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Esports Entertainment $GMBL Announces Appointment of #Esports Industry Leader Chul Woong (Alex) Lim as Director $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 8:06 AM on Thursday, March 15th, 2018

Esports large

  • Company has recently appointed Mr. Chul Woong (Alex) Lim as Director of the Company.
  • Mr. Alex Lim is an Asian esports industry expert

ST. MARY’S, March 15, 2018 – Esports Entertainment Group, Inc. (OTCQB:GMBL or the “Company”), a next generation online gambling and 18+ gaming company, is pleased to announce that the Company has recently appointed Mr. Chul Woong (Alex) Lim as Director of the Company. Mr. Alex Lim is an Asian esports industry expert.

From 2010 until recently, Mr. Lim was the Secretary General of the International e-Sports Federation (IeSF) based in Seoul, South Korea where he was responsible for relations with 47 national federations, international sports authorities, and global partners, in addition to organizing and operating the World Championship and other international level esports tournaments. Founded in 2008, the IeSF is a global organisation based in South Korea with a mission is to promote electronic sports as true sports, and become the global body in charge of maintaining, promoting and supporting it. For more information about the IeFS, please see www.ie-sf.com.

During 2010, Mr. Lim was Deputy Manager of Sports Marketing Team with FIRSONS Inc., a Seoul, South Korea based sports events marketing firm. During 2007, Mr. Lim was International Coordinator at the World Taekwondo Headquarters in Seoul. From 2005 to 2006, Mr. Lim was a Researcher with FITEX Inc., an adventure leisure sports company based in South Korea. Mr. Lim holds a Bachelor of Science degree from the Seoul National University and a Master of Arts degree from the University of Northern Iowa.

Mr. Grant Johnson, Esports Entertainment CEO stated, “We are very excited to have a recognized esports industry leader like Alex join our Board of Directors. Alex’s in-depth esports industry knowledge and relationships will be of huge value to Esport Entertainment as we establish vie.gg as the leading esports wagering platform.”

Mr. Alex Lim stated, “I am honored to join the Board of Directors of Esports Entertainment. I clearly share the vision of Esports Entertainment for the future of the esports industry and the Company, and I look forward to the opportunity to contribute to the Company’s long-term success.”

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a next generation online gambling and 18+ gaming company. Initially, Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding the US and EU. 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, excluding the US and EU, in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua and Curacao. 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 Inquiries
Stephen Cotugno
Vice President, Corporate Development
[email protected]
201-220-5745

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

Inside the Explosive Growth of Pro Gaming on a Smartphone $KUU.ca $GMBL

Posted by AGORACOM-JC at 11:20 AM on Friday, March 9th, 2018

  • Tencent, one of the largest internet and tech companies in the world, Arena of Valor is based on one of the most downloaded apps in the world
  • Last month they announced that they’ll be hosting the Arena of Valor World Cup in Los Angeles, putting up a bold $500,000 prize-pool

Michael “FlashX” Valore discovered his love for Vainglory in rehab. After a lengthy flirtation with professional DOTA in college, he was abandoning that dream for a career in the Marine Corps – which meant that he had to deal with a nagging leg injury he sustained playing soccer. Every day, he’d set up on a stationary bike at the gym with his iPad mounted carefully in front of him. “I’d go for three to four hours a day,” says Valore. “If you spend that much time playing something, you’re gonna get really good at it.”

Tencent is one of the largest internet and tech companies in the world, Arena of Valor is based on one of the most downloaded apps in the world

This was back in 2015, when Vainglory was crawling out of its lengthy development cycle to debut on iPhone and Android. Valore was an early adopter, and easily capable of transmuting all of his PC ability to the touchscreen. It’s a classic esports origin story: he and two friends broke ground on an upstart team called Ardent Alliance, and entered one of the very first Vainglory competitive events. They expected to wash out immediately, but instead they blazed through the qualifiers and secured a trip to the finals in South Korea. Suddenly, the exclusivity of the upper echelon of pro gaming didn’t seem so opaque, and Valore found himself with a legitimate career in a game he adored. Within months, Ardent Alliance was picked up by Team SoloMid – one the largest esports organizations in America – and they were off to the races. “I quit my job. I was working in sales at the time,” says Valore. “I’ve been playing full-time ever since.”

For years, Vainglory was the only major esport in mobile games. It’s independently published and developed by the (mordantly named) Super Evil Megacorp, who themselves are made up of industry veterans with longstanding backgrounds developing on PC. The idea, says CEO Kristian Segerstrale, was to bring an “uncompromising” competitive experience to the cellphone – nurturing the belief that this platform was made for more than just polychromatic matching puzzles and catapulting birds.

They did this by creating a stripped down MOBA; two teams of three duke it out on a single lane, with abilities and movement all controlled on the touchscreen. I have been to several Vainglory tournaments, and the way they both mirror and diverge from what you’re used to at traditional PC LAN events is surreal. The gameplay itself remains strong, tactile, and technical, but the players are extremely young, even for esports standards. Middle schoolers, high schoolers, from 14 to 16, negotiating their phones with profound native grace. There’s no starker representation of the generation gap in gaming – you and I might prefer a mouse and keyboard, but our cribs weren’t stocked with tablets.

Last month, Super Evil MegaCorp unveiled the long-gestating 5v5 mode for Vainglory, which widens the game’s scope into a more recognizable MOBA, with three lanes and heavier emphasis on team play. Segerstrale talks about the change as an obvious evolution. “We’ve been working on it since we started the company,” he tells me. “We went with 3v3 initially for two reasons. The gamer culture at the time was just Candy Crush. Going from that to a MOBA felt like a very large leap. … The second thing was the tech. We’ve been optimizing the engine to use every piece of processing power that these devices have to bring out a 5v5 experience. For us it was a really natural extension.”

He’s right. Vainglory always felt like a product that was going to evolve over time – free-to-play phone games are nothing if not extremely opportunistic. But there’s a crucial element that Segerstrale leaves out. In a shockingly short amount of time, mobile esports has become one of the most cutthroat sectors in the games industry, and for the first time ever, Vainglory’s place at the top of the mountain is under siege. Nothing captures this moment better than a GIF that rocketed to the top of the Vainglory subreddit shortly after the release of the 5v5 module. The Super Evil MegaCorp logo is embossed over the head of Mirai Nagasu, the first American figure skater to land a triple axel in competition. As she twists in the air, the edge of her pearly skate destroys the superimposed insignias of Mobile Legends, Arena of Valor, and Heroes Evolved – three other mobile MOBAs currently tearing up the app store. It’s a silly meme, of course, but it cuts to the anxiety paramount in those within the community. In 2018, cellphone software is just as divisive as the console wars. Why did Vainglory go 5v5? Because it made for a more holistic experience, because it opened more design space, because phone hardware is more powerful. That’s all true. It’s also true that the games getting dunked on in that GIF were already offering a 5v5 mode, and Super Evil Megacorp is trying to stay ahead of the pack.

“There are a lot of diehard Vainglory fans. Even when DOTA and League first came out, everyone in the DOTA community – myself included – hated League of Legends, because it was a copycat,” explains Valore. “Vainglory has been the only game in this space, but within the last six months to a year, you’ve seen other games released. We take a lot of pride in Vainglory … That’s where those memes come from, and I’m definitely guilty of making one or two myself.”

Arena of Valor

The biggest threat, (and the biggest player at the table,) is Arena of Valor. In China, Arena of Valor debuted under the name Kings of Glory on the marketplace as a faithful, rock-solid League of Legends-style MOBA back in 2015, and since then it’s emerged as the most profitable free-to-play app in the world, hosting 80 million daily players, and 200 million monthly active players according to the South China Morning Post. The game is so insanely popular that it’s actually summoned the ire of the Chinese Communist Party, which has enforced municipal play restrictions for juvenile gamers – one hour for kids under 12, two hours for kids from 12 to 18.

A lot of Arena of Valor’s success can be chalked up to its publisher. Tencent is a massive, multinational conglomerate with fingerprints all over the Chinese internet. Their biggest asset is WeChat, the instant messaging service with over 980 million users, which fills in the gap that Facebook and Google left behind after the Communist Party censored those services. Last November, Tencent was valued at over $500 billion, officially surpassing Facebook. The company’s massive reach helped make Arena of Valor so ubiquitous, and over the past two years, they’ve enacted a long campaign to bring the game to foreign markets. First to Vietnam, then Indonesia, then Europe, and just before Christmas last year, to iOS and Android in the United States.

Tencent aren’t messing around about this expansion. Last month they announced that they’ll be hosting the Arena of Valor World Cup in Los Angeles, putting up a bold $500,000 prize-pool. As the Esports Observer points out, that money laps the highest purse Super Evil Megacorp has gathered for Vainglory, which was $150,000 at the World Championship last year. Already, Arena of Valor has seduced major esports companies like Team Liquid and SK Gaming to sign rosters. That might seem premature, but Tencent’s reputation precedes them. This company is directly responsible for publishing and distributing League of Legends in China, and according to an insider who works there, their ultimate goal is for Arena of Valor to mirror that same success.

“We don’t feel that [PC esports and mobile esports] different platforms are rivals, but rather that the two complement each other. The biggest value in mobile is convenience – you can play Arena of Valor anywhere, anytime in short bursts on your phone,” he says. “With that in mind, there is great potential for mobile games as an esports platform, and the accessibility and convenience of being able to get good or ‘train’ for competition makes it easy for the general playing field to offer up new challengers as more people become confident in their skills. We feel this element of what makes Arena of Valor special will lead to a lot more people being involved at a local or regional, or even international level, who would never have otherwise considered entering a tournament.”

When I asked him how he thinks Arena of Valor stacks up against games like Vainglory, his response was short and to the point: “We strongly feel that Arena of Valor stands alone in the space of mobile MOBA gameplay and is the most polished, most fun and best-in-class offering available for a competitive game on the mobile device.”

I wouldn’t say that po-player Michael Valore feels threatened by Arena of Valor, but he does get a little prickly when that game is compared to Vainglory. The easiest parallel to understand the dynamic might be the cold war between DOTA 2 and League of Legends fans. There’s a longstanding snobby belief among Valve lifers that high-level DOTA 2 play is elementally more complex and more beautiful than high-level League. How true that is depends on your own mileage, but that’s the stance the Vainglory community has taken as other games have moved into the space. “Now that Vainglory is 5v5, I truly don’t think, objectively, people can say that those other games are better than what Vainglory brings,” says Valore.

Segerstrale, predictably, is very diplomatic when I ask him about the newly crowded field in mobile esports. “Gamers are naturally tribal. Gaming is an outlet for our hunter-gatherer homosapien brains. So we take all of this stuff as an encouraging sign that the overall expectations of mobile games is growing,” he says. “From our perspective, we go out of our way to respect every other game, and every other game community out there, because making multiplayer games is hard. We need to build this industry together. … because we have the most powerful engine in the market, and because people are passionate about our deep strategies, we hope that people gravitate to our game, but that doesn’t mean that we are the only experience around.”

Vainglory certainly does have the benefit of an ingrained, grassroots base of players, but still, you have to feel for an independent company like Super Evil Megacorp, who’s suddenly been injected into a rivalry with a real-life Super Evil Megacorp like Tencent. To say that this isn’t a fair fight would be a huge understatement. Segerstrale speaks like someone who truly isn’t concerned, but Valore is willing to be a bit more candid with some of his hangups. “They gotta get [Vainglory’s] name out there, so that people know they have choices between all the other MOBAs,” he says, when I ask him what he thinks Super Evil needs to do over the next few years. “Tencent is a huge billion dollar company, it’s very easy for them to throw money at tournaments, and throw money at advertisements. But if Super Evil spends a lot of time on their marketing and advertising so that any player interested in mobile MOBAs know they have a choice, that will do wonders.”

Skillz

I haven’t detailed Mobile Legends and Heroes Evolved, the other two titles named in that triple-axel meme, mostly because they’re minor players. In fact, Mobile Legends first and only claim to fame is getting sued by Riot for copyright infringement, (and as DOT Esports writer Aaron Mickunas points out, it’s not hard to see why.) Both of those games are working the same MOBA gimmick, but they have neither the loyal bedrock of Vainglory, or the bottomless resources of Arena of Valor. I would like to pretend that the esports economy is kind, and will happily concede room for a meritocracy of enterprises, but there’s a graveyard of failed MOBAs who tried to take a bite of the League apple over the past five years. It’s hard to imagine that the same fate won’t await those buying into the mobile space.

However, there is one company that’s trying something different. Skillz is the passion project of Andrew Paradise, a man who had already made a fortune in the online commerce industry. Like Super Evil Megacorp and Tencent, the company is in the business of mobile esports, but the scope of the project is far different. Skillz isn’t trying to build another grim MOBA. Instead, they’re hosting cash tournaments for a bevy of flotsam on the app store; Candy Crush doppelgangers, index-finger billiards, public-access mahjong variants. Everything your mom loves, now with stakes.

You can consider Skillz as more of a blanket service, rather than a specific game. They partner with mobile giants like Zynga and Ilyon and port tournament software directly into their infrastructure. Now, when you go play something like Strike! Real Money Bowling on your phone, you can buy into brackets for as little as a dollar. Paradise says they’ve actually nurtured a community of professionals; imagine that, mastering the physics of touchscreen ten-pin as a full-time job – like stay-at-home dads who struck it big playing fantasy football.

“In 2015, the top electronic bowler on their phone was the fifth highest earning bowler in the world – both online and offline,” says Paradise. “They’re doing stuff we didn’t anticipate, like dripping candle wax onto their phone and scraping it off with a razor blade to better their grip.”

The ethos of Skillz is similar to Vainglory and Arena of Valor, but Paradise is going a step further. He’s betting that someday everyone, literally everyone, will participate in esports – not just stubbly 18-year olds in snapbacks and springy black gaming chairs. I have no reason to doubt him. Phones are changing the ways we think about the games industry at an unprecedented clip, who’s to say that won’t touch esports? Who’s to say the culture isn’t changing right below our feet?

“We are competitive by nature. It’s so fundamental to being human. Whether you’re the world’s best Candy Crush player or the world’s best Vainglory player, the ability to show that skillset and compete with your peers across the world [is valuable,]” says Paradise. “The question is who’s gonna crack the code for games like Candy Crush? Who’s going to create a player competitive experience and a spectator experience? Whether it’s one kind of content or another kind of content, that just changes the kind of audience that’s engaging in it.”

Frankly, the most radical thinking in esports is happening in the mobile industry. For they’re the only ones imagining a future where everyone with a phone and a few minutes on the train can be training for the big leagues. Imagine that, competitive gaming as easy as breathing, free at last from the feeding frenzy, whether you’re matching three or chasing down a pentakill.

Source: https://www.rollingstone.com/glixel/features/vainglory-arena-of-valor-esports-w517459

February #Esports Investment Recap: Over $200M Raised $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 11:57 AM on Tuesday, March 6th, 2018

  • February was an exceptional month for esports investments and acquisitions.
  • Esports Observer recorded over $200M in transactions from major players in the industry such as Tencent, ESL, TPG Growth, and CAA’s Evolution Media.

Tencent Continues to Expand its Esports Footprint

In February, the Chinese tech giant expanded its gaming portfolio by acquiring stakes in the Shanghai-based Shanda Games and the South Korea-based Kakao Games. While the first deal did not disclose a sum, the investment round in Kakao totaled 140 billion won (roughly $130 million), 50 billion of which came directly from Tencent. In esports, Kakao’s largest impact has been managing the Korean servers for Bluehole’s PLAYERUNKNOWN’S BATTLEGROUNDS. Notably, the two companies have had an existing partnership that stretches back to 2013.

Indian Esports Are on the Rise

Early in February, ESL acquired a minority stake in Indian mobile game publisher Nazara Technologies and wasted no time in further expanding their footprint in the burgeoning market. Nazara recently acquired NODWIN Gaming, who through this deal now has the license to operate ESL’s events in the country through 2023.

Additionally, Akshat Rathee, Managing Director at NODWIN Gaming, lead a funding round for an undisclosed investment in AFK Gaming, an Indian esports media startup.

While India is currently a relatively small market for esports, there is a high potential for the space to grow. Mobile esports in particular could be an opportunity in India as there are more than 1 billion mobile customers in the country. With games like Clash Royale, Vainglory, and Tencent’s Arena of Valor making a push into the space, this is likely an opportunity for ESL and the associated companies to get in on the ground.

More Professional Sports Teams Have Taken their First Steps in Esports

While major professional sports teams have backed esports organizations for the last several years, this last month saw a major league baseball team, the owner of a French Ligue 1 soccer club, and several former and current professional athletes investing into esports teams.

Team Vitality, best known as an EU LCS mainstay, received €2.5 million (roughly $3.1 million) in funding early in February. This investment is particularly notable as H 26, an investment group owned by Olivier Delcourt, contributed to the round. Delcourt has been the president of French Ligue 1 team Dijon FCO since 2012.

Additionally, Vision Esports raised $38 million in funding later in the month. Vision Esports has made a large impact in the industry as the parent company for both Echo Fox and Twin Galaxies. The funding round was lead by Evolution Media, an investment firm backed by Creative Artists Agency and private equity firm TPG Growth. However, backers also included notable sports figures Kevin Durant and Odell Beckham Jr. in addition to the MLB’s St. Louis Cardinals.

Vision has a robust history with investment from professional sports figures. Likely this is due to the influence of Rick Fox, owner of Echo Fox and one of the founders of Vision Esports, who played in the NBA from 1991 to 2004. Additionally, the Cardinals are the second MLB team to invest in Vision Esports. In October 2017, the New York Yankees invested an undisclosed amount into the company.

This could lead to a conflict of interest should the MLB choose to pursue their own league like the NBA and the MLS.

The Esports Observer keeps track of relevant investments in the esports industry. We do not claim to cover every investment of any size that has happened in the industry during the respective period. If you want to stay up to date with more investments and other business-related developments in esports, download TEO’s quarterly reports.

Source: https://esportsobserver.com/february-esports-investments-200-million/

Brand Investment In #Esports Is Up 48% $GMBL

Posted by AGORACOM-JC at 6:07 PM on Friday, March 2nd, 2018
  • eSports sector continues to grow at a phenomenal rate with revenues expecting to hit an estimated $900 million by 2019
  • Brand investment has experienced an increase of 48% over the past 12 months.

Image Credit: wikipedia.org

Big Brand Power

It seems there is no stopping eSports. As player numbers across the industry grow and the number of spectators increases at a rapid pace, the financial rewards for potential investors are becoming more obvious.

Forecasts suggest that roughly 77% of eSports revenues will be generated by brand investments. That equates to approximately $700 million by the end of this year. It is a massive share of eSports revenue and shows how important that form of income stream is becoming for the sector.

Image Credit: newzoo.comThe breakdown of that huge chunk of revenues being created by brand investment consists of $359 million from sponsorships, $174 million through advertizing, and $161 million via media rights and content licensing.

$116 million invested by game publishers and $96 million from tickets and merchandize are the remaining sources of revenue that push the figures close to the $1 billion mark by the time this year comes to a close.

Ripple Effect

These latest figures have been collated by the Newzoo 2018 Global eSports Market Report. They are a sign of the heady heights that eSports is reaching. As money invested in eSports will continue to increase, it will allow tournament organisers and developers to offer more lucrative prize pools.

Peter Warman, Newzoo CEO, said, “As a consumer phenomenon, eSports continues to grow its huge base of passionate fans across the globe. As a business, eSports is now entering a new and critical phase toward maturity. Big investments have been made, new league structures have been launched, sponsorship budgets have moved from experimental to continuous, and international media rights trade is starting to heat up.

Image Credit: newzoo.comHe added, “At the same time, player salaries have soared and the eSports ecosystem and viewership hours still very much rely on a select number of globally operating teams and game franchises. Profitability and return on investment is, for many organizations at the heart of the eSports Economy, a challenge.”

To put the increase in popularity of eSports into perspective, the annual Dota 2 eSports championship, The International, started in 2011 with a $1.6 million prize pool at Gamescom for its debut edition. Fast forward to The International 2017 and the tournament now boasts the biggest prize pool in eSports history of $24 million.

The International 2017 was hosted at the KeyArena in Seattle, Washington, US. Concurrent viewership figures for the tournament reached a record-breaking 5 million.

Viewer figures across eSports are expected to rise in a similar trend. The global eSports audience is anticipated to breach the 380 million mark over the course of this year. This will help take eSports onto the next level.

The Global Obsession

A surprising fact is that even though Asian teams have dominated eSports competitions over recent years, with South Korea proving particularly prolific, it is actually North America that is tipped to remain the largest eSports market in the world.

In 2018, the continent is set to see revenues worth $345 million. A major contributing factor towards these figures is the level of sponsorship. The region hosting a large number of the biggest eSports tournaments in the world is also being identified as a main reason.

Western Europe will, surprisingly, be the second largest eSports market in the world with revenues reaching $169 million by the end of the year. The local eSports community is stronger in Europe than anywhere else and that is a key explanation for its continued growth. Local eSports league organizers such as Gfinity in the UK, LVP in Spain, and ESWC in France have performed particularly well.

Image Credit: esports-news.co.ukFinally, China is tipped to be one of the most booming eSports economies. Revenues should reach $164 million during 2018 with an eSports audience hitting 125 million. Mobile eSports is playing a key role in that growth and it will be a market to keep an eye on over the coming years.

Early Days

Despite the continued success of eSports, it is still in its fledgling days as an industry. Experts anticipate it could be 3-5 years before the sector fully evolves into a fully professionalized industry across the world.

Image Credit: ginx.tvIt is still widely felt that it will be another 5-10 years before the industry reaches full maturity as a business sector. When this is taken into account and put next to the projections of the industry potentially being worth $2.4 billion by 2020 then it is a very exciting prospect.

However, with conservative projections also predicting that the eSports sector might be worth just $1.4 billion by 2020, there is still a lot of speculation surrounding the future of eSports.

Source: https://www.casino.org/blog/brand-investment-in-esports-up-48/

#Crypto Betting Platform On #Ethereum #Blockchain Increases Player Winning Chances #Esports $GMBL $SX $SX.ca $SXOOF $IDK.ca $AAO.ca

Posted by AGORACOM-JC at 2:40 PM on Monday, January 29th, 2018

  • Blockchain technology, a trump card when betting on sports
  • Sizeable profit margins managed autonomously

There’s no secret that betting of sports is stimulating, exciting, and ultimately, fun. It redefines gambling because people who become players participate in a contest with realistic winning chances. However, the risks associated with sports betting are often not worth the investment. With Blockchain technology transactions are immutable, meaning lower risks and improved contractual performance.

ESports is a profitable industry because it provides entertainment, gambling and technology in a single package. However, traditional sports betting platforms have flaws and cannot provide seamless experiences. A new project built on the Ethereum Blockchain technology, XWIN CryptoBet, aims to provide a better, more convenient betting space where all transactions and activities are performed seamlessly and transparently. The mission and vision is to leverage smart contract accounts that guarantee secure betting and bookmaking.

Blockchain technology, a trump card when betting on sports

Decentralization is the Blockchain’s main trump card that can prove extremely useful when engaging in sports betting activities. The team behind XWIN CryptoBet are experienced CEOs, entrepreneurs, business founders and sports enthusiasts that work together to disrupt the sports betting industry with an improved business model targeted at skilled bookmakers and avid players. Key benefits include full confidentiality, cross-border betting, information security, transparent transactions due to the association with the Ethereum smart contract model.

XWIN CryptoBet makes betting on sports an exciting but secure activity. The platform’s decentralized nature makes activities on the platform accessible, safer and more transparent. Users are in full control of their investment, and since the project is developed on Ethereum, the smart contract accounts offer them availability 24/7 from any smart device on the market.

Sizeable profit margins managed autonomously

Bookmaking has always seemed an interesting domain to avid investors and entrepreneurs searching for entertainment. XWIN provides stable margins between six and 20 percent. To eliminate risk, the XWIN token will be used to perform all types of transactions on the platform. Winnings made by both players and bookmakers are deposited into the holders’ smart contract account, and 80 percent of the tokens made available are intended for players, aspiring bookmakers and investors.

Holders of XWIN tokens are free to sell off or gamble their XWINs whenever they see fit on the platform. As far as the free exchange pricing is concerned, it all depends on supply and demand, as well as commission payments and token nominal price.

Players and better access on the XWIN platform

Betters and players that choose to join XWIN CryptoBet are fully protected from common risks associated with traditional eSports platforms such as substitution of results, blocking, account thefts, non-payment winnings, and more. Upon registration and purchase of XWIN tokens, betters and players benefit from guaranteed payments from the general guarantee fund, ID protection, convenience and accessibility, low fees, cross-platform betting and multi-wallet platform ID.

All funds are protected by the Blockchain-based system on Ethereum and are stored in the XWIN’s smart contract DAO account. As far as the economic model is concerned, the margin varies between six and 20 percent of the betting rate. All funds are managed individually, and out of an overall margin of 100 percent, 25 percent is reserved for player payments.

Thus far, XWIN CryptoBet has managed to raise $2.3 mln in the first stage of its token open sale. With a thriving community of nearly 7,000 members, the ICO rewards investors and players 10 percent for their contribution to the project by Jan. 23.

Disclaimer: The opinions expressed in this article do not represent the views of NewsBTC or any of its team members. NewsBTC is not responsible for the accuracy of any of the information supplied in Sponsored Stories/Press Releases such as this one.

Source: https://www.newsbtc.com/2018/01/24/xwin-blockchain-betting-platform/

The biggest companies sponsoring #Esports teams and tournaments $GMBL $KO $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 11:17 AM on Friday, January 12th, 2018
  • Esports and competitive gaming are growing in popularity and gaining viewership each month
  • Current value of the eSports market is approximately $900 million, a figure that should continue to rise throughout the year
  • International 2017, the world championships for Dota 2, broke the record for the largest prize pool in eSports history at $24,787,916

By: Andrew Meola

eSports and competitive gaming are growing in popularity and gaining viewership each month. The current value of the eSports market is approximately $900 million, a figure that should continue to rise throughout the year.

Consider that the prize pools for the most popular eSports games (League of Legends, Dota 2, Call of Duty) get richer with each passing year. The International 2017, the world championships for Dota 2, broke the record for the largest prize pool in eSports history at $24,787,916. But more impressive is that every International since 2014 has accomplished that feat.

And as with any successful industry, a greater valuation means more money will follow. For competitive gaming, that has taken shape in the form of eSports sponsors and gaming sponsorships. These eSports sponsorship deals are helping push international competitions from a niche segment to full-fledged sporting events.

Below, we’ve compiled an eSports sponsors list that highlights some of the major companies that are attaching their names and dollars to competitive gaming.

Intel: Has sponsored Intel Extreme Masters along with ESL (Electronic Sports League) since 2006. This is the longest-running eSports tournament in existence.

Melia Robinson

Coca-Cola: The soda giant sponsors the League of Legends World Championship, one the largest eSports competitions on earth. But to take it a step further, Coca-Cola and Riot Games partnered with some cinemas to host more than 200 simultaneous viewing parties for the 2016 League of Legends World Championships throughout the U.S., Canada, and Europe.

Comcast Xfinity: The cable and internet provider sponsors both ESL and the eSports team Evil Geniuses, which competes at the highest levels in Dota 2, League of Legends, and more.

Red Bull: Energy drinks such as Red Bull are major proponents of eSports. The company began by sponsoring tournaments for Blizzard’s StarCraft 2 and then branched out into Dota 2. Red Bull sponsors competitions and teams, such as Tempo Storm.

Mountain Dew: The soft drink company sponsors several eSports teams, including Team Dignitas, Splyce, and Team SK Gaming. It also started the Mountain Dew League, which helps amateur teams try to make it to the pros.

T-Mobile: The wireless carrier sponsored eSports organizations TSM and Cloud9 starting in August 2017. T-Mobile also sponsored Twitch’s E3 fighting game tournament “Twitch Esports Arena” in June 2017 at the Staples Center in Los Angeles.

Mobil 1: The synthetic motor oil brand sponsors the Rocket League Championship Series. It’s a natural fit, as Rocket League is a game in which two teams of three remote-controlled cars play soccer.

Audi: The German automaker began sponsoring Counter-Strike: Global Offensive team Astralis in January 2017.

Airbus: The aeronautics company announced a sponsorship with eSports team Out of the Blue in October 2017.

More to Learn

As the eSports market grows, more sponsors and investors will flow into the industry, which will create a booming opportunity for all the players involved. To see how it all fits together, BI Intelligence, Business Insider’s premium research service, has put together a comprehensive guide on the future of professional gaming called The eSports Ecosystem.

Source: http://www.businessinsider.com/top-esports-sponsors-gaming-sponsorships-2018-1

The Explosive Growth of #Esports – Trends to Watch in 2018 $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 3:00 PM on Wednesday, January 10th, 2018

Esport accomplishments in 2017:

  • Intel Extreme Masters held its premiere tournament in Katowice, Poland with on-site attendance of 173,000 fans, making it the biggest live event in esports history
  • Blizzard opened a dedicated esports stadium called Blizzard Arena at the former studio of The Tonight Show with Johnny Carson
  • The League of Legends World Championship reached 60 million unique viewers online, compared to 43 million in 2016
  • Overwatch League signed 12 teams for the first-ever global city-based esports league, featuring investments made by some of the most successful owners in the world of sports: Robert Kraft (New England Patriots, New England Revolution), Jeff Wilpon (New York Mets), Stan Kroenke (Los Angeles Rams, Denver Nuggets, Colorado Avalanche, Colorado Rapids, Arsenal FC), Andy Miller (Sacramento Kings) and other noteworthy names from both traditional sports and esports

By Jesse Steinberg, Account Supervisor, Taylor

As an avid fan of video gaming and a counselor to some of the most innovative brands in the space, I can confidently say that 2017 was a banner year for esports. Just look at all of the breakthrough accomplishments last year (list after video). But first, it’s worth taking a moment to watch this video that highlights the celebrities who have made investments in esports:

Esport accomplishments in 2017:

  • Overwatch League signed 12 teams for the first-ever global city-based esports league, featuring investments made by some of the most successful owners in the world of sports: Robert Kraft (New England Patriots, New England Revolution), Jeff Wilpon (New York Mets), Stan Kroenke (Los Angeles Rams, Denver Nuggets, Colorado Avalanche, Colorado Rapids, Arsenal FC), Andy Miller (Sacramento Kings) and other noteworthy names from both traditional sports and esports
  • Riot introduced a franchising model for teams powered by  investments from mostly NBA team owners and the endemic gaming space
  • Intel Extreme Masters held its premiere tournament in Katowice, Poland with on-site attendance of 173,000 fans, making it the biggest live event in esports history
  • Blizzard opened a dedicated esports stadium called Blizzard Arena at the former studio of The Tonight Show with Johnny Carson
  • The League of Legends World Championship reached 60 million unique viewers online, compared to 43 million in 2016

So where does the sport evolve from here and what does it mean for current and prospective sponsors and their partners? Our experience and alliance working with client partners Comcast and Activision Blizzard (and its Overwatch League) tell us the marketing opportunities within esports will only continue to accelerate and diversify. Here are four overarching trends we’ve identified for the next 12 months within this dynamic industry:

  1. Mainstream consumer awareness of esports will grow faster than predictedWith increased investments from celebrities, teams, and non-endemic brands, it’s not a surprise that esports is growing at an unprecedented rate. Nielsen reported in 2016 that 14% of Americans aged 13 and older are avid fans of esports. And according to industry research group Newzoo, 1.3 billion people worldwide are aware of esports. That leaves more than six billion people around the world who are not aware of esports. Talk about opportunity!The reason behind esports’ record growth and global awareness is because the industry continues to blend in seamlessly with traditional sports and our cultural fabric. As an example of esports and traditional sports culture colliding, Overwatch League aired an ad on ESPN during the 2017 ESPYs awards show (you can watch it here). In case you didn’t watch it live – you’ll see more esports awareness plays like that plugged into bigger cultural moments (football Sundays maybe? Super Bowl even?) where you won’t be able to miss it.
  2. Blue chip, non-endemic brands will continue investing in esports through sponsorshipsThis trend isn’t new to 2018 since it’s technically already happening. Companies like BMW, Mercedes-Benz, Jack in the Box, Intel, Snickers, Coca-Cola and others are diving into the space,  innovating across an industry that has already generated  $1.5 billion in 2017 alone. At this rate, esports is projected to bring in $2.3 billion by 2022, according to statistics company SuperData.What we will see in 2018 is the accelerated pace of new brands entering the space and the sophistication and reach of these partnerships. No longer is the market so fragmented that brands can’t get a good read on their ROI. Stability and projected longevity from entities like Overwatch League and Riot’s League Championship Series will offer brands more visible, global, robust platforms from which to activate and leverage their sponsorships.
  3. More celebrities, pro athletes, and team owners will be involved in professional esports The massive growth of esports has not only caught the eyes of brands and team owners. The dizzying pace at which celebrities and pro athletes are investing in esports teams, leagues, tech companies, etc. will be an intriguing sidelight to the growing allure of esports. Just to rattle off a few names who entered the space in 2017:
    • Marshawn Lynch
    • Jennifer Lopez
    • Joe Montana
    • Shaquille O’Neal
    • Robert Kraft

      These investments are just another indication of the benefits esports has to offer. Smart investors who jump in early will ultimately reap the rewards of brand integration and awareness and increased revenue stream. This year, when the Kraft Group bought into the Overwatch League, Robert Kraft, chairman, and CEO of the Kraft Group, said this decision was made after careful and extensive research in the industry.
      “We have been exploring the esports market for a number of years and have been waiting for the right opportunity to enter,” said Kraft. “The incredible global success of Overwatch since its launch, coupled with the League’s meticulous focus on a structure and strategy that clearly represents the future of esports made this the obvious entry point for the Kraft Group.”

    Be prepared for many more global influencers to align with the sport. Remember, everyone wants to be first in line when something special rolls around and because this industry is still in its formative years, the opportunities to invest have a very high ceiling. For more on this, see the video above. 

4. Broadcast/streaming convergence as big media players battle for valuable media rights.

Are we moving to a premium viewing model in esports like some experts predict? The answer is not entirely – at least for now. But what will happen is more deals being made with significant streaming partners like Facebook, Twitter, YouTube and, of course, Twitch. And when you look at the younger audience demographics, it’s easy to understand why esports has found a home on these platforms. In addition to online media, mainstream television networks will also jump in to grab a piece of this lucrative pie. In 2016, Turner made a bold move by investing in esports. This year, ESL announced a partnership with former Fox Sports chief  David Hill to launch “eSports by Hill” which will provide premium broadcast experiences to esports.

The esports industry is growing at an exponential rate year-over-year. Media rights, advertising, merchandise sales, sponsorship opportunities and revenue streams are all increasing by double digits each year  — and we see no end in sight. Taking the aforementioned four trends into account, marketers should not view esports as building toward a bubble.

With hundreds of millions of streaming hours viewed and revenue generated in this space, we can’t point to a reason why NOT to invest in an area with such a significant potential for marketers.

Source: https://www.holmesreport.com/agency-playbook/sponsored/article/the-explosive-growth-of-esports-trends-to-watch-in-2018

New Year’s resolutions: #Esports in 2018 $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 2:27 PM on Wednesday, January 3rd, 2018
  • 2017 was a huge year for esports with immense progress made across the board, from sponsorships and investments to mammoth-prize money and increased mainstream coverage
  • Foundations have been firmly laid for continued growth throughout 2018
  • With that in mind, here are our New Year’s resolutions for esports going in to the New Year

Improve professionalism in a youth-dominated market

A lack of professionalism has been a long-standing issue in esports – often a problem when granting young people anonymity on the internet. However, following the steps taken in recent years to evolve esports into a viable and respectable industry, it is about time this issue is tackled head on.

There were plenty of examples of poor professional conduct in 2017 alone. We saw; players cheating in online tournaments, being intoxicated at major events, and even stage hosts being disrespectful to competitors. Not only does this show esports in a poor light to newcomers, it also gives the wrong idea as to the kind of conduct that is deemed acceptable in an industry that many already have negative preconceived notions of, as well as disappointing existing fans.

There is, of course, the recent swatting case that took place in Kansas which saw an innocent man lose his life over a $2 Call of Duty wager match. The case made international news and again reflects poorly on the esports community. The industry most definitely doesn’t need added stigma in the mainstream press.

Going in to 2018, we must seek to develop a more professional image. Players should start being held to the same standard of top sporting personalities, especially as the two continue to converge.

Garner more mainstream media coverage

Samsung Galaxy versus SK Telecom T1 at the 2016 World Championship – Finals at STAPLES Center in Los Angeles, California, USA on 29 October 2016. Credit Riot GamesAlongside the industry growth, esports has started to have more of an impact on the mainstream over the last year. We’ve seen the UK’s largest national newspaper, the Daily Mail, hire their first full-time esports journalists. BBC Three provided weekly coverage for the Gfinity Elite Series and U.S. television channel TBS broadcast multiple ELEAGUE events, including titles such as Counter-Strike: Global Offensive and Injustice 2.

This is a solid start, but there remains plenty of room for growth in this area. With the way esports is going, mainstream media outlets would be foolish to ignore it much longer and the extra exposure would only further endorse esports and enhance its appeal to some of the major sponsors and investors considering getting involved.

That being said, many outlets have tried to create content around esports and not had much success. GQ recently published an article subtly scoffing at esports and professional gamers, as well as the BBC ending a solid piece of coverage with questionable remarks about the players they had just interviewed. That said, coverage has generally improved in recent years, exemplified by the work being done by BBC Three, TBS and Daily Mail.

With NBA teams such as the Cleveland Cavaliers and Golden State Warriors making their moves into esports, as well as investments from the likes of Jennifer Lopez and major American sports entrepreneur Stan Kroenke, it makes sense that esports will continue to converge with the mainstream but it requires a unified effort to further legitimise esports to those on the outside.

Improved communications between organisations and media

This links very closely with the previous point, but is just as important in itself. Often, teams make major decisions, such as agreements with notable sponsors, but lack PR representation to share the news. This, in turn, weakens the reach and value of any commercial deals or announcements. Having representative agencies or in-house PR staff to create and share press releases with the relevant outlets could have huge benefits in introducing teams or players to a wider audience.

Some of the larger organisations are now doing this, and so this may be something that comes as a result of a general development in stability for teams across the board. Regardless, it should certainly be high up on the agenda of any organisation who wishes to make a real splash in esports in the long term.

Better esports education from a UK perspective

Schoolchildren learning about esports Credit: British Esports AssociationAs esports continues to grow, so too does the number of people wanting to get involved in an industry that seems very selective from the outside. In 2017, we saw steps being made towards providing a better education of esports to people from a variety of backgrounds. Staffordshire University introduced their esports degree, set to start this year, and the University of Leicester partnered with ESL UK to “provide students with valuable insights into esports business”.

Further down the scale, the British Esports Association ran a fantastic scheme, bringing an esports after-school club to Maida Vale library, for local schoolchildren between the ages of 10-13. Here, children could try their hand at playing Rocket League as well as casting, and were able to listen to talks from British Esports Association volunteers. More recently there has been good work done by the team over at XIII Esports, again with a focus on grassroots in the UK.

The UK continues to lag behind in many major esports titles and education is imperative to break the perceived social stigma around esports and video games. In areas where esports education is more prevalent, such as South Korea and Scandinavia, esports has become highly respected and understood on a wider scale.

It cannot be stated quite how far esports has come in the last year alone, but should the aforementioned be fulfilled, the sky really is the limit. Some of the biggest names and brands in the world have invested in esports and should we make smart decisions, esports will continue to flourish.

Source: http://www.esportsinsider.com/2018/01/esports-2018-new-year-resolutions/

Esports Entertainment Group $GMBL Opens European Offices, Appoints Vice-President of Accounting and Hires Development Team #Esports $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 9:00 AM on Thursday, December 21st, 2017

Esports large

  • Announced the opening of our European offices in Warsaw Poland, the appointment of the Company’s Vice-President of Accounting and the hiring of key software development personnel
  • Warsaw 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 finance and technology

ST. MARY’S, Antigua, Dec. 21, 2017 — Esports Entertainment Group, Inc. (OTCQB:GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the opening of our European offices in Warsaw Poland, the appointment of the Company’s Vice-President of Accounting and the hiring of key software development personnel.

Warsaw 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 finance and technology. The Warsaw office launch includes three (3) developers and will serve as the software development centre of the Company, with additional personnel expected to be added through 2018 as the Company ramps up development of its tournament play software platform.

MICHAL KOZLOWSKI – NEW VICE-PRESIDENT OF ACCOUNTING

Esports Entertainment Group is very pleased to announce the appointment of Michal Kozlowski, MBA, FCCA (ACCA), as the Company’s Vice-President of Accounting. Michal began his distinguished career at both Deloitte and Pricewaterhouse Coopers as an auditor, then rose through the ranks with positions at GMAC Bank (Board Member and Operations Director), Bank Zachodni (CFO) and a Task Force Member of ACCA, the advisory-consulting Group for the Polish Ministry of Finance responsible for opinions on legislation regarding IFRS, derivatives and risk management. He is currently a Director of BT&A and Vice-President of the ACCA Poland Council. Amongst his many other designations, Michal received his MBA from London Business School.

Grant Johnson, CEO of Esports Entertainment Group, stated, “Esports Entertainment Group is on the verge of becoming a meaningful long-term player within the hyper growth Esports industry. We can’t accomplish this goal without both a great software development and finance team. Today’s announcement demonstrates to our shareholders, partners and the industry that we are well on our way to building a first-class organization. As we set to launch the safest and most secure Esports betting platform on the planet, this group of seasoned professionals and future anticipated additions of the same calibre, will play an important role in executing our strategic plan.”

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

About Esports Entertainment Group 

Esports Entertainment Group Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Initially, Esports Entertainment intends to offer bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding the US and EU. 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, excluding the US and EU, 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 Inquiries
Stephen Cotugno
Vice President, Corporate Development
[email protected]
201-220-5745

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

Investors are gearing up to bet big on #Esports – here are the top stocks, companies & opportunities $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 10:10 AM on Tuesday, December 19th, 2017

  • Increasing number of traditional media companies want to capitalize on the growing industry of eSports
  • Currently, there are approximately 300 million people worldwide tuned in on eSports. It is projected that by 2020, the number of viewers will be closer to 500 million

FILE PHOTO: The Activision booth is shown at the E3 2017 Electronic Entertainment Expo in Los AngelesThomson Reuters

An increasing number of traditional media companies want to capitalize on the growing industry of eSports.

Currently, there are approximately 300 million people worldwide tuned in on eSports. It is projected that by 2020, the number of viewers will be closer to 500 million.

Recently, shares of video game manufacturers have lifted to all-time highs thanks to a new generation of consoles, the promise of VR gaming, and the adaptation of many titles in professional gaming that attract revenue, as well as paying spectators at tournaments and competitions.

eSports Stocks to Invest In

Activision Blizzard, Inc. (ATVI)

Activision reported a rise in revenue from its high-margin digital business to $1.35 billion (about 84% of its total revenue of $2 billion, which was just shy of their projection of 2.01 billion). Results in the reported quarter were driven by the popularity of the company’s sci-fi first-person shooter game Destiny 2. The console version of Destiny 2, which was released September 6, was recognized as the best-selling console game of 2017 in the United States to date despite less than a month of sales, according to research firm NPD Group.

Electronic Arts Inc. (EA)

As a result of their efforts to shift players toward mobile and digital, EA’s digital sales rose 23% and accounted for 61% of overall revenue. The future of EA is looking promising since digital games have lower fixed costs and sustained future profits.

Sales rose 21.7% to $689 million in the second quarter ending September 30 as more gamers bought their titles online instead of purchasing physical copies from retail stores. EA’s net loss narrowed to $22 million form $38 million and revenue rose 7% thanks to its latest editions of Madden NFL and FIFA. Investors have bid up EA shares by 50% since the start of this year.

EA had some recent negative publicity regarding its release of Star Wars Battlefront II and the microtranscations involved. Many of the more famous playable Star Wars characters (such as Luke Skywalker, Darth Vader, and Princess Leia) were unavailable to play from the start and required in-game credits to unlock. Some Reddit users did the math and determined it would take dozens of hours of play to acquire the necessary credits; however, players could also pay real money for randomized, virtual “loot crates” that contain the currency used to unlock these characters.

The problem worsened when EA responded on Reddit to the outcry by saying “The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.” The response received more than 670,000 downvotes, the most in the history of Reddit by a wide margin.

EA deactivated micro-transactions entirely on the day before the game’s release but said it planned to reintroduce them later after making some changes. The company’s share price dropped 2.5% on launch day, and Wall Street analysts lowered their expectations for the stock. By the end of November, EA had lost $3 billion in stock value since the launch.

Despite this, Battlefront II was still the second best-selling game in November (the biggest month for game sales all year) behind only the juggernaut Call of Duty: WWII.

Take-Two Interactive Software, Inc. (TTWO)

Raising their full-year adjusted revenue forecast in its second-quarter, Take-Two is in a “sweet spot” for game releases, according to Goldman Sachs. It has been noted that their investment in new content like Grand Theft Auto and its efforts to monetize existing content, as well as the new release of NBA 2K18, have contributed to the increase in revenue. With only one month of sales, NBA 2K18 has become the best-selling sports game this year. Take-Two is also bringing existing titles to new devices such as the Nintendo Switch, which has sold 50 million units so far.

Companies Investing in eSports

YouTube has made the biggest investment into eSports to date, signing a multi-year broadcasting deal with Faceit to stream its eSports Championship Series (ECS) pro gaming league. Faceit is an eSports platform where consumers and eSports enterprises can organize competitions online. It also is involved on the production side of eSports events.

In 2014, Amazon was acquired by Twitch, the live streaming video platform that has been and continues to be the leader in online gaming broadcasts.

Other big companies such as Microsoft, Activision Publishing, and Capcom have been investing in growing the console market with games such as Halo 5, Call of Duty: Black Ops, and Street Fighter IV. The eSports market is continuing to open up to a broader audience with companies such as Super Evil Megacorp and Blizzard Entertainment who have introduced eSports to mobile gamers through Vainglory and Hearthstone.

Even brands such as Coca-Cola, Red Bull, Pizza Hut, and American Express have explored professional video gaming. Coca-Cola was one of the first of the nonendemic brands to jump into the industry.

Business Opportunities in eSports

Investment in the industry is largely driven by partnerships with other sports properties and leagues. Teams like the Miami Heat, Manchester City, West Ham, and the Philadelphia 76ers are investing in players and teams in the eSports space. It gives opportunities for more growth and fan base development while also creating new and appealing assets to sell to current and future corporate partners.

Big opportunities to build new fan bases and engage with the rapid growing audience of eSports opens doors for marketers to gain assets such as naming rights, branded content, experimental activation, or jersey branding.

Twitch and YouTube only add value to the industry as more stakeholders and events emerge, thus making broadcasting and streaming tournaments and competitions all the more in demand in this growing industry.

At the current rate of growth of engagement and number of leagues competing, event production has become essential to meet the demands of spectators as well as leagues themselves. These events provide not only an opportunity for leagues to participate for prize money, but also for businesses to directly advertise and sell products to engaged customers.

More to Learn

The market for eSports continues to grow, and it’s showing no signs of slowing down in the coming years. That’s why BI Intelligence, Business Insider’s premium research service, has put together a comprehensive guide on the future of professional gaming called The eSports Ecosystem.

Source: http://www.businessinsider.com/invest-esports-stocks-companies-business-opportunities-2017-12