Posted by AGORACOM-JC
at 1:24 PM on Friday, December 28th, 2018
SPONSOR: Esports Entertainment $GMBL – Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
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Unsurprisingly for some, the League of Legends World Championship was the biggest event of the year having attracted over 74.3 million viewers, which is 2.5 million more than last year’s iteration.
The most popular esports events of 2018 have been revealed by the ESC (Esports Charts), with many old and established tournaments retaining strong interest despite the emergence of new games.
The figures, which are based on hours watched on both YouTube and
Twitch, show which competitive esports games are more popular than
others right now in terms of viewers.
League of Legends, Dota 2 and Counter-Strike: Global Offensive
dominate the most watched games chart according to these statistics, all
boasting incredible numbers in various competitions.
LOL ESPORTS
The 2018 League of Legends World Championship stage.
Unsurprisingly for some, the League of Legends World Championship was
the biggest event of the year having attracted over 74.3 million
viewers, which is 2.5 million more than last year’s iteration.
Just behind that was Dota 2’s ‘The International’, which massively
grew in popularity in the space of a year – recording 52.8 million
views, seeing an increase of 9 million since 2017. In third place,
CS:GO’s ELEAGUE Major which was watched by 49.5 million across the
world.
“In my opinion, they’ve [Epic Games] realized that their game will
never be the most competitive, but it can be the most entertaining. So,
they’re sticking to their guns in that regard.”
Posted by AGORACOM-JC
at 8:17 AM on Tuesday, December 18th, 2018
Will position Enthusiast as a leading publisher in the mobile gaming industry with significant growth of online and offline gaming community
Owner of over 20 mobile gaming websites and Pocket Gamer brand, the leading mobile gaming media website
Operates 25 live events in 11 countries, including the largest B2B mobile gaming event in North America and Europe
TORONTO, Dec. 18, 2018 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX), (“Enthusiast†or the “Companyâ€)  a digital media company building the largest community of authentic gamers, is excited to announce that it has entered into a non-binding Letter of Intent (“LOIâ€) to acquire all of the shares of Steel Media Limited (“Steel Mediaâ€), the largest mobile gaming network in the world, which holds a significant portfolio of consumer and B2B websites, and a series of successful global live networking events.
Founded in 2005 by publishing experts with a focus on quality
editorial, Steel Media is the media company behind over 20 mobile gaming
media websites including: pocketgamer.com, pocketgamer.biz, appspy.com,
and 148apps.com; and is the owner and operator of over 25 video game
networking events in 11 different countries.
Pocket Gamer (www.pocketgamer.com)
is the world’s leading destination for the mobile gaming community,
including: iPhone, iPad, Android, Nintendo Switch, 3DS and more. As one
of the most recognized brand in the mobile gaming industry, Pocket Gamer
has over 2 million monthly impressions on mobile and web, and covers
multiple sites, events and even printed magazines. The addition of
Pocket Gamer to the network will enable Enthusiast to capitalize on the
fastest growing segment in the gaming sector, mobile gaming.
Menashe Kestenbaum, CEO of Enthusiast Gaming commented, “Steel
Media has built a well-recognized gaming brand and successful
businesses across mobile, B2B and events that will enable Enthusiast to
scale our business quickly. We have seen a significant increase in
mobile gaming, and like Esports, mobile gaming continues to be a huge
segment in the industry. The acquisition will position Enthusiast as a
leader in the mobile gaming sector and will allow us to take advantage
of the continued growth within the industry.â€
Offline, Steel Media is an industry leader in B2B and consumer mobile
gaming events. They own and operate numerous successful networking
events around the world with 15,000 registered industry attendees and
key sponsors and partners. Steel Media hosts Pocket Gamer Party, Top 50
Developer Guide, Mobile Mixers, the Mobile Games Awards, and Pocket
Gamer Connects, the largest B2B mobile games conference series in the
west, with events in London, San Francisco, Helsinki and additional
locations in 2019.
Kestenbaum continued, “Steel Media’s series of
successful and well established events worldwide will provide an
excellent platform for Enthusiast’s event business. Our goal has always
been to expand EGLX, and we continue to look at opportunities for
multi-city expansion. Having Steel Media’s network of events on our
platform will provide synergies for growth and provides access to the
international stage.â€
Under the terms of the LOI, Enthusiast has a binding exclusivity
period of 120 days or the agreed upon closing date, whichever is later,
to complete due diligence and negotiate and settle definitive
transaction documentation. The purchase price is expected to be in the
range of USD $2,500,000 (CAD $3,353,125) plus an earn-out amount,
bringing the total purchase price up to USD $3,000,000 (CAD $4,023,750)
based on performance of Steel Media post-closing. There can be no
assurances that the transaction will, ultimately, be completed on the
terms set out in the LOI or at all, as Enthusiast Gaming must be
completely satisfied with the results of due diligence. The LOI includes
a two way break fee of USD $50,000 which is triggered by a party’s
failure to execute definitive documentation as contemplated in the LOI.
If the acquisition of Steel Media is completed, Enthusiast’s network
will grow to over 100 websites and will also significantly expand
Enthusiast’s reach into Europe.
Founded in 2014, Enthusiast is the fastest-growing online community
of video gamers. Through the Company’s unique acquisition strategy, it
has a platform of over 80 owned and affiliated websites and currently
reaches over 75 million monthly visitors with its unique and curated
content. Enthusiast also owns and operates Canada’s largest gaming expo,
Enthusiast Gaming Live Expo, EGLX, (www.eglx.ca). Over 30,000 people attended EGLX in October 2018. For more information on the Company, visit www.enthusiastgaming.com.
CONTACT INFORMATION:
Investor Relations: Julia Becker Head of Investor Relations & Marketing [email protected] (604) 785.0850
This news release contains certain statements that may constitute
forward-looking information under applicable securities laws. All
statements, other than those of historical fact, which address
activities, events, outcomes, results, developments, performance or
achievements that Enthusiast anticipates or expects may or will occur in
the future (in whole or in part) should be considered forward-looking
information. Such information may involve, but is not limited to,
comments with respect to strategies, expectations, planned operations
and future actions of the Company. Often, but not always,
forward-looking information can be identified by the use of words such
as “plans”, “expects”, “is expected”, “budget”, “scheduled”,
“estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or
variations (including negative variations) of such words and phrases, or
statements formed in the future tense or indicating that certain
actions, events or results “may”, “could”, “would”, “might” or “will”
(or other variations of the forgoing) be taken, occur, be achieved, or
come to pass. Forward-looking information is based on currently
available competitive, financial and economic data and operating plans,
strategies or beliefs as of the date of this news release, but involve
known and unknown risks, uncertainties, assumptions and other factors
that may cause the actual results, performance or achievements of
Enthusiast to be materially different from any future results,
performance or achievements expressed or implied by the forward-looking
information. Such factors may be based on information currently
available to Enthusiast, including information obtained from third-party
industry analysts and other third-party sources, and are based on
management’s current expectations or beliefs regarding future growth,
results of operations, future capital (including the amount, nature and
sources of funding thereof) and expenditures. Any and all
forward-looking information contained in this press release is expressly
qualified by this cautionary statement. Trading in the securities of
the Company should be considered highly speculative.
Neither the TSX Venture Exchange nor its Regulation Services
Provider (as that term is defined in the policies of the TSX Venture
Exchange) accepts responsibility for the adequacy or accuracy of this
release.
The securities of the Corporation have not been and will not be
registered under the United States Securities Act of 1933, as amended
and may not be offered or sold in the United States absent registration
or an applicable exemption from the registration requirement. This press
release shall not constitute an offer to sell or the solicitation of an
offer to buy nor shall there be any sale of the securities in any
jurisdiction in which such offer, solicitation or sale would be
unlawful.
Tags: egaming, esports, Fortnite, stocks Posted in Enthusiast Gaming Holdings Inc., Featured | Comments Off on Enthusiast Gaming $EGLX.ca Targets Mobile Gaming Market with LOI to Acquire Steel Media, the Leading Global Mobile Gaming Media and Events Company #Esports $ATVI $TTWO $GAME $EPY.ca $TCEHF
Posted by AGORACOM-JC
at 10:34 AM on Monday, December 17th, 2018
SPONSOR: Esports Entertainment $GMBL – Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information.
Esports as an industry is poised for a healthy growth over the next three years.
A survey has predicted a 5.3% growth rate for the Asian eSports market, while in the middle east the growth will be as high as 9.4%.
Referring to inputs from the “Unlocking
potential: The eSports Rrevolution in India†segment at the Times of
India Global Sports Show, indiantelevision.co has
reported that the state of eSports industry over the next three to five
years is estimated to grow by 5.3% in Asia and 9.4% in Middle East and
Africa, according to PwC Sports Survey 2018.
The growth is attributed to the factors
like the improved internet speed, smartphone penetration, government
digital push and highest youth population. The factors put together put
eSports in India in the right territory for growth. Voot, Hotstar,
Youtube and Twitch are keeping the eSports’ passionate new generation
engage
“Once you have a large enough mass in a
region or a country then I would think it’s a matter of time to really
become big. The three things we can do from our side to make it really
popular are the infrastructure, devices and data where people can play
and watch others play,†the website has quoted Tencent GM Aneesh Arvind,
as saying.
Tencent’s sensational PlayerUnknown’s Battleground’s (PUBG) Mobile game, a phenomenon with young generation in India, has crossed 100 million downloads.
“We have such a large player base in India
that all the assumptions we used to have in the gaming industry doesn’t
hold true anymore. We have built the game and the ecosystem around it by
doing TV commercials, advertisement in different media, got influencers
on board,†Arvind added.
According to Tencent, Esports is a video
game, which is played competitively with rewards attached to it and an
ecosystem where people are ready to watch that.
Esports for the first time became a part of
a major sporting event in 2018 Asian Games Jakarta as a demonstration
sports. This was announced by Asian Esports Federation (AESF). 10 Indian
Gamers had qualified for the event.
The eSports market size this year is
supposed to be $900 million, which is likely to reach $3 billion by
2021. “We as the eSports industry are trying to figure out ways in which
we can grow and models of monetisation,†Arvind added.
“I think for us it is an investment time.
As a company which is building IPs we are very clear that for the next
3-5 year time frame we have to invest in the fan base, create the
infrastructure getting the right stakeholder and the right federations,â€
opines Nodwin Gaming MD Akshat Rathee.
“We are the only sport in the world which
is not run by the federation because the publisher owns the trademark of
the game,†Rathee concluded.
According to UK-based Juniper Research, the
advertising spend will dominate in terms of revenue and spend
(accounting for 50 per cent in 2022).
Posted by AGORACOM-JC
at 11:12 AM on Tuesday, November 6th, 2018
If you haven’t noticed by now, the eSports industry is on an exciting growth trajectory that won’t be slowing down anytime soon.
Less and less people on the outside looking in are seeing eSports as a niche interest or trend, but a legitimate, lucrative and very, very entertaining sport that could easily eclipse traditional sports given the time.
If you haven’t noticed by now, the eSports industry is on an exciting growth trajectory that won’t be slowing down anytime soon. Less and less people on the outside looking in are seeing eSports as a niche interest or trend, but a legitimate, lucrative and very, very entertaining sport that could easily eclipse traditional sports given the time. The proliferation of eSports events around the world is certainly helping drive that growth, with even official tourism boards now recognising the potential for eSports to be a major draw for international and domestic visitors. Case in point: the Hong Kong e-Sports and Music Festival.
The three-day event, which was held towards the end of August for it’s second year, took place in Hall 3 of the Hong Kong Convention and Exhibition Centre and represented a major recognition of the industry by the city of Hong Kong. In fact, it was organised by Hong Kong Tourism Board, with the Industrial and Commercial Bank of China (Asia) Limited on board as the event’s major sponsor. As such, the prize pools were also remarkably large for such a young event of this size.
The tense CS:GO Grand Finals saw a record-breaking HK$2 million total prize pool, while the weekend’s highlight, the Hong Kong PUBG World Invitational, saw a pool of over HK$1 million – the largest amount ever in a local PUBG competition.
Throughout the weekend more than 26 eSports teams from around the world, and over 110 players, competed in the tournaments which were complemented by live music and an “Experience Zone†which filled an entire hall with eSports products, playable games, a large amount of VR titles, and a mini-stage hosting various other acts like a CLP x eSports Academy, KOL battles, and performances by local musicians.
With Hong Kong’s local eSports scene now boosted thanks to events like this, we thought it best to catch up with a big-name local to discuss competitive gaming, it’s growth, and what five things are required for someone to make it in this growing industry. That local just happened to be Hong Kong’s first League of Legends world champion, Toyz of professional eSports organization G-Rex and Emperor esports Stars.
Competitive gaming has come so far but there is still a long way to go for eSports, in terms of its popularity and recognition. Where has the major growth been in 2018 and what do you feel is driving this growth?
One of the significant growth factors in 2018 is definitely the legitimization of eSports as one of the demonstration sports in Asian Games, officially drawing the line between games and eSports. Asian Games attracts world-class players from different sports categories and audience from worldwide. Being one of the demonstration sports in Asian Games goes beyond a simple recognition but also drives public attentions towards eSports. Notably, eSports exclusively possessed over 60% of the viewership among all the sports in Asian Games; it shows the trend of future competitive entertainment and the growing mass public’s interest in eSports. From my perspective, this milestone is a recognition of youngsters’ interest and the penetration of eSports compared to traditional sports.
What is Hong Kong’s eSports scene like now? Is there any difference between the scene in Hong Kong and other Asian cities?
I think HK’s eSports is lagging behind compared to regions nearby. Even though we see HK officials are making more investment in eSports including EMF and a budget of $100M HKD for local eSports development; HK eSports has not yet been well recognized globally. One of the ways to truly accelerate HK’s eSports growth is to build an international eSports brand to compete in international matches and win international titles to acquire recognition on a global scale, and shape a better career path for eSports players as well as eSports related workers in HK.
What are five things you feel are necessary for someone to get into, and succeed in, the world of eSports?
Passion, persistence, talent, diligence, and high team spirit
How do you define your teams play style and what aspects of the play style remain consistent across games?
Our League of Legends team is more on defensive style with a late-game strategy. G-rex is strong in team fight and we keep this style as one of our signature.
Prize pools are getting bigger, like EMF in August, and there are now more new eSports events happening around the world. What do you feel will be the major trends in eSports in 2019? What would you like to see happen for the industry?
I think we can see more eSports stars in the market. We now see more eSports related entertainment supplementary to the traditional entertainment industry, and it’s great to see to see more and more big corporates join the market and help build a better and more supportive ecosystem for eSports in the future.
For more details on Hong Kong’s annual eSports & Music Festival head to their official website HERE.
Amazon’s livestreaming platform Twitch has launched a $2M Fortnite tournament series. The event will be part of the Summer Skirmish Series—a collection of Fortnite tournaments each with its own rules and prize pool. Twitch’s series will be streamed live via its Twitch Rivals esports channel.
The prize pool will be spread across four events, two for North America and two for Europe, each with a $260K share of the total pot. Popular Fortnite streamer Tyler “Ninja†Blevins is listed among the competitors for the first event, which will take place on August 17.
The prize pool will be spread across four events, each with a $260K share of the total pot.
Twitch Rivals has hosted multiple PLAYERUNKOWN’S BATTLEGROUNDS and Starcraft II tournaments this year, including a PUBG invitational in February with a $100K prize pool. The competitor list for events like these will often include some of the most popular streamers for the game being showcased.
The Fortnite Summer Skirmish Series is an eight-week series of tournaments with a combined $8M prize pool. Its inaugural event was the first tournament officially organized and operated by the game’s developer Epic Games . Unlike PUBG’sGlobal Invitational, which focused on high level competition from the best esports teams in the world, the focus of the Summer Skirmish thus far has been on invitational events featuring some the game’s most popular streamers and personalities.