Agoracom Blog Home

Posts Tagged ‘esports’

Esports Entertainment Group $GMBL – #Puma Enters #Esports with #Cloud9 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:08 PM on Tuesday, January 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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
—————-

Puma Enters Esports with Cloud9

  • Apparel brand Puma is set to become the official apparel and official game-day pants/shoes provider of the Cloud9 LCS team.
  • The deal only covers the 2019 Spring Split, but C9’s head of partnerships indicated that the relationship has the potential to expand in the future.
  • Puma will also provide women’s apparel for team managers.

Ben Fischer

Puma will announce its first major esports move today, an apparel deal with the tier-one team organization Cloud9 .

Under the deal, Puma becomes the official apparel and official game-day pants/shoes provider of the Cloud9 League of Legends Championship Series (LCS) team. The Puma logo will also appear on the breastplate of the team’s jersey, which are sold by We Are Nations via a league-wide apparel deal with Riot Games.

“This deal gives us ability to be a part of more things our kids love, and that’s how our brand moves the culture forward,” said Matt Shaw,  team head, digital marketing for Puma. “Cloud9 is really uniquely posed to help us do that.”

The deal only covers the spring LCS season, which kicks off Jan. 26, and it does not include any Puma product available for retail. But both sides suggested the relationship will expand. â€œThere’s a lot of potential for growth on both sides, so we’re ecstatic that this is only the beginning of the partnership,” said Cloud9 head of partnerships Jordan Udko.

Terms were not disclosed. Cloud9 is one of esports’ most valuable and successful brands, with its League of Legends team becoming the first American team to make the global semifinals in 2018. Because the deal covers team managers too, Puma is providing women’s apparel as well.

Puma did a brand integration deal with the video game Pro Evolution Soccer in 2014, but this is its first foray into modern elite esports. Other apparel brands that have entered esports recently include Champion with Team Dignitas and K-Swiss with Immortals.

Source: https://esportsobserver.com/puma-apparel-cloud9/

Esports Entertainment Group $GMBL Signs Exclusive Online Wagering Partnership With #Epsilon eSports, A Tier-1 Multi-Champion #Esports Organization $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:31 AM on Monday, January 14th, 2019
  • Announced an exclusive online wagering partnership with Epsilon eSports, a well established organization in the world of online competitive multiplayer games, in support of VIE.gg, the world’s first and most transparent esports betting exchange.
  • Epsilon is a multi-champion esports organization headquartered in Belgium, with teams based across Europe and North America competing in Counter-Strike: Global Offensive; Gears Call of Duty; FIFA; and H1Z1 KoH

BIRKIRKARA, MALTA (January 14, 2019) – Esports Entertainment Group, Inc. (GMBL:OTCQB) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce an exclusive online wagering partnership with Epsilon eSports (“Epsilon”), a well established organization in the world of online competitive multiplayer games, in support of VIE.gg, the world’s first and most transparent esports betting exchange.

MULTI-CHAMPION INTERNATIONAL ESPORTS ORGANIZATION

Founded in 2008 with the goal of becoming a symbol in the world of esports, Epsilon is a multi-champion esports organization headquartered in Belgium, with teams based across Europe and North America competing in Counter-Strike: Global Offensive; Gears Call of Duty; FIFA; and H1Z1 KoH. Epsilon is a leader in console esports, with multiple Call of Duty European Championships, as well as, a Smite World Championship.

Epsilon is recognized as one of the most important talent-producing eSports team organizations, with player transfers to NIP, AS Monaco, Fnatic, PSG and, most recently, a collaboration with English Premier League club Manchester City to combine their FIFA 19 rosters for the upcoming season of the Gfinity Elite Series.

Epsilon is a highly international esports organization, with players and members from over 20 different nations.

FIRST TIER-1 ESPORTS PARTNERSHIP FOR VIE.GG SETS NEW BENCHMARK

As one of the original big names in esports, with a successful history spanning more than 10 years, Epsilon represents the first Tier-1 esports organization to partner with the Company’s VIE.gg esports betting platform. Moreover, Epsilon is working with VIE.gg on an exclusive basis for the following reasons:

  1. The VIE.gg P2P model is much more attractive to Epsilon because an esports fan (an Epsilon fan) always wins, as opposed to a “house” model where odds are heavily stacked against fans.
  2. VIE.gg is the first and most transparent esports bet exchange as a result of Esports Entertainment Group being a fully reporting SEC issuer in the United States. 
  3. Player safety features built into VIE.gg create a fun but responsible esports betting experience for fans. For example, players must choose their maximum bet amounts when they initially sign up with VIE.gg. Any subsequent increase to those levels requires a 30 day cooling off period to make sure players do not get carried away.
  4. The recent addition of pool betting is a further extension of the P2P model, which allows groups of opposing fans to wager against each other when their teams go head to head.
  5. Given the fact some esports fans bet on esports, Epsilon fans may as well bet on a safe platform that also supports the organization.

Gregory Champagne, Chief Executive Officer at Epsilon eSports, stated “It is with great pride that today Epsilon partners with VIE.gg.  This is a whole different ball game, the first betting exchange platform where players challenge other players.  VIE.GG understands the community needs, and we are happy to have found the right partner that understands and supports players.  Extremely excited to begin this new venture and I can see nothing but big things to come from Epsilon / VIE.gg partnership during 2019.”

Grant Johnson, CEO of Esports Entertainment Group, stated, “We are extremely honored to welcome Epsilon eSports to the VIE family.  As one of the first true esports organizations, Epsilon has a long and successful history of esports championships that has earned them a world class reputation and fan base.  As our first Tier-1 esports team partnership, today marks a significant milestone for VIE and we look forward to great success together.”

ABOUT VIE.GG

VIE.gg offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding jurisdictions that prohibit online gambling. VIE.gg features wagering on the following esports games:

·         Counter-Strike: Global Offensive (CSGO)

·         League of Legends

·         Dota 2

·         Call of Duty

·         Overwatch

·         PUBG

·         Hearthstone

·         StarCraft II 

In 2018, VIE.gg announced affiliate marketing partnerships with 190 esports teams from around the world and expects that number to increase in 2019.

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup

Redchip investor relations Esports Entertainment Group Investor Page: 
http://www.gmblinfo.com

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Malta, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance

1-268-562-9111

[email protected]

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

U.S. Investor Relations 

RedChip 

Dave Gentry

407-491-4498

[email protected] 

INTERVIEW: Enthusiast Gaming $EGLX.ca Discusses Acquisition of “The Sims Resource”, the World’s Largest Female Video Gaming Website $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 5:42 PM on Sunday, January 13th, 2019


It is undeniable. It is here and we haven’t seen anything yet.

The world of online gaming and esports is no longer the domain of basement dwellers – and it hasn’t been in years – but mainstream finance people are only now coming to that realization.

Nowhere is that more evident than in the Enthusiast Gaming acquisition of The Sims Resource, the world’s largest female video gaming website.  How big?

  • 2.5 Billion Page Views Per Year
  • $7M Annual Revenues
  • $4.5M Net Income
  • It generates more than 10% of the total views of Twitch

Now, it is owned by Enthusiast Gaming, which is no slouch either:

  • Q3 Revenue $2.8M (record quarter)
  • 9 Month Revenue $7.4M (625% increase)
  • 75M Active Monthly Users
  • Owners of Canada’s Largest Gaming Expo Where 30,000 Attended In OCT 2018

We sat down with CEO Menashe Kestenbaum to discuss the acquisition and the future of Enthusiast in much further detail.

Grab a coffee or your favourite beverage and start taking notes.

Esports Entertainment Group $GMBL – Esports Trends in 2019: From Mobile Esports to Endemic Partnerships $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:57 PM on Thursday, January 10th, 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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
—————-

Esports Trends in 2019: From Mobile Esports to Endemic Partnerships

  • China to tighten control on video games
  • Southeast Asia (SEA) esports will rise in 2019
  • Esports venues will continue to develop around the world
  • College competitive video gaming is becoming more popular in North America
  • The future of mobile esports in 2019
  • Esports players will be featured in more marketing campaigns by non-endemic companies
  • Steam won’t be the only leading marketplace for video games in 2019

At the beginning of the year, marketing intelligence firm Newzoo released a list of trends focusing on the gaming and esports landscape in 2019. The company covered topics as diverse as the rise of digital stores, China’s regulatory clamp-down on the gaming industry, and the intensifying frequency of partnerships between non-endemic brands and esports competitors.

Newzoo’s trends to watch in 2019. Photo credit: Newzoo trends.

China’s Ethics Committee Takes an Aim at the Video Gaming Industry

At the end of 2018, a newly-set regulatory body in China, the Ethics Game Committee, issued recommendations to several high-grossing games in the country, outlining issues with the “morality and values” propagated by the titles that had made it on the list.

While not banning the games outright, as clarified by The Esports Observer (TEO), the Committee charted a course for 2019 where the government would have a much greater say in what games arrive on the market. As a result, companies will have to either adapt.

Domestic tech giants, such as Tencent, are already thinking of avoiding part of these regulations by setting-up a digital store in Hong Kong and selling their games abroad. The newly-outlined provisions will also force the hand of foreign developers to either adjust their titles or focus on other emerging and well-developed markets, such as Southeast Asia, Japan, South Korea and the established bastions of gaming to the West.

The Rise of Southeast Asia (SEA) Gaming

Southeast Asia (SEA) is going to prove a particularly vibrant market with the global audience reaching 31.9 million, according to Newzoo. Malaysia already played host to one of the largest Dota 2 events in 2018, The Kuala Lumpur Major, as part of the new competitive season for the popular MOBA title.

“Southeast Asia (SEA) boasts the fastest-growing esports audience, which will reach 31.9 million in 2019.” – Newzoo Click To Tweet

Places like Malaysia are marked by a strong grassroots community with organizations such as Geek Farm successful launching teams across multiple high-grossing titles, including PlayerUnknown’s Battlegrounds (PUBG), Dota 2 and mobile esports games, such as Mobile Legends: Bang Bang. Streaming is also a popular segment in SEA where entire esports communities are formed in social media around the idea of sharing streams in pursuit of recognition.

According to Newzoo, up and coming titles in the region include games, such as Hearthstone, NBA 2K and Tekken 7. Another important development in the region is the arrival of the 2019 Southeast Asian Games which will introduce esports as a medaled discipline.

There is a lot of untapped potential in SEA that western companies and event organizers are only now beginning to realize. Again, in Asia, the MMA League ONE has decided to expand into esports, vowing to run multiple events across Asia, drawing on its expertise in organizing large competitions.

Building Esports Venues Is Gathering Steam

The idea of esports arenas where fans can attend in person has been gaining traction, fast-tracked by organizations such as the Overwatch League (OWL) and even the Call of Duty World League (CWL). Official competitive events part of the LoL World Championship and Dota 2 International has attracted significant interest, but it’s league formats as the OWL and CWL that are changing the game by creating permanent locations for fans to flock to during competitive seasons and in the interim periods.

We want to say thank you to the #HyperXFamily and VIP guests of #CES who joined us during tonight’s mixer! #HyperXESALV pic.twitter.com/qbxgA5YWEx

— HyperX Esports Arena Las Vegas (@HyperXESALV) January 10, 2019

In 2018, the HyperX Esports Las Vegas Arena at the Luxor became one of the first venues to offer both a place for competitive gameplay and spaces for gamers of varying skill levels to interact. Apart from the fully decked-out arenas, HyperX unveiled its Esports Truck arena, mobile venue caring high-quality gear and a dedicated broadcasting studio.

Full Sail University’s $6-million arena project in Florida will be the largest arena for collegiate esports. Click To Tweet

Esports venues are not built just by game developers and leagues. Full Sail University’s $6-million arena project in Florida will be the largest arena for collegiate esports. Full Sail University is part of the National Association of Collegiate Esports (NACE).

The Esports Insider recently reported on the expansion of Asia’s largest esports café brand in central London, with the news exciting some mutually-exclusive opinions.

Collegiate Esports Seem to be on a Fast-Track to Success

Collegiate esports are another fast-developing culture in North America. NACE has so far signed over 100 institutions of higher learning, fielding competitors among multiple competitions, including Overwatch, League of Legends, and most recently Hi-Rez Studios’ SMITE and Paladins.

Universities have been quick to develop their varsity programs, introducing a number of opportunities for those interested in esports as a competitive format and those keen on assuming a managerial role within the industry.

Some universities are already stepping up their game by attracting top gaming talent, such as Philadelphia Fusion’s Overwatch player Joe “Joemeister” Gramano signing up with Harrisburg University as their Overwatch coach.

Mobile Esports in 2019

According to Newzoo, the mobile experience will become far more engrossing in 2019, creating even more engaging titles. So far, some of the most popular games on mobile to qualify as esports have been:

  • Mobile Legends: Bang Bang
  • Arena of Valor
  • Honor of Kings
  • Fornite
  • PUBG
  • Clash Royale
  • Clash of Titans

Admittedly, not all of these titles are excessively popular, although Fortnite iOS raked in nearly $455 million in 2018 alone in terms of game revenue. The game pulled off $69 million in December (although that number clearly fluctuated throughout 2018), Sensor Tower reported recently.

Arena of Valor is another title that left its mark on 2018, with 1.120.455 people watching the Arena of Valor International Championship 2018, as per Esports Charts’ data.

Meanwhile, Supercell’s Clash Royale and Clash of Titans have been expanding their communities, although the preferred choice of entertainment (from esports standpoint) has been Clash Royale. The game already features 44 esports organizations worldwide, which has landed it traction and despite the fairly fresh concept of “mobile esports” in the West, the segment has been doing just fine.

In 2018, Blizzard announced Diablo Immortal and stated their plans to launch every game they have for mobile. While the news wasn’t particularly well-met, by Blizzard fans especially. Neverhtless, the company seems confident in pushing ahead with its mobile ambitions. Meanwhile, Diablo Immortal’s official trailer must be one of the most down-voted game teasers in history (at least on YouTube).

More Player Branding Partnerships Arriving in 2019

“RAMZES doesn’t have enough facial hair to be the face of Gillette” – Roman Dvoryankin, Virtus Pro Manager

In 2018, we saw League of Legends player Uzi become part of the Nike Chinese “Dribble &” marketing campaign alongside mainstream athletes such as LeBron James. Dota 2 Virtus.Pro’s Alexey “Solo” Berezin was featured in a Head & Shoulders campaign while teammate Roman “RAMZES666” Kushnarev was the face of a new Gillette commercial.

Source: https://www.gamblingnews.com/news/esports-trends-in-2019-from-mobile-esports-to-endemic-partnerships/

BREAKING: Enthusiast Gaming $EGLX to Acquire “The Sims Resource”, the World’s Largest Female Video Gaming Website $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 12:07 PM on Monday, January 7th, 2019

Transformative acquisition to add approximately 35% to Enthusiast’s rapidly growing revenue base

  • Company to acquire 100% of the assets of The Sims Resource from Generatorhallen AB and IBIBI HB on an arm’s length basis for US$18 million in cash and US$2 million in stock for an aggregate purchase price of US$20 million
  • TSR generated C$7 million in revenue and C$5.25 million in Adjusted EBITDA2  and approximately C$4.5 million in net income
  • world’s largest female video gaming content and community destination online.
  • Sims™ franchise has sold nearly 200 million copies worldwide and is widely considered one of the best-selling video games series of all time.

TORONTO, Jan. 07, 2019 — Enthusiast Gaming Holdings Inc. (“Enthusiast” or the “Company”) (TSXV: EGLX), is pleased to announce that it has, through a wholly-owned subsidiary, signed a definitive agreement on January 3, 2019 (the “Agreement“) for the Company to acquire 100% of the assets of The Sims Resource (“TSR”) from Generatorhallen AB and IBIBI HB (the “Vendors”) on an arm’s length basis for US$18 million in cash and US$2 million in stock for an aggregate purchase price of US$20 million (the “Purchase Price“).  Thirty percent (30%) of the Purchase Price is payable on closing and the balance payable by the first anniversary date of closing, subject to certain customary adjustments (the “Transaction“). Completion of the Transaction is subject to satisfaction of a number of customary conditions, including the approval of the TSX Venture Exchange and is expected to close prior to February 15, 2019.

THE SIMS RESOURCE

Established in 1999, TSR (www.thesimsresource.com) has grown to become the world’s largest female video gaming content and community destination online.1 The website offers custom content built around the popular Sims™ video game franchise, which can be downloaded by users to alter and/or expand gameplay. Published by Electronic Arts, The Sims™ franchise has sold nearly 200 million copies worldwide and is widely considered one of the best-selling video games series of all time.

“The Sims Resource is one of the largest video game communities, ranking in the top 5 independent sites in total views in the US, Canada and the UK.  It currently generates more than 10% of the total views of Twitch.com, the largest video game website, which was acquired by Amazon in 2014 for approximately US$1 billion,” said Menashe Kestenbaum, CEO of Enthusiast Gaming (Source: Comscore Media Metrix Multi-Platform/®, Games – Gaming Information, Total Views, November 2018, U.S., Canada, U.K.). “Further, with the rapidly growing female video game segment, TSR provides us with immediate reach into this valuable audience.”

  • TSR is the largest female video gaming content site in the world generating in excess of 2.5 billion page views per year (Google Analytics);
  • Comscore’s Gaming Information category currently ranks TSR in the top 5 independent video game websites;
  • The site ranks #7 on Quantcast’s Top 25 websites with the highest concentration of female audience in the United States, closely behind Oprah.com and Bravotv.com (Quantcast, Top 25 websites with the most female audience, 2017);
  • In 2018 TSR generated C$7 million in revenue and C$5.25 million in Adjusted EBITDA2  and approximately C$4.5 million in net income (CohnReznick LLP unaudited “Quality of Earnings” report prepared for Enthusiast); and
  • Approximately 60% of revenue is derived from advertising with 40% received from monthly recurring subscribers.

“We see three key growth opportunities associated with this acquisition,” Kestenbaum continued. “Initially we intend to drive significant organic growth in advertising revenue via direct sales, an area of strategic importance to Enthusiast in recent months. Further, we now have an opportunity to monetize with advertisers seeking a large female video game audience. Finally, TSR’s subscription model has the potential to add considerable revenue across our entire portfolio.”

TRANSACTION TERMS

  • As consideration for the acquired assets, Enthusiast will pay, at closing, an initial amount of US$4 million in cash and US$2 million in common shares in the capital of the Company valued at C$1.00 per share;
  • The Company will pay a deferred payment (the “Deferred Payment”) of US$14 million on or before the first anniversary of closing;
  • Enthusiast will enter into a transition services agreement, pursuant to which the Vendors will manage, operate and administer the acquired assets and in particular the relationships with the TSR community for a period of up to one year;
  • Until the Deferred Payment is made, the Company has agreed on a profit-sharing split of 70% in favour of the Vendors, which decreases proportionally if the Company elects to prepay a portion of the Deferred Payment; and
  • Pursuant to the Transaction, the Company will acquire all of the assets related to TSR, including, but not limited to, customer and supplier lists, trade names, business goodwill, intellectual property, software, the domain name, website content, social media accounts and the Company will not assume any liabilities or obligations of the Vendors outside of those normally assumed in relation to employment and certain other contractual obligations.       

The acquisition of TSR is the largest acquisition to date for Enthusiast and follows the successful completion of seven strategic acquisitions in 2018. The Company anticipates that it will need to secure financing in order to meet the Deferred Payment. The Company expects to continue to grow through a combination of organic growth and acquisition utilizing its balance sheet as well as being opportunistic with respect to additional equity and/or debt financing to execute on its defined growth strategy.

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). Over 30,000 people attended EGLX in October 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT:

Julia Becker
Head, Investor Relations & Marketing
(604) 785-0850
[email protected] 

Eric Bernofsky
COO, SVP Finance
(416) 623-9360
[email protected] 

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.

____________________
1 See Comscore Media Metrix Multi-Platform and Quantcast report referenced below.

2 Adjusted EBITDA as used by the Company means earnings before interest and financing costs (net of interest income), income taxes, depreciation and amortization, stock-based compensation, restructuring and other non-recurring costs, and non-controlling interests. Adjusted EBITDA is a non-IFRS measure. Enthusiast believes this non-IFRS financial measure provides useful information to both management and investors in measuring financial performance, the ability to fund future working capital needs, to service outstanding debt, and to fund future capital expenditures. This measure does not have a standard meaning prescribed by IFRS and therefore may not be comparable to similarly titled measurers presented by other publicly traded companies and should not be construed as an alternative to other financial measures determined in accordance with IFRS.

Esports Entertainment Group $GMBL Opens New Global Headquarters In Malta, Hires Two Key Executives $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:36 AM on Thursday, January 3rd, 2019
  • Announced the hiring of two key executives and the opening new global headquarters in Malta.
  • Malta was chosen due to its strategic location within the European Union, as well as, access to a highly educated and multi-lingual workforce, especially in the fields of online gambling. 

BIRKIRKARA, Malta, Jan. 03, 2019 — Esports Entertainment Group, Inc. (GMBL:OTCQB) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the hiring of two key executives and the opening of our new global headquarters in Malta.

Malta was chosen due to its strategic location within the European Union, as well as, access to a highly educated and multi-lingual workforce, especially in the fields of online gambling.  The Malta office launch includes two (2) key executive hires and will serve as the new global headquarters of the Company, with additional personnel expected to be added through 2019 as the Company ramps up development of its esports betting operations through vie.gg, the world’s first and most transparent esports betting exchange.

NEW ADDITIONS TO EXECUTIVE TEAM

The Company is pleased to announce the hiring of the following two key executives:

Adrien J. Lefèvre – Chief Risk & Compliance Officer

Adrien has served as a Compliance Officer, including Regulatory Compliance Officer and Money Laundering Reporting Officer in the gaming industry since 2015, including his most recent position with The Multi Group Ltd.  He will be responsible for creating an integrated risk framework, assess risk, quantify risk limits, develop plans to mitigate risks and manage any new license applications in any regulated jurisdictions.  His extensive experience at all levels of compliance will be invaluable as Esports Entertainment Group pursues additional gambling licenses in 2019 to further strengthen its market position and rapidly expand into new geographic regions.

Jenny Pace – Head Of Payments

Jenny has specialized in payments processing for almost 25 years, including her most recent position as Country Manager and Director of Western Union Business Solutions in Malta since 2009, where she maintained full leadership and operational control.  Her list of responsibilities will be extensive, including but not limited to, managing our relationships with banks, credit card companies and payment processors, as well as, insuring vie.gg provides its players with the most up to date payment options. Given the speed at which the payments world is changing, her extensive payments experience and industry relationships will be critical to the success of Esports Entertainment Group.

Grant Johnson, CEO of Esports Entertainment Group, stated, “The opening of our Malta office and the addition of our newest executives is a new milestone for Esports Entertainment Group. Malta is a full EU member nation that provides greater resources and the infrastructure necessary to continue our growth.  The addition of Jenny and Adrien significantly strengthens our regulatory and operational expertise.”

ABOUT VIE.GG

vie.gg offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding jurisdictions that prohibit online gambling. vie.gg features wagering on the following esports games:

  • Counter-Strike: Global Offensive (CSGO)
  • League of Legends
  • Dota 2
  • Call of Duty
  • Overwatch
  • PUBG
  • Hearthstone
  • StarCraft II 

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup

Redchip investor relations Esports Entertainment Group Investor Page: 
http://www.gmblinfo.com

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance
1-268-562-9111
[email protected] 

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

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

Esports Entertainment Group $GMBL – Ninja made almost $10 million in 2018 with #Fortnite #Esports $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 9:52 AM on Wednesday, January 2nd, 2019
SPONSOR: Esports Entertainment $GMBL Connecting global leading educators to the mass population of India. BetterU Education has ability to reach 100 MILLION potential learners each week. Click here for more information
———————–

Ninja made almost $10 million in 2018 with Fortnite

He also made more than $500,000 “on a good month” of 2018.

  • Ninja is used to working in quantities of 10 million at this point. He became the first Twitch streamer to reach that number of followers in the platform in early August 2018, and has since amassed 2.8 million more.
  • He also has 20 million YouTube subscribers and said he has 60,000 Twitch subscribers in a recent video for Wired.

Bhernardo Viana

Screengrab via Ninja

Fortnite streamer and gaming star Tyler “Ninja” Blevins earned almost $10 million in 2018, he told CNN reporter Dave Briggs.

The streamer also said he loses “tens of thousands of dollars” when he’s not streaming, and that he earns “a lot more” than $500,000 “on a good month.” Ninja’s interview was published on Dec. 31, which makes these values the most accurate to assess the streamer’s financial success in 2018.

Ninja said most of the revenue he gets from streaming comes from ads, like the ones he rolls or the brands he shows on screen when he’s live playing the game. His monthly revenue also takes Twitch subscriptions into account, which vary between $4.99 to $24.99 per subscriber depending on how much each one chooses to pay every month.

Ninja is used to working in quantities of 10 million at this point. He became the first Twitch streamer to reach that number of followers in the platform in early August 2018, and has since amassed 2.8 million more. He also has 20 million YouTube subscribers and said he has 60,000 Twitch subscribers in a recent video for Wired.

Ninja’s earnings are a consequence of his ever-increasing popularity. He streamed Fortnite in Times Square for the ball drop on New Year’s eve, went to several TV shows in the second half of 2018, and shattered a Twitch concurrent viewers record on an individual channel when streaming with rapper Drake.

Ninja refrained from detailing how much he makes from every source of revenue he has today, but he said he has to be constantly streaming to avoid losing viewers, subscribers, and money as a consequence. 

He told CNN he streamed nearly 4,000 hours of Fortnite in 2018. 

Ninja’s earnings and popularity are still dependent on Fortnite’s popularity since it’s the only game he’s been streaming. Regardless of what the future holds for Ninja, he’s one of the most financially successful Twitch streamers of 2018.

Source: https://dotesports.com/culture/news/ninja-made-almost-10-million-in-2018-with-fortnite


Esports Entertainment Group $GMBL – Top 10 most viewed esports events of 2018 have been revealed $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 1:24 PM on Friday, December 28th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
————————-
  • Unsurprisingly for some, the League of Legends World Championship was the biggest event of the year having attracted over 74.3 million viewers, which is 2.5 million more than last year’s iteration. 

The most popular esports events of 2018 have been revealed by the ESC (Esports Charts), with many old and established tournaments retaining strong interest despite the emergence of new games.

The figures, which are based on hours watched on both YouTube and Twitch, show which competitive esports games are more popular than others right now in terms of viewers. 

League of Legends, Dota 2 and Counter-Strike: Global Offensive dominate the most watched games chart according to these statistics, all boasting incredible numbers in various competitions. 

LOL ESPORTS The 2018 League of Legends World Championship stage.

Unsurprisingly for some, the League of Legends World Championship was the biggest event of the year having attracted over 74.3 million viewers, which is 2.5 million more than last year’s iteration. 

Just behind that was Dota 2’s ‘The International’, which massively grew in popularity in the space of a year – recording 52.8 million views, seeing an increase of 9 million since 2017. In third place, CS:GO’s ELEAGUE Major which was watched by 49.5 million across the world. 

The full table of statistics can be found in the table below: 

ESC ESC statistics, showing the most popular esports events of 2018.

Despite Epic Games’ attempts to raise the profile of Fortnite’s competitive events during the last 12 months, none of the game’s events made the list. 

The game’s popularity has not turned into huge success on the competitive scene yet, however, OpTic Gaming member Ian ‘Crimsix’ Porter believes that the game is moving in another direction. 

“In my opinion, they’ve [Epic Games] realized that their game will never be the most competitive, but it can be the most entertaining. So, they’re sticking to their guns in that regard.”

Source: https://www.dexerto.com/esports/top-10-viewed-esports-events-of-2018-267145

Esports Entertainment Group $GMBL – No one mold for #Esports venues as arenas continue to grow $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 12:58 PM on Monday, December 24th, 2018
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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
——————–
  • The first event held at the Esports Stadium Arlington, which is the newest and largest esports events center in North America.
  • It’s a $10 million, 100,000 square-foot facility built within the Arlington Convention Center that can seat anywhere from 250 fans to 2,500 fans depending on the event.

Arash Markazi ESPN Senior Writer

The convoy of cars pulling into the parking lot at Esports Stadium Arlington and the line of fans waiting to enter the building on the Saturday after Thanksgiving have taken the parking attendants at the connected Arlington Convention Center by surprise.

“Are you here for the football game?” the attendant asks.

“What football game?” the young driver responds.

“Texas Tech and Baylor,” the attendant says. “They’re playing at AT&T Stadium.”

“No,” the driver says as he pays $10 for parking. “I don’t like football.”

The bewildered look on the attendant’s face upon hearing that a young man from Texas doesn’t like football was similar to the reaction of many of the older ushers inside the Esports Stadium Arlington watching 2,500 fans cheering while watching the best Counter-Strike: Global Offensive players and teams in the world compete in the Esports Championship Series Season 6 finals.

It was the first event held at the Esports Stadium Arlington, which is the newest and largest esports events center in North America. It’s a $10 million, 100,000 square-foot facility built within the Arlington Convention Center that can seat anywhere from 250 fans to 2,500 fans depending on the event. It’s the newest addition to a region that is the home of AT&T Stadium, the $1.5 billion home of the Dallas Cowboys, and in 2020 will be the home of Globe Life Field, the new $1.1 billion home of the Texas Rangers, which are all located within a walking mile of each other.

“The convention center was in need of some physical enhancements and improvements, particularly in the technology area, and as we started to look at that we also saw the rapid growth of the esports industry,” said Jim Parajon, Arlington deputy city manager. “We are very thoughtful in the business decisions we make, and we do a significant amount of analysis, and once we complete that analysis, we’re ready to move forward as fast as we can, especially with these emerging industries.

“We’re not going to be in it in a little way. We’re going to be in it in a big way. I think you can see that with the Esports Stadium, AT&T Stadium and the new Rangers ballpark.”

The stadium isn’t really a stadium in the traditional sense compared to the billion-dollar homes of Cowboys and Rangers. It’s more of a remodeled convention center space complete with a built-in 85-foot long LED wall, eight team locker rooms, a player lounge and media room. There’s also a state-of-the-art production facility equipped with a studio, data center and control room. The front of the stadium features retail space, concession stands and a gaming center that is open from noon to 2 a.m. seven days a week where anyone can hop on a PC, Playstation 4, Nintendo Switch or Xbox One for one hour for $4 (or $100 for 100 hours).

“We looked at every need for esports from the community level to the player experience, and we took all of those needs and built it into one single footprint here in Arlington,” said NGAGE Esports president Jonathan Oudthone, who will help book and manage the events at the stadium. “We not only want to host events for thousands of people, but we want the gaming center to be a local community hub every day. We want to create an ecosystem for esports in which all these different focuses are existing in one building.”

Esports Stadium Arlington is just one of many esports-specific venues, big and small, popping up around the country. The rise of esports venues doesn’t come as a surprise to anyone who has been following it in recent years. The 2018 Global Esports Market Report estimates that global esports revenues will reach $1.4 billion by 2020 with the global esports audience reaching around 400 million.

In 2017, there were 588 major esports events that generated an estimated $59 million in ticket revenues, which was up from $32 million in 2016. The League of Legends World Championship alone generated $5.5 million in ticket revenues.

Populous, a global architectural firm that has worked on more than 50 venues for the NFL, MLB, NBA and NHL, helped bring Esports Stadium Arlington to life and is working on other esports venues around the country. While there is usually a set seating capacity for arenas and stadiums that floats around the average of professional sports leagues, Populous knows that’s not exactly the case with esports. The venues need to be adaptable to small crowds of 25, small tournaments of 250 and larger events such as the ECS with 2,500. The Astralis Counter-Strike: Global Offensive team celebrates after defeating MIBR to win the FACEIT Esports Championship Series Season 6 finals at Esports Stadium Arlington on Nov. 25 in Arlington, Texas. Photo by Cooper Neill/Getty Images

“About five years ago we started doing a lot of research that I’ve been leading on how we can connect with the esports audience and connect venues around that,” Populous senior principal and director Brian Mirakian said. “Esports is still very formational. There’s a lot more structure that’s happening with leagues such as the Overwatch League with their regional model, but it’s still a formational sport in terms of the different leagues and competitions. So the goal is to create a place where fans can gather for these social experiences and be with other fans. The live experience is a big driver in what the future of the sport is going to hold.”

The key from a cost and usage perspective is that none of the esports venues that are popping up around the country have been built from the ground up. They’ve been constructed within preexisting structures that have been previously used as convention halls, nightclubs, sound stages or movie theaters.

“Looking at it from an adaptive re-use perspective allows you to go into a building and frankly not have to invest as much as you would with a new build,” Mirakian said. “And because of that, in Arlington, they were able to really focus their investment on the fan experience and technology and do it in a fast-paced project that was over in six months from start to finish. It was quick and economical and I see that as a great template for people to get involved in this space. It will evolve and I think in the very near future you will see purpose-built venues developed from the ground up, but it takes time. This is really the start of things to come.”

The birthplace of esports venues in North America began at the corner of 5th Street and Sycamore Street in Santa Ana, California, which is one of the more interesting intersections in the country. On one corner is the historic brick-laced Ramona Building that has been the home of the Esports Arena for three years, and across the street is the Church of Scientology of Orange County.

“There’s not a lot of crossover,” Frank Kelley, the director of operations at the Esports Arena, said with a smile. “I don’t think we have the same demo.” The Esports Arena Santa Ana was the first rendition of the organization’s multiple venues on the West Coast. Since its opening, the Esports Arena in Las Vegas has opened its doors at the Luxor Hotel & Casino. Photo by Arash Markazi

Longtime friends Tyler Endres and Paul Ward, who would set up their computers at a friend’s house and play Halo 2 for hours in high school, founded the arena in the 15,000 square-foot warehouse that once housed quinceañera and wedding shops and now is home to more than 120 PCs and other game consoles. The idea was to give gamers like them a place to gather and play outside of apartments, garages and internet cafes where LAN parties had predominantly been held and to give leagues and organizers a dedicated esports venue to host their events.

“It’s cool to see what I’ve started is expanding,” Endres said. “I hope all these new esports venues succeed. It validates the industry and validates what I’ve done and helps create more of a demand. The success heavily relies on foot traffic and the events, which cost a lot of money to put on, and you’re not going to have a big event every week.”

With that in mind, Kelly, who used to be the general manager at the Improv comedy club in Irvine and later booked shows at The Observatory in San Diego and Orange County, is trying to book non-esports events such as comedy shows, podcasts and concerts at the Esports Arena on nights where the main stage isn’t scheduled to be used.

“With esports, you don’t have tournaments every night,” Kelley said, “so your main stage is not utilized on a nightly basis, and there’s all these dark periods where you could utilize it. And with my background, I want to fill the arena with top-notch entertainment on off nights with hard ticket sales and bring in a different demo than we normally get. In the future I’d like to merge entertainers with gamers to increase the popularity of esports, like we saw happen with Drake and Ninja.”

The biggest weekly event at the Esports Arena is “Wednesday Night Fights.” It’s a night dedicated to the fighting game community with open tournaments ranging from Street Fighter V to Marvel vs. Capcom. The weekly event is open to anyone willing to pay a $10 tournament entry free and was started by Alex Valle, who is the founder of Level Up, a production company that produces live streaming broadcasts at esports events.

“I think in the very near future you will see purpose-built venues developed from the ground-up, but it takes time. This is really the start of things to come.” Brian Mirakian, Populous senior principal and director

“We used to play in the arcades, but there’s not that many arcades anymore, so I decided to host some events. And the very first event I hosted was in my apartment, and only two people came,” Valle said. “We then went to a friend’s house and got 20 people and then to a friend’s garage and got 50, and the next thing we knew Wednesday Night Fights was born. When Esports Arena first opened, I knew this was going to be the future. We had over 400 people come out to our first event.”

Earlier this year Esports Arena opened in Oakland’s famed Jack London Square, and Allied Esports International worked with Endres to open an Esports Arena inside the Luxor Hotel & Casino in Las Vegas. While the Oakland venue is similar in feel and size to the original in Santa Ana, the Las Vegas arena is unlike anything else in the space right now. They took over a 30,000-square-foot corner of the casino that once housed a popular nightclub and put in a 50-foot LED video wall, a broadcast center and production studio, luxury VIP lounges, private gaming suites, a vintage video game cocktail bar and a gamer-inspired menu created by renowned chef (and occasional gamer) Jose Andres. The Esports Arena Las Vegas played host to the League of Legends All-Star event and puts on tournaments in games like Mario Kart 8 Deluxe and other titles on regular weekends. Provided by Riot Games

“We have very ambitious expansion plans over the next two years, and when we realized that a location at Luxor was possible, we jumped at the opportunity to develop our flagship here,” CEO of Allied Esports International Jud Hannigan said. “Just as Yankees Stadium, Lambeau Field and The Staples Center are considered their sports’ most aspirational venues by players and fans alike, Esports Arena Las Vegas will be the iconic destination in esports.”

Johnny Carson and Jay Leno’s pictures and old NBC logos are still plastered on the walls of Studio 1 at what was the old home of NBC Studios and “The Tonight Show” in Burbank, California. The building is now called Burbank Studios; Studio 1 is now called Blizzard Arena, and the old pictures and logos are the the last vestiges of “The Tonight Show” in Los Angeles before Jimmy Fallon moved it to New York in 2014.

Blizzard Arena, which opened last year, is the home of the Overwatch League with all competitions outside of the grand final taking place on the old sound stage Carson and Leno used to call home. The 11,000 square-foot sound stage has been transformed into one of the most visually impressive esports venues in the country with a 13,000-pixel-wide 4 milllimeter LED wall and an LED halo hanging above the 450 seats. It’s just part of the 74,000 square-foot, five-level facility Blizzard Entertainment took over and transformed into their new home last year.

“I was giving a tour one day, and I told some players this is where Johnny Carson used to do ‘The Tonight Show,'” said Frank LaSpina, senior producer of Overwatch League and Blizzard Arena. “They just looked at me confused. So I said, ‘He did ‘The Tonight Show’ before Jay Leno.’ And I got the same look. They were so young so I said, ‘before Jimmy Fallon’ and they said, ‘Oh, that’s cool.’ There’s a lot of history here, and there’s this interesting dichotomy where the future of sports and entertainment is happening in a facility that has been around since the 1950s. It’s totally up to date, but ‘Days of Our Lives’ still films down the hallway, so that cool dichotomy still exists.” Members of Team Pacific compete during the Overwatch League All-Star event on Aug. 25 at Blizzard Arena in Burbank, California. Photo by Robert Paul/Provided by Blizzard Entertainment

The Overwatch League currently has 20 teams affiliated with cities all over the world, but those teams currently play all their regular season games in Burbank. The tentative plan is for the teams to play in their home cities as early as 2020, which would be the league’s third season. The Los Angeles Valient has already announced they will play their home games at the Microsoft Theater across the street from Staples Center. It is believed that the Los Angeles Gladiators would play their home games in the amphitheater being built next to the future home stadium of the Los Angeles Rams, which will be completed in 2020. Stan Kroenke owns both the Rams and Gladiators.

For now, however, the hub of esports is still in Los Angeles, and the epicenter of some of the biggest events planned around the world is at Riot Games, which is the developer and publisher of League of Legends. The home venue for the League Championship Series, the LCS Arena, is conveniently located across the street from the company’s campus.

“When we started the LCS in 2013, we had no live audience, and we were literally separating the teams with curtains,” said Chris Hopper, head of Esports for North America for Riot Games. “We moved to a soundstage in Manhattan Beach in 2014, but by 2015 we had the opportunity to set up shop on campus, and it was a great solution for all of our needs. We wanted to create a home base where our teams, talent and staff could build their presence and hone in on their craft.” A Team SoloMid fan cheers during a match at the LCS Arena in Los Angeles. The venue is home to the League of Legends Championship Series during the spring and summer splits. Provided by Riot Games

The LCS Arena seats about 400 fans, and like the Blizzard Arena stages all the competitions during the regular season before they go on the road for the finals. While the LCS Spring and Summer finals are held at NBA arenas such as Oracle Arena in Oakland or TD Garden in Boston, the League of Legends World Championship finals are often held in stadiums such at the Bird’s Nest in Beijing in 2017 and Incheon Munhak Stadium in South Korea in November.

When people talk about the popularity of esports and bring up a picture or video of a stadium filled for an esports competition, chances are they’re looking at a League of Legends event.

“There’s always something incredible about going to these massive venues like the Bird’s Nest,” Hopper said. “As a former soccer player, there was something special about going to the Seoul World Cup Stadium and standing on a field where World Cup games took place. We’ve been lucky to have so many of our events take place in such iconic venues.”

The goal for esports teams and leagues now is to build their own iconic venues that future fans and players can look forward to visiting and playing in.

“That day is coming,” Mirakian said. “It’s going to happen sooner than people think.”

Source: http://www.espn.com/esports/story/_/id/25602388/no-one-mold-esports-venues-arenas-continue-grow

Enthusiast Gaming $EGLX.ca Targets Mobile Gaming Market with LOI to Acquire Steel Media, the Leading Global Mobile Gaming Media and Events Company #Esports $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:17 AM on Tuesday, December 18th, 2018
  • Will position Enthusiast as a leading publisher in the mobile gaming industry with significant growth of online and offline gaming community

  • Owner of over 20 mobile gaming websites and Pocket Gamer brand, the leading mobile gaming media website

  • Operates 25 live events in 11 countries, including the largest B2B mobile gaming event in North America and Europe

TORONTO, Dec. 18, 2018 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX), (“Enthusiast” or the “Company”)  a digital media company building the largest community of authentic gamers, is excited to announce that it has entered into a non-binding Letter of Intent (“LOI”) to acquire all of the shares of Steel Media Limited (“Steel Media”), the largest mobile gaming network in the world, which holds a significant portfolio of consumer and B2B websites, and a series of successful global live networking events.

Founded in 2005 by publishing experts with a focus on quality editorial, Steel Media is the media company behind over 20 mobile gaming media websites including: pocketgamer.com, pocketgamer.biz, appspy.com, and 148apps.com; and is the owner and operator of over 25 video game networking events in 11 different countries.  

Pocket Gamer (www.pocketgamer.com) is the world’s leading destination for the mobile gaming community, including: iPhone, iPad, Android, Nintendo Switch, 3DS and more. As one of the most recognized brand in the mobile gaming industry, Pocket Gamer has over 2 million monthly impressions on mobile and web, and covers multiple sites, events and even printed magazines. The addition of Pocket Gamer to the network will enable Enthusiast to capitalize on the fastest growing segment in the gaming sector, mobile gaming.

Menashe Kestenbaum, CEO of Enthusiast Gaming commented, “Steel Media has built a well-recognized gaming brand and successful businesses across mobile, B2B and events that will enable Enthusiast to scale our business quickly.  We have seen a significant increase in mobile gaming, and like Esports, mobile gaming continues to be a huge segment in the industry. The acquisition will position Enthusiast as a leader in the mobile gaming sector and will allow us to take advantage of the continued growth within the industry.”

Offline, Steel Media is an industry leader in B2B and consumer mobile gaming events.  They own and operate numerous successful networking events around the world with 15,000 registered industry attendees and key sponsors and partners. Steel Media hosts Pocket Gamer Party, Top 50 Developer Guide, Mobile Mixers, the Mobile Games Awards, and Pocket Gamer Connects, the largest B2B mobile games conference series in the west, with events in London, San Francisco, Helsinki and additional locations in 2019.

Kestenbaum continued, “Steel Media’s series of successful and well established events worldwide will  provide an excellent platform for Enthusiast’s event business. Our goal has always been to expand EGLX, and we continue to look at opportunities for multi-city expansion. Having Steel Media’s network of events on our platform will provide synergies for growth and provides access to the international stage.”

Under the terms of the LOI, Enthusiast has a binding exclusivity period of 120 days or the agreed upon closing date, whichever is later, to complete due diligence and negotiate and settle definitive transaction documentation. The purchase price is expected to be in the range of USD $2,500,000 (CAD $3,353,125) plus an earn-out amount, bringing the total purchase price up to USD $3,000,000 (CAD $4,023,750) based on performance of Steel Media post-closing. There can be no assurances that the transaction will, ultimately, be completed on the terms set out in the LOI or at all, as Enthusiast Gaming must be completely satisfied with the results of due diligence. The LOI includes a two way break fee of USD $50,000 which is triggered by a party’s failure to execute definitive documentation as contemplated in the LOI. If the acquisition of Steel Media is completed, Enthusiast’s network will grow to over 100 websites and will also significantly expand Enthusiast’s reach into Europe.

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). Over 30,000 people attended EGLX in October 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.