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Activision’s $5 million bet on esports kicks off today with the 2019 season of Overwatch League
Posted by AGORACOM-JC
at 2:18 PM on Tuesday, February 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 partial 2018 reported revenue of $7.4 million representing a
625% increase over the same period in 2017.
EGLX: TSX-V ———————————-
Newzoo estimates esports revenue will eclipse $1 billion this year
Jacob WolfESPN Staff Writer
esports market is expected to eclipse $1 billion in revenue for the first time in 2019, according to a market report from research firm Newzoo released on Tuesday.
The esports industry brought in $865.1 million in revenue in 2018, according to Newzoo, and stands to reach $1.1 billion in 2019 based on the company’s projections.
The esports market is expected to eclipse $1 billion in revenue for the first time in 2019, according to a market report from research firm Newzoo released on Tuesday. It’s been a long offseason, but the second season of the Overwatch League is about to kick off. How did the Atlantic side fare in the offseason moves?
The esports industry brought in $865.1 million in revenue in 2018,
according to Newzoo, and stands to reach $1.1 billion in 2019 based on
the company’s projections. With a growth rate of 22.3 percent year over
year, Newzoo predicted that the industry will rake in $1.79 billion in
revenue by 2022.
These numbers are more modest than previous reports from the firm,
which outlined $1.5 billion by 2020. The industry will take an
additional year, to hit those numbers, according to Tuesday’s report.
The audience for the space is also expected to grow to include 453.8
million people who consume at least one esports event per year in 2019,
with 201 million of those fans watching at least one esports event per
month, according to the firm. In 2018, Newzoo found 394.6 million people
watched at least one esports event per year.
In October and November, more than 58.3 million hours of the League
of Legends World Championship were consumed by viewers, with the
majority of that viewership stemming from China. By comparison, the
second most-watched tournament, the Dota 2 Asia Championships in
February 2018, accrued a total of 12 million hours viewed.
The majority of the esports revenue will come from brand investments,
which Newzoo categorizes as sponsorships, advertising and media rights.
Forty-two percent of revenues are projected to come from sponsorships,
which have hit record numbers in the past few years, according to the
report. In the past few months, companies such as Coca-Cola, Alienware and others have forged global deals with the Overwatch League and League Championship Series respectively.
Newzoo also predicted an uptick in interest from media companies both
on digital and linear TV. In late 2017 and throughout 2018, the League
Championship Series and Overwatch League struck multimillion-dollar
deals with ESPN, while the Overwatch League also finalized a two-year,
$90-million deal with Amazon-owned livestreaming platform Twitch. Other
livestreaming platforms such as Facebook, YouTube and Caffeine — which
raised $100 million from Fox News in September — have committed to
making bigger investments in the space as well.
Despite increased interest and revenues, average spending per fan
will likely increase but still remain very low compared to traditional
sports, Newzoo said. In 2019, regular esports consumers will spend $5.45
per year on esports, excluding the purchase of game titles.
Of the 173 million people who consumed esports more than once a
month, 72 percent were men, while 28 percent were women, according to
Newzoo’s report. The dominant age range for both was 21-35, including 39
percent of men and 15 percent of women. Of viewers who watched at least
once per year, Newzoo found that 66 percent were men and 34 percent
were women.
Although the benchmark of $1 billion provides optimism, there are
some signs that the esports industry is struggling in other areas.
Despite more than $500 million being committed to franchise fees in both
the Overwatch League and Riot Games’ League Championship Series and
League European Championship in 2017 and 2018, some investors have
looked to sell, while some teams have made layoffs within the last six
months.
In October, OpTic Gaming and Houston Outlaws parent Infinite Esports
& Entertainment — which committed $33 million in franchise fees to
the Overwatch League and League Championship Series in 2017 — laid off
19 employees and ousted CEO Chris Chaney. Their main shareholders, a
group comprised of Texas Rangers owners Neil Leibman and Ray Davis, are
now looking to sell majority stake of that company for around $150
million, ESPN reported in January.
Infinite’s ownership group is not alone. Vision Venture Partners, the
parent of Echo Fox and Twin Galaxies, had layoffs in November after its
H1Z1 Pro League began to unravel
in fall 2018. The Overwatch League had layoffs, too, after it overspent
its original estimates, league sources said. Its parent company,
Activision Blizzard, also shuttered the Heroes of the Storm Global
Championship in December, and Activision Blizzard is expected to lay off
hundreds employees this week, per a Thursday report from Bloomberg.
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Posted by AGORACOM-JC
at 11:21 AM on Friday, February 8th, 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 ———————————-
Esports Playing in the Big Leagues Now
In 2018, esports captured the attention of nearly 400 million viewers worldwide—and cable and OTT platforms took note, with media rights revenues topping $180 million.
Total esports revenues reached $869 million in 2018, and is forecast to more than triple by 2022, reaching $2.96 billion, according to an October 2018 report by Goldman Sachs.
By Lucy Koch
In 2018, esports captured the attention of nearly 400 million viewers
worldwide—and cable and OTT platforms took note, with media rights
revenues topping $180 million.
Total esports revenues reached $869 million in 2018, and is forecast
to more than triple by 2022, reaching $2.96 billion, according to an
October 2018 report by Goldman Sachs.
More modestly, a report from PwC
(cited by the Goldman Sachs report) projected worldwide esports revenues
of $1.58 billion by 2022—an 18.4% compounded annual growth rate.
Ad Revenue
According to PwC, esports revenues totaled $805 million in 2018, with
the largest portion coming from sponsorships ($277 million), followed
by media rights and streaming advertisements.
PwC estimated that over the next three to five years, media rights
revenue would grow 11.5%—to roughly $449 million by 2022. That’s more
than twice the growth rate of sponsorship and advertising, at 5.5%.
As audiences grow, so do expectations. Esports viewers want to be
able to watch their favorite teams, players and tournaments on any
screen, at any time—and this will push profitability.
Paul Verna, principal analyst at eMarketer, explains: “Marketers who
try to reach esports fans through video ads will be able to tap into the
sophisticated targeting and measurement capabilities that streaming
services offer. In that sense, there’s more value to a marketer in
attaching itself to game streams than sponsoring an event or team. It’s
all about harnessing data.â€
And there’s plenty of data to harness.
Esports Viewers
There were approximately 380 million esports viewers in 2018, and
that’s expected to surge to roughly 557 million viewers by 2021,
according to a report from Newzoo. Of
those 557 million projected viewers, 307 million will identify as
“occasional viewers” and 250 million will consider themselves “esports
enthusiasts”.
Breaking Down Key Players
Occasional Viewers: People who watch professional esports content less than once a month.
Esports Enthusiasts: People who watch professional esports content more than once a month.
What’s more, Asia-Pacific leads the global esports market and is
projected to capture the largest market share, with $1.5 billion by
2022, according to a study from Activate. Close behind, Europe and the US tie for second at $1.2 billion.
“The US is a natural growth opportunity for esports because of the
strong gaming culture here, the ties between gaming and sports, and the
country’s natural inclination toward competitive endeavors. The same is
true of Western European markets, particularly the UK, Germany, and
France,†Verna said.
Somewhat behind the curve due to the lack of fixed broadband, Latin
America will account for just $100 million of esports market share by
2022. However, growth is expected in Brazil and Mexico, where esports is
officially recognized as a sport.
Verna adds that the majority of the esports market is young and is
“therefore less likely to be reached through traditional ad channels
than an older TV audience,†saying that “sponsorships and endorsements
are equally viable for marketers whose brands align with the target
audience.â€
Posted by AGORACOM-JC
at 2:25 PM on Tuesday, February 5th, 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 ———————————-
These are the esports games to watch out for in 2019
The esports industry economy is expected to hit $1.65 billion by 2021, fueled by nearly 250 million esports enthusiasts and another 307 million casual viewers.
That revenue and viewer forecast could get even higher based on heavy-hitters like Fortnite and PlayerUnknown’s Battlegrounds officially entering the esports arena in 2019.
Whether you’re not familiar with esports or you’re a dedicated longtime fan, we’ve compiled a list of the esports games to watch out for this year.
A few esports games on our list are relative newcomers, while games
like Dota 2 and League of Legends are showing their age. They’re all
still hot titles and should provide plenty of fun, frenetic gameplay
throughout the year. Best of all, you can play in several of the listed
tournaments!
Call of Duty: Black Ops 4
Activision’s latest Black Ops entry launched Oct. 12, 2018 on the
PlayStation 4, Xbox One, and Microsoft Windows. It includes a new game
mode called “Blackout,†which replaces the traditional campaign with a
battle royale mode. However, you won’t see people competing in that mode
just yet. The Call of Duty World League (CWL) lists Hardpoint, Search & Destroy, and Control as the battle modes for the 2019 season.
According to the league, the esports format is changing to five-versus-five for 2019. Participants will also get an updated ruleset, the largest Call of Duty esports prize pool to date — a hefty $6 million —
and the removal of region restrictions for all LAN-based events.
Qualifications for the Pro League — launching Feb. 4 — are also
changing, to remove the relegation period and second stage. Teams will
receive extra prize money for participating in the CWL Pro League as
well.
The second open event of the 2019 season takes place in Fort Worth, Texas during March 15 to March 17. You can watch the show on Twitch here.
Clash Royale
Developed and published by Supercell, this real-time strategy game arrived on Android and iOS in March 2016. Clash Royale
mashes multiple genres into one multiplayer game: Online battle arena,
collectible card game, and tower defense. Players battle in one-on-one
and two-on-two matches trying to destroy the highest number of opposing
towers.
Supercell’s official esports league
for 2018 consisted of 40 teams from Asia and Mainland China, Europe,
Latin America, and North America. Each team had four to six players,
three of which played in one-on-one and two-on-two games on match days.
The best team in each region moved on to compete in the Clash Royale
League World Finals. To become a pro team member for season one, you
needed complete 20 wins in the CRL Challenge in March 2018.
Few esports games have had as much impact as Counter Strike: Global
Offensive. This first-person shooter developed by Valve and Hidden Path
Entertainment launched in 2012 and became an esport the following year.
Valve currently sponsors Major Championships (called Majors), in which
24 teams compete for a prize pool of $1 million. The list of hosts over
the years include ELeague, Electronic Sports League (ESL), and Major
League Gaming (MLG). The first Major of the year will be during Intel Extreme Masters XIII in Katowice hosted by ESL.
Valve changed the Majors format
starting with Boston’s ELeague Major in early 2018. The company renamed
all three stages, increased the overall team count to 24, and
introduced stickers for all participating teams. ESL plans to tweak the Major format again
before the Katowice tournament to implement the new Swiss system used
in the Chicago Major in November. This pits teams against opponents with
the same ELO rankings, rather than pairing teams with opponents of
harder or weaker skill.
Just before Dota 2’s launch in 2013, Valve invited 16 Defense of the
Ancients esports teams to play the unreleased game in a tournament
during Gamecom 2011. Valve held a second tournament in 2012 during PAX
Prime, followed by the official launch of The International
at the Benaroya Hall in Seattle during 2013. The most recent
International event took place in Vancouver, Canada in August 2018,
where 18 teams compete for a prize pool $25 million.
Currently the second-most watched esports game on Twitch and YouTube, Dota 2
consists of two teams of five players with the goal of eliminating the
opposing team’s Ancient. You can watch The International through Twitch, Steam Broadcasting, YouTube, China’s Gamefy, and in some cases traditional networks. Prize pool money stems from the purchase of a Battle Pass and related in-game items with a starting price of $10.
Fortnite
The first Fortnite World Cup arrives in late 2019.
Qualifiers were originally scheduled for Fall 2018, but they were
pushed to sometime in 2019. Epic Games wants the competition open to all
Fortnite players rather than sell teams and franchises, or fund
third-party leagues. Backing this tournament is a hefty $100 million split between various major and minor events “at different levels of competition.â€
Fortnite entered the esports scene in 2018 with its first Pro-Am event, during E3 2018. After that, Epic Games held the Summer and Fall Skirmish series followed by the Winter Royale in December. The next non-World Cup event sponsored by Epic Games will be the Secret Skirmish on Feb. 14 and 15, with a prize pool of $500,000. This event will be invite-only at an undisclosed location.
League of Legends
Originally launching in 2012, the League of Legends Championship
Series (LCS) changed its format in 2016, bringing ten teams into Riot
Games’ Los Angeles studios to compete live on Twitch and YouTube.
The annual season consists of two local nine-week sessions, with the
best three teams of each session moving on to compete in regional
finals. After that, the winning team competes with other teams from
across the globe in the League of Legends World Championship. Overall, 13 regions follow this or a similar format prior to the global showdown.
The 2018 World Championship saw 24 teams compete for a chunk of the
$2.4 million prize pool and the tournament’s coveted trophy. The 2019
schedule started Feb. 2 here in North America and the local Spring
Finals are scheduled for April 13 in St. Louis, Missouri. This year Riot
Games chose to remove the third and fourth place matches, resulting in
only two teams competing for the Spring Split Champion title and the
chance to move on to the Mid-Season Invitational.
Both the European and North America leagues also rebranded for the
2019 season — the NALCS is now called the LCS, and the EULCS is now
called the League European Championship (LEC).
Activision Blizzard launched the Overwatch League in 2017. Unlike other esports tournaments, the company chose the traditional sports format with Overwatch,
allowing companies and individuals to own teams established in specific
cities. Team owners include New England Patriots owner Robert Kraft
(Boston), Misfits Gaming CEO Ben Sproont (Miami – Orlando), and New York
Mets COO Jeff Wilpon (New York). The roster now consists of 20
established teams spread out across the globe.
The 2019 season begins Feb. 14,
with four matches including Philadelphia Fusion taking on London
Spitfire, and New York Excelsior competing against Boston Uprising.
Activision Blizzard breaks the season down into four five-week stages.
The schedule shows Week five of Stage four taking place in Los Angeles
at the end of August, so get ready for loads of coverage through the
spring and summer. London Spitfire won the 2018 Grand Finals at Barclays Center in Brooklyn, New York, in a two-day showdown that reeled in nearly 11 million viewers.
The League is different than the Overwatch World Cup.
Instead of using city-based teams, the World Cup consists of
individuals chosen by the community in 32 countries based on their skill
rating. These countries are divided into eight groups with four teams
in each group. Eventually the top team in each group battle each other
across four stages until the final showdown during BlizzCon.
PlayerUnknown’s Battlegrounds
After announcing a five-year plan to establish an esports presence, PUGB Corp. launched the first season of the official global pro competition for PUBG in January 2019. The competition consists of three phases
separated by two global events and an All-Star Games session featuring
the best players from each region: North America, Europe, Korea, China,
Japan, Chinese Taipai/Hong Kong/Macao, Southeast Asia, Latin America,
and Oceania. The 2019 Global Championship concludes in November.
Prior to the new Global Championship, the first major tournament
hosted by PUGB Corp. was the 2018 Global Invitational in Berlin, with a
prize pool of $2 million. Before that, Bluehole and the ESL conducted an
invitational during Gamescom in 2017. Going forward, the PUBG Esports pro competition rules include 16 squads of four players, the Erangel and Miramar maps, a locked first-person perspective, and a global points system.
Developer Psyonix launched the Rocket League Championship Series in 2016. According to Psyonix, Season 7 kicks off 2019 with support for cross-platform play,
bringing in gamers on the Nintendo Switch, PlayStation 4, Xbox One, and
PC through Steam. The North American qualifiers begin March 2, while
the European qualifiers begin March 3. South America becomes an official
region in this season as well, though details regarding the qualifiers
will be released “in the coming weeks.†League play begins April 6 in
North America and April 7 in Europe.
Psyonix previously increased the prize pool to $1 million in Season 6, and added another $100,000 for the Rival Series. Introduced in Season 4,
the Rival Series is a secondary league composed of the top eight teams
that didn’t qualify for the Championship Series. After a five-week duel,
the top two teams emerge to compete against the seventh and
eighth place Championship Series teams. Rival Series League Play begins
April 12.
You can livestream the events on Twitch and YouTube.
Super Smash Bros. Ultimate / Splatoon 2
Nintendo’s first tournaments for the year starts in February and anyone can participate. For the Super Smash Bros. Ultimate North America Open 2019,
Nintendo will conduct three online qualifying sessions on Feb. 2, Feb.
16, and March 9 in four regions across North America: northeast,
southeast, southwest, and northwest. The final showdown will include
players from Mexico and Canada during the PAX East gaming convention in
Boston on March 30, 2019. You can read the official rules here, or if you’d simply rather watch, the online qualifiers and final match will be livestreamed.
For the Splatoon 2 North America Inkling Open 2019, the schedule is
slightly different. Captains must register their team and an additional
player between January 22 and February 10. After that, teams will
qualify for the tournament in Ink Pools on Feb. 10. The top eight teams
will include players from Canada and Mexico to compete in the qualifier
finals on March 2. Only four teams will make the trip to PAX East in
March to compete in the final showdown. You can read the official rules here.
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Posted by AGORACOM-JC
at 2:50 PM on Monday, January 28th, 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 has year to date revenue of $7.4 million representing a 625%
increase over the same period in 2017.
EGLX: TSX-V ———————————-
An interview with Mike Sepso, co-founder of Major League Gaming and Electronic Sports Group.
Esports, the professional level of video gaming, is still a relatively new form of entertainment, and many people still think watching other people play video games is an odd way to spend time.
However, the content category has come a long way and continues to grow at a rapid clip — and that hasn’t happened by accident.
Keith Noonan Jan 27, 2019 at 9:04AM
Esports, the professional level of video gaming, is still a
relatively new form of entertainment, and many people still think
watching other people play video games is an odd way to spend time.
However, the content category has come a long way and continues to grow
at a rapid clip — and that hasn’t happened by accident. People in the
industry have been working for decades to get it to where it is today,
and Mike Sepso has been a big part of the push.
In 2002, Sepso co-founded Major League Gaming (MLG), one of the
pioneering organizations in esports and one that played a key role in
bringing competitive gaming as a spectator sport to greater prominence.
He sold MLG to Activision Blizzard (NASDAQ:ATVI)
in 2015 and came on board at the company as a senior vice president in
charge of esports. Sepso sees a huge growth runway for competitive
gaming as spectator entertainment content, and he left Activision last
year to form Electronic Sports Group, a company that’s advising clients
across a range of industries about business opportunities in the esports
space.
I had the chance to interview him and pick his brain about the
history of esports, where he sees the industry going, and what this
emerging content category could mean for investors. Read on for an
inside look at the rapidly expanding world of esports.
Image source: Getty Images.
Understanding esports and what’s ahead
Despite professional gaming’s exploding popularity, the content
category isn’t broadly known or understood outside of millennial and
Generation Z age demographics. There are differing opinions about what esports
is, even among people who follow the space, but if anyone is qualified
to describe it, it’s probably Sepso. I asked the industry veteran how he
would describe esports to people who might not have a lot of previous
exposure to it. Here’s what he had to say:
I spent many, many years explaining esports conceptually to people.
Generally speaking, it’s team-based competition. Two teams are pitted
against each other to achieve an objective on an even playing field that
requires a tremendous amount of skill and practice and teamwork to
accomplish. So from that perspective, taking that athleticism out of it,
everything sounds a lot like sports.
More recently, I would say in the past couple years, it’s much easier
to describe esports because really all you have to say is, “There’s
about a half a billion people that watch it.” It’s becoming far and away
the fastest-growing spectator sport among people under 35. So, when you
say that to people who work in the traditional sports or broadcasting
business, it’s a massive sort of light bulb.
A scene from Activision Blizzard’s Overwatch. Image source: Activision Blizzard.
To put esports growth in context, Newzoo estimates that global
revenue for professional competitive gaming will have climbed from $493
million in 2016 to roughly $1.5 billion in 2020 — and that’s just
scratching the surface of the potential market. Other industry snapshots
take a broader view of what constitutes esports — and they report
bigger market sizes and faster growth than Newzoo, factoring in cash
sources like gambling, investments, and business from more-casual gaming
events and broadcasts. Precise figures for the current and near-term
values of the market probably aren’t as important as the trend and the
implications. There’s impressive growth here and huge room for
expansion.
Building story lines
The esports and traditional pro sports industries won’t be neatly
comparable across all dimensions, but it’s not unreasonable to think
that the types of personal attachments and story lines that have formed
around teams and players in the NFL and NBA (and been central to the
growth of those leagues) could have counterparts in professional gaming.
Sepso thinks that the evolution of those dynamics will play a role in
encouraging industry growth, and he says he’s already seeing some
promising developments on that front with the Overwatch League:
I think the most interesting thing will be, specifically with the Overwatch
League, will be as it moves to a distributed city-based system. So now
all of the teams, all of the franchise owners own a particular market:
L.A., New York, Boston, et cetera. They’re not playing in those markets
yet. Once that distributed model takes effect and you have teams playing
home and away games in all of these cities around the world, I think
you’re going to see a much more interesting narrative develop that
intertwines those cities with the teams and their brands.
I asked Sepso how soon he sees esports becoming a reliable sales
pillar for gaming’s major publishers. Here’s his outlook on when that
might happen and how to measure the content category’s emergence for
leading video game companies:
These are multibillion dollars of revenue businesses, so in order for
esports to be kind of meaningful, it has to be at least over 10% of the
total revenue picture. I think we’re still several years away from that
being the case, but it’s hard to pinpoint when that’s going to happen
because the growth rate is so high. It’s really just “How quickly can
the audience be effectively monetized,” and some of that honestly is
outside of the control of the publishers.
Sepso thinks that advertisers are still working out the best ways to approach and engage with the fast-growing esports audience.
So the revenue streams that are sort of powering that growth are
going to come from rights fees and sponsorship and advertising. And, at
the end of the day, rights fees are sort of inherently driven by
sponsorship and advertising spend, too, so it’s really got a lot to do
with how quickly the advertising industry and the consumer products
industry and various other kind of big advertising vectors figure out
how to tap into this type of property and engage with the audience.
Members of Overwatch League’s New York Excelsior team celebrating a win. Image source: Activision Blizzard.
Who’s winning the game?
When it comes to which video game companies are creating the content
and structure needed to bring in advertisers and investors, Sepso sees a
lot of promising efforts, but he outlined two clear leaders in these
early days: Activision Blizzard with the Overwatch League and Tencent (NASDAQOTH:TCEHY) with the League of Legends Championship Series. He said:
So I think that across the board generally speaking, they’re doing a
great job. But this is sort of early days of this new highly regulated,
highly structured, highly controlled league system being developed. So
you really only have Overwatch League and League of Legends
Championship Series. Those are the two kind of big, global franchise
league structures out there. Those are clearly the two best to invest in
from an advertiser’s point of view because they’re big and stable and
there’s a lot of capital and resources behind promoting them and making
them bigger and investing in the quality of the content.
So, as more of those leagues are developed and launched by the
publishers, and the ad industry figures out how to engage with that type
of system, I think that’s when the growth curve will really take off
from a financial performance basis. But the nice thing is that the
audience is already there. You can kind of see that, with an audience as
big as esports is at an aggregate level, if you can apply even a small
percentage of the typical monetization rates per fan that the
traditional sports leagues have to that model, you get a massive revenue
opportunity.
Asked what it will take to get esports to the next level and generate
increasing momentum for mainstream expansion, Sepso stressed the
importance of expanding the appeal while still remaining true to what
made esports attractive to the core fans.
I think what you’re starting to see is connection points outside of
the core audience. So it’s important that as esports becomes more
mainstream and more commercialized, that the core fan base is serviced.
You don’t want to sort of skip past the people that got you there.
Especially with esports, that authenticity metric is critical. So
keeping that fan base engaged but then expanding into new connection
points is very important, too.
The Electronic Sports Group co-founder sees television distribution
deals, celebrity involvement, and increasing connection points across
the media landscape helping to make the content more accessible and
easier to discover.
Since primarily you only had esports broadcast on places like Twitch,
outside of the gaming community, it was difficult to generate any
awareness that this was going on. But now … you’ve got Overwatch League in particular distributing on Disney network channels, and the whole industry is getting more mainstream in general…
So I think you’re going to see more and more mass-market awareness of
this happening, and as fans come in, the other interesting thing that
we’re starting to see is more and more fans that aren’t gamers. So it
becomes an interesting place for them to connect — where potentially
esports starts to drive more adoption of the core business of these
publishers, but importantly, I just think that you’re getting bigger and
bigger and more mainstream audiences engaged with esports.
What started out as small tournaments held in conference rooms and
auditoriums and had its biggest events occasionally featured on niche,
gaming-and-tech-focused television networks and websites has evolved to
become one of the most popular content categories on streaming platforms
like YouTube and Twitch and is making inroads at channels operated by
TV leaders including Disney, Comcast, and AT&T.
Esports is still relatively young, and investors should proceed with
the understanding that individual leagues and organizations will have to
navigate unpredictable twists and turns, but there’s undeniable
momentum behind the content and excitement for what lies ahead. If Sepso
and other insiders are right, competitive gaming is on track for
meteoric growth over the next decade, and industry players that help
facilitate that growth will be richly rewarded.
Tags: esports, Fortnite Posted in Enthusiast Gaming Holdings Inc. | Comments Off on Enthusiast Gaming $EGLX.ca – What’s Next for Esports? An Insider Weighs In $ATVI $TTWO $GAME $EPY.ca $TCEHF
Posted by AGORACOM-JC
at 9:26 AM on Wednesday, January 23rd, 2019
Entered into two agreements, one with Omnia Media Inc. to exclusively represent all of Omnia’s online gaming traffic in the United States, and another with Blue Ant Media
Omnia is a leading global gaming YouTube platform which creates, manages and operates a multi-channel YouTube network that distributes premium, original content.
With over 50 million monthly visitors 1, 400 million subscribers across 900 channels, Omnia’s network is one of the most highly visited destinations on YouTube for video game related content
TORONTO, Jan. 23, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF)  (“Enthusiast†or the “Companyâ€), a digital media company building the largest community of authentic gamers, is excited to announce that it has entered into two agreements, one with Omnia Media Inc. (“Omniaâ€) to exclusively represent all of Omnia’s online gaming traffic in the United States, and another with Blue Ant Media (“Blue Antâ€) pursuant to which Blue Ant will act as an exclusive advertising sales agent of Enthusiast in Canada. Omnia is a wholly owned subsidiary of Blue Ant.
Omnia is a leading global gaming YouTube platform which creates,
manages and operates a multi-channel YouTube network that distributes
premium, original content. With over 50 million monthly visitors1, 400
million subscribers across 900 channels, Omnia’s network is one of the
most highly visited destinations on YouTube for video game related
content. Under the representation agreement with Omnia, Enthusiast will
act as Omnia’s exclusive United States sales agent for the sale of the
advertising inventory across Omnia’s gaming media platform.
Omnia’s content platform that includes recently launched ‘Sidemen
Show’ on YouTube Premium and animated series ‘The Squad’ a highly viewed
Fortnite-inspired cartoon series on YouTube/Snapchat. Omnia’s portfolio
of content can also be found across Facebook, Amazon, Twitch, Roku, and
a number of linear channels worldwide.
Enthusiast anticipates that the arrangement will grow its community,
while diversifying the platform to include a large library of video
content. The partnership is also an important step in Enthusiast’s
long-term expansion strategy across North America and allows the company
to focus on monetizing its growing US traffic base.
Menashe Kestenbaum, CEO of Enthusiast, commented, “We
are excited to partner with Blue Ant Media, a recognized international
digital media platform to represent its US advertising inventory. The
beneficial partnership adds Omnia Media, a leading YouTube video gaming
community to our platform and significantly increases our network’s
reach. We are committed to expanding our US presence and are focused on
developing our sales force to capitalize on our rapidly growing network.â€
Austin Long, VP, Gaming Partnerships & Strategy of Omnia, added, “We will greatly benefit from
Enthusiast’s sales experience in the media space, which will have a
positive impact against our global inventory. We are hopeful that
further synergies will come from our partnership between Omnia’s talent
and content generation and Enthusiast’s website portfolio and live expo,
EGLX. We look forward to partnering with the Enthusiast team.â€
Enthusiast has entered into a second representation agreement to
engage Blue Ant as the Company’s exclusive sales agent for the sale of
Enthusiast’s Canadian consumer marketing opportunities, including
digital inventory, consumer show sponsorships, content creation and
experiential activations.
Kestenbaum continued, “Being backed by Blue
Ant’s strong Canadian presence and talented sales force will help us
drive advertising revenue across our Canadian digital inventory.
Engaging Blue Ant is one part of our strategy to build out a strong,
multileveled sales force in North America. We look forward to working
with Blue Ant and the Omnia team moving forward.â€
1 (Source: Google Ad manager, January 2019)
About Omnia
With over 400 million subscribers across 900 channels, Omnia has an
impressive content slate including the recently launched ‘Sidemen Show’
on YouTube Premium and animated series ‘The Squad’ which is a highly
viewed Fortnite-inspired cartoon series on YouTube/Snapchat. Omnia’s
portfolio of content can also be found across Facebook, Amazon, Twitch,
Roku, and a number of linear channels globally. Visit www.omniamedia.com for more information.
About Blue Ant
Blue Ant Media is a privately held, international media company that
creates and distributes content worldwide across streaming video, linear
television, digital, magazines and live events. The company’s
broadcasting business offers a robust portfolio of Canadian and New
Zealand-based media brands. Content distribution, lead Blue Ant
International, offers a catalogue of 2,200+ hours of premium, unscripted
content worldwide, which includes the largest 4K natural history
library on the market. Blue Ant Media is headquartered in Toronto
(Canada), with offices located in Los Angeles (US), London (UK), and
Auckland (NZ). blueantmedia.ca
About Enthusiast
Founded in 2014, Enthusiast is the fastest-growing online community
of video gamers. Through the Company’s unique acquisition strategy, it
has a platform of over 80 owned and affiliated websites and currently
reaches over 75 million monthly visitors with its unique and curated
content. Enthusiast also owns and operates Canada’s largest gaming expo,
Enthusiast Gaming Live Expo, EGLX, (www.eglx.ca) with 55,000 attendees 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: esports, Fortnite, LOL Posted in All Recent Posts, Enthusiast Gaming Holdings Inc. | Comments Off on Enthusiast Gaming $EGLX.ca Announces Exclusive Partnership With Omnia Media And Its 900 Channel Youtube Network And 50+ Million Monthly Visitors $ATVI $TTWO $GAME $EPY.ca $TCEHF
Posted by AGORACOM-JC
at 12:40 PM on Tuesday, January 22nd, 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
Here’s why esports can become a billion-dollar industry in 2019
Research firms like Statista estimate that global revenues for the wildly popular, still nascent sector may even surpass that milestone this year — particularly because of the number of companies and investors getting in on the esports market.Â
Estimates from Newzoo project that the global esports market will exceed $1.6 billion by 2021.
Electronic sports (esports) experts considered 2018 a landmark year
that cemented the space’s potential as the next billion-dollar industry.
Research firms like Statista estimate that global revenues for the
wildly popular, still nascent sector may even surpass that milestone
this year — particularly because of the number of companies and
investors getting in on the esports market. Estimates from Newzoo
project that the global esports market will exceed $1.6 billion by 2021.
“When I look at 2018, I feel like it was the year that esports really
started cracking into the mainstream,†Jack Etienne, owner of North
American esports team Cloud9, told CNBC recently—. “To me it feels like
we’ve broken a barrier that we’ve never attained before in esports.â€
Like other industry participants, Etienne believes the past year also
laid down catalysts that will drive esports’ development going into
2019. This is particularly true in some key areas that he thinks are
essential to building a more sustainable ecosystem for the industry.
Getting in the Game
In October, Cloud9 became the world’s most valuable esports team after raising $50 million in Series B funding, leading Forbes to peg the team with a $310 million valuation. The same report also estimated that a total of nine esports teams worldwide are worth at least $100 million.
Those numbers have attracted attention from a number celebrities, including basketball legend Michael Jordan, who joined the ownership group for Team Liquid in October 2018.
Meanwhile, big-time investors like Mark Cuban have also taken stakes
in esports-related entities for years, and traditional sports moguls
have bought in. For instance Robert Kraft, who owns the New England
Patriots, also paid $20 million to own the Boston-based team in
Activision Blizzard’s Overwatch League prior to its launch last year.
Aside from the star-studded line of investors, 2018 saw a new rush of
brands into the space. Last year, research firm Newzoo estimated that
about 60 percent of the esports market’s revenue would come from
sponsorships and advertising.
One big trend some esports players are betting on is the continued
entry of non-endemic companies into the space. In 2018, a rush of
non-gaming companies, from autos to telecom, struck deals and sponsored
events, leagues and teams alongside more traditional tech and
gaming-related names.
According to Naz Aletaha, head of esports partnerships at Riot Games,
“our audience is predominantly digital first and that gives us
different opportunities to engage in meaningful ways.â€
Using Riot’s “League of Legends†competitive scene as an example, she
recently told CNBC that “the scale that we’ve achieved globally by
operating 13 leagues has created the perfect ecosystem for brands to get
involved.â€
These partnerships lead Aletaha to believe that some of the next big
non-gaming brands to enter esports will be from three primary areas:
Quick service restaurants, male grooming and apparel. All three stand to
benefit from a space that is “not overly saturated yet†that also
boasts a younger audience, Aletaha added.
Cloud9′s Etienne also expects that many of these brands will
establish longer-term deals in the esports space. The number of brands
wanting in leaves teams and companies in a position with more options to
consider for their longevity.
“One of the things I need to balance out is I need to look at these
brands,†he said. “Long-term partnerships are really starting to
[generate]
and dig in with that partner and start building some really
great products and I want to do that, but I also want to sign partnersâ€
best suited to esports teams and companies, he said.
Creating longer-term deals will establish a more sustainable esports
market that companies will also benefit from, according to esports
experts.
“The longer you’re in the space, the more of an authentic layer
you’re going to become, which really just helps win the hearts and minds
of the audience,†explained Aletaha.
Posted by AGORACOM-JC
at 1:58 PM on Thursday, January 17th, 2019
LOOT.BET publishes Esports betting trends in 2018
Report reveals that Russian eSports bettors were the luckiest. The highest win rate belongs to the Russian users coupled with a winning combo-bet with the record-breaking—over 665—odd multiplier belonging to a Ukrainian punter, who won big on the final matches of the Counter-Strike: Global Offensive ESL Pro League; by placing only €20, he got about €13,300.
LOOT.BET has published the stats and major trend reports on esports betting in 2018.
The report reveals that Russian eSports bettors were the luckiest.
The highest win rate belongs to the Russian users coupled with a winning
combo-bet with the record-breaking—over 665—odd multiplier belonging to
a Ukrainian punter, who won big on the final matches of the
Counter-Strike: Global Offensive ESL Pro League; by placing only €20, he
got about €13,300.
Top-three countries with the most risk-taking bettors are Georgia,
Spain, and Ukraine, while the most cautious users came from Sweden and
Denmark.
Choice of esports disciplines was also connected with the geographic
location of the bettor. CS:GO was the world’s most popular game to place
bets on, while Russian and Ukrainian audience also tended to bet on
Dota 2 eagerly whilst users from Western Europe and Asia—on League of
Legends and Overwatch as well.
The most significant trend of the last year on LOOT.BET was the rapid
rise of the interest to live bets and broadcasts. More than half of the
wagers placed on the service in 2018 belong to the live markets and
continue to gain momentum. The vast majority—over 80 per cent—of the
clients in the process of live betting watched the matches directly on
the website instead of switching to streaming platforms, such as Twitch
and YouTube. As a comparison, in 2016, during the first months of
LOOT.BET service, the amount was approximately 30 per cent and at the
end of 2017—50 per cent.
In 2018, LOOT.BET users were the most active to bet on the following
teams: Astralis, Team Liquid, and Na’Vi. And the team on whom bets did
not work in most cases were not the meme-stars Na’Vi but rather
Virtus.pro.
Posted by AGORACOM-JC
at 8:36 AM on Thursday, January 3rd, 2019
Announced the hiring of two key executives and the opening new global headquarters in Malta.
Malta was chosen due to its strategic location within the European Union, as well as, access to a highly educated and multi-lingual workforce, especially in the fields of online gambling.Â
BIRKIRKARA, Malta, Jan. 03, 2019 — Esports Entertainment Group, Inc. (GMBL:OTCQB) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the hiring of two key executives and the opening of our new global headquarters in Malta.
Malta was chosen due to its strategic location within the European
Union, as well as, access to a highly educated and multi-lingual
workforce, especially in the fields of online gambling. The Malta
office launch includes two (2) key executive hires and will serve as the
new global headquarters of the Company, with additional personnel
expected to be added through 2019 as the Company ramps up development of
its esports betting operations through vie.gg, the world’s first and most transparent esports betting exchange.
NEW ADDITIONS TO EXECUTIVE TEAM
The Company is pleased to announce the hiring of the following two key executives:
Adrien J. Lefèvre – Chief Risk & Compliance Officer
Adrien has served as a Compliance Officer, including Regulatory
Compliance Officer and Money Laundering Reporting Officer in the gaming
industry since 2015, including his most recent position with The Multi
Group Ltd. He will be responsible for creating an integrated risk
framework, assess risk, quantify risk limits, develop plans to mitigate
risks and manage any new license applications in any regulated
jurisdictions. His extensive experience at all levels of compliance
will be invaluable as Esports Entertainment Group pursues additional
gambling licenses in 2019 to further strengthen its market position and
rapidly expand into new geographic regions.
Jenny Pace – Head Of Payments
Jenny has specialized in payments processing for almost 25 years,
including her most recent position as Country Manager and Director of
Western Union Business Solutions in Malta since 2009, where she
maintained full leadership and operational control. Her list of
responsibilities will be extensive, including but not limited to,
managing our relationships with banks, credit card companies and payment
processors, as well as, insuring vie.gg
provides its players with the most up to date payment options. Given
the speed at which the payments world is changing, her extensive
payments experience and industry relationships will be critical to the
success of Esports Entertainment Group.
Grant Johnson, CEO of Esports Entertainment Group, stated, “The
opening of our Malta office and the addition of our newest executives is
a new milestone for Esports Entertainment Group. Malta is a full EU
member nation that provides greater resources and the infrastructure
necessary to continue our growth. The addition of Jenny and Adrien
significantly strengthens our regulatory and operational expertise.â€
ABOUT VIE.GG
vie.gg
offers bet exchange style wagering on esports events in a licensed,
regulated and secured platform to the global esports audience, excluding
jurisdictions that prohibit online gambling. vie.gg features wagering on the following esports games:
Counter-Strike: Global Offensive (CSGO)
League of Legends
Dota 2
Call of Duty
Overwatch
PUBG
Hearthstone
StarCraft II
This press release is available on our Online Investor Relations
Community for shareholders and potential shareholders to ask questions,
receive answers and collaborate with management in a fully moderated
forum at https://agoracom.com/ir/EsportsEntertainmentGroup
Redchip investor relations Esports Entertainment Group Investor Page: http://www.gmblinfo.com
Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL. For more information visit www.esportsentertainmentgroup.com
FORWARD-LOOKING STATEMENTS The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.
Posted by AGORACOM-JC
at 9:52 AM on Wednesday, January 2nd, 2019
SPONSOR: Esports
Entertainment $GMBL Connecting global leading educators to the mass
population of India. BetterU Education has ability to reach 100 MILLION
potential learners each week. Click here for more information
———————–
Ninja made almost $10 million in 2018 with Fortnite
He also made more than $500,000 “on a good month†of 2018.
Ninja is used to working in quantities of 10 million at this point. He became the first Twitch streamer to reach that number of followers in the platform in early August 2018, and has since amassed 2.8 million more.
He also has 20 million YouTube subscribers and said he has 60,000 Twitch subscribers in a recent video for Wired.
Fortnite streamer and gaming star Tyler “Ninja†Blevins earned almost $10 million in 2018, he told CNN reporter Dave Briggs.
The streamer also said he loses “tens of thousands of dollars†when
he’s not streaming, and that he earns “a lot more†than $500,000 “on a
good month.†Ninja’s interview was published on Dec. 31, which makes
these values the most accurate to assess the streamer’s financial
success in 2018.
Ninja said most of the revenue he gets from streaming comes from ads,
like the ones he rolls or the brands he shows on screen when he’s live
playing the game. His monthly revenue also takes Twitch subscriptions
into account, which vary between $4.99 to $24.99 per subscriber
depending on how much each one chooses to pay every month.
Ninja is used to working in quantities of 10 million at this point.
He became the first Twitch streamer to reach that number of followers in
the platform in early August 2018,
and has since amassed 2.8 million more. He also has 20 million YouTube
subscribers and said he has 60,000 Twitch subscribers in a recent video for Wired.
Ninja’s earnings are a consequence of his ever-increasing popularity. He streamed Fortnite in Times Square for the ball drop on New Year’s eve, went to several TV shows in the second half of 2018, and shattered a Twitch concurrent viewers record on an individual channel when streaming with rapper Drake.
Ninja refrained from detailing how much he makes from every source of
revenue he has today, but he said he has to be constantly streaming to
avoid losing viewers, subscribers, and money as a consequence.
He told CNN he streamed nearly 4,000 hours of Fortnite in 2018.
Ninja’s earnings and popularity are still dependent on Fortnite’s
popularity since it’s the only game he’s been streaming. Regardless of
what the future holds for Ninja, he’s one of the most financially
successful Twitch streamers of 2018.