Posted by AGORACOM-JC
at 12:22 PM on Tuesday, April 2nd, 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
———————–
Durham College opens first ESports gaming arena in Canada!
Durham College’s ESports gaming arena opens today! The arena is broadcast-grade for streaming online and competitive gaming.
Posted by AGORACOM-JC
at 2:04 PM on Monday, April 1st, 2019
SPONSOR: Enthusiast Gaming Holdings Inc.
(TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated
websites, currently reaching over 75 million monthly visitors. The
company partial 2018 reported revenue of $7.4 million representing a
625% increase over the same period in 2017.
EGLX: TSX-V ———————————-
Video Game Competitions on a Rise; Companies Spot Lucrative Opportunities in North America, says FMI Study
The global Esports market is expected to exhibit a significant growth owing to various factors such as the continued deployment of eSports in leading universities and the increasing number of eSports initiatives driven by the growing consumer preference shift.
The younger generation is increasingly attracted to virtual gaming thereby strengthening the future scope of the eSports market.
“Media companies are giving greater preference to the coverage of eSports, thereby contributing to its increasing awareness amongst consumers. This is expected to create greater demand for eSports among consumersâ€, Senior Analyst, Future Market Insights.
The global video game competitions market
has reflected a significant growth over the recent years. The visible
growth exhibited by the video game industry has contributed to an
increase in the number of video game competitions and tournaments. This
is further fostered by the expanding technology that acts as a catalyst
to the expansion of video content, virtual reality, products, special
eSports events, and most prominently video game competitions and
tournaments. Future Market Insights (FMI) in its recent market
intelligence report pertaining to the video game competitions market
provides a holistic overview of the key trends shaping the fortune of
businesses conducting video game competitions through eSports programs.
According to the FMI study, the popularity of video game competitions
is expected to witness a significant rise as the millennials are opting
for virtual gaming compared to the conventional sports formats. Various
colleges and institutions are looking forward to initiating video game
competitions for their students. An addition in this line is the Alma
College that stated that it would add team video game competitions to
its offerings of intercollegiate athletics. The college would be able to
attract top students with the help of such team video game competitions
while providing innovative ways for students to excel professionally
and academically.
FMI unveils that the video game competitions landscape is expected to
register considerable growth with the various eSports programs being
launched across the globe. The eSports market has witnessed major
profitability owing to the increasing proliferation of video game
competitions.
ESports Audience Continue to Grow Steadily as Companies Focus on Prominent Coverage of such Events
The global Esports market is expected to exhibit a significant growth
owing to various factors such as the continued deployment of eSports in
leading universities and the increasing number of eSports initiatives
driven by the growing consumer preference shift. The younger generation
is increasingly attracted to virtual gaming thereby strengthening the
future scope of the eSports market. The extensive research study on the
eSports landscape presented by Future Market Insights (FMI), covers the
major developments witnessed in the eSports landscape.
“Media companies are giving greater preference to the coverage of
eSports, thereby contributing to its increasing awareness amongst
consumers. This is expected to create greater demand for eSports among
consumersâ€, Senior Analyst, Future Market Insights.
For instance, a recognized eSports organizer and producer, ESL
entered into a partnership with broadcast companies in China, Huomao and
Huya, wherein the companies would gain an equal share of media rights
of the ESL events that would be conducted in 2019.
Recognized companies are sighting notable opportunities in the
eSports market, such as NASCAR which is preparing for its new eSports
league called the eNASCAR Heat Pro League, and several others including
NFL, NBA, MLS’ and NHL, have also moved into the eSports business. FMI
study, therefore, asserts that eSports would remain a profitable
business for companies.
The research study uncovers various opportunistic avenues offered by the eSports market, where emerging players could undertake key strategies to attain greater market presence.
Posted by AGORACOM-JC
at 10:00 AM on Wednesday, March 27th, 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
———————–
Esports Popularity Around The Globe
Recent years have seen an explosion in the popularity of esports, fuelled by an insatiable appetite in Asia.
You can be sure that when a new trend starts, the USA won’t be far away from the action.
The country has taken esports to its heart and produced big names, like the celebrity gamer Ninja, otherwise known as Tyler Blevins from Michigan.
Recent years have seen an explosion in the popularity of esports,
fuelled by an insatiable appetite in Asia. It’s not just a case of
playing your favorite games hoping to get a better score than your
friends; players compete for mega bucks and have become rich and famous.
Massive Growth in Asia
There are billions of dollars to be made in the esports business.
Forecasters believe that the global market will expand by 75% to $1.6bn
by the end of 2021. The arrival of smartphones has made esports even
easier to play.
A major area of growth is in the number of live tournaments. Mixed
martial arts (MMA) promoter ONE Championship has already made a $50m
investment and wants to hold esports events alongside MMA matches.
China listed esports as an official sport in 2003
and 13 years later, it was declared a national industry. Another major
boost came in 2018 when esports became a demonstration sport at the
Asian Games. The next event takes place in 2022 and esports will be an
official medal sport.
More partnerships are being forged as companies realize just how much
money could be made in the future. The number of competitive players in
China doubled last year leading to online companies such as Alibaba
Group Holding and Tencent Holdings to set up venues in the country.
Rural areas, as well as the major cities, are being targeted, and events
take place on a weekly basis.
It’s big news for game developers as the tournaments create more
awareness of their products. The hope is that games such as League of
Legends and Dota 2 will see their already impressive sales boosted.
Academies are opening up in countries such as China, Malaysia, Singapore and Japan.
It’s becoming big business with students paying up to $975 for a
month’s tuition, all dreaming of becoming professional players.
Achieving that dream could see them earning up to $700,000 a year.
Japan has also seen incredible growth in the popularity of esports.
That’s led to increased sales of high-performance gaming computers that
eliminate the possibility of even the shortest lag. Be sure to check out
our own reviews for the best gaming gear.
The Tokyo Game Show held in October 2018 saw plenty of talk about
esports. The second-hand market for these computers also sees increased
business. Others just go to many internet cafes and use their superior
equipment.
Perhaps the best-known Asian market of all is South Korea,
which is regarded as the country that started the esport revolution.
Gamers like Faker, Bang and Wolf are more or less household names.
South Korea hosts probably the biggest live esports event in the world – the League of Legends World Championship.
The Middle East is catching up
Dubai is a place of extravagance, and the Middle
Eastern kingdom has already made it known it would like to be a global
gaming destination for esports. The United Arab Emirates is already constructing the region’s first dedicated esports venue,
catering for players who can’t get enough of games like Counter-Strike.
Pro teams play each other with over $54,000 won in prize money.
Overwatch is also popular, and teams in the UAE include Risky Gaming,
Inferno Game Zone and Dubai Mirage.
However, esports is still some way behind other social online
entertainment there, such as online casinos. Despite land casinos and
sports betting being prohibited, locals are able to find plenty of legal opportunities to play online.
Saudi Arabia is another part of the Middle East
enjoying rising esports popularity; there’s even official government
representation and support for competitive gaming.
The United States and esports
You can be sure that when a new trend starts, the USA won’t be far
away from the action. The country has taken esports to its heart and
produced big names, like the celebrity gamer Ninja, otherwise known as Tyler Blevins from Michigan.
Posted by AGORACOM-JC
at 2:00 PM on Thursday, March 21st, 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
———————–
The biggest esports tournaments and leagues in 2019
All around the world, esports
are on the rise and they don’t look to be slowing down any time soon.
Whether you want to tune in for a few hours of action-packed tournament
gameplay between the top pros or follow your favorite team week after
week in your favorite game’s league, we’ve got you covered.
Note that only standalone tournaments, not playoffs that take place
at the end of a season, are included in the list of esports tournaments.
Keep reading for the top esports tournaments and top esports leagues in
2019.
Top eSports tournaments
The International
Date: August 15-20, 2019
The International is the premier Dota 2 tournament that attracts
teams from around the world. Starting in the third year of the
tournament in 2013, Valve has sweetened the pot by adding 25% of the
total sales of the in game Battle Pass to the prize pool. This instantly
made it one of the best paid esports tournaments in the world, with the
2018 edition reaching more than $25 million in total prize money.
The International 2019 is set to take place from August 15-20 in
Shanghai’s Mercedes-Benz Arena. Teams will vie for one of the 18 spots
available by competing in a series of smaller tournaments known as the
Dota Pro Circuit. If 2018 was any indication, the first place prize is
likely to top $11 million.
Intel Extreme Masters
Date: February 13 – March 2, 2019
Intel Extreme Masters is one of the longest running series of esports
tournaments around. It features a number of tournaments in different
locations around the world, capped off with a World Championship. This
final tournament typically takes place in Katowice, with separate prize
pools and brackets for each game.
The most recent Intel Extreme Masters took place in from February 13 –
March 2. It included CS:GO (the 14th Major tournament), Dota 2,
Starcraft II, and for the first time ever, Fortnite: Battle Royale.
Smaller IEM tournaments will still be held throughout the year, with an
additional $1 million prize for the first time to win four eligible
tournaments in a single year.
CS:GO Major Tournaments
Date: August 20 -September 8, 2019
Counter Strike: Global Offensive Major Tournaments, known simply as
Majors, are biannual esports tournaments sponsored by the game’s
developer, Valve Corporation. It’s widely considered the most
prestigious CS:GO tournament, with players from around the globe
competing. Although the prize money is supplied by Valve, the
tournaments themselves are organized by other esports orgs, including
ESL, Major League Gaming, and DreamHack.
The most recent Major took place at the Intel Extreme Masters XIII,
with Danish squad Astralis winning first place and $500,000. The Fall
edition is set to take place in Berlin, and will feature 24 teams from
the four qualifying regions: Americas, Asia, CIS, and Europe.
The Overwatch World Cup features many of the same players as the
Overwatch League, but this time they are competing for their home
countries rather than their esports organizations. in 2018, four
countries hosted qualifying tournaments for six nations, with the top
two teams moving on to the finals at BlizzCon.
So far, no nations have been able to match the South Korean players’
prowess, with all three first place trophies heading to the
esports-friendly nation. It’s worth noting that players aren’t in it for
the money, as all participating teams receive the same prize of
$16,000. This can often lead to interesting strategies and wacky hijinks
in-game.
Fortnite World Cup Finals
Date: July 26-28, 2019
The Fortnite World Cup Finals
bring with them a prize pool worthy of the world’s most popular game:
$40 million. That’s nearly half of the $100 million that Epic Games
pledged for 2019 to make their hit game into an esports juggernaut.
Although the game’s suitability for competitive play is questionable,
the sheer size of the pool has drawn players and streamers from a
variety of backgrounds to play.
Weekly qualifiers kick off April 13, with a prize pool of $1 million
to be distributed among successful contestants. From there, the top 100
solo players and the top 50 duo players will be invited to New York City
for the Fortnite World Cup Finals. Each qualifying player will earn at
least $50,000, with the top solo player taking home $30 million.
Evolution Championship Series
Date: August 2-4, 2019
If you’re a fan of fighting games, odds are you’ve already heard of
the Evolution Championship Series, or Evo for short. Evo is easily the
biggest esports tournament in the genre, growing year after year since
its start more than 20 years ago in 1996.
This year’s tournament is set to take place in Las Vegas from August
2-4. It will feature brackets for a variety of fighting games, including
Super Smash Bros. Ultimate, Tekken 7, Street Fighter V, Dragonball
FighterZ, and others.
The Overwatch League,
or OWL, has just entered its second season, with a total prize pool of
$5 million. If you haven’t heard of it, OWL is Blizzard-Activision’s
official esports league for their hit first-person hero shooter
Overwatch. In 2018, it was the most watched esports league, mostly
because of the sheer number of hours the league was broadcast.
The action is spread out across a 28-match schedule with four,
five-week long stages. Each stage concludes with a playoff tournament
for the honor of becoming the Stage Champions, but the real prize is
after the end of the fourth stage. The OWL season 2 grand finals (not to
be confused with the Overwatch World Cup above), will have the top
teams vying to become the season 2 champions and take home the $1
million prize that comes with it.
League of Legends Championship Series
This year Riot Games’ official League of Legends esports league
underwent a rebranding, with the NALCS changing to the LCS, and the
EULCS switching to the League European Championship (LEC). Other
popular regions like China’s LPL and Korea’s LCK remain unchanged.
The season is divided into two sections, the Spring and Summer
splits, with a short split playoff game and mid-season Invitational
tournament tucked between them. The real excitement is at the League of
Legends World Championship, which brings together the top teams from all
regions to compete for the cup. Last year’s tournament drew nearly 75 million viewers, making it the most watched esports event of the year.
Call of Duty World League
While most first-person shooter competitions take place at esports
tournaments, Activision set up a league for the Call of Duty franchise.
This year the league enters its fourth season, with all matches played
on the PS4 versin of Call of Duty: Black Ops 4.
Unlike last season, this season the action is all 5v5 team modes,
including Hardpoint, Search & Destroy, and Control game types. The
finals are scheduled for some time in August of this year. Before you
get excited, no, the recently added battle royale mode will not be
played in the league.
Rocket League Championship Series
The esports League for Psyonix’s car-soccer hit Rocket League is back
again in 2019 with $1 million in prizes. This year an additional region
has been added as South America joins the existing American and
European regions.
After a series of qualifiers, the action will kick off in early
April. There is also a secondary Rival league for teams that fail to
qualify for the main league with $100,000 in prize money.
PUBG Global Championship
Fortnite may have dethroned PUBG in the fight for battle royale
supremacy, but PUBG is pushing back with the introduction of the PUBG
Global Championship in 2019. The season is divided into three phases,
each of which is followed by one or more international tournaments.
There are six regional Pro Leagues in the inaugural season: North
America, Europe, Korea, Japan, China, and Chinese Taipei. There are also
three smaller “Pro Circuit†regions for Southeast Asia, Latin America,
and Oceana. Each will host its own regional events before sending the
top teams to compete internationally. The PUBG Global Championship
finals are set to take place some time in November.
Mobile esports on the rise
Mobile esports are still small in comparison with their PC and
console peers, but here are a few mobile esport tournaments and leagues
to check out.
Clash Royale League — Supercell’s official esports league for their hit arena strategy game, Clash Royale.
Valor Series — The premier esports league for Arena of Valor entered its third year in February.
Vainglory —
The mobile MOBA is featured regularly at international tournaments and
even has a pro league called the Vainglory Premier League.
Posted by AGORACOM-JC
at 3:01 PM on Monday, March 18th, 2019
SPONSOR: Enthusiast Gaming Holdings Inc.
(TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated
websites, currently reaching over 75 million monthly visitors. The
company partial 2018 reported revenue of $7.4 million representing a
625% increase over the same period in 2017.
EGLX: TSX-V ———————————-
Snoop Dogg launches his own esports league
This new league will involve eight of Snoop Dogg’s closest friends – Red Woods, Red Grant, JC, Tripo Loc, Lala, Shelton, Waniac, and Young Sagg – playing in a bracket-style tournament against each other in Madden 19.
Will all be competing for a prize pool of $11,000 and a title of “Topp Dogg.†The winner has a chance of increasing their payout at the end by beating “the Boss Dog†himself.
Many of you may know Snoop Dogg for his rap career, but the rapper
from Long Beach, CA is also an avid gamer. Having shown a huge love for
the Madden NFL franchise, Snoop also did well at the Battlefield 1
celebrity event last year. Now he plans on taking his love of gaming to
the next level. Snoop Dogg, along with his media platform “Merry Jane,†has launched the Gangsta Gaming League.
This new league will involve eight of Snoop Dogg’s closest friends –
Red Woods, Red Grant, JC, Tripo Loc, Lala, Shelton, Waniac, and Young
Sagg – playing in a bracket-style tournament against each other in Madden 19.
They will all be competing for a prize pool of $11,000 and a title of
“Topp Dogg.†The winner has a chance of increasing their payout at the
end by beating “the Boss Dog†himself.
Snoop Dogg promises that this league will “turn the gaming world
upside down,†and with that in mind, he will be handling the commentary
alongside internet personality DanRue. If that sounds entertaining, you can watch an archive of the league’s first live stream here.
Check out the Gangsta Gaming League
Viewers will be able to participate in the action from all over the world, with events streaming on Snoop Dogg’s Twitch channel, Mixer channel, and Merry Jane’s Facebook page.
You will be able to interact with Snoop himself in the stream chat,
which is sure to be an amusing time and definitely different from your
normal day-to-day esports viewing. Make sure to tune in and check out
the GGL if you are a fan of Snoop himself or even just Madden.
Here’s a video of Snoop introducing the Gangsta Gaming League.
Posted by AGORACOM-JC
at 8:51 AM on Tuesday, March 12th, 2019
Total Unique Visitor traffic growth of 56% and Total Views growth of 324% year-over-year
Significant growth is based on measurement of the Company’s digital media property by Comscore, a leading 3rd party media measurement and analytics company.
TORONTO, March 12, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast†or the “Companyâ€), a gaming company building the largest community of authentic gamers, is excited to announce that it has received its end of year ranking report and confirmed Total Unique Visitor traffic growth of 56% and Total Views growth of 324% year-over-year. The significant growth is based on measurement of the Company’s digital media property by Comscore, a leading 3rd party media measurement and analytics company. (Source: Comscore Media Metrix Multi-Platform, Dec 2017-Dec 2018, US).
According to the report, compared to its peers in the Gaming
Information category, Enthusiast was the fastest growing company, with
the highest growth rate over the 12 month period. With its significant
growth in 2018, the company also achieved a Top 5 ranking for largest
Gaming Information property based on Total Views, and a Top 10 ranking
for largest Gaming Information property based on Total Unique Visitors.
(Source: ComScore Media Metrix Multi-Platform, Gaming Information, Sep
2018 and Nov 2018, US). Currently, Enthusiast has a network of over 80
gaming related websites with 75 million monthly visitors, and a platform
of 900 YouTube channels adding an additional 50 million monthly
visitors, making it one of the largest networks of gamers in North
America.
Enthusiast continues to execute on its growth strategy through
acquisitions and has completed 8 accretive acquisitions since January
2018. The Company also has new revenue generating streams through
direct advertising and monthly subscriptions which will bring in
additional recurring revenue in 2019. The new monetization
opportunities are greatly attributed to the rapid growth of Enthusiast.
Menashe Kestenbaum, CEO of Enthusiast, commented, “Being ranked as the fastest growing gaming platform by Comscore
is a significant accomplishment for Enthusiast as we continue to chase
large industry players for the number one spot. It shows we are
executing our strategy of becoming an industry leader. Since 2015 our
network has grown from 5 websites to over 80 and we are positioned as a
leading gaming community online.†He added, “We are excited for
the future growth of our platform and the new monetization
opportunities that have already started to come from our massive network
of lifestyle gamers.â€
Founded in 2014, Enthusiast is the fastest-growing online community
of video gamers. Through the Company’s unique acquisition strategy, it
has a platform of over 80 owned and affiliated websites and currently
reaches over 75 million monthly visitors with its unique and curated
content and over 50 million Youtube visitors. Enthusiast also owns and
operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo,
EGLX, (eglx.ca) with over 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.
CONTACT INFORMATION:
Investor Relations: Julia Becker Head of Investor Relations & Marketing [email protected] (604) 785.0850
This news release contains certain statements that may constitute
forward-looking information under applicable securities laws. All
statements, other than those of historical fact, which address
activities, events, outcomes, results, developments, performance or
achievements that Enthusiast anticipates or expects may or will occur in
the future (in whole or in part) should be considered forward-looking
information. Such information may involve, but is not limited to,
comments with respect to strategies, expectations, planned operations
and future actions of the Company. Often, but not always,
forward-looking information can be identified by the use of words such
as “plans”, “expects”, “is expected”, “budget”, “scheduled”,
“estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or
variations (including negative variations) of such words and phrases, or
statements formed in the future tense or indicating that certain
actions, events or results “may”, “could”, “would”, “might” or “will”
(or other variations of the forgoing) be taken, occur, be achieved, or
come to pass. Forward-looking information is based on currently
available competitive, financial and economic data and operating plans,
strategies or beliefs as of the date of this news release, but involve
known and unknown risks, uncertainties, assumptions and other factors
that may cause the actual results, performance or achievements of
Enthusiast to be materially different from any future results,
performance or achievements expressed or implied by the forward-looking
information. Such factors may be based on information currently
available to Enthusiast, including information obtained from third-party
industry analysts and other third-party sources, and are based on
management’s current expectations or beliefs regarding future growth,
results of operations, future capital (including the amount, nature and
sources of funding thereof) and expenditures. Any and all
forward-looking information contained in this press release is expressly
qualified by this cautionary statement. Trading in the securities of
the Company should be considered highly speculative.
Neither the TSX Venture Exchange nor its Regulation Services
Provider (as that term is defined in the policies of the TSX Venture
Exchange) accepts responsibility for the adequacy or accuracy of this
release.
The securities of the Corporation have not been and will not be
registered under the United States Securities Act of 1933, as amended
and may not be offered or sold in the United States absent registration
or an applicable exemption from the registration requirement. This press
release shall not constitute an offer to sell or the solicitation of an
offer to buy nor shall there be any sale of the securities in any
jurisdiction in which such offer, solicitation or sale would be
unlawful.
Tags: EA sports, esports, Fortnite, LOL, stocks Posted in Enthusiast Gaming Holdings Inc. | Comments Off on Enthusiast Gaming $EGLX.ca Ranked as Fastest Growing Gaming Information Property With 324% Growth in Total Views Year-Over-Year $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca
Posted by AGORACOM-JC
at 9:00 PM on Sunday, March 10th, 2019
SPONSOR: Enthusiast Gaming Holdings Inc.
(TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated
websites, currently reaching over 75 million monthly visitors. The
company partial 2018 reported revenue of $7.4 million representing a
625% increase over the same period in 2017.
EGLX: TSX-V ———————————-
Betinvest recruits its own league of eSports legends
Betinvest is developing its newly formed esports with a strong focus on enrolling and fostering talent from past players, fanatic FPS fans and most importantly, people who are passionate about the games themselves
team which is being built from scratch in 2019, will help to drive the company’s leading presence in the sector across various markets over the coming year in a bid to become one of the top three esports odds providers in the world
“Taking inspiration from championship winning teams around the world, Betinvest is developing its newly formed esports with a strong focus on enrolling and fostering talent from past players, fanatic FPS fans and most importantly, people who are passionate about the games themselves. The team which is being built from scratch in 2019, will help to drive the company’s leading presence in the sector across various markets over the coming year in a bid to become one of the top three esports odds providers in the world. Exploring his approach to creating such an innovative team Betinvest’s eSports Project Manager, Vitalii Humeniuk, discusses how his career began playing Dota 2 with some of the world’s best players, Betinvest’s simple but effective customer retention strategy and why the wider industry is only now beginning to take esports seriously.
What’s been your approach to developing your new team?
I’d say that Betinvest has assembled a team of dedicated eSports enthusiasts
who were brought up in the industry and that’s what sets apart our
approach from the rest of the industry. Having a team of people versed
in every facet of the sector enables us to better understand the needs
of our audience and offer something unique to the market – something
that we lacked when the industry first began. Take myself, for example: I
abandoned my eSports career back in 2013 because my parents didn’t know
what eSports was and never supported me playing computer games. I
remember that I used to play against famous names like ‘cr1t’, ‘NOIA’
and ‘HesteJoe Rotten’ in tournaments with prize pools of just €1,500
casted by TobiWan and Wagamama! Look at those players now! TobiWan is
one of the most, if not the most, famous Dota 2 caster in the world, and
‘cr1t’, who is now playing for Evil Geniuses, took 3rd place at TI
2018. Our paths may have split into different directions, but all of us
have something in common: we are still passionate about eSports.
Now, we understand more about gaming and we know which games attract
the biggest audiences, all of which helps us to design our products.
What’s more, we’ve assembled a strong team of traders and analysts.
People always say that if you find a hobby that will bring you money,
you won’t have to work a single day in your life. I can definitely agree
with that statement when I think about our newly-formed team.
Betinvest’s eSports analysts spend hours analysing eSports data and new
information from various games. Live traders keep their eyes peeled,
offering a wide selection of live odds which are available to the end
customer. Our marketing team consists of a few people who, not so long
ago, were just casual eSports customers, but are now working on creating
the best eSports betting service in the world.
What’s been your approach to developing eSports products for your exisiting customers and new players?
At present, we offer odds for over 20 eSports games. It’s important
to remember that, although there might not be monthly tournaments
running for all of those games at the same time, you’d be guaranteed to
see at least six disciplines offered on our partners’ websites at any
one time. Of those, the top three are: Dota 2, CS:GO and League of
Legends. We offer approximately 2,000 pre-match events and up to 1,000
live events for these three major games.
As for our next steps – we’ll never stop. Our plan for 2019 is to
become one of the top three leading eSports odds providers in the world.
We keep looking for young talents and try to implement their ideas for
new games and new markets.
We offer some of the best eSports betting coverage and have a team of
analysts and live traders who calculate our odds. We provide live
coverage of eSports matches and let people use smartphones, or any other
devices, to watch matches and place live bets. So the answer is simple –
we give our audience what they want and they appreciate our efforts.
Imagine you’re watching two people playing tennis against each other.
You place a bet and, even if you’re not familiar with the players’
names, the game becomes interesting to you all of a sudden. We do the
same with eSports.
This year’s ICE London saw a significantly increased eSports presence. Do you see this continuing?
Yes, we noticed this trend reflected by the requests from the
visitors who came to our stand at ICE London. The number of people who
are interested in eSports services has noticeably increased, but we were
prepared for this and were able to offer our new partners an in-house
eSports data feed.
With regards to investment in this sector, at Betinvest we are
continually expanding our team of traders and analysts and forming our
own odds. We plan to enter the market, aiming to become leaders in the
top three eSports disciplines, and then, of course, to look into some
new, booming games.
Posted by AGORACOM-JC
at 10:39 AM on Thursday, March 7th, 2019
Announced that it will be launching its own Esports tournament and entertainment series, called “EGLX Rising Starsâ€.
The series will leverage the distribution of its online network of over 75M website visitors, the additional 50M YouTube visitors, and the tens of thousands of attendees at its live video game expo, EGLX
TORONTO, March 07, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast†or the “Companyâ€), a gaming company building the largest community of authentic gamers, is excited to announce that it will be launching its own Esports tournament and entertainment series, called “EGLX Rising Starsâ€. The series will leverage the distribution of its online network of over 75M website visitors, the additional 50M YouTube visitors, and the tens of thousands of attendees at its live video game expo, EGLX. The tournament will begin this summer and end with grand finals at EGLX 2019, on October 18-20, 2019 at the Metro Toronto Convention Centre (“MTCCâ€), downtown Toronto. The event will be broadcast live and will be released by episodic video after the finals.
The unique series aims to discover up and coming talent in the
Esports industry and follow their personal and professional journey as
they compete to be recognized as the next big Esports superstar and win a
large grand prize. Enthusiast currently has over 400 major gaming
influencers within its online communities and will invite some of its
top talent to lead the teams of aspiring participants as they battle to
gain the same notoriety as the celebrities. The series will capture
footage of the Esports professionals as they interact with the Rising
Stars for the viewing enjoyment of the entire Esports industry. Fans
will be able to watch the journey unfold as episodic content on
Enthusiast Gaming’s online network, live streams during the event, and
in the audience at EGLX in Toronto.
Menashe Kestenbaum, CEO of Enthusiast commented, “Our
vision has always been to provide a home and community to dedicated
lifestyle gamers. Until now we’ve done that separately through our
online communities as well as our live events. We have now made our
first major step towards bringing our online and offline communities
together in an integrated, strategic relationship. With 2019 now
projected to be the first billion-dollar year for Esports and attract
brands across all industries, EGLX Rising Stars will provide another
platform for Brands targeting the Esports Industry.â€
As Esports popularity and viewership continue to grow, Enthusiast
continues to invest and focus its efforts on providing a place for
Esports enthusiasts to discover content and join like-minded
communities. Recent acquisitions of the digital properties Daily Esports
and Operation Sports, as well as hosting one of the largest Esports
competitor events at EGLX 2018 established Enthusiast Gaming as a
leading provider of Esports content. The Rising Stars series is a
continuation of its 2019 Esports growth plans to focus its efforts on
providing Esports enthusiasts with both the content and the community to
follow, discover and experience the growing Esports industry.
The traditional focus of Esports events is limited to only
broadcasting the live competitive match with commentators. Through
Enthusiast’s content distribution platforms, The Rising Stars series
will disrupt the current model, and include entertaining online and live
content, such as, player narratives and storylines; behind the scenes
footage of influencer personalities; and an overall unique spectator
experience. The company intends for the content to be enjoyed and viewed
beyond the event itself, throughout the year.
Earlier this week, Enthusiast announced that EGLX will take place in
Toronto October 18-20, 2019 with nearly double the square footage of its
prior event. The EGLX Rising Stars series will be a major focus of this
year’s event. Plans were also announced to expand EGLX’s footprint
into the United States, which will allow US Esports competitors to
participate within its Rising Stars tournament series in 2020. The
company will provide further updates in the coming months.
Founded in 2014, Enthusiast is the fastest-growing online community
of video gamers. Through the Company’s unique acquisition strategy, it
has a platform of over 80 owned and affiliated websites and currently
reaches over 75 million monthly visitors with its unique and curated
content. Enthusiast also owns and operates Canada’s largest gaming expo,
Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with over 55,000 people attended in October 2018. For more information on the Company, visit www.enthusiastgaming.com.
CONTACT INFORMATION:
Investor Relations: Julia Becker Head of Investor Relations & Marketing [email protected] (604) 785.0850
This news release contains certain statements that may constitute
forward-looking information under applicable securities laws. All
statements, other than those of historical fact, which address
activities, events, outcomes, results, developments, performance or
achievements that Enthusiast anticipates or expects may or will occur in
the future (in whole or in part) should be considered forward-looking
information. Such information may involve, but is not limited to,
comments with respect to strategies, expectations, planned operations
and future actions of the Company. Often, but not always,
forward-looking information can be identified by the use of words such
as “plans”, “expects”, “is expected”, “budget”, “scheduled”,
“estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or
variations (including negative variations) of such words and phrases, or
statements formed in the future tense or indicating that certain
actions, events or results “may”, “could”, “would”, “might” or “will”
(or other variations of the forgoing) be taken, occur, be achieved, or
come to pass. Forward-looking information is based on currently
available competitive, financial and economic data and operating plans,
strategies or beliefs as of the date of this news release, but involve
known and unknown risks, uncertainties, assumptions and other factors
that may cause the actual results, performance or achievements of
Enthusiast to be materially different from any future results,
performance or achievements expressed or implied by the forward-looking
information. Such factors may be based on information currently
available to Enthusiast, including information obtained from third-party
industry analysts and other third-party sources, and are based on
management’s current expectations or beliefs regarding future growth,
results of operations, future capital (including the amount, nature and
sources of funding thereof) and expenditures. Any and all
forward-looking information contained in this press release is expressly
qualified by this cautionary statement. Trading in the securities of
the Company should be considered highly speculative.
Neither the TSX Venture Exchange nor its Regulation Services
Provider (as that term is defined in the policies of the TSX Venture
Exchange) accepts responsibility for the adequacy or accuracy of this
release.
The securities of the Corporation have not been and will not be
registered under the United States Securities Act of 1933, as amended
and may not be offered or sold in the United States absent registration
or an applicable exemption from the registration requirement. This press
release shall not constitute an offer to sell or the solicitation of an
offer to buy nor shall there be any sale of the securities in any
jurisdiction in which such offer, solicitation or sale would be
unlawful.
Posted by AGORACOM-JC
at 1:07 PM on Wednesday, February 27th, 2019
SPONSOR: Enthusiast Gaming Holdings Inc.
(TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated
websites, currently reaching over 75 million monthly visitors. The
company partial 2018 reported revenue of $7.4 million representing a
625% increase over the same period in 2017.
EGLX: TSX-V ———————————-
G2 Esports raises $17.3 million for global growth and further investment
Competitive gaming firm G2 Esports has raised $17.3 million.
In a blog post, the esports organisation confirmed it had closed out the latest round of funding, bringing its total investment to $24.5 million to date.Â
G2 Esports owns 11 teams across various competitive games, including
Counter-Strike, League of Legends, Hearthstone and Playerunknown’s
Battlegrounds.
The investment was headed up by New York private equity firm Seal
Rock Partners, with participation from Everblue Management. G2 Esports
stated that it plans to use the funds to push ahead with global
expansion, pay franchise fees and further its own business and content
investments.
“After an incredibly successful 2018 where we positioned ourselves as
one of the leading entertainment assets in esports, G2 is doubling down
on international growth and continuing our investment in world-class
content creation,†said co-founder and CEO Carlos Rodriguez said.
“We have partnered with the right investors, who have a deep
understanding of a variety of entertainment industries, and significant
experience in scaling successful companies and brands.â€