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Enthusiast Gaming $EGLX.ca – Esports Playing in the Big Leagues Now $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 11:21 AM on Friday, February 8th, 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 partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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Esports Playing in the Big Leagues Now

  • In 2018, esports captured the attention of nearly 400 million viewers worldwide—and cable and OTT platforms took note, with media rights revenues topping $180 million.
  • Total esports revenues reached $869 million in 2018, and is forecast to more than triple by 2022, reaching $2.96 billion, according to an October 2018 report by Goldman Sachs.

By Lucy Koch

In 2018, esports captured the attention of nearly 400 million viewers worldwide—and cable and OTT platforms took note, with media rights revenues topping $180 million.

Total esports revenues reached $869 million in 2018, and is forecast to more than triple by 2022, reaching $2.96 billion, according to an October 2018 report by Goldman Sachs.

More modestly, a report from PwC (cited by the Goldman Sachs report) projected worldwide esports revenues of $1.58 billion by 2022—an 18.4% compounded annual growth rate.

Ad Revenue

According to PwC, esports revenues totaled $805 million in 2018, with the largest portion coming from sponsorships ($277 million), followed by media rights and streaming advertisements.

PwC estimated that over the next three to five years, media rights revenue would grow 11.5%—to roughly $449 million by 2022. That’s more than twice the growth rate of sponsorship and advertising, at 5.5%.

As audiences grow, so do expectations. Esports viewers want to be able to watch their favorite teams, players and tournaments on any screen, at any time—and this will push profitability.

Paul Verna, principal analyst at eMarketer, explains: “Marketers who try to reach esports fans through video ads will be able to tap into the sophisticated targeting and measurement capabilities that streaming services offer. In that sense, there’s more value to a marketer in attaching itself to game streams than sponsoring an event or team. It’s all about harnessing data.”

And there’s plenty of data to harness.

Esports Viewers

There were approximately 380 million esports viewers in 2018, and that’s expected to surge to roughly 557 million viewers by 2021, according to a report from Newzoo. Of those 557 million projected viewers, 307 million will identify as “occasional viewers” and 250 million will consider themselves “esports enthusiasts”.

Breaking Down Key Players

Occasional Viewers: People who watch professional esports content less than once a month.

Esports Enthusiasts: People who watch professional esports content more than once a month.

What’s more, Asia-Pacific leads the global esports market and is projected to capture the largest market share, with $1.5 billion by 2022, according to a study from Activate. Close behind, Europe and the US tie for second at $1.2 billion.

“The US is a natural growth opportunity for esports because of the strong gaming culture here, the ties between gaming and sports, and the country’s natural inclination toward competitive endeavors. The same is true of Western European markets, particularly the UK, Germany, and France,” Verna said.

Somewhat behind the curve due to the lack of fixed broadband, Latin America will account for just $100 million of esports market share by 2022. However, growth is expected in Brazil and Mexico, where esports is officially recognized as a sport.

What This Means for Marketers

With such expansive reach, it’s no surprise that marketers have taken note. According to Newzoo, global “brand investment revenues”—including advertising and scholarships—will nearly double from $694 million in 2018 to $1.39 billion by 2021.

But in today’s fast-paced society, it’s necessary to mirror esports’ form when it comes to implementing advertisements in that space.

Joshua Dyck, associate professor and co-director of the Center for Public Opinion at the University of Massachusetts, Lowell, says that people—teens specifically—can be receptive to esports marketing depending on execution. Dyck explains that “the important thing to look at is whether the ad slows down play performance. If the ad forces people to watch a 30-second spot, it will probably make them angry. Part of the enjoyment comes from the continuous play.”

Verna adds that the majority of the esports market is young and is “therefore less likely to be reached through traditional ad channels than an older TV audience,” saying that “sponsorships and endorsements are equally viable for marketers whose brands align with the target audience.”

Source: https://www.emarketer.com/content/esports-disrupts-digital-sports-streaming

Esports Entertainment Group $GMBL – China recognizes #esports as a profession $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:03 PM on Wednesday, February 6th, 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

China recognizes esports as a profession

  • China’s Ministry of Human Resources and Social Security (CMHRSS) announced 15 new professions on Jan. 25, including “esports professional” and “esports operator.”
  • The world’s most populous nation has finally recognized esports as a legitimate profession, and the ministry has officially identified it in the courts.

Jerome Heath

China’s Ministry of Human Resources and Social Security (CMHRSS) announced 15 new professions on Jan. 25, including “esports professional” and “esports operator.”

The world’s most populous nation has finally recognized esports as a legitimate profession, and the ministry has officially identified it in the courts. It comes as news following last year, when the Chinese government issued its support and interest in the esports industry.

The term “esports professional” is defined as players who compete in esports tournaments, perform at esports events, or train with other professional players, according to the CMHRSS. While “esports operator” is explicitly classified as those who organize or develop content for esports tournaments.

Additionally, the CMHRSS noted that “account boosting” is one of the main jobs accompanying the esports profession. Account boosting and cheating are punishable offenses in League of Legends, Overwatch, and a number of other esports titles, and have caused controversy in the past. A lack of communication between the Chinese government and the esports industry could be the reason for the term account boosting being used, or it could just be a misunderstanding.

The term account boosting could have been used by the CMHRSS to reference players using their teammates’ account during professional play, but generally “account boosting” is defined as the act of one player logging into another player’s account with the intent of boosting their rank.

Former LMQ League of Legends player Yu “XiaoWeiXiao” Xian received a one-year ban for account boosting in Aug. 2015, Philadelphia Fusion player Su-min “SADO” Kim was suspended from the Overwatch League after accusations of taking part in a boosting scheme in Nov. 2017, and 1,400 Overwatch accounts were banned for boosting in Aug. 2018.

It is not clear yet if the ministry’s use of the word account boosting will be revised. However, the announcement of the inclusion of esports professional and esports operator as official jobs is a positive step for the growth of esports in China. It means that Chinese players will have extended working rights, giving them easier access to working visas, and allow them more freedom of movement.

Source: https://dotesports.com/business/news/china-recognizes-esports-as-profession

Enthusiast Gaming $EGLX.ca Hires US Sales Team and Opens San Francisco Office

Posted by AGORACOM-JC at 9:40 AM on Wednesday, February 6th, 2019
  • Announced that it has opened a US-based office and hired a sales team to drive advertising sales and increase annual revenue.
  • The US-based sales team is based in San Francisco and will be responsible for leading North American sales.
  • This expands the company’s current reach with a sales team in San Francisco, London, UK, and the corporate head office in Toronto.

TORONTO, Feb. 06, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the world’s largest community of authentic gamers, is pleased to announce that it has opened a US-based office and hired a sales team to drive advertising sales and increase annual revenue. The US-based sales team is based in San Francisco and will be responsible for leading North American sales. This expands the company’s current reach with a sales team in San Francisco, London, UK, and the corporate head office in Toronto. The company kicked off the opening of the sales office with a West Coast advertising roadshow, meeting with top gaming publishers, global brands, and media agencies.

Over half of Enthusiast’s network website traffic originates from the US, and with the recent Omnia Media partnership, Enthusiast also represents the largest YouTube gaming MCN (multi-channel network) with 900 YouTube channels and an additional 50 million monthly visitors. The expansion to the US is an important catalyst for growth to capitalize on Enthusiast’s growing network and provides availability and access to a number of significant advertising partners based in California.

“The decision to open an office in San Francisco was a logical step in our business growth strategy,” said Eric Bernofsky, COO of Enthusiast Gaming. “A large number of ad agencies and game publishers are located on the West Coast and it’s critical that we meet clients where they live to service them most effectively,” Bernofsky concluded.

To date, most of Enthusiast’s revenue generated has been from programmatic advertising. The launch of the West Coast office will allow the Company to monetize website traffic more efficiently and effectively through direct brand and agency relationships. 

As one of the gaming industry’s fastest growing companies with a significant network of gamers around the world, Enthusiast enables brands and agencies to reach a prime target audience through various advertising tactics, online and offline. Enthusiast has partnered with some of the world’s leading brands, including Activision Blizzard, Nintendo, Bell and Microsoft and deploying a sales team will drive engagement and continue to build important brand relationships.

About Enthusiast

Founded in 2014, Enthusiast is the fastest-growing community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites reaching over 75 million monthly visitors and 900 YouTube channels and an additional 50 million monthly 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.

Esports Entertainment Group $GMBL – How does League’s Worlds viewership compare to the #SuperBowl ? $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:37 PM on Monday, February 4th, 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

How does League’s Worlds viewership compare to the Super Bowl?

  • The amount of people that watch the big events in esports has a direct correlation to how many people care about any particular esports league.
  • The League of Legends World Championship, for instance, can rack up tens of millions of viewers for a single best-of-five series, depending on the location and teams involved.

Aaron Mickunas

Photo via Riot Games

One of the most important metrics to look at when evaluating the success of the esports industry at large is viewership statistics. Why? Well, it’s obvious. The amount of people that watch the big events in esports has a direct correlation to how many people care about any particular esports league. The League of Legends World Championship, for instance, can rack up tens of millions of viewers for a single best-of-five series, depending on the location and teams involved.

One of our favorite comparisons to make is weighing the viewers of League esports to viewers of the NFL’s Super Bowl. The NFL is one of the most popular traditional sports in North America, and with how often the “Are esports considered sports?” debate is thrown around, it’s interesting to see how the two compete side-by-side.

So let’s see the numbers. How close is the competitive League scene to catching the Super Bowl in terms of viewership? Well, the answer is a little shocking, because it’s a lot closer than you may have thought. The Super Bowl typically nets around 110 million unique viewers, according to stats site Sports Media Watch. At least, it has every year since 2011, with one exception in 2018 when it only reached 103 million. In 2011, it hit 106 million, but the total didn’t breach 100 million at all before that. Every year prior to 2011, the norm was around 90 million.

The League World Championship, or Worlds, clocked in at 99.6 million viewers in 2018 for the final series, according to stats provided directly by Riot Games, League’s developer. That means the difference between American football’s biggest event and League’s biggest event in 2018 was a mere 3.4 million people—103 million for the Super Bowl and 99.6 million for League’s Worlds.

Unfortunately, Riot doesn’t provide the same statistics every year and for every event, which makes comparing Worlds’ progression with the Super Bowl year by year more difficult.

League’s past couple of Worlds have had comparable numbers, though, with 2017’s hitting 80 million live viewers in the semifinals. Riot also shared viewing statistics from that year’s Mid-Season Invitational, but unfortunately it didn’t provide the amount of viewers for any one series of the tournament. For example, Riot shared the total number of viewers over the course of the entire MSI 2017 tournament, 364 million, but it didn’t share the total number of viewers for either the finals or semifinals series alone like it did for Worlds in 2017 and 2018 respectively. It’s currently unclear why Riot reveals stats in such a sporadic way.

Unfortunately, Sports Media Watch hasn’t released data on 2019’s Super Bowl, but when it does, we will update this story comparing 2018’s Worlds to 2019’s Super Bowl.

Source: https://dotesports.com/league-of-legends/news/league-of-legends-vs-superbowl-viewer-numbers

Enthusiast Gaming $EGLX.ca – Understanding the rapid growth of the esports industry $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:30 AM on Wednesday, January 30th, 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 has year to date revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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Understanding the rapid growth of the esports industry

From the rise of social media giants like Facebook to multinational e-commerce sites like Amazon, the digital revolution has helped create many overnight success stories.

  • A recent report by Newzoo stated that the esports industry is expected to be worth at least $1.7 billion by 2021, and seeing as the competitive gaming phenomenon has been with us for less than 20 years, it’s clear that there’s plenty of room for even more growth.

But one of the more surprising developments that rose with broadband technologies is that of esports. This competitive gaming phenomenon has come from nowhere to become one of the world’s most exciting entertainment trends. A recent report by Newzoo stated that the esports industry is expected to be worth at least $1.7 billion by 2021, and seeing as the competitive gaming phenomenon has been with us for less than 20 years, it’s clear that there’s plenty of room for even more growth.

But what is esports and how has it grown to become a billion dollar industry? Simply put, esports is just like traditional sports, but its competitors play video games rather than sports like football or tennis.

What’s truly surprising is the way that esports has grown to become a spectator sport. Whilst it might sound odd to want to watch other people playing video games, millions of people tune in live to watch other gamers playing popular esports like the first-person shooter Counter Strike Global Offensive or the battle arena title, League of Legends.

A key part of the appeal of esports is that it caters to a demand for competitive gaming that was always there, but never got chance to reach its potential. Whilst competitive gaming tournaments have been around for many years, it was only through the introduction of broadband technologies that gamers were able to compete with other gamers no matter where in the world they were. As a result, we have seen an explosion in competitive gaming that crosses borders to become a truly global phenomenon.

Some of the world’s leading games developers were quick to notice this trend, and there have been moves made to create gaming titles that appear to be specifically designed with esports in mind. For example, Blizzard Entertainment’s Overwatch game has become a massive hit in esports in just a couple of years.

By cleverly blending elements from first-person shooters and battle arena games, Overwatch has become one of the more dynamic team-based esports titles around that makes it perfect for achieving massive viewing figures.

We have also seen the growing standardisation of rules and gameplay in the esports realm. Whilst competitive gaming was fairly chaotic in its infancy, it looks to be gradually maturing with professionally organised tournaments like the Overwatch League ensuring that a fixed number of teams and players take part.

Such measures not only help to produce fair gameplay and accurate statistics that makes it easy to place a bet on an esports contest through a site like www.liveesportsbetting.com, but it also opens up competitive gaming to a range of big money sponsors.

In the past decade there has been many multinational firms taking steps to sponsor esports tournaments, teams and players. From energy drinks manufacturers like Red Bull to famous automobile brands like Audi, it seems that many companies are keen to partner up with esports so as to reach a younger demographic who increasingly bypass traditional media forms.

In addition to this, the fact that McDonalds would give up their sponsorship of the German football association to sponsor the German ESL Meisterschaft esports tournament tells you all you need to know about how quickly things are changing. 

Like in any rapidly growing industry, it’s the dynamic nature of esports that makes it so attractive to investors and sponsors. Overnight success stories such as Fortnite can appear from nowhere, and similarly, we have seen how famous esports players like Ninja can offer brands a fresh new face that is perfect for sponsorship deals that don’t follow the traditional archetype. So whilst it’s easy to be sceptical about the rapid developments in the esports realm, it seems as though the competitive gaming phenomenon is here to stay.

Source: https://www.bmmagazine.co.uk/business/understanding-the-rapid-growth-of-the-esports-industry

Esports Entertainment Group $GMBL – Integrated #Esports facility opens in Hong Kong as the city seeks to become a regional hub $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:48 PM on Tuesday, January 29th, 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
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Integrated eSports facility opens in Hong Kong as the city seeks to become a regional hub

  • An integrated eSports complex called Cyber Games Arena (CGA) has opened in Hong Kong.
  • It hopes to attract 1.2m visitors and hold more than 100 local and overseas eSports competitions annually / SCMP.   By Shawn Lim

The 25,000 sq ft facility cost HK$30 million ($3.8m) to build and aims to turn the city into a regional eSports hub for young talent in the industry as it grows. The two-storey building consists of training facilities, a competition arena for up to 80 gamers, television broadcasts, online streaming platforms and a retail area.

It hopes to attract 1.2m visitors and hold more than 100 local and overseas eSports competitions annually.

The Hong Kong government has also strengthened its support for the eSports industry by allocating HK$100 million to Cyberport, a business park in Hong Kong, to build an HK$50 million eSports competition venue and nurturing talent for start-ups.

“Apart from subsidies, we will also improve the business environment and remove red tape,” said Carrie Lam Cheng Yuet-ngor, the chief executive of Hong Kong, who officiated the opening of the facility.

“The Innovation and Technology Bureau, the Home Affairs Bureau and other departments are working together to solve problems related to e-sports venues – a new guideline will be issued soon to help the eSports industry.”

Source: https://www.thedrum.com/news/2019/01/29/integrated-esports-facility-opens-hong-kong-the-city-seeks-become-regional-hub

Enthusiast Gaming $EGLX.ca – What’s Next for Esports? An Insider Weighs In $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:50 PM on Monday, January 28th, 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 has year to date revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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An interview with Mike Sepso, co-founder of Major League Gaming and Electronic Sports Group.

  • Esports, the professional level of video gaming, is still a relatively new form of entertainment, and many people still think watching other people play video games is an odd way to spend time.
  • However, the content category has come a long way and continues to grow at a rapid clip — and that hasn’t happened by accident.

Keith Noonan Jan 27, 2019 at 9:04AM

Esports, the professional level of video gaming, is still a relatively new form of entertainment, and many people still think watching other people play video games is an odd way to spend time. However, the content category has come a long way and continues to grow at a rapid clip — and that hasn’t happened by accident. People in the industry have been working for decades to get it to where it is today, and Mike Sepso has been a big part of the push.

In 2002, Sepso co-founded Major League Gaming (MLG), one of the pioneering organizations in esports and one that played a key role in bringing competitive gaming as a spectator sport to greater prominence. He sold MLG to Activision Blizzard (NASDAQ:ATVI) in 2015 and came on board at the company as a senior vice president in charge of esports. Sepso sees a huge growth runway for competitive gaming as spectator entertainment content, and he left Activision last year to form Electronic Sports Group, a company that’s advising clients across a range of industries about business opportunities in the esports space. 

I had the chance to interview him and pick his brain about the history of esports, where he sees the industry going, and what this emerging content category could mean for investors. Read on for an inside look at the rapidly expanding world of esports.

Image source: Getty Images.

Understanding esports and what’s ahead

Despite professional gaming’s exploding popularity, the content category isn’t broadly known or understood outside of millennial and Generation Z age demographics. There are differing opinions about what esports is, even among people who follow the space, but if anyone is qualified to describe it, it’s probably Sepso. I asked the industry veteran how he would describe esports to people who might not have a lot of previous exposure to it. Here’s what he had to say: 

I spent many, many years explaining esports conceptually to people. Generally speaking, it’s team-based competition. Two teams are pitted against each other to achieve an objective on an even playing field that requires a tremendous amount of skill and practice and teamwork to accomplish. So from that perspective, taking that athleticism out of it, everything sounds a lot like sports.

More recently, I would say in the past couple years, it’s much easier to describe esports because really all you have to say is, “There’s about a half a billion people that watch it.” It’s becoming far and away the fastest-growing spectator sport among people under 35. So, when you say that to people who work in the traditional sports or broadcasting business, it’s a massive sort of light bulb. 

A scene from Activision Blizzard’s Overwatch. Image source: Activision Blizzard. 

To put esports growth in context, Newzoo estimates that global revenue for professional competitive gaming will have climbed from $493 million in 2016 to roughly $1.5 billion in 2020 — and that’s just scratching the surface of the potential market. Other industry snapshots take a broader view of what constitutes esports — and they report bigger market sizes and faster growth than Newzoo, factoring in cash sources like gambling, investments, and business from more-casual gaming events and broadcasts. Precise figures for the current and near-term values of the market probably aren’t as important as the trend and the implications. There’s impressive growth here and huge room for expansion.

Building story lines

The esports and traditional pro sports industries won’t be neatly comparable across all dimensions, but it’s not unreasonable to think that the types of personal attachments and story lines that have formed around teams and players in the NFL and NBA (and been central to the growth of those leagues) could have counterparts in professional gaming. Sepso thinks that the evolution of those dynamics will play a role in encouraging industry growth, and he says he’s already seeing some promising developments on that front with the Overwatch League:

I think the most interesting thing will be, specifically with the Overwatch League, will be as it moves to a distributed city-based system. So now all of the teams, all of the franchise owners own a particular market: L.A., New York, Boston, et cetera. They’re not playing in those markets yet. Once that distributed model takes effect and you have teams playing home and away games in all of these cities around the world, I think you’re going to see a much more interesting narrative develop that intertwines those cities with the teams and their brands.

I asked Sepso how soon he sees esports becoming a reliable sales pillar for gaming’s major publishers. Here’s his outlook on when that might happen and how to measure the content category’s emergence for leading video game companies:

These are multibillion dollars of revenue businesses, so in order for esports to be kind of meaningful, it has to be at least over 10% of the total revenue picture. I think we’re still several years away from that being the case, but it’s hard to pinpoint when that’s going to happen because the growth rate is so high. It’s really just “How quickly can the audience be effectively monetized,” and some of that honestly is outside of the control of the publishers.

Sepso thinks that advertisers are still working out the best ways to approach and engage with the fast-growing esports audience.

So the revenue streams that are sort of powering that growth are going to come from rights fees and sponsorship and advertising. And, at the end of the day, rights fees are sort of inherently driven by sponsorship and advertising spend, too, so it’s really got a lot to do with how quickly the advertising industry and the consumer products industry and various other kind of big advertising vectors figure out how to tap into this type of property and engage with the audience.

Members of Overwatch League’s New York Excelsior team celebrating a win. Image source: Activision Blizzard.

Who’s winning the game?

When it comes to which video game companies are creating the content and structure needed to bring in advertisers and investors, Sepso sees a lot of promising efforts, but he outlined two clear leaders in these early days: Activision Blizzard with the Overwatch League and Tencent (NASDAQOTH:TCEHY) with the League of Legends Championship Series. He said:

So I think that across the board generally speaking, they’re doing a great job. But this is sort of early days of this new highly regulated, highly structured, highly controlled league system being developed. So you really only have Overwatch League and League of Legends Championship Series. Those are the two kind of big, global franchise league structures out there. Those are clearly the two best to invest in from an advertiser’s point of view because they’re big and stable and there’s a lot of capital and resources behind promoting them and making them bigger and investing in the quality of the content.

So, as more of those leagues are developed and launched by the publishers, and the ad industry figures out how to engage with that type of system, I think that’s when the growth curve will really take off from a financial performance basis. But the nice thing is that the audience is already there. You can kind of see that, with an audience as big as esports is at an aggregate level, if you can apply even a small percentage of the typical monetization rates per fan that the traditional sports leagues have to that model, you get a massive revenue opportunity.

Asked what it will take to get esports to the next level and generate increasing momentum for mainstream expansion, Sepso stressed the importance of expanding the appeal while still remaining true to what made esports attractive to the core fans.

I think what you’re starting to see is connection points outside of the core audience. So it’s important that as esports becomes more mainstream and more commercialized, that the core fan base is serviced. You don’t want to sort of skip past the people that got you there. Especially with esports, that authenticity metric is critical. So keeping that fan base engaged but then expanding into new connection points is very important, too.

The Electronic Sports Group co-founder sees television distribution deals, celebrity involvement, and increasing connection points across the media landscape helping to make the content more accessible and easier to discover.

Since primarily you only had esports broadcast on places like Twitch, outside of the gaming community, it was difficult to generate any awareness that this was going on. But now … you’ve got Overwatch League in particular distributing on Disney network channels, and the whole industry is getting more mainstream in general…

So I think you’re going to see more and more mass-market awareness of this happening, and as fans come in, the other interesting thing that we’re starting to see is more and more fans that aren’t gamers. So it becomes an interesting place for them to connect — where potentially esports starts to drive more adoption of the core business of these publishers, but importantly, I just think that you’re getting bigger and bigger and more mainstream audiences engaged with esports.

What started out as small tournaments held in conference rooms and auditoriums and had its biggest events occasionally featured on niche, gaming-and-tech-focused television networks and websites has evolved to become one of the most popular content categories on streaming platforms like YouTube and Twitch and is making inroads at channels operated by TV leaders including Disney, Comcast, and AT&T.

Esports is still relatively young, and investors should proceed with the understanding that individual leagues and organizations will have to navigate unpredictable twists and turns, but there’s undeniable momentum behind the content and excitement for what lies ahead. If Sepso and other insiders are right, competitive gaming is on track for meteoric growth over the next decade, and industry players that help facilitate that growth will be richly rewarded. 

Source: https://www.fool.com/investing/2019/01/27/whats-next-for-esports-an-insider-weighs-in.aspx

Enthusiast Gaming $EGLX.ca Announces Exclusive Partnership With Omnia Media And Its 900 Channel Youtube Network And 50+ Million Monthly Visitors $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:26 AM on Wednesday, January 23rd, 2019
  • Entered into two agreements, one with Omnia Media Inc. to exclusively represent all of Omnia’s online gaming traffic in the United States, and another with Blue Ant Media
  • Omnia is a leading global gaming YouTube platform which creates, manages and operates a multi-channel YouTube network that distributes premium, original content.
  • With over 50 million monthly visitors 1, 400 million subscribers across 900 channels, Omnia’s network is one of the most highly visited destinations on YouTube for video game related content

TORONTO, Jan. 23, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF)  (“Enthusiast” or the “Company”), a digital media company building the largest community of authentic gamers, is excited to announce that it has entered into two agreements, one with Omnia Media Inc. (“Omnia”) to exclusively represent all of Omnia’s online gaming traffic in the United States, and another with Blue Ant Media (“Blue Ant”) pursuant to which Blue Ant will act as an exclusive advertising sales agent of Enthusiast in Canada. Omnia is a wholly owned subsidiary of Blue Ant.

Omnia is a leading global gaming YouTube platform which creates, manages and operates a multi-channel YouTube network that distributes premium, original content. With over 50 million monthly visitors1, 400 million subscribers across 900 channels, Omnia’s network is one of the most highly visited destinations on YouTube for video game related content. Under the representation agreement with Omnia, Enthusiast will act as Omnia’s exclusive United States sales agent for the sale of the advertising inventory across Omnia’s gaming media platform.

Omnia’s content platform that includes recently launched ‘Sidemen Show’ on YouTube Premium and animated series ‘The Squad’ a highly viewed Fortnite-inspired cartoon series on YouTube/Snapchat. Omnia’s portfolio of content can also be found across Facebook, Amazon, Twitch, Roku, and a number of linear channels worldwide.  

Enthusiast anticipates that the arrangement will grow its community, while diversifying the platform to include a large library of video content. The partnership is also an important step in Enthusiast’s long-term expansion strategy across North America and allows the company to focus on monetizing its growing US traffic base.

Menashe Kestenbaum, CEO of Enthusiast, commented, “We are excited to partner with Blue Ant Media, a recognized international digital media platform to represent its US advertising inventory. The beneficial partnership adds Omnia Media, a leading YouTube video gaming community to our platform and significantly increases our network’s reach. We are committed to expanding our US presence and are focused on developing our sales force to capitalize on our rapidly growing network.”

Austin Long, VP, Gaming Partnerships & Strategy of Omnia, added, “We will greatly benefit from Enthusiast’s sales experience in the media space, which will have a positive impact against our global inventory. We are hopeful that further synergies will come from our partnership between Omnia’s talent and content generation and Enthusiast’s website portfolio and live expo, EGLX. We look forward to partnering with the Enthusiast team.”

Enthusiast has entered into a second representation agreement to engage Blue Ant as the Company’s exclusive sales agent for the sale of Enthusiast’s Canadian consumer marketing opportunities, including digital inventory, consumer show sponsorships, content creation and experiential activations.

Kestenbaum continued, “Being backed by Blue Ant’s strong Canadian presence and talented sales force will help us drive advertising revenue across our Canadian digital inventory. Engaging Blue Ant is one part of our strategy to build out a strong, multileveled sales force in North America. We look forward to working with Blue Ant and the Omnia team moving forward.”

1 (Source: Google Ad manager, January 2019)

About Omnia

With over 400 million subscribers across 900 channels, Omnia has an impressive content slate including the recently launched ‘Sidemen Show’ on YouTube Premium and animated series ‘The Squad’ which is a highly viewed Fortnite-inspired cartoon series on YouTube/Snapchat. Omnia’s portfolio of content can also be found across Facebook, Amazon, Twitch, Roku, and a number of linear channels globally. Visit www.omniamedia.com for more information.

About Blue Ant

Blue Ant Media is a privately held, international media company that creates and distributes content worldwide across streaming video, linear television, digital, magazines and live events. The company’s broadcasting business offers a robust portfolio of Canadian and New Zealand-based media brands. Content distribution, lead Blue Ant International, offers a catalogue of 2,200+ hours of premium, unscripted content worldwide, which includes the largest 4K natural history library on the market. Blue Ant Media is headquartered in Toronto (Canada), with offices located in Los Angeles (US), London (UK), and Auckland (NZ). blueantmedia.ca

About Enthusiast

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. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (www.eglx.ca) with 55,000 attendees 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.

Enthusiast Gaming $EGLX.ca – Esports Disrupt How Brands and Events Engage With Their Communities $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:36 AM on Monday, January 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 has year to date revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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Esports Disrupt How Brands and Events Engage With Their Communities

  • How organizations and events build communities is shifting with new digital networks and the evolution of how people interact online.
  • The culture and growth of esports represents a window into how these changes will affect associations, businesses, and the event sector at large.  

Andrew Sheivachman, Skift  

How organizations and events build communities is shifting with new digital networks and the evolution of how people interact online. The culture and growth of esports represents a window into how these changes will affect associations, businesses, and the event sector at large.  

No matter how boring and trite you may find the concept of esports competition and culture, the hobby is on the forefront of a major shift in the habits of how we consume media and interact in online communities.

The event industry needs to adapt to the reality of how a new generation of attendees demand engagement through a variety of online platforms.

Fortnite, a video game wherein cartoon characters blast each other with weapons and dance around, captured the imagination and dollars of the world in 2018. For the extremely online millennial and Gen Z generations, the game’s free online battle royal mode represents something more than just a colorful time-waster. Since everyone is online all the time, the game acts as a platform for engagement on multiple levels. Interested in more stories like this? Subscribe to Skift’s Meetings Innovation Report to stay up-to-date on the future of business events.

Friends play and chat over the internet with each other each night, earn almost random rewards that incentivize them to keep playing, closely track the news regarding updates and exploits on websites and message boards. They do this while watching tournaments and streams populated by players who routinely dedicate 10 hours a day to mastery of the game’s competitive systems. Kids may be dancing the stupid dances from the game, but plenty of adults have embraced this style of engagement with Fortnite as a platform.

It’s no surprise that the multifaceted elements of the online gaming ecosystem are starting to bleed into the world of big business; Fortnite publisher Epic Games routinely holds online tournaments with a million dollar prize, and fans flock to real-life stadium events featuring the best in the world at other games.

As Skift has reflected consistently over the years, shifts in the behavior of travelers and consumers begin in their personal lives; their expectations shift as their habits do, leaving organizations to often play catch up as old paradigms become ineffective.

Building Community

Social networking has undergone a reckoning as of late.

Facebook has become a cesspool of racism and misleading clickbait, while LinkedIn is rapidly becoming Facebook for people who wear suits. Twitter is chaotic and dense, making it hard to identify and join communities. Instagram is style over substance, rewarding a motif that everyone is trying to ape for increased engagement at the cost of true value to users.

As the battle over online privacy has heated up, new players have slowly entered the social networking arena.

Slack, a messaging app for the workplace, has picked up casual social users for communities based on certain topics while Discord, an online voice and text chat service, has slowly risen to prominence as a successor to old-school IRC (Internet Real Chat) of yore. As Instagram expands the ability of organizations to sell tickets to events, also expect the platform to introduce group and community interaction capabilities and management tools for organizers.

The truth is that the explosion in online communities spurred by esports has serious ramifications for the traditional events sector, particularly business events and conventions. Keeping association members engaged and educated is a complex issue, particularly in the always-on digital world. How do you keep members engaged and satisfied in a world defined by digital distraction?

Engagement is going to be limited even if you offer an app for your association, group, or event; people want to be reached where they spend most of their time, which will increasingly be in apps like Slack that provide the ability for hundreds of contributors to chat, send files, and more. The conversation is persistent and doesn’t disappear after an event ends. Chatting with organizers and direct messaging between attendees has been common for event apps for a few years, but lacks the ability to facilitate communication, education, and bonding over the full event lifecycle.

Dedicated message boards or LinkedIn or Facebook groups lack the immediacy of live chat, particularly for those looking for timely information or advice. Why wait until your chapter meeting to pose a question? There is no replacement for real-life meetings and the face-to-face connections they create, but digital platforms can help enhance the overall event experience the rest of the time.

So often, organizers encourage attendees to post on Twitter or Facebook from an event.  Sure, it looks good for the organization’s marketers that people are tweeting, but does it provide any lasting value to attendees or the organization’s health?

Building an engaged community is more valuable than things like Twitter chat or webinars, even if it can’t be seen by the outside world as a visible marketing success. In particular, it offers increased value to those who may not be able to attend a real-life event for whatever reason, and those new to a group or sector who may lack the connections to feel comfortable at an event.

Live chat that persists beyond the timeline of a physical event is more valuable, a living and searchable testament to the strength and power of an association or community. With digital communication and content more effectively threaded throughout a physical experience, so too will the overall event experience become more cohesive and powerful for attendees. If stronger digital personalization really ever comes to meetings, digital platforms will be intermediating the experience anyway.

This will help thread the offline event experience with a persistent, always-on digital community that younger professionals operate within. It’s not enough to be relevant once or four times a year; groups need to provide constant value and brain food to members, wherever they are.

Source: https://skift.com/2019/01/21/esports-disrupt-how-brands-and-events-engage-with-their-communities/

Enthusiast Gaming $EGLX.ca – This week in esports: #Shell, #Puma, #Mercedes-Benz, #Panini $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:28 PM on Friday, January 18th, 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 has year to date revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V

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This week in esports: Shell, Puma, Mercedes-Benz, Panini

  • This week in esports has proven that the industry still has pulling power when it comes to bringing in major non-endemic companies.
  • Energy company Shell, athletic brand Puma, and collectibles company Panini have all entered esports in the last few days!

By: Adam Fitch

This week in esports has proven that the industry still has pulling power when it comes to bringing in major non-endemic companies. Energy company Shell, athletic brand Puma, and collectibles company Panini have all entered esports in the last few days!

We have a twice-weekly newsletter that informs you of every significant happening in the business and industry side of esports, feel free to subscribe here.

LEC enters partnership with energy company Shell

Riot Games has brought in energy giant Shell as a partner of its newly-franchised European competition, LEC.

Shell will power the Baron Power Play segment of the LEC broadcast and it will offer XP incentives for German fans. The British-Dutch oil and gas company will also act as the main partner of the 2019 DACH Premier Tour.

Read the full article here.

Cloud9’s LCS team finds apparel partner in Puma

North American organisation Cloud9 has partnered with Puma, marking the German athletic apparel company’s first venture into esports.

The deal specifically involves Cloud9’s LCS team and is expected to last the duration of the Spring Split. Puma will provide trousers and trainers on match days, as well as occupying a spot on the team’s jersey.

Read the full article here.

Mercedes-Benz and FC Köln purchase stake in SK Gaming

ESforce has agreed to sell 67% of its stake in German organisation SK Gaming to FC Köln and Daimler AG (Mercedes-Benz).

Mercedes-Benz will appear on the front of the organisation’s jersey, while the German football club will have its #effzeh branding located on the sleeves.

Read the full article here.

Panini enters esports through compLexity Gaming partnership

Sticker and trading card company Panini has entered esports through a partnership with North American organisation compLexity Gaming.

The one-year deal is partially seen as compLexity helping Panini enter esports in an efficient and natural way – it’ll also result in trading cards and posters being made for the organisation.

Read the full article here.