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Canada Computers Signs With Enthusiast Gaming $EGLX.ca as Premium Retail Sponsor at #EGLX $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:19 AM on Wednesday, July 31st, 2019
EGLX: TSX-V

Canada Computers Will Promote and Advertise EGLX in 30 Stores Across Canada

  • Canada Computers is a national retailer of computers and consumer electronics. 
  • With an increasing gaming customer base and continued demand across students, professionals and families, Canada Computers is a retail force with more than 1,000 employees and 30 store locations across Canada. 

TORONTO, July 31, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX)(OTCQB: EGHIF), (“Enthusiast” or the “Company”), one of the largest vertically integrated gaming media companies, is excited to announce that through its subsidiary, Enthusiast Gaming Live Inc. (“EGLive”) it has partnered with Canada Computers to be a premium retail partner at Enthusiast Gaming Live Expo (“EGLX”) in October 2019. 

Canada Computers is a national retailer of computers and consumer electronics.  With an increasing gaming customer base and continued demand across students, professionals and families, Canada Computers is a retail force with more than 1,000 employees and 30 store locations across Canada.  In addition to being the premium retail partner at EGLX, Canada Computers will also provide prizes, marketing and activations across its stores in Ontario and Quebec. 

Melanie Azagury, Manager, EGLX, commented, “Partnering with a successful Canadian retail company like Canada Computers is very important for EGLive as we continue to grow and evolve our events business.  As one of the largest computer and gaming retailers in Ontario, we are excited to provide our attendees with a dynamic retail booth and activation. EGLX will also benefit from in store promotion and marketing initiatives across its stores in Ontario and Quebec and its large digital reach.” 

Pursuant to the agreement, Canada Computers has committed to a Gold Level sponsorship at EGLX. In addition, they will provide marketing activations in retail stores leading up to EGLX including banners, video, promotions, as well as digital marketing across its network.  During the show, Canada Computer’s show activation will include social influencers, computer building workshops, an EGLX gift guide, and over 80 computers for the drop in tournaments. 

Tickets to EGLX October 18-20, 2019 will be on sale this summer. More information can be found at eglx.ca. To learn more about sponsorship or exhibit space at EGLX 2019, reach out to [email protected].

Engages MZ Group 

Recently Enthusiast Gaming announced the engagement of MZHCI LLC (“MZ”), a leading US investor relations firm to expand its reach to the US capital markets. Under the agreement, Enthusiast will pay MZ US$8,500 per month for a 12 month term and will work collaboratively to build a strong North American IR program. 

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is one of the largest vertically integrated video game companies and has the fastest-growing online community of video gamers. Through the Company’s organic and acquisition strategy, it has amassed a platform of over 150 million monthly visitors across its network of websites and YouTube channels. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

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. 

Enthusiast Gaming $EGLX.ca – Canadian teen #HaydenKrueger wins $1.2M in #Fortnite World Cup #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:31 AM on Monday, July 29th, 2019

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

Images
EGLX: TSX-V
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Canadian teen Hayden Krueger wins $1.2M in Fortnite World Cup

‘I wanted to do something different with my life,’ so he practises up to 12 hours a day

Zulekha Nathoo · CBC News · 

  • Canadian Hayden Krueger, 17, finished third on Saturday the first Fortnite World Cup, scoring a cool $2.4 million.
  • He’ll split that with his competition partner, who goes by the name Ceice.

In the New York tennis stadium where the U.S. Open is played every summer, Fortnite players — many not old enough for a driver’s licence — competed this weekend for a $40 million prize pool in a first-of-its-kind tournament.

Like many professional sports, video game competition is dubbed the World Cup. Like many professional athletes, the competitors warm up, train and scrutinize their strengths and weaknesses for hours a day.

“In football and basketball, they’ll go over film of their game,” said Canadian contestant Hayden Krueger, 17. “So every night, we’ll do like an hour of film. And we’ll watch over our films to see what we did good, what we did bad and then just apply it the next day.”

Krueger is better known in the gaming world and to his 20,000-plus Twitter followers as Elevate. He beat 40 million hopefuls to become one of a handful of contestants in the lucrative three-day finals.

He finished third on Saturday, scoring a cool $2.4 million for the ranking, which he’ll split with his competition partner, who goes by the name Ceice.

The winner of Sunday’s solo category will take home $3.8 million, the same amount tennis champions Novak Djokovic and Simona Halep each scored at Wimbledon this month.

Practising eight to 12 hours a day, Calgary-born Krueger, who now lives in the U.S., says he stands to make about $150,000 US in earnings this year from other tournaments. That doesn’t include sponsorship deals or streaming revenues. 

“A traditional job gave me anxiety,” he told CBC News in a Skype interview from his hotel room in New York after his win. “I didn’t want to show up to my cubicle every single day and take my pay cheque. I wanted to do something different with my life.”

Krueger, 17, says he practises eight to 12 hours a day as a professional video gamer. (Steven D’Souza/CBC)

The teenager has a rigid, albeit unconventional, routine.

“I wake up at like 1 p.m. or 3 p.m. and then I’ll play until 3 a.m. into the night,” said Krueger. “It’s like the same hours if not more

[than a 9-to-5-job]

, like eight to 12 hours of this game. It’s pretty scheduled for me.”

The commitment â€” and its payoff â€” is enviable enough that players have fans turning up in droves to watch them perform. Competitors, who range in age between 13 and 24, are often stopped between rounds to sign autographs or pose for selfies.

The award-winning battle royale game, which has become a cultural phenomenon since it was released in 2017, involves 100 players being dropped onto an island to compete for survival. It’s free to play, but part of Fortnite’s internal currency allows participants to make upgrades and purchase add-ons for their avatars, such as “skins” (costumes) and “emotes” (signature dance moves).

Fans filled the stands at the Arthur Ashe stadium in New York and stopped competitors for autographs and selfies between rounds. ( Sarah Stier/Getty Images)

Eyes on the prize

It’s left some parents torn between trying to indulge their child’s interests and wondering whether their kids are spending too much time and money on the product. Kim Jeffords, who made the eight-hour drive from from Niagara Falls, N.Y., for her son, Nick, to attend the event, said she’s spent at least $25 a week on game-related purchases for him.

“I really don’t want to add it up because it will probably scare me,” she laughed.

Nick, blond and sporting a Nike T-shirt and polarized Wayfarer sunglasses, said he plays the game “at least 12 hours a day.”

“I don’t take breaks,” he said with a smile.

Kim Jeffords says she spends at least $25 a week on Fortnite-related game purchases for her son Nick, left. (Steven D’Souza/CBC)

At 11, his skills qualified him for the week-to-week round robin action. He was just too young to enter the finals.

“It is easy to get lost [in the game] because you want to become the best,” said esports journalist Victoria Rose. There are a lot of games with that issue.”

Among them, she says, are Grand Theft Auto, Dota and Starcraft. Rose says serious players will often switch to home schooling or take classes online to leave more time for the game.

“It’s mostly these very well trained, very educated players who know how to play efficiently, who know how to balance their work life to become the top players,” she said. “Just being here is a $50,000 guarantee. It gives you eyes to have sponsorships, to have a future.”

While Fortnite is still enjoying widespread popularity and massive revenue, some data suggests the game might be experiencing a slight decline in interest compared to when it burst onto the video game scene two years ago.

Fortnite, which came onto the market in 2017, is a battle royale game that drops 100 players on an island to fight for survival. (Johannes Eisele/AFP/Getty Images)

‘Astronomical’ prize money

The World Cup, launched for the first time this year, could be another way to keep the game top-of-mind. Epic Games, which created Fortnite, has pumped more than $100 million in prizes over the last season of tournaments which is “astronomical in terms of esports,” according to ESPN sports host, Arda Ocal.

“This [event] is a massive deal, if not only for the giant prize pool itself, but also the amount of viewers that this entire season in competitive esports has had,” said the Canadian-born broadcaster. “For Fortnite, this is a great way for people to continue to know and learn about their game but also get engaged and be motivated to play the game after watching it.”

The first World Cup is one way for Epic Games, the creator of Fortnite, to ensure fans stay interested in the game. (Sarah Stier/Getty Images)

Krueger says it’s natural for parents to be reluctant to let their kids get too involved with the game, and his were no different. But they came around, he says, after seeing his detailed plan of how he intended to achieve his goals. His mother has also recently decided to shift careers and return to school to study law.

When asked if Krueger might be able to help with her tuition, he laughed: “Maybe.”

Next month, the Dota 2 esports tournament will surpass Fortnite‘s prize pool, offering over $40 million â€” the largest pot for this kind of competition.

Source: https://www.cbc.ca/news/entertainment/fortnite-world-cup-2019-1.5227778

Esports Entertainment Group $GMBL – #Blockchain, a Step Into the World of #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, July 28th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Blockchain, a Step Into the World of eSports

  By Ezekiel Ng

  • Esports have become one of the fastest-growing industries in the world in the last decade with millions of dollars on the line for players to compete over.
  • The eSports industry has generated over $1billion yearly in revenue in the past couple of years and has provided many players with a stable income.

Being a gamer or streamer is more viable as a career option now with ever-increasing viewership and tournament prize pools each year. However, selections can be tough and not everyone can make the cut.

Blockchain can provide increased transparency into gaming as well as more ways in which platforms can monetize activities. On top of that, blockchain also reduces the barriers of entry into the gaming industry and provides regular gamers a stepping stone onto what could provide them a stable income.

Here are some ways in which blockchain and cryptocurrencies have been used in gaming so far!

Gambling

The gambling industry is a lucrative business and eSports has provided people with new options to throw their money on. Unikrn is a sports and eSports betting platform that also provides up-to-date news about eSports. They offer all the top popular games such as Dota 2, LOL, CS:GO and many others. They have 2 gaming currencies UKG(Unikoin Gold) and Unikoin silver which you can use for betting or even entering jackpots. Users will not be required to make an initial deposit or purchase and Unikoin Silver is given free to all users who signed up.

Buying and selling skins

Unikrn also has the function to allow users to connect their Unikrn account to steam and convert selected skins for UKG. Skins from popular games such as Dota 2 and CS:GO will be available for conversion. This provides players with an additional way to earn money as money earned by selling on platforms such as Steam can’t be withdrawn. UKG is being sold on some exchanges and can even be used to buy games, gift cards and keys from Gamivo.

Wagering

Wagering is a good way for players to use their gaming skills to earn money or items for themselves. Arena Match, an eSports gaming app, has the perfect platform for players to pit their skills against one another or push themselves to the limits.

Currently, they have only PUBG unlocked for skill challenges but will have many other top games such as CS:GO, Fortnite and Apex Legends available in the future. To give you an idea on how wagering works in PUBG on Arena Match here is an illustration. Players have to pay an entry fee in credits and enter into a solo match in PUBG. Depending on your performance in the game, a multiplier will be applied to your wager amount if you hit a certain requirement. For example, having 5 kills in a single game could earn you a 3x multiplier and a 10kill game could earn you an 8x multiplier and the payout will be in terms of real cash.

Arena Match has also adopted the Enjin Blockchain SDK and even has Enjin backed perks for players to use in-game to reduce the difficulty of challenges.

Streaming

Streaming can be considered bread and butter for many gamers and is a huge part of the entertainment industry as well. Some common ways of income for streamers are donations and partnership with the streaming platform.

Refereum has just announced a partnership with PUBG and is rewarding players for streaming. Due to their blockchain technology, players will also be able to receive rewards for streaming on some of their partnered platforms such as Twitch and Mixer.

Sliver.tv who has partnered with Theta is another streaming platform which allows streamers and watchers ways to earn by participating in activities on their platform. Users will be able to earn TFUEL(the operation token on the Theta protocol) by watching streams, winning giveaways and also donate to streamers. TFUEL can also be used to purchase items such as a Nintendo switch or a Playstation 4 in the Sliver shop.

Earn through playing

Refereum is also offering rewards for completing in-game achievements during their PUBG campaign.

Unikrn is giving players ways to earn UKG by linking their game account to the Unikrn platform and completing certain achievements. Games such as CS:GO, Dota 2, Fornite and many more are available in their list of premium games in their play to earn system.

Game hosting

Plairlife, a decentralized gaming ecosystem, has successfully hosted a Dota 2 tournament on their platform. Plair hosted a series of 1v1 and 5v5 Dota 2 matches for their Alpha testers to enjoy and also established a partnership with Team Eazy(HongKong Dota 2 team).

They will be looking to host CS:GO tournaments next and is actively looking for cyber café partners to integrate Plair into their physical locations.

Opportunities to go pro

DreamTeam is a platform for players to find teammates, use of AI to improve their gaming skills and to manage teams. As many people most commonly game at home, getting scouted by a pro team can be indeed near to impossible. DreamTeam connects and allows regular gamers to go professional with amateur or semi-professional eSports teams with over a 60% rate of success.

Salary and payment

DreamTeam platform also allows salaries, prize money and other deals to be settled on their platform. Due to the nature of blockchain, players can be sure to receive their payments as not getting paid is a real and not so uncommon thing in the pro scene of eSports.

Conclusion

Blockchain has shown its capability and also enhances the quality of gaming as well. It also shows it can solve many real and burning issues in the eSports world and provide gamers with more ways to be able to earn money. This also shows how blockchain and the eSports industry can work and grow together. Blockchain is constantly evolving and eSports is not showing signs of slowing down either. This space will be super exciting to watch and I am thrilled onto what developments blockchain can bring.

Source: https://www.altcoinbuzz.io/blockchain-gaming/gaming-news/blockchain-a-step-into-the-world-of-esports/

Enthusiast Gaming $EGLX.ca – Global #Esports Market Recent Study Including Growth Factors CAGR of 18.58% by 2025 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:00 PM on Thursday, July 25th, 2019

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

Images
EGLX: TSX-V
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Global eSports Market Recent Study Including Growth Factors CAGR of 18.58% by 2025

  • Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion and is projected to grow at a CAGR of 18.58% in the forecast period of 2018 to 2025.

sopan

Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion and is projected to grow at a CAGR of 18.58% in the forecast period of 2018 to 2025. The eSports preferred as “Electronic sports”. The sports that connect with the electronic system and all the functions are followed human – computer interface. It provides the customer an experience for several types of games including tournament, ladder, and league through single system.

eSports are connected though electronic system that can be available on numerous platforms comprising social media, where as traditional sports are still fight overtake the traditional mediums including print, radio & TV. Capability to stream on non-traditional platforms, growths in gaming technologies, rising in awareness about eSports due to consideration given by worldwide publishers, investors & broadcasters and growth in number of eSports supporter are the major drivers responsible for rise of eSports market. In addition, it’s played by professional gamers who are usually participating of sporting organizations, or they are sponsored by business organizations.

eSports is the most relevant, unique, fair and creditable global market research report which is provided to the valuable customers and clients depending upon their specific business needs. eSports market report helps uncover the general market conditions and tendencies. Along with competitive analysis of the key players, this eSports report also serves with complete and distinct analysis of the market drivers and restraints, detailed analysis of the market segmentation, key developments in the market and details of research methodology. Excellent practice models and method of research applied for this eSports report unearths the best opportunities to succeed in the market.

Major Market Competitors: Global eSports Market

The renowned players in global eSports market are Bungie, Inc, KONAMI, GungHo Online Entertainment, Inc, Kabam, Inc., Rovio Entertainment Corporation, Zynga Inc.,  GAMEVIL Inc. Wargaming Public , PandaScore, ESP.bet, Unikrn , Riot Games , HI-REZ STUDIOS, INC. , Activision, BLIZZARD ENTERTAINMENT, INC. , Electronic Arts Inc., Activision Publishing, Inc. , infinity ward, Take-Two Interactive Software, Inc., King.com, Vivendi, Bethesda Softworks LLC,  and many more.

Market Segmentation: Global eSports Market

  • By Revenue Streams (Media Rights (Subscription & Online Advertisement ),Tickets And Merchandise, Sponsorship & Direct Advertisement, And Publisher Fees),
  • By Geographical Segments (North America, South America, Europe, Asia-Pacific, Middle East And Africa)

For achieving an incredible growth in business, this eSports market research report plays very central role. This report lends a hand to make out how the market is going to perform in the forecast years by offering you information about market definition, classifications, applications, and engagements. This market report describes the strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the Electronics industry. You can request an analyst call or drop down an enquiry to get detailed eSports market report.

Market Drivers and Restraints:

  • Increasing demand for video games and growing awareness about eSports.
  • Betting & fantasy site are increasing demand in eSports market.
  • Rising demand for investments from sponsors and advertisers.
  • Difficulty in managing all the fraudulent betting.
  • Lack of outdoor sports considerations.

About Us:

Data Bridge Market Research set forth itself as an unconventional and neoteric Market research and consulting firm with unparalleled level of resilience and integrated approaches. We are determined to unearth the best market opportunities and foster efficient information for your business to thrive in the market.

Contact:

Data Bridge Market Research

Tel: +1-888-387-2818

Email: [email protected]

Source: https://www.tribaux.com/2019/07/24/global-esports-market-recent-study-including-growth-factors-cagr-of-18-58-by-2025-applications-regional-analysis-key-players-and-forecasts-to-2025/

Esports Entertainment Group $GMBL – #Dota 2’s The International 2019 Prize Pool Surpasses $30M #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:50 AM on Wednesday, July 24th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Dota 2’s The International 2019 Prize Pool Surpasses $30M

  • The prize pool for Dota 2‘s The International 2019 tournament has topped $30M USD to date.
  • The total is primarily crowdfunded via in-game Battle Pass sales, with 34 days of funding left until the final tally is reached.
  • The International 2019’s prize pool has now surpassed the $30M pool of this coming weekend’s Fortnite World Cup.

Andrew Hayward

The prize pool for The International 2019—the de facto Dota 2  world championship—has topped $30M to date, beating the prize pool for the upcoming Fortnite  World Cup finals.

As of this writing, The International’s prize pool sits at $30.2M, which beats the 2018 record of $25.5M. The prize pool can continue to grow for another month, as well, until the end of the actual tournament on August 25.

The International’s prize pool primarily comes via crowdfunding. Dota 2 publisher Valve  contributes the first $1.6M, with the remainder provided by a percentage of sales from the game’s Battle Pass. The purchase lets players unlock in-game content and access The International Compendium, which includes a Fantasy Challenge for the tournament.

Every edition of The International has surpassed the prize pool of the previous year ever since Valve introduced the Battle Pass in 2013. Each tournament has also set a new record for the largest prize pool for any single esports event. Last year’s winner, OG , took home $11.2M of the $25.5M pool.

This year’s prize pool surge is especially interesting in the wake of this coming weekend’s Fortnite World Cup finals, which has a $30M prize pool provided entirely by Epic Games .

With 34 days of crowdfunding left and the $30.2M tally already 29% of last year’s prize pool total at this point (according to the Dota 2 Prize Pool Tracker), the final amount could still be significantly higher. The International 2019 takes place at the Mercedes-Benz  Arena in Shanghai from August 20-25.

Source: https://esportsobserver.com/dota2-ti19-prize-30m/

Enthusiast Gaming $EGLX.ca – Las Vegas #Esports arena evolving with latest gaming trends $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:00 PM on Tuesday, July 23rd, 2019

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

Images
EGLX: TSX-V
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Las Vegas Esports arena evolving with latest gaming trends

  • “It’s almost like an actual sports stadium feel,” General Manager Nico DeGeorge said. “We want people to have that awe-inspiring moment like when they go to Yankee Stadium or Fenway Park.”

By Lukas Eggen Las Vegas Review-Journal

Prior to the opening of the Triple Crown Royale at the HyperX Esports Arena at Luxor, employees were buzzing about a new opening hype video.

The video showcased not only the arena’s production capabilities but was a step toward proving this isn’t your ordinary video game gathering spot.

“It’s almost like an actual sports stadium feel,” General Manager Nico DeGeorge said. “We want people to have that awe-inspiring moment like when they go to Yankee Stadium or Fenway Park.”

When the HyperX Esports Arena hosted the Triple Crown Royale, it featured three of the most popular battle royale games, Fortnite, Apex Legends and PUBG.

Several professional gamers took part in the event, as well as local players and gamers from across the country.

“We wanted to make it open to the fans,” NewEgg’s Vice President of Marketing, Mitesh Patel said. “Yet, we also wanted to leverage our relationship with so-called influencers and give people the opportunity to play with and compete against these professionals. The arena allows us to give gamers a chance to play with professionals on the same type of equipment that the professionals play with.”

The tournament featured two groups of players that competed in each game.

Organizers pulled out all the stops, including commentators, multiple cameras and giveaways.

“Right now, we see esports on more of a local, community level,” DeGeorge said. “Now, the broad focus is broadcast in general, being more content driven.”

Since its opening, the arena has held several events.

“We’re putting more effort into the content space and it’s also helping make people more aware of esports,” DeGeorge said. “We have people walk in here every day and try and figure out what’s going on. Events like this can be something fun and informative as well.”

Source: https://www.reviewjournal.com/entertainment/las-vegas-esports-arena-evolving-with-latest-gaming-trends-1808750/

Esports Entertainment Group $GMBL – Over 3.5 billion people are on social media; #Facebook $FB still biggest with teens; #Esports on the rise $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:42 PM on Monday, July 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

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Over 3.5 billion people are on social media; Facebook still biggest with teens; Esports on the rise

  • Within internet users aged 16 to 24, 32 percent saying they’ve recently watched an esports tournament

By: Simon Kemp

The new Global Digital Statshot report from Hootsuite and We Are Social is packed with all the latest data you need to understand how people are using the internet in July 2019. You’ll find the complete report in the SlideShare embed below, but read on for my summary of this quarter’s essential headlines.

Social media users pass 3.5 billion

The number of people around the world using social media has just passed the 3.5 billion mark, less than two years after we reported that the number had reached 3 billion. The number of social media users has grown by more than a quarter of a billion over the past twelve months, with 46 percent of the world’s total population using social media in July 2019.

What’s more, if we focus on ‘eligible audiences’ – people aged 13 and above – the social media penetration figure increases to 59 percent, with the latest trends indicating that it should pass 60 percent within the next few months.

Half the world now watches online videos

The latest data from GlobalWebIndex shows that more than 4 billion people around the world now watch online video content each month, equating to more than half of the world’s total population. Vlogs are particularly popular, with more than 2 billion people tuning in to watch their favorite influencers over the past 30 days.

Snapchat’s audience jumps

Data published in Snapchat’s self-serve tools show that the platform’s advertising audience jumped by a massive 19 percent in the past three months, reaching a total of 369 million users by July 2019. That translates to an increase of almost 60 million users since April, with growth rates consistent across all age groups.

It’s not just Snapchat’s data that shows the platform is growing, either. The latest data from App Annie shows a spike in downloads of the Snapchat app over the past three months, with App Annie’s analysts attributing the platform’s renewed success to the launch of new A.R. filters, and improvements to its Android app.

Facebook still rules when it comes to teens

Despite Snapchat’s impressive growth, the platform still can’t claim to be the kids’ favorite. That honour doesn’t belong to Instagram or TikTok, either.

Perhaps surprisingly, it’s Facebook that boasts the largest number of global users aged 13 to 17, and if we extend the age range to include all teenagers, Facebook now has almost as many users as Snapchat and Instagram combined.

Facebook’s youth audience actually increased over the past three months, with the number of 13 to 17-year-olds using the platform up by almost 5 million since April.

The key take-away here is that we need to be more wary of clickbait and received wisdom. It’s easy to fall into the trap of believing that ‘the kids’ have given up on Facebook, but the cold, hard facts tell a different story.

Esports win with younger audiences

There are more surprises for brands marketing to teens when it comes to sports. The latest data from GlobalWebIndex suggest that esports may have reached a tipping point amongst internet users aged 16 to 24, with 32 percent saying they’ve recently watched an esports tournament, compared to 31 percent who say they’re interested in watching more ‘conventional’ sports like football, cricket, or motor racing.

Almost 1 billion people around the world have watched an esports tournament in recent months, with interest particularly high in Asian countries.

‘Game spectating’ is gaining broader momentum, too. Roughly 3 in 10 internet users say that they recently watched a live stream of someone else playing video games, equating to a global audience of 1.25 billion people.

The case for voice gets stronger

100 million people started using voice search and voice commands since April, with more than 43 percent of internet users now using voice tech every month. More than 1.88 billion people around the world now use voice to control their devices, with half of all internet users below the age of 35 already converted.

It’s also important to stress that most voice activity takes place on smartphones, so you don’t need to wait for everyone to have a ‘smart speaker’ before you take voice seriously. Now is the time to start making sense of what voice means for your business – before you need to play catch-up.

The value of truth

Despite the fact that more than half of the world’s internet users say they’re worried about ‘fake news’ online, it turns out that we’re four times more likely to use an ad-blocker than we are to pay for digital news content.

However, the excellent new Reuters Institute Digital News Report 2019 finds that people are starting to realize the potential value of paying for quality news content, although they’re much more likely to pay for a video streaming service like Netflix than they are to pay for news.
These findings are supported by the latest data from GlobalWebIndex, who report that roughly two-thirds of all internet users paid for some form of digital content in the past 30 days. Once again, video streaming platforms were the top choice.

Digging deeper

That’s all for this summary, but I’ll be digging deeper into all of these stories – together with the rest of this quarter’s key findings – in a series of additional articles over the next few days, so be sure to check back for those.

Source: https://thenextweb.com/podium/2019/07/17/over-3-5-billion-people-are-on-social-media-facebook-still-biggest-with-teens-esports-on-the-rise/

Enthusiast Gaming $EGLX.ca – The boom in #Egaming / #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, July 21st, 2019

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The boom in egaming/esports

  • Industry analytics house Newzoo forecasts esports (organised gaming at a professional level) to be worth $US1.1 billion in calendar 2019, rising to $US1.8 billion by 2022
  • The broader video games market is worth many billions more.

by Tim Boreham

For those who have never heard of Fortnite and are thus showing their advanced age, video gaming (egaming) has become a multi-billion dollar industry sector, which in its organised professional form is attracting serious sponsorship and advertising from mainstream consumer brands.

Egaming isn’t the preserve of vitamin D-deprived joystick jockeys in their dank bedrooms: it’s also a mass spectator sport with attendances at live tournaments eclipsing attendances at AFL football matches (the Adelaide and Essendon clubs have even acquired their own esports teams).

Professional esports teams tour the globe like rock stars, attracting a similar cult following as they pursue serious prize money. The site esportsearnings.com lists Germany’s Kuro Takhasomi as the sport’s biggest earner, having pocketed $6.2m in prize money from 98 tournaments.

Australia’s own Anathan Pham clocks in at number 11 on the esports rich list, reaping $4.15 million from 22 tournaments.

By the way, Fortnite is a Hunger Games style survival game that involves combatants dealing with adversaries such as zombies by, well, shooting them. While older game titles such as League of Legends and Dota2 remain popular, Fortnite’s popularity – especially among teenagers and even younger kids – is proving to be a game changer in heightening investor awareness.

Industry analytics house Newzoo forecasts esports (organised gaming at a professional level) to be worth $US1.1 billion in calendar 2019, rising to $US1.8 billion by 2022. The broader video games market is worth many billions more.

According to Esports Mogul (ESH, 1.3 cents) 20-25% of the broader population have played a mobile game. About half of 16-24s have watched esports and even in the crustier 45-65 year old bracket, 5% have done so.

 â€œIt’s evident the investment community is really only just coming to the fore of how big this sector is,” says Esports Mogul CEO Gernot Abl.

There’s also a strong element of ‘co-opetition’, with the companies executing a number of intertwined deals.  “We all know each other and support what we are doing,” Abl says.

Esports Mogul’s core focus is on a tournament platform called mogul.gg, which enables amateur gamers to hook up and test their wits out on each other.

The company this month hosted the Australian Apex Open Tournament on its platform, with 3850 gamers slugging it out for $35,000 or prize money.

Esports Mogul was also the exclusive platform provider for the Australian Esports League’s Girl Gamer festival, a global jamboree held in Sydney last month.

Meanwhile the South Africa based Emerge Gaming (EM1, 2.3 cents) has announced a string of collaborations, including  May’s memorandum of understanding with US games developer Digital Circus media to launch its products in North America.

These products include its GameCloud game streaming platform.

In June, Emerge teamed with Viacom International Media networks Africa to develop a kids-focused esports tournament platform called NickX, using Viacom’s Nickelodeon gaming content.

The company believes that as the professional market grows, so too will the market for amateur games based around a central hub.

 â€œMonetisation will be through brand take-up, premium subscriptions, in app subscriptions and advertising across the platform,” the company says.

In March, Emerge Gaming also signed a mobile gaming deal with ASX counterpart iCandy International (ICI, 3.8 cents), to broaden Emerge’s ArcadeX tournament platform. ArcadeX has been dubbed the “Netflix of gaming” in that it allows instant streaming of hundreds of 3D video games.

 iCandy will promote the offering to its 350 million global users. Separately, iCandy also plans to set up its own esports division, with first revenue by the end of 2019.

iCandy has also partnered with Animoca and Alibaba subsidiary 9Games to expand iCandy’s mobile game Groove Planet into the $29 billion mainland China market.

Perhaps not surprisingly, there’s a blockchain theme to the sectoral wheeling and dealing as well. In late June, Animoca said it would buy the US company Gamma Innovations, which enables gamers’ idle processing power to be used to ‘mine’ the cryptocurrency ethereum. The users are rewarded with loyalty-style points that that can be used to play their favourite games.

Despite the hype, the three smaller the ASX proponents have a long way to posting meaningful revenue. In the March quarter, Esports Hero turned over $20,000, “mainly by experimenting with subscription and sponsorship models.”

 iCandy generated $289,000, including from digital advertising and merchandising as well as the games themselves. Emerge had no revenue for the quarter but managed $129,600 of turnover in the December half, mainly from sponsorships of its online tournaments.

Animoca posted revenue from ordinary activities of $13.46 million in calendar 2018, up 107% and reduced its loss to $2.58 million from $8.26 million previously.

According to Esports chief commercial officer Jamie Skella, most of the value of the sector resides in sponsorship, advertising and media rights.

A professional Counter Strike and Cyberathlete League player, Skella sees emerging opportunities are in hosting micro tournaments (including merchandise) and holding ticketed live events.

Skella says egaming used to be the preserve of industry-focused advertisers such as hardware providers Razer Incorporated and Gigabyte Technology; now it’s attracting the interest of mainstream brands such as McDonald’s, Burger King, Coca Cola and the telcos.

 â€œThe 18-34 demographic is increasingly hard to reach but it’s a market segment of super high interest to advertisers,” he says.

All in all, the industry has gone a long way since the 1980s, when organised events for games such as Space Invaders, Pacman and Donkey Kong emerged. Online connectedness means combatants can play another competitor anywhere and at any time.

But for local investors, the reality is that the sector is in its infancy here.

At last glance, Esports Mogul, Emerge and iCandy had market capitalisations of $21 million, $15 million and $13 million respectively. Animoca is worth a less febrile $127 million and its shares have gained 75% since the start of the calendar year.

So while investors might be warming to the macro egaming story, it remains to be seen which stock will step up to the console with a serious winning manoeuvre.

Source: http://www.switzer.com.au/lifestyle/weekend-switzer/issue-188/the-boom-in-egamingesports/

Esports Entertainment Group $GMBL – #Esports industry to reach $3 billion by 2025 says market reseracher $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:02 PM on Thursday, July 18th, 2019
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Esports industry to reach $3 billion by 2025 says market reseracher

Marta J.

  • The esports business seems to be booming
  • Eports is expected to grow with a 20% compound annual growth rate between 2019 and 2025.
  • That should see the market grow to more than $3 billion by the end of 2025.

According to ResearchandMarkets.com, esports is expected to grow with a 20% compound annual growth rate between 2019 and 2025. That should see the market grow to more than $3 billion by the end of 2025. This doesn’t come as a surprise, since esports’ popularity and support have been steadily growing worldwide.

The global esports market is likely to exceed a total revenue of over $1 billion for the first time this year, as it’s experiencing year-on-year growth of over 25%. According to Statista, the market generated $865 million in 2018.

Broadcasting rights have become a key source of revenue in esports with television networks like ESPN and ABC airing esports events alongside social media platforms like Twitch and YouTube.

That growth has extended to sponsorships even moreso. The field is by far esports’ strongest revenue stream, as it contributes to almost half of the total market revenue. This has been helped along by the increased attention from non-endemic brands like Nike and Puma who have begun sponsoring esports organizations Furia Esports and Cloud9, respectively.

It’s forecasted that the audience and the number of tournaments will continue increasing over the next five years, opening up opportunities for many potential vendors.

A major share of revenue to the global esports market is generated by North America, specifically the United States. Asia Pacific is one of the fastest-growing markets, with esports flourishing in China, Japan, South Korea, and Australia.

The vast majority of esports’ audience is male viewers aged 20-35.

That said, ResearchandMarkets.com states that esports’ growth “is mainly driven by cloud gaming and mobile gaming.” This makes matters a bit cloudy in regards to how much of that $3 billion is actually being funneled towards esports organizations, players, and tournament organizers.

The topic of inflated valuations in esports has become a hot one in recent months as multiple firms have had their methods questioned for their liberal definition for what counts as “esports.”

Source: https://win.gg/news/1673/esports-industry-to-reach-dollar-3-billion-by-2025-says-market-reseracher

Enthusiast Gaming $EGLX.ca – Modern Times Group (MTG) makes $11m investment in gaming & #Esports start-ups $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:28 PM on Wednesday, July 17th, 2019

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MTG: $11m investments in gaming & eSports start-ups

  • Investments in H1 2019 amount to a total of $11 million (€9.8m) including capital commitments and span start-up and growth companies in the US and Germany.
  • MTG has to date made 20 investments in 16 companies totalling $21 million thus far from its VC fund to complement its majority stake investments in companies such as ESL and DreamHack in esports and Kongregate and InnoGames in gaming.

Modern Times Group (MTG), the Swedish operational investment company focusing on, eSports and gaming entertainment opportunities worldwide, has revealed its latest VC Fund investments ahead of the company’s Q2 2019 financial report.

  • Investments in H1 2019 amount to a total of $11 million (€9.8m) including capital commitments and span start-up and growth companies in the US and Germany.
  • MTG has to date made 20 investments in 16 companies totalling $21 million thus far from its VC fund to complement its majority stake investments in companies such as ESL and DreamHack in esports and Kongregate and InnoGames in gaming.
  • MTG has its HQ in Stockholm, Sweden, and operates through itself and through its portfolio companies in 30+ countries worldwide.

Among the investments are Redwood City-based Dorian, Austin based game developer Tonk Tonk Games, gamer rewards platform Playfull from Los Angeles, German game studio Sviper founded by Ex-InnoGamers and San Diego-based GoMeta, totalling $11 million in H1 2019.

MTG owns 100 per cent of Swedish DreamHack and over 82 per cent of German founded ESL, the two largest brands in esports worldwide. Its largest VC investments in terms of estimated value are BITKRAFT fund LP positions, AppOnboard, Phoenix Labs, the Play Ventures fund LP position and Sviper. It also owns majority positions in San Francisco-based game studio and publisher Kongregate and German game developer and publisher InnoGames, famous for its hit game Forge of Empires launched 2012 that recently surpassed €500 million in lifetime revenue.

“Gaming and esport is the future of entertainment, and we are excited to invest in what we believe are seven of the most promising early stage startups with excellent teams, products and ideas”, says Jørgen Madsen Lindemann, President and CEO of MTG.

MTG AB complements its majority stake investments with seed and series A round investments in early stage start-ups in gaming and esports through the MTG VC Fund. The ambition is to make eight to 10 deals per year: 60 per cent in gaming, 30 per cent in esports and 10 per cent in AR/VR through lead or co-invests with other top VCs. Since the launch of MTG’s VC Fund in November 2017, the fund has made 20 investments in 16 companies.

“We are already seeing attractive valuation upticks based on latest financing rounds in our investments, such as Phoenix Labs, AppOnboard and the BITKRAFT seed fund. Deal flow and value creation opportunities continue to improve now that we have established MTG as a leading games & esports VC in the West”, says Arnd Benninghoff, EVP esports and games at MTG.

Phoenix Labs recently released its first game in Epic store, AppOnboard recently acquired a no code game creation platform and the BITKRAFT seed fund recently realised an attractive exit of portfolio company The Esports Observer.

In 2018 there were about 2.4 billion video game players in the world, but industry analysts expect that number to grow to 2.9 billion as early as 2022 (Source: Newzoo) – and the global esports audience reached 395 million in 2018 and is expected to grow to 645 million by 2022 (Source: AT Kearney).

Source: https://advanced-television.com/2019/07/17/mtg-11m-investments-in-gaming-esports-start-ups/