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Enthusiast Gaming $EGLX.ca – Prize pot of $30 million at #Fortnite World Cup shows #Esports’ rapid growth $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:45 AM on Monday, August 19th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

EGLX: TSX-V

Prize pot of $30 million at Fortnite World Cup shows eSports’ rapid growth

The recent Fortnite World Cup had a total prize pool of $33m and the top winners took away several million each.

By: Federico Winer, PhD researcher, Loughborough University

  • Kyle Giersdorf, or Bugha to give him his game name, is $3m better off after winning the 2019 Fortnite World Cup.
  • The American teenager took home the largest-ever payout for a single player in an eSports tournament.
  • His win reflects the growing popularity of the game and the power of the eSports market. British teenager Jaden Ashman shared $2.25m with his teammate as the runners-up in the doubles competition.

The finals, at the end of July, followed ten weeks of competition involving more than 40m competitors and a total prize pot of over $30m. The tournament packed out the 23,771-seat Arthur Ashe stadium at Flushing Meadows, New York’s largest tennis arenas.

Fortnite Battle Royale is emerging as one of the most popular computer games with an estimated 250m players around the world. Essentially, it is a First-Person Shooter game where players fight to survive in a battle against other human players. Unlike some other games in this genre, such as PUBG or Counter-Strike, its graphics are cartoonish, which means parents of teenage players are less likely to object to the content – it doesn’t look violent of feature excessive blood, bullets and bombs.

Fortnite is rising to prominence in an increasingly lucrative market. Out of 7.6 billion people on the planet, there are approximately 2.2 billion gamers. This includes social gaming, mobile gaming, as well as free-to-play and pay-to-play multiplayer gaming. Of these players, there are about 380m eSports viewer fans – 165m of them regular viewers and 215m occasionals.

Epic Games, publisher of Fortnite, attracts players by making the game itself free to play. But they also sell “V-Bucks” to the players, which cost US$9.99 per 1,000 and can be spent on a variety of customisation and enhancements for players’ characters.

Evolution of eSports titles’ popularity, breakdown by searches in Google, 2004-present. Google Trends, 2019b, Author provided

None of these influence the actual performance of the character in the battle – accuracy and pace still depend on the skill of the individual competitor. This is similar to most eSports titles. But according to research firm Superdata, between its release in July 2017 and May 2018 Fortnite netted US$1.2 billion in revenue.

Competitive edge

So what exactly are eSports? They are defined as competitive tournaments involving electronic games – especially among professionals. Players compete in leagues or play for an audience on a live-streaming service in exchange for payment, which can range to several million dollars for the most successful players.

Top players and teams are well remunerated. Forbes reported that the “average starting North America League of Legends Championship Series (NA LCS) player salary is now over US$320,000, with over 70% of the players performing on multi-year contracts”. An article in Business Insider in 2018 reveals that top teams such as Evil Geniuses earn more than US$10m a year in revenue. This is almost the same budget as a top second division team from La Liga, in Spain.

The recent Fortnite world cup had a total prize pool of $33m and, as we have heard, the top winners took away several million each. Even players who ranked as lowly as 65-108 took away $50,000 for their pains.

When it comes to training for competition, you could be forgiven for thinking that eSports players are not like traditional athletes, building strength and endurance over long hours in the gym or pounding the streets. But, as the growth in prize money means the potential rewards for success grow ever larger, a new generation of eSports professionals is finding that fitness aids concentration. Some of the more successful teams are even drafting in coaches from other sports.

I have connected with several teams and, even in those with low budgets, they are aware of the importance of their physical and mental well-being through nutrition and exercise to perform better in games.

What’s next?

ESports look to be here to stay, but the degree of success will depend on a variety of factors, including general entertainment trends, industry governance and the possibility of government censorship in certain regions. To help the various players in the market understand consumers better and react proactively to changes in the business environment, it is essential to highlight the critical value of eSports data – something that I have been researching for some time.

The huge and rapid growth of eSports – and the massive revenues this promises – are thought by many industry insiders to be indicative of a bubble. Commenting on headlines which implied that gaming tournaments were “bigger than the Superbowl”, Sebastian Park, vice-president of eSports with the Houston Rockets (which owns a majority stake in professional League of Legends team Clutch Gaming) said recently: “When I read a lot of these papers, I don’t know where they derive 50% of those numbers”.

For the health of the industry, it’s critical to be able to establish how different esports industry stakeholders are collecting data and information from the fans to understand their behaviour and consumer trends. There has been speculation that Nielsen, which has been collecting data on TV viewing since the 1950s, is working on a solution. This could be the next big step in establishing eSports credibility.

Source: https://scroll.in/field/933717/prize-pot-of-30-million-at-fortnite-world-cup-shows-esports-rapid-growth-but-is-it-sustainable

#Luminosity Gaming Signs Popular #Fortnite Influencer, #Yelo – Adds over 2 million followers to combined network of over 200 million $EGLX.ca $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:11 AM on Friday, August 16th, 2019
EGLX: TSX-V

Adds over 2 million followers to combined network of over 200 million

  • Signed international Fortnite influencer, Yelo, to its roster of over 50 professional esports players and video gaming influencers.
  • Yelo’s combined social network reaches over 2 million followers across all social channels, a substantial addition to the 200 million plus fans the combined organization currently reaches.

TORONTO, Aug. 16, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), one of the largest vertically integrated video gaming media companies in North America, is excited to announce that Luminosity Gaming (“Luminosity”) has signed international Fortnite influencer, Yelo, to its roster of over 50 professional esports players and video gaming influencers. Yelo’s combined social network reaches over 2 million followers across all social channels, a substantial addition to the 200 million plus fans the combined organization currently reaches.

The amalgamation of Enthusiast and Luminosity creates one of the largest esports organizations in the world. The organization is comprised of the top players and content creators in the esports ecosystem. Yelo joins Luminosity’s team of players and influencers which currently reaches over 60 million followers across social media. Combined with Enthusiast’s network of over 150 million monthly visitors, the collective reach totals over 200 million gaming enthusiasts across 85 websites, 900 YouTube channels, 8 professional esports teams and over 50 social influencers.

Steve Maida, President of Luminosity commented, “We are excited to sign Yelo to our talent roster and social audience of 60 million followers. With over 2 million social media followers, he is rapidly growing into one of the biggest Fortnite influencers on the scene. Yelo joining the Luminosity and Enthusiast Gaming family of players is further validation of the Luminosity brand power as one of the fastest growing esports organizations in the world, attracting top talent in the industry.”

About Enthusiast Gaming

Enthusiast Gaming is one of the largest vertically integrated video game companies and has the fastest-growing online community of video gamers. Through the Company’s organic and acquisition strategy, it has amassed a platform of over 150 million monthly visitors across its network of websites and YouTube channels. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

About Luminosity Gaming

Luminosity Gaming is one of the largest globally recognized esports organizations in the world, with over 60 million registered active users. Luminosity has 8 world class esports teams competing across top games such as Fortnite, Apex, Rainbow Six: Seige, Counter Strike, Call of Duty, Madden, Smite, etc. For more information visit www.luminosity.gg

CONTACT INFORMATION:

Investor Relations: 
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850 

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful. 

Esports Entertainment Group $GMBL – Kellogg’s $K shifts sports-related ad spending to #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:52 PM on Thursday, August 15th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Kellogg’s shifts sports-related ad spending to esports

  • The advertiser is shifting more advertising spending to esports because it offers something that most traditional sports cannot — almost unprecedented access to younger people between the ages of 21 and 34 who have high incomes.
  • For Kellogg’s, esports has gone from an experimental investment to a continuous one

by Seb Joseph

Competitive gaming campaigns are now a staple, rather than a test, on media plans for most Kellogg’s brands.

The advertiser is shifting more advertising spending to esports because it offers something that most traditional sports cannot — almost unprecedented access to younger people between the ages of 21 and 34 who have high incomes. Since it jumped on the esports bandwagon two years ago, Kellogg’s has steadily made inroads, moving from experiential activations at tournaments to being the headline sponsor of them. For Kellogg’s, esports has gone from an experimental investment to a continuous one, said Dominik Schafhaupt, marketing manager for snacks in Northern Europe at Kellogg’s.

The scale of those investments will flex depending on the brand and its target audience as well the market they are based in, said Schafhaupt who revealed that the advertiser is changing how it funds its association with esports now that it’s a mainstay on media plans. Previously, advertisers like Kellogg’s dipped into sponsorship budgets to fund early forays into the world of competitive gaming. But as the stakes of making those activations work got bigger so too did the budgets for them, which meant advertisers turned to digital and broader marketing budgets.

“Esports is an element of our communications mix, and there isn’t a single spend pillar it is funded by,” said Schafhaupt.

Perhaps nowhere is this more obvious at Kellogg’s than on its Pringles brand.

The snacks brand has paid to sponsor the League of Legends European Championships this summer in a deal with its organizer Riot Games. The partnership comes just seven months after Kellogg’s signed a deal with gaming community N3rd Street Gamers, which runs its own tournaments.

Marketing partnerships like this tend to average around $2 million (£1.6 million) to $4 million (£3.3 million) per year and are often done as multiyear deals, said Rich Routman, president at sports media company Minute Media. Generally, deals like the one between Kellogg’s and Riot Games usually consist of marketing rights similar to standard sports leagues with broadcaster advertising placements, event marketing assets and marketing partnership rights across the vertical crucial to the company’s business, said Routman. Yet how all of those assets are added up for commercial fees depends on the seller. Since there is such a difference in maturity between esports organizations, sponsorship costs and assets can greatly differ and the market hasn’t had time to mature properly to dictate the costs.

The deal between Kellogg’s and Riot Games, for instance, is based on one of several tiered packages sold by the latter. Each package is weighted toward either media exposure or experiential activations, which are supported by media impressions and a rate card for the various assets that can be used. Having that scope between each package means Riot can create bespoke sponsorships depending on what an advertiser wants, said Alban Dechelotte, head of business development and sponsorship for Riot Games.

The Pringles logo will appear on the streams of the tournaments alongside a call to action when players are entering the game. Those streams — and subsequently the Pringles brand — will be on both YouTube and Twitch, which are watched on average by 1.6 million people daily during the normal season of League of Legends matches, according to Riot Games. The number of people watching the matches at the same time each week has hit a peak of over 300,000, up 40% for the same event in 2018, according to Riot Games.

“Gaming and esports are places where our core target group is, and so now is the time to get into the community around competitive gaming,” said Schafhaupt.

Aside from media exposure, Kellogg’s is also exploring in-game activations.

Millions of Pringles cans across Europe will sport a unique code that players can redeem to take part in a raffle to win rare characters to use in the game. Unlike similar activations, which can feel gimmicky, Kellogg’s is hoping its decision to allow people to use the code to redeem characters that have been retired and, therefore, are unavailable swells its cache among the notoriously advertising-adverse gaming audience.

“I would love to measure my sales off the back of the sponsorship, but I can’t because we have distribution partners that sit between us and consumers,” said Schafhaupt. “At the moment, the industry looks at measurement in esports from a media-value perspective. It’s one of the areas we’re building on with the sponsorship by looking at how the community responds to our brand and also the redemption rates of the code.”

Source: https://digiday.com/uk/its-a-continuous-investment-kelloggs-gets-serious-about-esports/

Enthusiast Gaming $EGLX.ca – #FIFA #eWorld Cup 2019 Grand Final generates record viewership #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:10 PM on Wednesday, August 14th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

EGLX: TSX-V

FIFA eWorld Cup 2019 Grand Final generates record viewership

  • Online viewership increased by 60 per cent from 29m views in 2018 to 47m views in 2019
  • FIFA eWorld Cup™ Grand Final match carried by 21 broadcasters in more than 75 territories
  • More than 140m views across EA SPORTS™ FIFA 19 Global Series season since October 2018

FIFA and Electronic Arts Inc. announced today that the FIFA eWorld Cup™ 2019 experienced another increase in total viewership and achieved new record figures, generating more than 47 million views across online platforms during the three-day event.

After impressive numbers throughout the season, FIFA eWorld Cup™ 2019 views increased 60 per cent compared to last year, becoming the most viewed event of the EA SPORTS™ FIFA 19 Global Series.

The action was streamed in six languages for the first time – Arabic, Chinese, English, German, Portuguese and Spanish – and was broadcast to more than 75 territories around the world. Additionally, the EA SPORTS™ FIFA 19 Global Series generated more than 140 million total views across the 2018/2019 season since kicking off in October 2018.

At the FIFA eWorld Cup™ 2019, the world’s best 32 EA SPORTS™ FIFA 19 players competed to be named champion. Mohammed ‘MoAuba’ Harkous from Germany was ultimately crowned FIFA eWorld Cup™ Champion 2019, winning the grand prize of USD 250,000 and an exclusive invitation to The Best FIFA Football Awards™, which take place in Milan on 23 September.

The pinnacle of the EA SPORTS™ FIFA 19 Global Series enjoyed a fitting climax, with an enthusiastic crowd watching on from The O2, London’s revered riverside arena, which created a one-of-a-kind atmosphere in one of the most iconic music and entertainment venues in the world.

After an expanded calendar which included 17 worldwide league partners, new events such as the FIFA eNations Cup™ and the eChampions League, as well as new events all over the globe, the FIFA eWorld Cup™ 2019 crowned the world’s best EA SPORTS™ FIFA 19 player.

Speaking about the event, Luis Vicente, Chief Digital Transformation and Innovation Officer at FIFA said: “The FIFA eWorld Cup™ 2019 showcased once more the growing interest in competitive FIFA and the huge potential for both viewership and on-site live audiences. Surpassing 100 million views across the season is another record milestone for us and our partner EA SPORTS™. With the newly introduced event structure and rankings this season, the competition level at the FIFA eWorld Cup™ was the most competitive we’ve ever seen.”

Vicente added: “With a 60 percent year-on-year increase in viewership, the new elements added to the FIFA eWorld Cup™ 2019 like the on-site production in six languages and live music acts complemented another record-breaking event, resulting in a unique and exciting live experience for fans at The O2 in London, as well as an enhanced livestream experience for viewers on FIFA’s digital channels.”

Reflecting on the FIFA eWorld Cup™ 2019 and the EA SPORTS™ FIFA 19 Global Series, Todd Sitrin, SVP and GM of the EA Competitive Gaming Division said: “Competitive FIFA viewership growth has skyrocketed. This growth was fuelled by an expanded EA SPORTS™ FIFA 19 Global Series which now includes millions of competitors, 17 football league partners hosting top-flight leagues, and dozens of licensed events being executed throughout the year. We’re very happy with the results and the fact that the eSports industry has recognized this franchise as a tier one eSport.”

Source: https://www.fifa.com/fifaeworldcup/news/fifa-eworld-cup-2019-grand-final-generates-record-viewership

Enthusiast Gaming $EGLX.ca & #Luminosity Gaming Partner With #foodora Canada, a Leading Food Delivery Platform Operating in 10 Cities Across Canada $EGLX.ca $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:15 AM on Tuesday, August 13th, 2019
  • Entered into a sponsorship agreement with foodora Canada to provide digital marketing strategies and Luminosity merchandise sponsorship opportunities
  • Enthusiast and Luminosity will launch a digital advertising campaign to complement foodora Canada’s overall advertising strategy
  • foodora Canada will also be a key merchandise sponsor for Luminosity, which includes placement of the foodora logo on the Luminosity team jerseys.

TORONTO, Aug. 13, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), one of the largest vertically integrated video gaming media companies in North America, is pleased to announce that, in partnership with Luminosity Gaming (“Luminosity”), it has entered into a sponsorship agreement (the “Agreement”) with foodora Canada, to provide digital marketing strategies and Luminosity merchandise sponsorship opportunities.

foodora Canada is a leading on-demand food delivery platform operating in 10 cities, servicing more than 3,000 restaurants across Canada.  foodora is dedicated to bringing Canadian food lovers their favourite meals, from a curated list of local restaurants, delivered within 35 minutes. foodora is committed to lowering its carbon footprint by delivering predominantly via bike, and by implementing a cutlery opt-in feature. In Canada, foodora caters to all major cities, including: Toronto, Ottawa, Vancouver, Calgary, Edmonton, Montreal and more.

Under the Agreement, Enthusiast and Luminosity will launch a digital advertising campaign to complement foodora Canada’s overall advertising strategy. The Company will launch a social media contest to promote foodora across Canada. foodora Canada will also be a key merchandise sponsor for Luminosity, which includes placement of the foodora logo on the Luminosity team jerseys.

“As foodora continues to grow, evolve and innovate within the Canadian food delivery space, it’s important that we also continue to reach new customers who would find value in our services,” said Matt Rice, Head of Marketing at foodora Canada. “Partnering with Enthusiast and Luminosity allows us to tap into an existing mobile-first gaming community who are always searching for ways to be more efficient. It’s the perfect fit.”

Jon Dwyer, SVP & Head of Special Partnerships at Luminosity Gaming, commented, “The partnership with foodora Canada proves our ability to successfully integrate our operations thus far, and I am proud of both Enthusiast and Luminosity for the collaborative effort to develop a successful, custom marketing campaign.” He continued, “It’s exciting for us to see non-endemic gaming brands like foodora Canada utilizing our platform to reach the combined network of 200 million gamers, and one of the most sought after demographics.”

About Enthusiast Gaming

Enthusiast Gaming is one of the largest vertically integrated video game companies and has the fastest-growing online community of video gamers. Through the Company’s organic and acquisition strategy, it has amassed a platform of over 150 million monthly visitors across its network of websites and YouTube channels. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

About Luminosity Gaming

Luminosity Gaming is one of the largest globally recognized esports organizations in the world, with over 60 million registered active users. Luminosity has 8 world class esports teams competing across top games such as Fortnite, Apex, Rainbow Six: Seige, Counter Strike, Call of Duty, Madden, Smite, etc. for more information visit www.luminosity.gg

About foodora Canada

foodora is dedicated to bringing Canadian food lovers their favourite meals from a curated list of local restaurants. Since 2015, the on-demand food delivery service has grown to more than 3,000 partner restaurants in 10 cities across Canada. Belonging to Delivery Hero, a worldwide leader of the food delivery industry, foodora is a sustainably focused company that strives to reduce its carbon footprint through its use of bikes and its commitment to reducing single-use plastic. For more information, visit http://www.foodora.ca.

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.

A photo accompanying this announcement is available at https://www.globenewswire.com/NewsRoom/AttachmentNg/f898501c-2f99-4e90-85d9-e2a1106d607f

Enthusiast Gaming $EGLX.ca – From casual #gaming to making millions: Inside the fast-growing #Esports industry $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 1:33 PM on Monday, August 12th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

EGLX: TSX-V

From casual gaming to making millions: Inside the fast-growing esports industry

  • Giorgio Calandrelli, 26, used to play the game Fortnite solely for “fun.” That was until his debut competition under a major esports brand last year.
  • The Italian professional gamer, who is known to his fans as “Pow3r,” says he faced numerous setbacks in his opening bid to impress his new team, London-based Fnatic.

By: Ryan Browne

“I f**ked up,” he says with candor. An accidental misclick that pulled him out of his game also cost him a match. “The tournament is about consistency and getting the most kills as possible to get in the top 20,” Calandrelli told CNBC. Each move he makes matters.

Luckily for Calandrelli, he was afforded a comeback, accruing 20 online kills in a “special challenge” game that won him a lucrative $10,000 prize. Altogether, Fnatic’s Fortnite team managed to bag more than $100,000 over the course of the tournament.

And that’s just the tip of a growing iceberg. Fnatic says that prize pools in the first year of a Fortnite competition have ranged from $1 million to $20 million. Last year, the game’s developer Epic Games announced it was committing $100 million for Fortnite tournament prize pools from 2018 to 2019.

But while esports has grown up as an industry over the past decade, in terms of both money and viewership, its stars — and fans — seem to be getting younger and younger.

Last month saw 16-year-old gamer Kyle “Bugha” Giersdorf haul a huge $3 million reward after coming first place in the Fortnite World Cup, the championship dedicated to the popular battle royale game.

Fortnite has helped reignite interest in esports, with titans of the entertainment industry struggling to figure out how to catch up. Comcast, for example, recently announced it would build a $50 million arena designed to accommodate esports tournaments.

Industry research group Newzoo estimates esports revenues will top $1 billion for the first time this year, climbing 27% from last year’s figure. It’s a phenomenon that’s helped people transition from playing casually in their bedrooms to playing for money in major competitions.

“It’s just like any sport,” Sam Mathews, Fnatic’s co-founder and CEO, told CNBC. “You have the amateurs, and then the semi-amateur pros; then semi-pro and then you get up to pro. It really takes that sort of skill level and attitude. Attitude is a huge part of any sport.”

“When we scout players, we need to see that they go to trials, we need to check that they have the right attitude. And eventually if they’re good enough they make it onto our main squad.”

‘Common ground’

Competitive gamers’ earnings don’t stop at prize pools. There are esports team contracts, sponsorship deals and merchandise on top of that.

Teespring is a platform dedicated to making and selling customized merchandise, with a particular focus on so-called online “influencers.”

Chris Lamontagne, the firm’s CEO, told CNBC it’s formed a strong base of customers involved in gaming. Lamontagne said the benefit of customized merchandise for gamers is it creates “common ground” between them and their fan base.

“There’s a lot of content that can be created just given there’s a mutual connection over the game itself,” he said. He added there are “a couple of big esport teams” using Teespring, without identifying which ones.

Beyond Fortnite, there are plenty of games that have become pillars of the competitive gaming landscape. These include Dota 2, League of Legends, Counter-Strike: Global Offensive and Overwatch.

watch now VIDEO01:20 Sixteen-year-old wins Fortnite World Cup and takes home $3 million

And esports has stretched out beyond staged tournaments, thanks to the advent of live streaming. Calandrelli said he often does live broadcasts on Amazon-owned platform Twitch, a venue which he says helps him connect with his fans.

“Something in the gaming world working really well is streaming,” Lamontagne said. Teespring has signed partnerships with Google’s YouTube and Twitch that let content creators sell their merchandise through its service.

One of the biggest streamers out there right now is Tyler “Ninja” Blevins, who managed to rake in nearly $10 million last year, largely thanks to fan donations and paid subscriptions on Twitch and ad revenue on YouTube.

Blevins helped Fortnite become an esports phenomenon in its own right — with almost 250 million registered users as of March 20, the game’s influence can’t be understated.

And the streaming battlefield could be about to see a shakeup. Ninja recently made the surprise announcement that he would be shifting from Twitch — where he’s pulled in about 14.7 million followers — to Microsoft’s live streaming service Mixer.

Diversification

Mathews, himself a gamer, said there’s plenty of money to be made on the part of esports organizations as well as the players themselves. Fnatic for example has diversified into hardware, selling everything from professional-grade keyboards to gaming headsets.

The company bought gaming hardware manufacturer Func back in 2015, and sells its gear in 400 Best Buy stores in the U.S. It’s also got a presence in South Korea and Japan, Mathews said.

watch now  

“To this day we’re the only esports organization to own its own peripheral hardware business,” he said. “It’s a massively growing part of our revenue stream and something we really believe in.”

Esports players are also making moves in the music industry. Fnatic’s Calandrelli said he is in talks with “one of the biggest” group of rappers in his country on collaborating with them, and has previously done tie-ups with record labels like Virgin EMI and Atlantic Records.

Calandrelli declined to disclose details of his earnings when asked by CNBC.

According to the British Esports Association, some of the top esports players in the world include Saahil “UNiVeRsE” Arora, with estimated income of over $2.6 million, Lee “Faker” Sang-hyeok, with $890,000 in earnings, and Robin “flusha” Ronnquist, who earns an estimate of $388,000.

Source: https://www.cnbc.com/2019/08/12/inside-the-fast-growing-esports-industry-fnatic-fortnite-and-twitch.html

Esports Entertainment Group $GMBL – #NetEase Plans $710M #Esports Park in Shanghai $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:17 PM on Friday, August 9th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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NetEase Plans $710M Esports Park in Shanghai

  • Chinese game publisher NetEase announced its plans to invest over Â¥5B RMB ($710M USD) to build an “Esports Park” in the Shanghai Qingpu district.
  • Multiple esports projects will be hosted in the park related to product design, venue, teams development, talent construction, and user experiences.
  • NetEase will build China’s first “class-A venue” in the park, at a minimum of 50K square meters, and 5,000 seats. This follows the Shanghai government’s new classification and set of standards for esports venues.

Game publisher and the exclusive Chinese distributor of Blizzard Entertainment games, NetEase, announced that it plans to invest over Â¥5B RMB ($710M) to build the “NetEase Esports Park” in the Shanghai Qingpu district. 

The plan was announced at 2019 Global Esports Conference in Shanghai, held by the Shanghai government. Ding Yingfeng, president of NetEase, said that the plan would include multiple esports-related projects,  including those related to product design, team development, talent construction, and user experiences. 

Yingfeng also announced that the company will build China’s first “class-A esports venue” in the park. This is in accordance with a new classification and set of standards for esports venues announced by the Shanghai government. As a class-A esports venue, the facility is required to have a minimum size of 50K square meters, and 5,000 seats.

As well as being a distributor of Blizzard titles, NetEase owns the Shanghai Dragons, an Overwatch team which represents Shanghai in the Overwatch League (OWL). In July, Activision Blizzard announced that every Overwatch League team would host at least two homestand events next year, in place of the original home-away plan.  It is very likely that NetEase’s esports park will be used for the Shanghai Dragons’ homestand events, and will potentially become the team’s permanent home venue in 2021.

Source: https://esportsobserver.com/netease-esports-park-shanghai/

Enthusiast Gaming $EGLX.ca – #Esports: exciting, electronic and expanding $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:59 AM on Friday, August 9th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

EGLX: TSX-V

ESports: exciting, electronic and expanding

Dong Jun / SHINE

  • In the first six months of this year, eSports revenue in China rose 11 percent from a year earlier to 46.5 billion yuan. The industry draws in some 500 million people.

Visitors try new digital games at the ChinaJoy expo that closed earlier this week in Shanghai. ESports has become big business — a whirlwind of fans, professional players, gaming gear, prize events, broadcasting and training sessions. 

Iamawater, a veteran player of the game Dota 2, said he is considering paying about 10,000 yuan (US$1,429) for tickets and travel costs to the International DOTA 2 Championships to be held in Shanghai in two weeks.

It’s a top global eSports event and the first time the tournament is being held in China. The prize pool has risen to a staggering US$32 million.

Tickets to the final tournament session sold out within seconds after appearing in official sales channels. Scalpers are now hawking tickets at up to 10,000 yuan, nearly fourfold of the official price.

“The tournament is equal to the World Cup to me and other players,” said Iamawater, a gaming name for a man who works as a manager at a medical firm in Beijing. “It means even more when it’s held in Shanghai, with some advanced Chinese squads participating.”

ESports has become big business — a whirlwind of fans, professional players, gaming gear, prize events, broadcasting and training sessions. The phenomenon was called the “NBA or World Cup in the digital world” by some officials at the ChinaJoy digital entertainment expo that closed earlier this week in Shanghai.

In the first six months of this year, eSports revenue in China rose 11 percent from a year earlier to 46.5 billion yuan. The industry draws in some 500 million people.

During the ChinaJoy Expo and Conference, firms like Tencent, Perfect World, NetEase, Nvidia and Vivo all announced investment and strategies in eSports.

“It’s no longer a sub-category of the gaming industry, said Chi Yufeng, chairman of Perfect World, which assists in organizing the coming TI9 event in Shanghai.

The location is fitting. Shanghai accounts for one-third of domestic game market income and has plans to develop the city into a global eSports hub within three to five years.

In 2018, the city’s eSports industry raked in 14.6 billion yuan in revenue.

The development of eSports is a “city-level strategy” that will fuel the development of various industries and create a new business ecosystem, according to Yu Xiufen, director of Shanghai’s culture and tourism administration.

Ludwig Wahlberg spent his 22th birthday on August 5 in Shanghai, several thousand miles from his home in Sweden. As a professional eSports player on Team Secret, he and his team members have been spending up to 12 hours a day preparing for the upcoming tournament at the GeForce Boot Camp in Shanghai, Nvidia’s first and only GeForce eSports studio in China.

The camp offers professional computers and gear, including chairs specifically designed for eSports gaming

Sun Yan

Swedish eSports player Ludwig Wahlberg (left) spent his 22th birthday earlier this month in training with team members at the GeForce Boot Camp in Shanghai, Nvidia’s first and only such camp in China. 

Window into eSports

At Chinajoy, NetEase announced it will invest 5 billion yuan to establish an eSports industrial park in the Qingpu District. It will cover eSports research, venues, talent training and related sectors, said Ding Yingfeng, president of NetEase Games.

Smartphone vendors, including Vivo and Oppo, and chip designer Qualcomm displayed their latest technologies at the expo, with mobile eSports a centerpiece. That sector has huge potential in China, with the world’s largest mobile user base and its active development of 5G.

“5G will be a big boost for eSports, while its integration into many platforms will open up many other possibilities,” said Chi of Perfect World.

During ChinaJoy, Vivo launched its first 5G smartphone, with features like cloud games and eSports, thanks to improved calculation capacity and faster 5G speeds.

Vivo also displayed a virtual eSports team called Supex, with artificial intelligence features. It was co-developed by Vivo, Tencent AI Lab and Qualcomm.

At the expo, Shanghai officials announced guidelines for the construction of eSports venues and the first eSport masters tournament, to be held this November and December.

To become a global eSports hub requires development of top-tier tournaments, professional players, venues, audiences, eSports leagues and broadcasting and training facilities.

“Shanghai has most of those conditions and has made efforts to improve the whole eSports ecosystem,” said Jams Zhang, general manager of Nvidia China.

Nvidia, the world’s biggest computer graphic firm, has been a major contributor to that progress. Besides offering powerful graphic devices supporting eSports games, the company has offered tools for game broadcasting and created a camp for eSports training.

According to Shanghai guidelines, eSports venues will be categorized into four types based on size and capacity. A-level venues must be able to accommodate more than 10,000 people and host world-class events. Other venues will be used for national and regional game events, and livestream videos and host tryouts.

Li-Ning Gaming eSports, a new division of the sportswear company, said the potential of eSports in China will influence the industry far beyond its borders.

“We want to offer team management and related services for eSports tournaments and leagues, based on our long-term experience in the industry,” said Stella Li, executive director of Li-Ning Gaming eSports.

Perfect World has also cooperated with local academies to train eSports talent, including players, team managers and event organizers.

“I am looking forward to the event,” Iamawater said of the coming tournament in Shanghai. “Even if I have to watch broadcasting events to support my favorite team LGD.”

Source: https://www.shine.cn/biz/tech/1908099911/

Esports Entertainment Group $GMBL – #Esports exec: ‘Every day, a #baseball fan dies, and two #gaming fans are born’ $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:23 PM on Thursday, August 8th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Esports exec: ‘Every day, a baseball fan dies, and two gaming fans are born’

  • “Every day, a baseball fan dies, and two gaming fans are born. And there’s truth in that,” Ari Segal, IGC CEO, told Yahoo Finance’s On the Move. “So, I think the greatest expansion is going to just come from the generational kind of aging out of what you would currently think of or characterize as adults, and the birth of young people, who grow up in a world that’s digitally native.”-

Ralston Ramsay August 7, 2019

Professional esports is exploding and Immortals Gaming Club (IGC) has its eye on the next generation of gamers as it expands its revenue streams.

Launched in 2015, IGC reaches more than 35 million gamers and brings them together to play on teams across every major league. It recently bought Infinite Esports, OpTic Gaming parent company, for $100 million — the largest deal in esports history.

“Every day, a baseball fan dies, and two gaming fans are born. And there’s truth in that,” Ari Segal, IGC CEO, told Yahoo Finance’s On the Move. “So, I think the greatest expansion is going to just come from the generational kind of aging out of what you would currently think of or characterize as adults, and the birth of young people, who grow up in a world that’s digitally native.”

The biggest segment right now in terms of esports growth is 13- to 17-year-olds., according to Segal. “We certainly expect that that segment will continue to accelerate and adopting competitive gaming in all forms. And that is new young people are born and mature, that they will become the fastest growing segment pretty soon.”

‘More like traditional sports’

While IGC continues to attract a younger audience, it also is moving toward a direct-to-consumer model. So far, most of the company’s revenue comes from sponsorships and media rights. IGC plans to host more events like the Activision Blizzard’s LA home stand Overwatch League August 24 and 25 at LA Live, where it can sell tickets to consumers.

“Not only do we get the ticket revenue but there’s all the downstream revenue. There’s merchandise and parking and food and beverage and also access to first party data,” Segal explained.   Members of the teams ‘NAVI.GG.BET’ and ‘Ninjas in pyjamas’ compete during the ESL ONE Counter-Strike video game tournament at the Lanxess Arena in Cologne, western Germany, on July 5, 2019. (Photo by INA FASSBENDER / AFP) (Photo credit should read INA FASSBENDER/AFP/Getty Images)

Competitive gaming will look “more like traditional sports from a monetization standpoint,” said Segal, adding that IGC’s deal with K-Swiss “represents a little bit of a three dimensional approach to monetization.”

In addition to a sponsorship deal with the athletic shoemaker, IGC has developed a performance shoe for gamers. “This is actually a shoe developed by gamers for gamers and for use in competitive gaming. It’s the first performance shoe in gaming,” he said. “It’ll give the player complete control while they’re playing so that they never need to think about their shoe, or their foot or anything else. They can focus purely on the task at hand [game play].”

Source: https://finance.yahoo.com/news/esports-exec-every-day-a-baseball-fan-dies-and-two-gaming-fans-are-born-esports-exec-154701208.html

$EGLX – Aquilini GameCo Inc. Announces C$20 Million Secured Loan $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:39 AM on Thursday, August 8th, 2019
  • Announced that Aquilini GameCo Inc. has executed a secured senior loan agreement with an arm’s length third party pursuant to which the Lender has agreed to loan up to C$20 million to GameCo.
  • “The additional $20 million loan to GameCo further validates the confidence in our ability to execute on our accretive growth strategy…. said Menashe Kestenbaum, Chief Executive Officer of Enthusiast.

TORONTO, Aug. 08, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX)(OTCQB: EGHIF), (“Enthusiast” or the “Company”), one of the largest vertically integrated video gaming media companies in North America, is pleased to announce that Aquilini GameCo Inc. (“GameCo”) has executed a secured senior loan agreement with an arm’s length third party (“Lender”) pursuant to which the Lender has agreed to loan up to C$20 million to GameCo.

“The additional $20 million loan to GameCo further validates the confidence in our ability to execute on our accretive growth strategy. The funds will allow the merged company to continue adding valuable assets to our combined portfolio of 85+ gaming websites, 900 YouTube Channels, 8 professional esports teams and 50+ professional esports influencers, said Menashe Kestenbaum, Chief Executive Officer of Enthusiast. “We have built a strong foundation that has positioned us as leaders in the industry, and together, we will continue building the largest, vertically integrated gaming media and esports company in the world.”

C$20 Million Secured Loan

Under the terms of the facility letter dated as of August 2, 2019, the Lender has agreed to provide GameCo with a loan of up to $20 million (the “Facility”) comprising two advances: (i) an initial advance in an amount of up to C$3 million (the “Initial Advance”) at the request of GameCo following satisfaction or waiver by the Lender of certain conditions precedent and (ii) a further advance in an amount equal to the  remaining difference between C$20 million and the amount of the Initial Advance (the “Further Advance”) at the request of GameCo following satisfaction or waiver by the Lender of certain additional conditions precedent, including the completion of the Transactions (as defined below).

The loan has a term (the “Term”) which expires on the date that is 24 months from the date which the Transactions (as defined below) are completed (the “Maturity Date”). Interest (or standby fees at an equivalent rate in lieu thereof) shall accrue at a rate per annum that is equal to the prime rate plus 5.05% calculated on the aggregate amount of the Facility, compounded monthly, whether or not the conditions precedent are satisfied or the Facility is advanced.

Interest (and any such equivalent amount by way of standby fee) will be capitalized during the first 12 months of the Term and, commencing in August 2020, interest shall be payable in cash on the last business day of each and every month until the Maturity Date.

The Facility will be used for purposes of (i) working capital and (ii) to finance future acquisitions.

GameCo will be entitled to prepay all or a part of the Facility at any time, from time to time, without bonus or penalty after the date that is twelve (12) months following the date of completion of the Transactions. GameCo has paid the Lender a $400,000 (plus applicable HST) administrative fee and has further agreed to pay the Lender a success fee in an amount that is equal to 4.1% per annum, payable monthly, calculated on the full amount of the Facility from the date of the Initial Advance.

“Including this Facility, our organization has completed C$55 million of cash financings in a few short months, making us one of the largest funded gaming and esports organizations globally. We are continuing to execute on our acquisition strategy on an accretive basis, and recognize the confidence the Lender has placed in our business model,” said Alex Macdonald, Chief Financial Officer of GameCo and incoming Chief Financial Officer of Enthusiast.

Canaccord Genuity Corp. acted as special advisor to GameCo in connection with the Facility in consideration of a cash fee equal to 2.0% on the gross proceeds raised from the Facility (totalling $400,000), payable on a pro rata basis on the date of the Initial Advance and the date of the Further Advance based on the amounts advanced to GameCo on each date.

The Sims Resource Deferred Payment

Enthusiast is also pleased to announce that it has made arrangements to exercise its early pay down option in relation to The Sims Resource (“TSR”) acquisition (see press release dated January 7, 2019). Enthusiast now expects to pay the remaining portion of the purchase price in tranches with the deferred payment fully satisfied by end of September 2019, subject to the completion of the Arrangement (as defined below). This will allow Enthusiast to realize a higher profit margin due to a decrease in capital costs associated with the acquisition.

The Transactions

On May 31, 2019, J55 announced that it had entered into (i) an amalgamation agreement (the “Amalgamation”) with GameCo and a wholly owned subsidiary of J55, pursuant to which J55 has agreed to acquire all of the outstanding common shares of GameCo and (ii) an arrangement agreement (the “Arrangement”) with Enthusiast and GameCo, pursuant to which, after completion of the Amalgamation, J55 has agreed to acquire all of the outstanding common shares of Enthusiast. Immediately prior to closing of the Amalgamation, GameCo will complete its acquisition (the “Luminosity Acquisition”, and together with the Amalgamation and Arrangement, the “Transactions”) of Luminosity Gaming Inc. and Luminosity Gaming (USA), LLC.

The completion of the Amalgamation and Arrangement remain subject to the closing conditions set out in the Amalgamation Agreement and Arrangement Agreement, respectively, including approval of the TSX Venture Exchange and the approval of the requisite majority of the shareholders of J55 and Enthusiast Gaming, as applicable.

CONTACT INFORMATION

Investor Relations:

Julie Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850

Forward Looking Statements

Certain statements in this release are forward-looking statements, which reflect the expectations of management regarding GameCo’s use and repayment of the Facility and the Company’s exercise of its early pay down option in relation to TSR acquisition.  Forward looking statements consist of statements that are not purely historical, including any statements regarding the use of the proceeds of the Facility and the Company’s exercise of its early pay down option in relation to TSR acquisition as well as the terms and completion of Amalgamation, the Arrangement and the Luminosity Acquisition.  Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements, including risks related to factors beyond the control of the Company. The risks include the following: the ability of the Company to repay the Facility; the ability of the Company to exercise its early pay down option in relation to TSR acquisition; conditions not being satisfied for the Arrangement or Amalgamation closing; and other risks that are customary to transactions of this nature. No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits the Company will obtain from them.

This press release does not constitute an offer to sell or solicitation of an offer to buy any of the securities in the United States.  The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to a U.S. Person unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available.

Neither 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.