming/eSports video streaming service built on the Peeks Social Platform.
Company’s goal for WASDPro is to capture and monetize a significant share of this growing market which currently produces 355bn minutes of eSports and gaming streams watched in 2017 — a 22% year over year increase compared to 2016.
TORONTO, April 16, 2019 — Peeks Social Ltd. (TSXV: PEEK; OTCQB: PKSLF) (“Peeks Social†or the “Companyâ€) is pleased to announce the upcoming launch of its WASDPro eGaming and eSports streaming service www.wasdpro.tv.Â
WASDPro is a purpose built eGaming/eSports video streaming service
built on the Peeks Social Platform. The Company’s goal for WASDPro is to
capture and monetize a significant share of this growing market which
currently produces 355bn minutes of eSports and gaming streams watched
in 2017 — a 22% year over year increase compared to 2016. WASDPro will
be based off of the Peeks Social Platform, which is a robust ecommerce
enabled, video streaming platform that provides broadcasters and content
creators with a wide variety of proprietary content monetization
services. Content creators can make money by charging their viewers
monthly subscription fees (Subscription Service), by receiving donations
from viewers (Tipping Service) and by charging viewers for access to
content (Paywall Service. In addition, the Peeks Social Platform
provides a proprietary AdShare Service. The AdShare service allows all
content creators to make money by selecting sponsored ads that run on
their video content. The AdShare network dynamically matches sponsors
with content creators and allows the content creators to select their
desired sponsors. The company shares its cost per impression-based
advertising revenues with the content creator; thereby allowing content
creators an effortless way to make free money.
The company believes that the unique features of the WASDPro service
will provide eGamers and their fans, with one of the most satisfying
eGaming streaming experiences in the industry today. According to
Goldman Sachs 3.5 billion people are online today and nearly 2.2 billion
are active video gamers. Video Gaming today is a US$180bn industry
projecting to grow at a 5% compounded annual growth rate. By 2022, the
relatively new eSports segment of the industry is projected to reach an
audience of 276,000,000 people similar in size to the National Football
League (NFL). Currently 50 colleges have varsity eSports teams and
discussions have been held for inclusion of eSports in the 2024 Paris
Olympics. Goldman Sachs has identified the opportunity for
live-streaming to monetize the growth of eSports in a way that few other
businesses can.
“We are extremely excited to add the WASDPro service to the Peeks
Social family of services. Our goal is to make WASDPro an industry
leading eGaming and eSports destination for: content creators, fans and
advertisers alike. We have been, and will continue to, work with content
creators, affiliates and other partners to ensure that WASDPro reaches
the global audience it deserves.†states Mark Itwaru, CEO and Chairman
of Peeks Social.
The WASDPro beta site will be available May 2019.
The Peeks Social app can be downloaded in either the Apple or Google app stores, or by visiting www.peeks.social. WASDPro is available at www.wasdpro.tv
Mark Itwaru Chairman & Chief Executive Officer 416-639-5339 [email protected]
David Vinokurov Director Investor Relations 416-716-9281 [email protected]
Neither the TSX Venture Exchange nor its Regulation Services
Provider (as that term is defined in the policies of the TSX Venture
Exchange) has reviewed or accepts responsibility for the adequacy or
accuracy of this Release
Posted by AGORACOM-JC
at 9:00 PM on Monday, April 15th, 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
———————–
HIVE Berlin: Jens Hilgers, Peter Warman Discuss Trends in Esports
Warman spoke about gatekeeping in the industry and the challenges of breaking in, and estimated that between himself and Hilgers, they have collectively taken more than 1,000 calls over the years from people who want to get into esports
At the HIVE esports business
conference in Berlin this week, influential minds from across the
industry gathered to discuss the future of esports. Before the
wide-ranging panels began, Jens Hilgers and Peter Warman took the stage
to explore some of the trends they’ve seen and expect to see in the
future.
Both are long-standing fixtures of the esports industry. Hilgers has spent more than two decades in esports, co-founding Turtle Entertainment and ESL
in 2000 and serving as its CEO until 2010, when he transitioned to the
role of chairman of the board until 2015. He has also co-founded G2 Esports and tools maker DOJO Madness , and is a founding partner in BITKRAFT Esports Ventures . Warman, meanwhile, is the CEO and founder of gaming and esports analytics firm Newzoo , which was established in 2007.
“Every single time that something like that has happened in history, it was the most important and most exciting times for me.â€
Warman spoke about gatekeeping in the
industry and the challenges of breaking in, and estimated that between
himself and Hilgers, they have collectively taken more than 1,000 calls
over the years from people who want to get into esports—whether it’s
startups, brands, media, or financial services. Carefully explaining the
industry to people who are outside of it is critical, although both
said that detailing the subject to government representatives is a less
enjoyable situation.
“You sometimes have to explain what
the hell is going on,†said Warman. Added Hilgers: “I try to avoid those
meetings… those are the most frustrating ones.â€
Many more people in recent years have
seen the boom around esports, said Warman, between the excitement
building around the industry and the money flowing into it. But
newcomers who think that esports is a completely new thing need to be
educated that it’s actually a long-running, gradually-maturing industry,
he said.
“We have to explain to people: this
esports thing—it’s been around for a long time,†said Warman. “It’s not
this ‘hockey stick’ expectation, new industry thing, but a very healthy
and growing business.â€
Amidst all of the excitement and
investment around the space, however, Warman and Hilgers both said that
people in the space need to manage expectations for incoming
stakeholders, in part to help avoid the possibility of a bubble. Warman
added that part of managing expectations is making it clear that the
rise of esports is not a standalone thing—that the underlying growth is
tied into the popularity gaming and other industries and technologies.
It’s also a matter of new generations growing up with gaming, esports,
and digital devices.
“You sometimes have to explain what the hell is going on.â€
“What I’ve been observing for the
last 23 years in my career,†said Hilgers, “is that when we see the
growth year-over-year in esports, it’s mostly driven by digital natives
growing up with video games and the paradigm of esports.â€
Looking back on his career to date,
Hilgers pointed to key games that have defined or redefined genres and
helped boost esports at that time. He noted the impact of Counter-Strike , World of Warcraft , and League of Legends in the past, and more recently Fortnite ,
as each raised the bar for its respective genre and the level of
competition and interest around it. If that kind of trend continues,
then Hilgers said that we could see another paradigm-shifting
competitive game in two to four years’ time that might draw even larger
numbers of players and viewers.
“Every single time that something
like that has happened in history, it was the most important and most
exciting times for me,†said Hilgers, “because these new, genre-defining
games truly elevated competitive multiplayer gaming and esports.â€
Warman pointed to the exponential
growth of both gaming and esports over the years compared to other types
of popular media. He said that the wider gaming industry’s evolving
focus on engaging fans, making them happy, and providing them free tools
before
expecting any kind of payment is helping to drive that. That’s seen
both with free-to-play games and freely-streamed esports tournaments and
related content.
“What makes us very special in games is we put time first before money,†he said. “That’s the secret sauce of our business.â€
“I think there’s going to be a generation of games going forward that
actually will start the design process by reflecting these assumptions
in the right way.â€
But there’s a fine line to walk, he
continued, as some people have more time than money, while others have
plenty of money and are willing to spend it within games. Creators in
both the game development and esports sides of the games industry need
to balance the accessibility on one end with premium features and
services on the other. “We are entertaining people who don’t want to
spend money or don’t have money, but have a lot of time,†said Warman.
“And people that have a shitload of money, and they will all spend it in
our game. One single environment has to serve both. Think about it:
that’s very, very hard.â€
Hilgers spoke about the impact of Fortnite
and how its success has come in part from breaking the mold of the
battle royale genre. It’s a competitive game, yes, but the colorful
experience is also more accessible and targeted at a less die-hard
audience. Games like Apex Legends, Call of Duty , and Overwatch have more of a hardcore fan base, he said, while some Fortnite players simply want to play casually and hang out with friends in the game. It has wide-ranging appeal.
When it comes to the next wave of
esports games, however, he said that developers need to consider the
viewing experience as much as the gameplay and moment-to-moment action.
“Having a game that is equally great to spectate and to watch as it is
to play the game will ultimately make for the best esports games,†said
Hilgers. He doesn’t believe that most games in the market now were built
with that kind of mentality, but that developers are learning lessons
from today’s games and their challenges, and that the next generation of
esports-ready titles will be better poised to deliver on both fronts.
“I think there’s going to be a
generation of games going forward that actually will start the design
process by reflecting these assumptions in the right way,†he said, “and
that will lead to a greater entertainment offering and elevate
esports.â€
Posted by AGORACOM-JC
at 8:04 AM on Monday, April 15th, 2019
Closed the  acquisition of 100% of the assets of The Sims Resource from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019
Expects to realize the revenue of TSR beginning in Q2 2019 following the closing and integration on the Enthusiast platform
TORONTO, April 15, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast†or the “Companyâ€), is pleased to announce today, that it has closed the  acquisition of 100% of the assets of The Sims Resource (“TSRâ€) from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019.
Enthusiast expects to realize the revenue of TSR beginning in Q2 2019
following the closing and integration on the Enthusiast platform.
Menashe Kestenbaum, CEO of Enthusiast, commented, “We are thrilled to close The Sims Resource acquisition and look forward to fully integrating it onto the Enthusiast platform. TSR is the
largest female video gaming content site in the world and is ranked on
Quantcast’s Top 25 websites with the highest concentration of female
audience in the US, closely behind Oprah.com. He continued, “We
have a monetization strategy for TSR and we anticipate enhancing our
advertising revenue through direct sales, capitalizing on the
opportunity to monetize with advertisers seeking a large female video
game audience. Further, we will look to adopt TSR’s subscription model
to add additional revenue streams across our entire portfolio.â€
The
acquisition of TSR is the largest acquisition to date for Enthusiast
and follows the successful completion of several strategic and accretive
acquisitions in 2018 and 2019.
Founded in 2014, Enthusiast is the fastest-growing online community
of video gamers. Through the Company’s unique acquisition strategy, it
has a platform of over 80 owned and affiliated websites and currently
reaches over 75 million monthly visitors with its unique and curated
content and over 50 million YouTube visitors. Enthusiast also owns and
operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo,
EGLX, (eglx.ca) with over 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 9:15 PM on Sunday, April 14th, 2019
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representing a 625% increase over the same period in 2017.
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Twitch’s Head of Esports on the Trends Driving Viewer Engagement
According to Twitchtracker, the streaming service grew its average concurrent viewers by 43% to cross the one million average across the entire year, while streamers chasing the dream of Twitch stardom grew by 70% to 3.4M broadcasters per month.
From Fortnite’s breakout success and Tyler ‘Ninja’ Blevin’s rise to mainstream celebrity status, to Overwatch
driving new styles of interactive engagement with fans – the year was
about a lot more than just seeing the statistics continue to climb. It
redefined the trends we thought we knew about what streaming is all
about and how esports builds its fan dynamics through real-time
interactions.
“Battle Royale games are highly competitive and easy to follow. They translate very well to Twitch.â€
It also saw a clash of the traditions
of team-based esports with the trend of viewers falling in love with
Battle Royale as their favorite game genre to watch.
“Battle Royale games are highly
competitive and easy to follow. They translate very well to Twitch,â€
Justin Dellario, head of esports at Twitch, told The Esports Observer.
“Twitch viewers thrive on live, shared moments and there is no shortage
of that spontaneity in Battle Royale games.
“Best of all, Battle Royale games are
simple – fight to be the last one standing – so nobody is left in the
dark when they see a best play or big win.â€
Dellario joined Twitch in February
2016, and since that time the wider entertainment industry has woken up
to the idea that game streaming isn’t a sideshow but an actual
competitor to its living room dominance. According to Dellario, the
strength of Twitch is its community spirit.
Credit: EA Games
“That’s what today’s young audiences
crave: the ability to interact and even influence what they watch.
Twitch gives them that opportunity to do so with their fellow fans,
their community,†said Dellario.
“People watch Twitch for shared
moments, something to enjoy with like-minded people. That’s no different
than sports fans gathering at a bar or a friend’s living room to watch a
game. How people interact with content and content creators on Twitch
builds a live, shared, interactive viewing experience that provides that
exact atmosphere from the comfort of wherever you are watching from.
That’s what we call multiplayer entertainment – unique, live,
unpredictable experiences created by the shared interactions of
millions.â€
“It’s important to note that while viewer rewards play a part in
driving viewership, they also play a part in driving engagement and play
time.â€
That blend of interactivity and
community is also represented in game developers delivering rewards to
viewers, particularly around esports tournaments, as part of using the
Twitch platform. And Dellario sees them shifting from a viewer incentive
to a community expectation.
“It’s important to note that while
viewer rewards play a part in driving viewership, they also play a part
in driving engagement and play time,†Dellario said. “They cause players
to return to the game to use the rewards, continue to have experiences
that keep them tied to the game, and ultimately help drive them back to
watching again to complete the loop.
“Developers recognize the need to strengthen this bond with their communities inside and outside of the game.â€
One of the deepest integrations between the Twitch fan experience and an esports competition was the launch of the Overwatch
League All-Access Pass. For a one-off season subscription price (unique
compared to Twitch’s typical monthly subscription system) a viewer gets
a special viewing experience with real-time game statistics, options to
watch specific player cameras, or combine multiple views to create
their own custom viewing experience.
Credit: Blizzard
“We are always looking for ways to
enhance the esports broadcast experience for our partners and viewing
experience for the fans,†said Dellario. “The Overwatch
League All-Access Pass was the result of our work with Blizzard to
develop new methods of engagement and learning from the community on how
to provide more control in how they watch and experience matches.â€
The top personalities on Twitch now
single-handedly command audiences just as big, or bigger, than the
biggest weekly esports leagues on the platform. So some events are
finding new ways to get the best of both worlds through one of the
newest trends on Twitch – co-streaming.
“We just saw Ninja gather a large viewing party for Thursday Night
Football, bringing the program to people who may not otherwise watch
it…â€
“Many of our top streamers got
successful because they are entertaining commentators of their own
gameplay. Therefore, letting an online personality present the content
in a way that resonates with their viewer community is a perfect way to
find a new audience,†said Dellario.
“Twitch viewers enjoy their content
more when they get to enjoy it with commentary from their friends, and
especially their favorite personalities. What that creates is a unique
viewing experience they can’t get from watching something alone.â€
This co-streaming concept is even
extending beyond the realm of esports and gaining the attention of
traditional sports leagues as well.
“We just saw Ninja gather a large
viewing party for Thursday Night Football, bringing the program to
people who may not otherwise watch it – cord cutters and cord nevers,â€
Dellario said.
Credit: Twitch
“That’s, of course, where you might
run into challenges. Co-streaming counts on getting the right
personalities who can get creative in a way that compliments your
content and gets their viewers interested. However, we were able to
secure that with the NFL by handpicking which streamers got rights to
co-stream Thursday Night Football.â€
For Dellario, one of the biggest
lessons in his three years at Twitch has been seeing streaming and
esports “go hand-in-hand†as commentary, personality, and community make
Twitch the preferred place to watch.
With Twitch Rivals, we are further fostering the relationship between esports and streaming.â€
“People don’t just turn out for the
game. People turn out for personalities in esports, and we have proven
that esports help boost personalities through Twitch Rivals,†Dellario
said.
“Twitch Rivals is a series of
competitions organized by Twitch, which pits our top and growing
streamers against each other in varying formats of competition and
challenges spanning all types of popular and budding game categories.â€
Rivals events use a central broadcast hub
as a base for viewers to tune in and catch the big picture coverage,
while all participants are streaming their personal point-of-view where
their fans – or new fans – can tune in.
“This helps streamers grow their
channels while maintaining their traditional programming and broadcast
times. With Twitch Rivals, we are further fostering the relationship
between esports and streaming,†Dellario said.
Want to hear more about Twitch’s
role in the esports industry? Justin Dellario will be a speaker at the
HIVE esports business conference in Berlin on April 11, 2019. The first
international esports business conference in Europe’s capital of
esports. An unprecedented conference format featuring thought leaders of
industries adjacent to esports sharing their insights. Click here to reserve your seat!
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at 9:00 PM on Sunday, April 14th, 2019
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———————–
Steph Curry discusses old-school video games, eSports popularity
The eSports world has become — well, a world of its own.
It’s a continued success that has turned a gamer’s paradise into what some view as a respected sport.
On his latest episode of the YouTube series, “5 Minutes from Home,”
Warriors guard Steph Curry sat down with eSports stars Myth and Hamlinz
to discuss the two’s success in the gaming industry.
“Very excited to talk about their background in the eSports world,”
Curry said. “Now they’re pioneering a new industry and creating a brand
and creating their legacy from the jump.”
Hamlinz and Myth didn’t waste any time asking Curry the important question: What are some of his favorite video games?
“I’m terrible at ‘Fortnite,'” Curry said amid chuckles from the group. “God awful.”
He listed the popular sports-related video games as the main ones he dabbles in.
“I love any golf game, 2K, Madden, Tiger Woods had his old game that I loved to play,” Curry said.
He also said “Call of Duty” was one he enjoys playing, but that changed when he got married and had kids. Naturally.
The trio finished out the night when they stopped by the KoJa Kitchen food truck — a favorite place of Curry’s to indulge in.
You can watch the interview in its entirety below.
Posted by AGORACOM-JC
at 3:21 PM on Thursday, April 11th, 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’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.
EGLX: TSX-V ———————————-
Chinese esports expected to be worth £2.3bn by 2020
According to the report from CCTV, the Chinese esports market reached 8.48bn RMB (£960m) in 2018, and the total output value of Chinese esports industry is expected to reach ¥21.1 bn RMB (£2.3bn) by 2020.
China’s prominent state television broadcaster China Central Television (CCTV) reported the current state of the Chinese esports market and expectations for the future of the industry.
According to the report from CCTV,
the Chinese esports market reached 8.48bn RMB (£960m) in 2018, and the
total output value of Chinese esports industry is expected to reach
¥21.1 bn RMB (£2.3bn) by 2020. CCTV also reported that there are over
50,000 working in the industry — a number which is expected to increase
to past 250,000 by 2020.
Bang Xu, the vice president of Tomorrowland Esports Ltd,
told to CCTV that: “Three years ago, it may have taken two or three
months to get one or two applicants for the director of an esports
league. The number of esports leagues in 2016 was just less than 10. At
present, we may have dozens of applicants in a month, and the number of
esports leagues has exceeded 100.
“Although
more and more people are willing to engage in the esports industry,
esports talents are still in short supply compared to the speed of the
industry development.â€
To meet the
demand from the esports industry, numerous Chinese colleges have opened
esports related courses to cultivate talents across different areas
including event management, event operation, esports broadcasting and
esports streaming.
“Esports talents are still in short supply compared to the speed of the industry developmentâ€
Besides
adding esports majors to education, the Chinese government is also
trying to raise public awareness of esports as a whole. On Apr.3, the Chinese government officially confirmed
“esports operator†and “esports player†as two new professions in the
country. With support from the government, Chinese esports lovers are
more confident to engage in the industry and contribute to the
development of Chinese esports.
Esports
Insider says: “The Chinese government have noticed the great potential
in China’s esports market and they are trying to develop it deeply. With
announcements of multiple policies for Chinese esports industry, we may
see how Chinese practitioners can effectively utilise the country’s
support to develop the esports industry.â€