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.
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.â€
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. “There’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.
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 (“Epsilonâ€), 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:
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.
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.
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.
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.
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.â€
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.â€
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
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.
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.
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.
— 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).
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.
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.
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 Â 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 “Companyâ€) (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 (“TSRâ€) from Generatorhallen AB and IBIBI HB (the “Vendorsâ€) 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.â€
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.â€
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 Paymentâ€) 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.
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.
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.Â
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.â€
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
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.
Posted by AGORACOM-JC
at 9:52 AM on Wednesday, January 2nd, 2019
SPONSOR: Esports
Entertainment $GMBL Connecting global leading educators to the mass
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———————–
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.
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.
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.
“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.”
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.”
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 “Companyâ€)  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 (“LOIâ€) to acquire all of the shares of Steel Media Limited (“Steel Mediaâ€), 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.â€
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.â€
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.
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.
Tags: egaming, esports, Fortnite, stocks Posted in Enthusiast Gaming Holdings Inc., Featured | Comments Off on 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