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Esports Entertainment Group $GMBL – Betting is #Esports’ biggest and most underappreciated opportunity $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:01 AM on Wednesday, June 5th, 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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Betting is esports’ biggest and most underappreciated opportunity

Above: Overwatch League Image Credit: Robert Paul for Blizzard Entertainment

  • As one of the fastest growing categories in online gambling, esports betting is on pace to reach up to $8 billion USD in total wagers this year, equating to $560 million in revenue at an industry average margin of 7%.
  • Growth estimates point to more than $16 billion in annual wagers in coming years.

Betting is the single biggest opportunity in esports. It has uncapped upside and is one of the least encumbered by the video game publisher…but it’s also one of the least talked about. The recent investment wave in esports has been primarily focused on the most visible assets in the space being esports organizations, influencer agencies, and content/competition assets. I believe it’s important people understand that verticals like betting are a huge part of the potential of esports now that interest in the space has skyrocketed.

As one of the fastest growing categories in online gambling, esports betting is on pace to reach up to $8 billion USD in total wagers this year, equating to $560 million in revenue at an industry average margin of 7%. Growth estimates point to more than $16 billion in annual wagers in coming years. This compares to an estimated $1 billion in revenue to be earned in 2019 for the rest of esports, however, when adjusting for publisher owned/operated assets revenue, I believe the number is closer to half that. This adjustment nets out game publisher fees, merch and ticketing at major publisher run events, a proportion of media rights, and a percentage of sponsorship and advertising.

The benefits of esports betting

We make this adjustment as the investable esports ecosystem, everything making headlines lately, is non-publisher assets, companies building around the IP of publishers. Unlike these categories, betting is IP-agnostic as it requires no franchise or licensing fees paid to the publisher, which is seen in categories such as esports teams or tournament organizers. It is also game-agnostic, not being exposed to game cyclicality, which is the mark of the video game industry and esports.

Gamers are fickle and it’s impossible to predict the longevity of a new title. Betting is a platform that can easily offer whatever is being watched. Lastly, it is API-agnostic, seeing no reliance on publisher logins or other third-party API’s such as Twitch which can be found in other verticals. This is why I believe the magnitude of the opportunity in betting exceeds every other vertical in esports and will continue to do so long-term.

The rapid & challenging rise of esports betting

How did it begin? The first major wave came with the use of virtual in-game aesthetics as unregulated casino chips back in 2013/2014. Valve games, Counter Strike: Global Offensive and Dota 2, the second and third most popular esports (behind League of Legends), have highly liquid real money economies using in-game aesthetics termed skins, which fans began to use for gambling on esports.

Nearly all the skins gambling sites were operating illegally, rarely doing any requisite Know Your Customer (KYC) compliance to ensure the customer is in a legal jurisdiction and over 18, had little to no Anti-Money Laundering (AML) controls, and certainly no gambling license. Unfortunately, this meant many underage kids often from illegal markets gambled, and the skins betting market quickly swelled to $5 billion in total wagers. After multiple scams and a class action lawsuit, Valve sent cease & desist notices to all major skins gambling sites toward the end of 2016, resulting in a material reduction in skins betting.

Although the illegal skins sites did not directly make the transition to regulated esports betting, they were a key step in the process. The advantage of those sites is they were totally unregulated. You could build one and get it up and running in 30 days. A regulated gambling site takes a year if you move quick. As a consequence, we saw effectively nobody switch. However, the companies making regulated esports specific betting products took product and marketing cues from those sites as they serve the same customer base.

That unregulated market kicked off regulated wagering on esports. At one point, before it was shut down, the skins betting market was an estimated ten times bigger than the regulated esports betting market. Without the skins betting market its unlikely esports betting would have taken off as quickly, and then when it eventually got shut down by regulators it created a big wave into regulated esports betting. This created much of the opportunity we are discussing in this article. Like a lot of new tech, it starts off in the unregulated side before it matures.

Now in 2019 esports betting is one of the most exciting categories in the regulated gambling industry. Even more so when combined with a U.S. sports betting market opening up state by state. With the nature of esports being video games, it creates unlimited possibilities for unique bets such as round-by-round betting in first person shooters, or hyper-contextual bets like first Baron kill (provides a team buff) in the world’s most popular esport game, League of Legends. With new game titles constantly being released, and an ever-increasing population of esports fans, the trend is clear.

Many ways to bet on esports

The current options available for esports fans to bet with is varied. You have legacy sportsbooks with an esports offering, purist esports sportsbooks sites, crypto betting offerings, and still some illegal skins betting sites. The challenge and opportunity as I see it is not attracting the gambler to bet on esports, but rather attracting and onboarding the esports fan. What appeals to a 23-year-old esports fan that has less experience with betting is different from what is currently being offered to a 35-year-old football fan.

Similar to any traditional service being offered to a new generation requiring a major user experience overhaul (as financial tech has). I believe it isn’t enough to just display the odds. Sportsbooks need to offer more contextual betting, team/match data, content/community offerings, deep partnership engagements and more. The exciting thing is that the code has not been cracked, and the room for innovation is vast.

Significant opportunity for new sportsbooks

Online gambling has spent more than 20 years focused on traditional sports. Creating and curating the optimal offering, marketing schemes, and bonus/reward programs. Converting brick and mortar bettors to online ones. Over that period gambling regulation has evolved, sports fans have aged, and the market has become relatively saturated with operators.

The emergence of esports as a sport, and consequently, a betting market, represents the first instance in a long time of a new generation entering the fold. This is unprecedented and the interest from the traditional gambling world is immense. For the first time they are facing a generation born and bred on the internet. Solving for that when you have spent so long solving for the inverse is challenging. It means a window of opportunity is open for new operators, new investors, new strategies, new ideas, and it’s incredibly exciting. All that said, it’s a thrilling time to be in esports, betting, and the development of sports and media for the next generation. This is just the beginning.

Kevin Wimer was a professional gamer in the early 2000’s, and is currently Chief Marketing Officer at esports sportsbook Rivalry.

Source: https://venturebeat.com/2019/06/03/betting-is-esports-biggest-and-most-underappreciated-opportunity/

Esports Entertainment Group $GMBL – Global #Esports Popularity Give Gamer Companies Reason To Be Bullish $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:10 PM on Monday, June 3rd, 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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Global Esports Popularity Give Gamer Companies Reason To Be Bullish

  • Esports have joined the big leagues, Goldman Sachs analysts wrote in a recent report about the new subsection of the video game industry. China aside, the esports industry already has a larger audience than Major League Baseball.
  • Goldman estimates the monthly size of competitive esports gamers, 167 million as of year-end 2018, will hit 276 million by 2022, basing their forecast on a NewZoo survey.

Right now, somewhere in China, bulldozers and crane operators are building a new theme park. It’s not the latest Lionsgate Park you’ve read about, centered around themed attractions based on movies like Hunger Games. Oh, it’ll have roller coasters and stuff. But this amusement park is different. It’s designed for gamers.

Esports have joined the big leagues, Goldman Sachs analysts wrote in a recent report about the new subsection of the video game industry. China aside, the esports industry already has a larger audience than Major League Baseball.

Goldman estimates the monthly size of competitive esports gamers, 167 million as of year-end 2018, will hit 276 million by 2022, basing their forecast on a NewZoo survey.

“China has been ahead of the curve on this; all of Asia really,” says Menashe Kestenbaum, CEO of Enthusiast Gaming in Toronto. “If you see an arena jam-packed with gamers, it’s probably somewhere in China or South Korea,” he says.

Bill Coan, the CEO of ITEC Entertainment, the guys behind China’s gamer theme park now under construction in a “top secret location,” is predicting the future of the gaming industry, driven in part by esports. Picture arenas where gamers in bulky headphones are playing video games on large, concert-size screens against some of the best players in the world (who will have the cooler headphones).

“If we are as successful at this as I think we will be, every city will want one,” he says.

Asia’s online population dwarfs other regions. It’s hard to compete with 3 billion people between China and India alone. In China, they watch gamers teach how to get to the next level in a shooting game or compete head-to-head in teams on streaming content providers.

The esports NBA draft: Chiquita Evans poses for photographs with Brendan Donohue after being selected as the 56th pick overall by the Warriors Gaming Squad for the NBA’s 2K League on March 5, 2019, in New York. Frank Franklin II/ASSOCIATED PRESS

In the U.S., they do the same, watching gamers on YouTube and Twitch. Some fans are not even gamers. Instead, they are watching it for the personalities themselves, commenting on their game play.

Dan & Phil, two U.K. guys who play The Sims and make videos of themselves playing it, have more views on a five-minute upload to their YouTube channel than prime-time news programs on CNN, MSNBC and Fox. (They’ve recently gone on a YouTube hiatus.)

For live streaming games in the U.S., Amazon’s seven-year-old Twitch.TV is No. 1.

According to Goldman Sachs, the total number of minutes spent watching gamers play or discuss video games on Twitch rose 22% from 2016 to 2017 to 355 billion minutes.

Esports have long been popular in Asia. Now the North American market is growing at breakneck speeds. Newzoo projects that the North American region will have generated $335 million in industry revenue, and will account for over a third of global esports revenue.

“I know this is big. I left my regular career for this world,” says Kestenbaum, 34, who considers himself more than just a gaming hobbyist. “This is a whole new industry, a bit like the old video gaming industry, but also more of an entertainment and advertising model like traditional sports. That’s an emerging market.”

EGLX BELL main stage on March 11, 2018 during the Counter-Strike: Global Offensive semifinals. Enthusiast Gaming Image. Used by Permission.

Kestenbaum says he grew up in a family of rabbis. He studied and later taught theology in Israel while moonlighting as the blogger “Nintendo Enthusiast” back in 2001. Like everyone else in the business of gaming content, he learned he had a Field of Dreams in his backyard. If you built it around gaming in the early 2000s, the fans would come.

Four years ago, Kestenbaum built Enthusiast Gaming in Toronto with around $4 million in seed capital. He built it on the idea that hobbyist and lifestyle gamers were reaching a critical mass like traditional sports. Enthusiast’s network of gaming websites, including the old Nintendo Enthusiast and Daily Esports, have a combined 150 million visitors each month, based on April Google Analytics. Monthly visitors across the network was 2 million monthly visitors in 2015 and has doubled since it went public in October 2018. In mid-May, Enthusiast Gaming stock was up 171% since their IPO, beating the MSCI Canada.

In terms of page views and users in the gaming information category, Enthusiast Gaming rose to the top 5 since going public, according to Comscore.

All of this serves a testament to the growth in the video gaming industry. Some games (think Fortnite) easily have more revenue than TV and movies. 

The model for companies like this is relatively straightforward: exploit gaming by making it the new Hollywood, the new Disney World, and the new major league sports wrapped in one. Jumble it all together, and package it like you were packaging any other entertainment. Sort of like being the ESPN, NBA and a team sponsor rolled all into one: the distributor, the platform brand, and the gamer team. Within the subsection of esports, companies sell tickets to events no different than they would a concert. In the future, these games, in aggregate, will earn as much or more than the Superbowl due to a global audience.

Hobbyists and lifestyle gamers are the lifeblood of the burgeoning esports industry. Here, three Pokemon Go players look for virtual characters in Hong Kong. Photographer: Anthony Kwan/Bloomberg © 2016 Bloomberg Finance LP

 â€œThe content consumption in esports is going grow; not only the streaming of the gaming events themselves, but also the popularity of the gamers and influencers is growing. They are celebrities and brand ambassadors,” says Henri Holm, CEO, FandomSports. They launched a mobile gaming app this month that bridges traditional sports with video game sports, creating content around the two.

“There is the learning aspect of watching gamers on any given platform or channel, and there is the entertainment aspect of it,” says Holm. “It all rakes in so many eyeballs. And that changes the entire advertising landscape. Advertisers will follow.”

Esporting events account for around 9% of gaming companies revenue. Media rights are another 14%. Most of the money comes from corporate sponsors of events and online advertising. It’s the same model worldwide.

Activision signed a two-year $90 million deal with Twitch to distribute Overwatch League in North America. The Overwatch League is a professional esports league for players of the video game Overwatch. Like traditional sports, it has permanent teams and regular season play for prize money.

As esports evolves, content providers will compete for gaming leagues like traditional broadcasters compete for major sporting events. Imagine, Fortnight championships only on an Enthusiast Gaming channel. That’s the game plan.

Investors are tuned in.

Esports companies like Cloud9, founded in 2013, have 27 venture capital funds invested. The Santa Monica-based gaming company that sponsors teams in League of Legends, Call of Duty and Counter-Strike got $53.6 million in its latest Series B round, almost half Enthusiast’s current market cap fully diluted right now at $130 million.

Kestenbaum did 12 acquisitions this year, including a $20 million purchase in April of The Sims Resource (TSR), the largest Sims community in the world. Worth noting, TSR is the largest female video gaming content site in the world and is ranked on Quantcast’s Top 25 websites with the highest concentration of female audience in the U.S., close behind Oprah.com, according to the company. TSR gets 2.5 billion page views per year, based on Google Analytics. 

 â€œWe rather create partnerships than build organically,” Kestenbaum says. â€œAlibaba and Tencent want to do this here. And with the China trade war they may be more apt to do something with us in Canada than with the U.S.,” he says, adding that most of their content traffic comes from the U.S. They also have offices in Los Angeles.

Alibaba has partnered with Enthusiast at their gamer event EGLX in Toronto. The event is named after their ticker symbol.

Last year, Alibaba ran a tournament for various games at EGLX. Players from different countries competed against each other in games including Counter-Strike and Dota, a capture-the-flag type of team esport that’s big in China.

EGLX is growing, though it has nothing to do with the Chinese.

It’s gamers. Hobby gamers and lifestyle gamers, who Kestenbaum refers to as “the mother lode” for companies in the space, are everywhere today.

In 2016, EGLX sold around 12,000 tickets. Last year they hit 55,000 attendees. The event is one-part expo with gamers in cosplay visiting booths, testing games and buying merchandise, and one-part competitive video game arena. Youtubers with large online followings play against fans. Mitch Marner, a Toronto Maple Leafs hockey player, played a competitive round of Fortnite for charity.

Kestenbaum presents NHL player Mitch Marner with a check for his Fortnite charity match against a gamer from Chai Lifeline, a nonprofit working with cancer patients. Destructoid’s mascot and the Kinda Funny Games team look on. Enthusiast Gaming. Used by Permission.

Their esports matches had combined payouts of $100,000, and were held in a 100,000-square-foot room. When they do this again in October, Enthusiast says it will need 200,000 square feet because there was not enough room last time.

Enthusiast is running a rookie gamer program called Rising Stars. Think American Idol for big-dream video gamer fanatics. If lucky, lifestyle players might get a sponsor.

“There is a lot of content you can create around that scenario alone,” Kestenbaum says.

Holm’s from FandomSports agrees. Last year they found a soccer super fan in Joinville, Brazil. “We flew him from Brazil to St. Petersburgh in Russia to watch Brazil play Costa Rica. For us, it was a content cost. We made him a star and put his journey on our website and Youtube channel. Brands love to be a part of that.”

It’s a fantasy world. But it’s easier to become a virtual athlete than a real one. Universities from the U.S. to China are getting in on the act. They’re teaching students how to manage events, how to play games. It all sounds ridiculous, but many schools said the same about ice hockey and soccer a hundred years ago.

Video game teams have a fan base just like the New York Yankees have fans. Those teams earn real money. The Fortnite Tournament Prize pool is $100 million. Yes, teams have to practice.

Individual gamers are the new celebrity.

Not a rock concert. Overwatch gamer fans watch a competition at a packed Barclays Arena in July 2018. (AP Photo/Mary Altaffer) ASSOCIATED PRESS

Ninja, an online personality who live-streams himself playing video games on Twitch and was a part of Luminosity Gaming, a Canadian esports team backed by the owners of the Vancouver Canucks, makes around $1 million—per month, according to eSportsearnings.com.

Dota—a game whose artistry alone would impress the world’s best graphic novel illustrator—paid out $25.5 million at the International Dota 2 at Rogers Arena in Vancouver last August. This year’s International Dota 2 Championship is going to the Mercedes Benz Arena in Shanghai in August.

To put the Dota prize money into perspective, it pays twice that of Wimbledon and The Masters PGA golf tournaments.

Goldman Sachs forecasts esports audiences to reach 194 million this year. Next year will be bigger. They have to watch those games somewhere, physically and online. “I wouldn’t be surprised if you see an esports arena at Disney someday,” says Coan from ITEC.

How long before Disney or Universal buy the rights to the Super Mario Brothers?

The U.S. and Canada are the largest esports market, with revenues of $409.1 million, according to NewZoo’s 2019 Global Esports Market Report. 

China is bringing up the rear. The Chinese market for esports will generate an estimated $210 million this year, overtaking Western Europe to come in second place after North America.

“It all stems from the lifestyle gamer,” says Kestenbaum. “They’re the type of gamer who consumes content about video games the way someone in the market checks Bloomberg. They go to events. They pay to meet and play with celebrity gamers. Gaming is no longer only about game publishers selling a gaming app or a console game for Nintendo,” he says. “There are cultures around these things. You can be Twitch and provide a platform and watch people play and talk about your favorite game,” he says.

Yes, Dan and Phil have taken their Sims gaming enthusiasm to a live studio audience at arenas in the U.S. They were in Providence, Rhode Island, at the Dunkin Donuts Center late last year.

Kestenbaum sums it all up for investors: “The opportunities here are absolutely enormous.”

For media or event bookings related to Brazil, Russia, India or China, contact Forbes directly or find me on Twitter at @BRICBreaker

Source: https://www.forbes.com/sites/kenrapoza/2019/05/29/global-esports-popularity-give-gamer-companies-reason-to-be-bullish/#5c54f9421bde

Enthusiast Gaming $EGLX.ca Announces Merger With #Aquilini GameCo and #Luminosity to Form Global Esports and Gaming Leader $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:03 AM on Friday, May 31st, 2019
  • Combination to create leading publicly traded esports and gaming organization with $22 million in pro forma revenue and $36 million in cash on closing of the merger, with combined global audience reach of approximately 200 million
  • Merged assets and reach to include seven esports teams (including management of the Vancouver Titans Overwatch League franchise), 40 esports influencers, 80+ gaming media websites, 900+ YouTube and Twitch channels
  • Enthusiast Gaming’s extensive media network and gamer data, combined with Luminosity’s championship calibre teams and brand equity, expected to drive further audience growth 
  • Strategically positioned to leverage Luminosity’s robust esports brand and its audience through Enthusiast Gaming’s monetization and ad tech platform

TORONTO, May 31, 2019 (GLOBE NEWSWIRE) — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (“Enthusiast Gaming” or the “Company”) is pleased to announce that it has entered into an arrangement agreement (the “Arrangement Agreement”) dated May 30, 2019 with J55 Capital Corp. (TSXV: FIVE) (“J55”) and Aquilini GameCo Inc. (“GameCo”), a private Canadian company to form the leading publicly traded esports and gaming media organization in North America.

Menashe Kestenbaum, CEO of Enthusiast Gaming commented, “Our vision has always been to build the largest, vertically integrated esports and gaming company in the world. The merger with Aquilini GameCo and Luminosity was a strategic decision that positions us as a dominant player in the gaming industry and unlocks access to Luminosity’s 50 million dedicated esports fans and one of the largest esports franchises. Through our successful monetization strategy, we will gain extremely valuable knowledge and information on the demographic that will revolutionize the advertising opportunities we can offer to brands and sponsors.” 

The Transaction

Under a court approved arrangement (the “Arrangement”), J55 will acquire all of the outstanding common shares of Enthusiast Gaming (the “Enthusiast Common Shares”) in exchange for common shares of J55 (the “J55 Common Shares”) on the basis of 4.22 (post consolidation) J55 Common Shares for each one Enthusiast Gaming Common Share (the “Exchange Ratio”). 

The Arrangement constitutes a merger of Enthusiast Gaming and J55 on a fully diluted basis, after giving effect to the transactions described below.

Immediately prior to the completion of the Arrangement, J55 will complete the acquisition of GameCo (the “GameCo Transaction”). The GameCo Transaction will be completed pursuant to the terms and conditions of an amalgamation agreement (the “Amalgamation Agreement”) between J55 and GameCo, pursuant to which immediately prior to the completion of the Arrangement, J55 will acquire all of the outstanding securities of GameCo which shall constitute J55’s Qualifying Transaction (as defined in the policies of the TSXV). On closing of the Qualifying Transaction, all of the issued and outstanding securities of GameCo will be exchanged for corresponding securities of J55 as follows:

  • each of the common shares of GameCo (the “GameCo Shares”) will be cancelled and, in consideration therefor, each GameCo shareholder will receive one (post consolidation) J55 Share at a deemed price of $0.30 per J55 Share for each one GameCo Share held;
     
  • each of the warrants to purchase GameCo Shares (the “GameCo Warrants”) will be exchanged for warrants to purchase the corresponding number of (post consolidation) J55 Shares on the same terms as those contained in the GameCo Warrants, and each such GameCo Warrant shall be cancelled; and
     
  • each of the options to purchase GameCo Shares (the “GameCo Options”) will be exchanged for options to purchase the corresponding number of (post consolidation) J55 Shares on the same terms as those contained in the GameCo Options, and each such GameCo Option shall be cancelled.

In connection with closing of the GameCo Transaction, J55 intends to consolidate its outstanding J55 Common Shares on the basis of 1.25 pre-consolidation shares for every one post-consolidation share prior to the completion of the GameCo Transaction.

The aggregate of approximately 324,357,495 (post consolidation) J55 Shares is expected to be issued at a deemed price of $0.30 per share pursuant to the GameCo Transaction. Further, J55 has agreed that, to satisfy an obligation of GameCo under an existing media services agreement and as such J55 will issue that number of J55 Shares as is equal to $59,063 at a price per J55 Share to be determined at a later date in accordance with said agreement. J55 intends to rely on Section 2.11 of National Instrument 45-106 – Prospectus Exemptions for an exemption from the prospectus requirements under applicable securities laws in connection with the issuance of the aforementioned securities.

The GameCo Transaction will be a Non-Arm’s Length Qualifying Transaction under the policies of the TSXV and a related party transaction for the purposes of Multilateral Instrument 61-101 – Protection of Minority Security Holders in Special Transactions (“MI 61-101”) because J55 and GameCo have certain directors, officers and significant shareholders in common. As such, J55 is required to hold a shareholders’ meeting (the “J55 Meeting”) to obtain approval of the GameCo Transaction by the disinterested shareholders of J55. As of the date of this news release, the date for the J55 Meeting has not been established and the disinterested shareholder approval has not been obtained.

The directors, officers and significant shareholders which J55 and GameCo have in common are as follows: Francesco Aquilini is a director and significant shareholder of J55 and a director (and chairman of the board) and significant shareholder of GameCo; Adrian Montgomery is a director, officer and significant shareholder of both J55 and GameCo; and Roberto Aquilini is a significant shareholder of both J55 and GameCo. The interested directors, namely Francesco Aquilini and Adrian Montgomery, have abstained from voting on approval of the GameCo Transaction by the board of directors of J55, and the interested shareholders, namely Francesco Aquilini, Adrian Montgomery and Roberto Aquilini, will be excluded from voting on approval of the GameCo Transaction at the J55 Meeting. These interested shareholders collectively own approximately 63% of the issued and outstanding J55 Shares as follows: Francesco Aquilini – 4,001,000 shares (21.1%); Adrian Montgomery – 3,999,500 shares (21.1%); Roberto Aquilini – 3,999,500 shares (21.1%). The interested directors have also abstained from voting on approval of the GameCo Transaction by the board of directors of J55.

Pursuant to the Amalgamation Agreement, J55 and each of Francesco Aquilini, Adrian Montgomery, John Veltheer, Alexander Helmel, and Roberto Aquilini (the “Supporters”), have entered into support and voting agreements (the “Support Agreements”). The J55 Shares held by the Supporters collectively represent approximately 79% of the issued and outstanding J55 Shares. The Support Agreements provide that, among other things, the Supporters, in their capacity as J55 Shareholders, (i) will irrevocably support the GameCo Transaction, and, to the extent permitted by applicable laws, vote all of their J55 Shares in favour of the proposed J55 Shareholders’ resolution seeking approval of the GameCo Transaction (the “J55 QT Resolution”) and against any resolution submitted by any J55 Shareholder that is inconsistent with the J55 QT Resolution and (ii) will not sell, assign, transfer or otherwise convey any of the J55 Shares held by the Supporters other than pursuant to the GameCo Transaction.

Immediately prior to the closing of the GameCo Transaction, GameCo will complete its acquisition (the “Luminosity Acquisition”) of Luminosity Gaming Inc. (“Luminosity Canada”) and Luminosity Gaming (USA), LLC (“Luminosity USA”, which together with Luminosity Canada is herein referred to as “Luminosity Gaming” and together with J55 and GameCo, “Luminosity”). The Arrangement, the GameCo Transaction and the Luminosity Acquisition are collectively referred to in this press release as the “Transactions”.

Luminosity Gaming is a globally recognized esports organization operating in North America and based in Toronto, Canada. Luminosity Gaming provides management and support services to players involved in professional gaming and is also the manager of the Vancouver Titans franchise in the Overwatch League.  Upon closing of the GameCo Transaction, Luminosity Gaming intends to enter into a long-term management services agreement with the Vancouver Titans to continue management of the team, as well as a long term services support agreement with Vancouver Arena Limited Partnership (“VALP”) pursuant to which VALP will provide Luminosity Gaming with a broad range of marketing and business support services (as further described below).

Steve Maida, Founder and President of Luminosity Gaming commented, “We are incredibly excited about the merger with Enthusiast Gaming.  Pairing our collective following of over 50 million with their 150 million monthly visitors presents significant growth opportunities with respect to content, partnerships, advertising, events and more.”

The combined company that will result from the completion of the Transactions will be renamed “Enthusiast Gaming Holdings Inc.”. Subject to TSXV approval, the common shares of the combined company will trade on the TSXV, under the symbol “EGLX”.

The Arrangement is subject to receipt of various approvals including the approval of the Ontario Superior Court of Justice (Commercial List), the approval of the TSXV and Enthusiast Gaming and J55 shareholder approval, as well as the closing of the other Transactions and the satisfaction of certain other customary closing conditions. Closing of the Arrangement is expected to occur by the third quarter of 2019.

Transaction Highlights

The Arrangement is expected to provide significant strategic and financial benefits to Enthusiast Gaming including:

  1. Creates Leading, Diversified Gaming and Esports Organization: Management believes that the pro forma combined company will boast one of the largest media reach amongst gaming and esports organizations at approximately 200 million, across seven esports teams (including management of the Vancouver Titans Overwatch League franchise), 40 esports influencers, 80+ gaming media websites, 900+ YouTube and Twitch channels. The combined business generated pro forma revenue of $22 million and estimated $36 million in cash on closing of the merger.

  2. Strategically Positioned to Leverage Luminosity’s Robust esports brand: Through its monetization and ad tech platform, Enthusiast Gaming will utilize Luminosity and its significant reach in growing communities of like-minded fans, to produce engaging advertising experiences. Further, GameCo’s relationship with the NHL’s Vancouver Canucks and Rogers Arena, located in Vancouver Canada, will provide Enthusiast Gaming with access to new sponsors looking to reach the gaming and esports markets.
     
  3. Expected Margin Improvement: A combination of the net funds from the Private Placement (as discussed below) and cash-on-hand may be used to repay all or part of the Sims Resource Deferred Payment.  The Sims Resource Deferred Payment is approximately US$14.0 million and when fully repaid will add approximately US$2.5 million of EBITDA to the combined company, by reducing an expense allocation.

  4. Enhanced Capital Market Profile: The closing of the Transactions will create a leading publicly listed esports and gaming organization, as measured by revenue and market capitalization.  

Arrangement Summary

The Arrangement will be effected by way of a statutory plan of arrangement pursuant to the Business Corporations Act (Ontario) and will require the approval of (i) 66⅔% of the Enthusiast Gaming Common Shares cast at the annual and special meeting of Enthusiast Gaming shareholders (the “Enthusiast Meeting”), (ii) if required, a majority of the votes cast at the Enthusiast Meeting by Enthusiast Gaming shareholders excluding votes attached to Enthusiast Gaming Common Shares held by persons described in items (a) through (d) of section 8.1(2) of MI 61-101, and (iii) 50% +1 of the J55 Common Shares cast at the J55 Meeting. The directors and officers of Enthusiast Gaming who, in the aggregate, hold 13% of the outstanding Enthusiast Gaming Common Shares, have entered into voting and support agreements pursuant to which they have agreed to vote their Enthusiast Gaming Common Shares in favor of the proposed Arrangement. The directors, officers and significant shareholders of J55 who, in the aggregate, hold approximately 79% of the outstanding J55 Common Shares, have entered into voting and support agreements pursuant to which they have agreed to vote their J55 Common Shares in favor of the proposed Arrangement at the J55 Meeting.

A management information circular setting out the terms of the Arrangement, as well as further information regarding the Arrangement and the combined company, will be circulated to all Enthusiast Gaming shareholders in connection with the Enthusiast Meeting as soon as possible.  A management information circular setting out the terms of the GameCo Transaction and the Arrangement, as well as further information regarding the Transactions and the combined company, will be circulated to all J55 shareholders in connection with the J55 Meeting as soon as possible. Further details regarding the dates and locations of the Enthusiast Meeting and the J55 Meeting will be provided once determined.

The board of directors of Enthusiast Gaming has determined that the proposed Arrangement is in the best interests of Enthusiast Gaming shareholders, having taken into account advice from its financial advisors, and has unanimously approved the Arrangement and recommended that Enthusiast Gaming shareholders vote in favor of the Arrangement. The board of directors of Enthusiast received a fairness opinion from Haywood Securities Inc. to the effect that the consideration to be paid to the Enthusiast Gaming shareholders pursuant to the Arrangement is fair, from a financial point of view, to the Enthusiast Gaming shareholders.

In addition to shareholder approvals, the Arrangement will be subject to the completion of the GameCo Transaction and the Luminosity Acquisition and the satisfaction of other customary conditions. The Arrangement Agreement includes customary provisions, including covenants from Enthusiast Gaming to J55 not to solicit other acquisition proposals and the right for J55 to match any superior proposals. A customary termination fee may be payable by Enthusiast Gaming to J55 in certain circumstances.

Under the terms of the Transaction, Enthusiast Gaming shareholders will exchange each of their Enthusiast Gaming Common Shares for 4.22 (post consolidation) J55 Common Shares. Following the completion of the Arrangement, J55 will change its name to “Enthusiast Gaming Holdings Inc.” and will maintain its listing on the TSXV while the Enthusiast Gaming Common Shares will be delisted from the TSXV.  Holders of Enthusiast Gaming options, warrants and convertible debentures will continue to be entitled to exercise such convertible securities pursuant to the terms and conditions of their original certificates. Upon exercise of any such convertible securities, holders will be entitled to receive that number of J55 Common Shares they would have received had they exercised such securities immediately prior to the completion of the Arrangement.

Additional Information Regarding GameCo and Luminosity Gaming

On February 14, 2019, GameCo entered into a share purchase agreement (the “Luminosity SPA”) pursuant to which GameCo agreed to acquire Luminosity Gaming from its sole shareholder, Steve Maida, for consideration, including the payment of $1.5 million by GameCo to Mr. Maida and the issuance of 60 million GameCo common shares (at a deemed issued price of $0.30 per share) and the issuance of a $2.0 million unsecured promissory note, which is repayable immediately upon completion of the GameCo Transaction. As noted above, the Luminosity Acquisition is expected to close immediately prior to the completion of the GameCo Transaction and the Arrangement.

Luminosity Gaming is currently the manager of the Vancouver Titans, which was founded in 2018 and recently commenced its first season of competition in the Overwatch League, an esports competition with 20 teams across six countries and three continents, all centered on the popular first-person shooter game Overwatch. Upon closing of the GameCo Transaction, Luminosity Gaming intends to enter into a long-term management services agreement with the Vancouver Titans to continue management of the team, as well as a long term services support agreement with VALP pursuant to which VALP will provide Luminosity Gaming with a broad range of marketing and business support services, including corporate partnership and selling support, retail support, brand association and marketing support (to be provided by Canucks Sports and Entertainment), esports planning and execution, digital and social media support and back office support.

The following table provides select financial information for GameCo and Luminosity:

       
  GameCo
Aug 29, 2018* –
Dec 31, 2018
(Audited)
 Luminosity
Year Ended
Dec 31, 2018
(Unaudited)
 
Total revenue$ $3,879,608 
Total assets$5,865,179 $869,764 
Total liabilities$421,538 $381,009 
Net income (loss)$(384,105)$425,964 

    *The date of incorporation of GameCo.

Management Team and Board of Directors

The senior management team and the board of directors of the combined company will draw from the extensive experience and expertise of both companies. The senior management will consist of:

Chief Executive Officer: Adrian Montgomery
President: Menashe Kestenbaum
President of Esports: Steve Maida
President of EGLive: Corey Mandell
Chief Operating Officer and SVP Finance: Eric Bernofsky
Chief Financial Officer: Alex Macdonald
Chief Information Officer: Meir Bulua

The board of directors of the combined company will initially consist of seven directors, including three nominees of Enthusiast including Menashe Kestenbaum and Alan Friedman and one to be named and three nominees of J55 including Francesco Aquilini, Adrian Montgomery and Steve Maida, and one independent nominee to be agreed upon by both Enthusiast and J55. Francesco Aquilini will serve as the Chair of the board.

Private Placement, Loan and Subscription Receipt Offering

Concurrent with the announcement of the Arrangement, GameCo has entered into a bought deal private placement agreement (the “Private Placement”) with a syndicate of underwriters (the “Underwriters”) led by Canaccord Genuity Corp. (“Canaccord”), whereby the Underwriters have agreed to purchase for resale to substituted purchasers $10.0 million of convertible debentures at par (the “Debentures”) of GameCo, which will effectively convert into J55 Common Shares at a (post consolidation) conversion price of $0.45 per J55 Common Share, for aggregate gross proceeds of $10.0 million (the “Private Placement”). The Debentures will have a maturity date of June 30, 2020 and will automatically convert into common shares of GameCo upon closing of the Arrangement. If the Debentures have not automatically converted to GameCo common shares by the maturity date, then the principal will be repayable on the maturity date as well as interest on the basis of 8.0% per annum. The net proceeds from the Private Placement will be used by GameCo to extend a $10.0 million bridge loan (the “Bridge Loan”) to Enthusiast Gaming which Enthusiast Gaming may use to repay all or part of certain amounts owed in connection with the acquisition of 100% of the assets of The Sims Resource (the “Sims Resource Deferred Payment”) and/or to fund working capital and/or other general corporate purposes. All principal and unpaid interest under the Bridge Loan will be due and payable by Enthusiast Gaming to GameCo on the earlier of (a) June 20, 2020, and (b) the closing of a change of control transaction (which includes the closing of the Arrangement).

On March 20, 2019, GameCo completed a $25,000,200 subscription receipt offering (the “Subscription Receipt Offering”) pursuant to which it issued an aggregate of 83,334,000 subscription receipts (each, a “Subscription Receipt”) at an issue price of $0.30 per Subscription Receipt. Canaccord served as the sole agent for the Subscription Receipt Offering. Each Subscription Receipt is automatically converted into one common share of GameCo for no additional consideration upon satisfaction of certain escrow release conditions (collectively, the “Escrow Release Conditions”), including: (a) the execution of a definitive agreement (the “GameCo Transaction Agreement”) between J55, a wholly-owned subsidiary of J55 and GameCo in connection with the GameCo Transaction; (b) the execution of the Luminosity SPA and the satisfaction or waiver of all the conditions precedent in the Luminosity SPA to the satisfaction of Canaccord; (c) the receipt of all regulatory, shareholder and third party approvals required in connection with the GameCo Transaction and the Luminosity Acquisition; and (d) GameCo not being in breach or default of any of its covenants or obligations under the agency agreement and the subscription receipt agreement entered into in connection with the Subscription Receipt Offering. Upon the closing of the GameCo Transaction, GameCo common shares issued on conversion of the Subscription Receipts will be exchanged for post-consolidation J55 Common Shares in accordance with the terms of the GameCo Transaction Agreement. 

Advisors

Haywood Securities Inc. is acting as Enthusiast Gaming’s financial advisor, and Stikeman Elliott LLP and Minden Gross LLP are acting as Enthusiast’s legal advisors in connection with the Arrangement. Clark Wilson LLP is acting as J55’s legal advisor in connection with the Transactions. Canaccord Genuity Corp. is acting as GameCo’s exclusive financial advisor, and Norton Rose Fulbright LLP is acting as GameCo’s legal advisor in connection with the Transactions.

Capitalization of the Combined Company

Upon completion of the Transactions, it is expected that there will be 557 million common shares of the combined company issued and outstanding as well as options and warrants to acquire a further aggregate of 109 million common shares. Furthermore, upon completion of the Arrangement the then outstanding common shares of the combined company will be held as follows:

  • 15.2 million shares (2.7%) held by former shareholders of J55;
  • 246.9 million shares (44.3%) held by former shareholders of GameCo (inclusive of the conversion of the Subscription Receipts);
  • 60 million shares (10.8%) held by former shareholders of Luminosity;
  • 213.1 million shares (38.2%) held by former shareholders of Enthusiast Gaming; and
  • 22.2 million shares (4.0%) held by former holders of the Debentures assuming conversion at a price of $0.45.

In addition, it is expected that there will be outstanding combined company convertible securities which will be redeemable for, or convertible into, an aggregate of 25 million common shares of the combined company.

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is the largest vertically integrated video game company 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

Certain information in this news release constitutes forward-looking statements under applicable securities laws. Any statements that are contained in this news release that are not statements of historical fact are forward-looking statements. Forward looking statements are often identified by terms such as “may”, “should”, “anticipate”, “expect”, “potential”, “believe”, “intend”, “estimate” or the negative of these terms and similar expressions. Forward-looking statements in this news release include, but are not limited to: statements with respect to the completion of the Transactions and the timing for its completion; the satisfaction of closing conditions which include, without limitation (i) required shareholder approval, (ii) necessary court approval in connection with the plan of arrangement, (iii) receipt of any required approvals, (iv) certain termination rights available to the parties under the Arrangement Agreement, (v) obtaining the necessary approvals from the TSXV, (vi) other closing conditions, including compliance by the parties with various covenants contained in the Arrangement Agreement, (vii) statements with respect to the effect of the Transaction on the parties; and (viii) statements with respect to the anticipated benefits associated with the Transactions.

Forward-looking statements are based on certain assumptions regarding Enthusiast, GameCo, J55 and Luminosity, including the completion of the Transactions, anticipated benefits from the Transactions, and expected growth, results of operations, performance, industry trends and growth opportunities. While Enthusiast, GameCo, J55 and Luminosity consider these assumptions to be reasonable, based on information currently available, they may prove to be incorrect. Readers are cautioned not to place undue reliance on forward-looking statements.

The assumptions of Enthusiast, GameCo, J55 and Luminosity, although considered reasonable by them at the time of preparation, may prove to be incorrect. In addition, forward-looking statements necessarily involve known and unknown risks, including, without limitation, risks associated with general economic conditions; adverse industry events; future legislative, tax and regulatory developments; inability to access sufficient capital from internal and external sources, and/or inability to access sufficient capital on favourable terms; the inability to implement business strategies; competition; currency and interest rate fluctuations and other risks. Among other things, there can be no assurance that the Transactions will be completed or that the anticipated benefits from the Transactions will be achieved. Readers are cautioned that the foregoing list is not exhaustive. Readers are further cautioned not to place undue reliance on forward-looking statements as there can be no assurance that the plans, intentions or expectations upon which they are placed will occur. Such information, although considered reasonable by management at the time of preparation, may prove to be incorrect and actual results may differ materially from those anticipated. For more information on the risk, uncertainties and assumptions that could cause anticipated opportunities and actual results to differ materially, please refer to the public filings of Enthusiast and J55 which are available on SEDAR at www.sedar.com. Forward-looking statements contained in this news release are expressly qualified by this cautionary statement and reflect our expectations as of the date hereof, and thus are subject to change thereafter. Enthusiast, GameCo, J55 and Luminosity disclaim any intention or obligation to update or revise any forward-looking statements, whether as a result of new information, future events or otherwise, except as required by law.

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 – Why Investors Should Be Looking at the #Esports Industry $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:30 PM on Thursday, May 30th, 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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Why Investors Should Be Looking at the eSports Industry

  • eSports audience size is also increasing, as more and more fans tune in to watch amateur and professional gamers compete. The fanbase has already grown massive, with an estimated 25.7 million eSports viewers in the US alone last year.
  • By 2022, analysts expect there to be nearly 300 million frequent viewers of eSports around the world, while 347 million people are forecast to be occasional viewers.

Kristen Moran

Video games aren’t just for teenagers anymore. In fact, the electronic sports (eSports) industry has grown substantially in recent years, bringing in $865 million USD worldwide in 2018, and is expected to surpass $1.48 billion USD in revenue by 2020, representing a CAGR of 32%.

The eSports audience size is also increasing, as more and more fans tune in to watch amateur and professional gamers compete. The fanbase has already grown massive, with an estimated 25.7 million eSports viewers in the US alone last year. By 2022, analysts expect there to be nearly 300 million frequent viewers of eSports around the world, while 347 million people are forecast to be occasional viewers.

Investors looking for the next big thing after the cannabis and cryptocurrency booms should definitely consider investing in companies that are involved in the burgeoning eSports industry. From eSports game developers and publishers to digital media platforms and eSports tournaments, there are ample opportunities to cash in on the growing eSports industry.

Investing in the eSports Industry

eSports involve multiplayer video games that are played competitively by both professional and amateur gamers for spectators. These can be first-person shooter games (FPS), real-time strategy (RTS) games, multiplayer online battle arena (MOBA) games, sports games, card games, strategy games, or fighting games.

Although the eSports industry is dominated by well-known game publishers like Tencent Holdings Ltd. (OTCPK:TCTZF) and Sony (NYSE:SNE), there are a few up-and-comers offering promising products to the market.

Source: https://microsmallcap.com/investors-esports-industry/

Esports Entertainment Group $GMBL – Gamers Fight for Rights as Billion-Dollar #Esports Market Matures $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:17 PM on Wednesday, May 29th, 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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Gamers Fight for Rights as Billion-Dollar Esports Market Matures

By Eben Novy-Williams

While there’s disagreement over how big a problem this is, there’s consensus that esports organizations have too much power.

“Orgs have strong counsel with 30-page agreements that have all sorts of terms in them, and often on the other side you’ve got a teenager, or early 20s, who’s probably never read a contract before,” said Gordon, whose firm represents both players and organizations. “It’s really weighted against the player.”

As some esports leagues push to make themselves more and more like traditional sports leagues, the industry may need to decide whether its players will get the benefits of traditional sports stars (unions, collective bargaining and rigid salary structures) or whether it will mirror more the music and entertainment world, where young creators often sign away a large bulk of their rights and income on their way up.

Finding Agents

One major concern in esports: Teams often serve as management for their players. Trink said that earlier this year, while FaZe Clan was trying to reach a new agreement with Tenney, it began encouraging those on its roster to find outside representation. He said it’s better for the players and better for the organization to help avoid situations like the one they’re in now.

That’s part of what Trink called the new-era contract. In addition to helping gamers find agents or managers, the team is rethinking revenue splits. Instead of teams getting 80% of brand deals that it brings to a player, Trink said the team now takes 20%. (The $60,000 that FaZe claims to have made from Tenney came from 20% cuts off two different brand deals.)

FaZe Clan is also getting more granular on revenue details. Instead of simply taking a cut of Twitch revenue, FaZe Clan is separating out different streams. It no longer takes a percentage of donations or subscriptions that its gamers earn from Twitch, which for top streamers can be tens of thousands of dollars each month.

“We feel that is too personal and that we shouldn’t take that money,” Trink said.

Proving Themselves

Only so much change can come from the teams themselves. In the future, gamers may need fully independent unions, similar to those in the NFL or NBA, and a collectively bargained salary structure.

But as in pro sports, up-and-coming gamers will have to demonstrate that they deserve lucrative contracts, said Bryce Blum, founding partner at ESG Law.

“An unproven player in esports, like the majority of rookies in traditional sports, isn’t worth a massive deal,” he said. “They need to get their foot in door and prove their worth on the first contract in order to improve their value in the marketplace.”

Source: https://www.bloomberg.com/news/articles/2019-05-29/gamers-fight-for-rights-as-billion-dollar-esports-market-matures

Enthusiast Gaming $EGLX.ca Partners With #Ubisoft Canada to Host Rainbow Six Canada Nationals at EGLX $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:09 AM on Wednesday, May 29th, 2019
  • Partnered with Ubisoft Canada to host the Rainbow Six Canada Nationals and bring the Ubisoft show floor activation to Enthusiast Gaming Live Expo (EGLX) in October 2019.
  • Rainbow Six Canada Nationals will kick off in June 2019 and conclude in a live finals at EGLX in October 2019

TORONTO, May 29, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast Gaming” or the “Company”), the largest publicly traded video game media and esports company in North America, is excited to announce that through its subsidiary, Enthusiast Gaming Live Inc, it has partnered with Ubisoft Canada to host the Rainbow Six Canada Nationals and bring the Ubisoft show floor activation to Enthusiast Gaming Live Expo (EGLX) in October 2019.

Ubisoft is one of the world’s leading game publishers, responsible for creating acclaimed video game franchises including: Assassin’s Creed, Far Cry, Just Dance, Prince of Persia, Rayman, Raving Rabbids, and Tom Clancy’s. The esports tournament is a unique team-based competitive first-person shooter experience with high-level gamers playing Rainbow Six, a popular Ubisoft video game.

Presented by Ubisoft Canada and powered by Enthusiast Gaming, the Rainbow Six Canada Nationals will kick off in June 2019 and conclude in a live finals at EGLX 2019 on October 20, in downtown Toronto at the Metro Toronto Convention Centre.

The strategic partnership is in collaboration with Waveform Entertainment Inc., a leading esports operator and tournament producer, which Enthusiast invested in earlier this year. The partnership includes the full broadcast and live final production and tournament management. In addition, Ubisoft Canada will bring its Ubisoft Canada showfloor activation to EGLX 2019.

“We are excited to partner with Ubisoft Canada on the second season of the Rainbow Six Canada Nationals. Ubisoft Canada is a leader in the Canadian gaming publisher landscape, so bringing the finals to EGLX, Canada’s largest video game expo, is the perfect collaboration. Partnering with one of the largest game publishers and a fellow Canadian gaming titan speaks to the immense growth of EGLX and we look forward to putting on another amazing show in 2019” commented Menashe Kestenbaum, CEO of Enthusiast Gaming.

Tickets to EGLX 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].

Canadian Rainbow Six Siege players can register their team for the Canada Nationals today and find more information about the tournament at r6canadanationals.com.

About Ubisoft

Ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world-renowned brands, including Assassin’s Creed, Just Dance, Tom Clancy’s video game series, Rayman, Far Cry and Watch Dogs. The teams throughout Ubisoft’s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular platforms, including consoles, mobile phones, tablets and PCs. For the 2017-18 fiscal year Ubisoft generated sales of €1,732 million. To learn more, please visit www.ubisoft.com.

About Waveform Entertainment

Waveform Entertainment Inc. is a leading Canadian broadcast and production agency
specialized in the gaming and esports industry. Founded in 2018, Waveform has been on the
leading edge of live event production and broadcast for several years and services clients all
around the world. In April 2019, Enthusiast acquired a 20% interest in Waveform. Learn more about Waveform at www.waveform.gg.

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is the largest vertically integrated video game company 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 – #Esports gaming platform #Skillz hooks users even more than #Netflix $NFLX and #Facebook $FB $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:50 PM on Tuesday, May 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 exceeded 2018 target with $11.0 million in revenue. Learn More

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EGLX: TSX-V
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Esports gaming platform Skillz hooks users even more than Netflix and Facebook

  • The esports market is going to be a multibillion-dollar industry.
  • Competitive gaming platform Skillz is seeing gamer use that surpasses time spent on Facebook and Netflix.
  • The company hosts about 2 million tournaments featuring online games of solitaire, mahjong and a number of sports-related mobile titles for amateur gamers who earn cash prizes.

When Netflix CEO Reed Hastings acknowledged the streaming media giant’s growing list of competitors in his latest annual shareholder letter, he didn’t cite Disney or HBO as the biggest threats. “We compete with (and lose to) Fortnite more than HBO,” Hastings wrote in January.

Call it the rise of the gamers.

Publisher Epic Games and megastreamers like Ninja turned Fortnite into a sensation, the esports industry continues to grow, and the biggest names in tech — Apple and Alphabet among them — revealed their plans to dive deeper into gaming. Apple unveiled its new Arcade subscription gaming service and Alphabet’s Google its own streaming platform for gamers called Stadia.

Amid the changing gaming industry landscape, mobile gaming has taken an increasingly bigger chunk of the pie. In 2018 the mobile gaming market, which encompasses smartphones and tablets, grew to $63 billion in revenue, according to research firm Newzoo. This accounts for almost half of the global games market. Mobile gaming is getting closer to overtaking both console and PC platforms, with Newzoo estimating more than 50% market share between tablet and phone-based games in 2020 and 2021, and over $90 billion in annual revenue.

Mobile esports — competitive gaming with mobile-based titles — has also become more established. Newzoo projects the global esports market will exceed $1.6 billion in revenue by 2021 and will rake in more than $1 billion in revenue this year. Esports teams are now raising their own venture capital, too, with one team worth $310 million, according to Forbes, and a total of nine esports teams worldwide worth at least $100 million. ‘The most prolific media environment ever’

One of the key leaders of mobile esports growth is Skillz, which ranked No. 31 on the 2019 CNBC Disruptor 50 list. It hosts about 2 million tournaments, featuring online games of solitaire, mahjong and a number of sports-related mobile titles for amateur gamers who earn cash prizes based on their performance. Back in November, Skillz revealed that collectively, players on the platform earn, on average, over $675,000 in daily prizes.

And not only are they earning more, they’re playing more during a time that Skillz CEO Andrew Paradise calls “the beginning of the most prolific media environment ever.” Skillz CEO Andrew Paradise says the mobile gaming company has doubled revenue over the last five months. Skillz   “Skillz is delivering 65 minutes a day per person,” Paradise told CNBC. “It’s more prolific than Facebook at its peak, YouTube and Snapchat.”

In fact, the average Skillz user is spending more time on the platform than Netflix subscribers spend watching content, with the average subscriber for the streaming site clocking in at about 50 minutes per day. The boom in Skillz’ platform, according to Paradise, is in large part due to the competitive element that results in a higher engagement number.   The so-called casual gamer is actually engaging the same way a hard-core gamer would. Andrew Paradise Skillz CEO

Paradise believes that the increasing focus on mobile is blurring the line between casual and so-called “hardcore” gamers.

“The casual gamer is becoming a hardcore or mid-core gamer, and it’s reflective of this evolution in media usage,” said Paradise, who specifies that a Skillz user in the past would spend an average of about 30 minutes a day on the platform.

Many of those users are women — seven of the top 10 earners on Skillz last year were female players, a group that took home $8 million in prize money. According to a study released by Newzoo earlier this year, 46% of all gamers are female and it is a market that may include more than 1 billion women around the world.

Source: https://www.cnbc.com/2019/05/17/skillz-esports-platform-hooks-users-more-than-facebook-and-netflix.html

Esports Entertainment Group $GMBL – The First #NASCAR #Esports League Kicked Off This Weekend At The Charlotte Motor Speedway $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:35 AM on Monday, May 27th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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The First NASCAR Esports League Kicked Off This Weekend At The Charlotte Motor Speedway

By: Mike Stubbs

  • This past weekend at the Charlotte Motor Speedway the first ever NASCAR esports league got underway, with the action taking place alongside the Coca-Cola 600 race.

Players on both Xbox One and PlayStation 4 competed at the event, with Slade Gravitt of Wood Brothers Racing taking the win on PS4 and Brian Tedeschi of Team Penske taking the win on Xbox One.

This race was the opening of the eNASCAR Heat Pro League, a major esports league that features 30 drivers from 15 race teams, which are owned by prominent NASCAR race teams. The league will feature 16 races across a variety of tracks, with the league concluding at the 2019 NASCAR playoffs later this year. It was streamed on the NASCAR Facebook page, along with the 704Games Twitch livestream.

“Charlotte Motor Speedway was the perfect venue and environment to drop the green flag on the eNASCAR Heat Pro League season,” said Ed Martin, managing director of esports at 704Games. “Our drivers fed off the energy of the crowd and the thrill of competing on the busiest day in Motorsports, delivering incredible action to fans in attendance and watching around the world through our livestreams. It was exciting to see the best players from across the country capture the NASCAR drama and excitement through the NASCAR Heat 3 game before transitioning to Coca-Cola 600 action. When 704Games, the Race Team Alliance and NASCAR set out to create the first-ever eNASCAR league on consoles, this is what we had envisioned.” 

Gravitt, who won the PS4 competition, is just 16 years old, and decided to try and compete in the league after playing with friends who wanted to see how well they could do in the qualifiers. He quickly noticed he was pretty good, and went on to earn a spot in the competition before going on to win it. 

After the opening race in the competition Team Penske Esports are at the top of the team standings with 78 points. Just below them is Wood Brothers Gaming with 73 points and then JR Motorsports and Petty Esports are tied for third with 70 points. Nine of the remaining teams are within 10 points of third place, meaning the standings could easily change very quickly. 

The next race in the eNASCAR Heat Pro League takes place on Wednesday, May 29, with the action being broadcast on the NASCAR Facebook page and the 704Games Twitch livestream.

Source: https://www.forbes.com/sites/mikestubbs/2019/05/27/the-first-nascar-esports-league-kicked-off-this-weekend-at-the-charlotte-motor-speedway/#154efe4f58c4

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Mike Tyson jumps into esports with investment in Fade 2 Karma

  • Throughout his boxing career, former world heavyweight champion Mike Tyson knocked out 44 opponents.
  • Now, 14 years after retiring from boxing, Tyson wants to get another knockout, this time in esports.

Jacob Wolf

Throughout his boxing career, former world heavyweight champion Mike Tyson knocked out 44 opponents. Now, 14 years after retiring from boxing, Tyson wants to get another knockout, this time in esports.

On Thursday, Tyson announced a strategic investment in Fade 2 Karma, a professional esports team best known for its time in Hearthstone.

As a result, Fade 2 Karma will construct a new streaming facility near Los Angeles in El Segundo, California, the home base of Tyson Ranch, a marijuana company owned by Tyson.

The new facility, called “The Ranch House,” will include private livestreaming rooms, a performance stage for tournaments, content production and a rooftop party deck. Connected to the facility will be a new entertainment production studio, operated by Fade 2 Karma.

On Wednesday, Tyson joined many of the Fade 2 Karma professional Hearthstone players for a livestreaming session broadcasted on Alexandra “Alliestrasza” Macpherson’s Twitch channel. It was the first time the former pro boxer competed in Hearthstone, although he said he had played other games, including Call of Duty, in the past.

“It was pretty awesome. I had the opportunity to really engage with some millennials, which I never really actually do,” Tyson told ESPN on Thursday. “This is the first time, and I thought it was pretty awesome. We played Hearthstone. I really sucked real bad. You have to start somewhere. I played games before, so I’m going to start over and see what happens from here.”

Tyson said that he first got interested in the esports industry via his son, who is both a gamer and a fan of professional esports competitions. From there, Tyson tasked his team at the Tyson Ranch to find an opportunity that made sense — with Fade 2 Karma, he said, emerging as an option that felt like the perfect fit. He said he believes the future of the esports industry will be gigantic.

Fade 2 Karma was founded by German Hearthstone and Magic: The Gathering player Tim “Theude” Bergmann in July 2015. Since then, the team has expanded to include competitive Hearthstone players and streamers from all around the world, including the likes of the United Kingdom, Canada, Sweden, Israel and the United States.

Outside of esports, Tyson is developing the Tyson Ranch Resort, a 420-acre entertainment complex, luxury glamping resort and cannabis research and design facility in Desert Hot Springs, California, about a two-hour drive east from Los Angeles. Tyson, his business partners and California City mayor Jennifer Wood attended a groundbreaking ceremony for the site in December.

In other ventures, Tyson completed a one-man show residency in Las Vegas for his “Undisputed Truth: Round 2” in late 2017. Tyson said he is interested in potentially doing another one-man show project in the future, but for now, he is focusing on Tyson Ranch.

Tyson joins a growing list of celebrity athletes who have invested in esports in the past five years. Some, including Rick Fox, who won three NBA titles with the Los Angeles Lakers in the early 2000s, and Golden State Warriors forward Jonas Jerebko, have taken an active role in their organizations — being involved in strategy, planning and execution. Other celebs, such as former New York Yankees star Alex Rodriguez and musicians Jennifer Lopez and Drake, have taken passive roles.

Overall, the industry continues to become a new frontier for investors looking to capitalize on the future of sports. In 2019, the industry is projected to eclipse $1 billion in annual revenue, according to a report by analytics firm Newzoo.

Source: http://www.espn.com/esports/story/_/id/26808858/mike-tyson-jumps-esports-investment-fade-2-karma

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Q1 2019’s Most Impactful PC Videogames: The Year of Growth

By: Trent Murray

Both the Overwatch League  and NBA 2K  League have expanded. Viewership for Western League of Legends pro leagues is up year-over-year. Across the esports industry, leagues are being revamped and prize pools are growing. Overall, 2019 is shaping up to be a year of growth for the industry.

This growth is reflected in The Esports Observer’s PC Games Impact Index report for the first quarter of 2019. For a detailed breakdown of the key performance indicators that determine a game’s index score, click here to review last year’s initial Impact Index report.

The Big Four

For the last several years, the esports industry has been consistently led by Counter-Strike , League of Legends, and Dota 2 , commonly referred to as the “Big Three.” Over the last year, with its consistently high viewership and $100M USD overall prize pool for its first season, Fortnite  has forced its way onto equal footing with the Big Three. This is clearly reflected in the large gap between these games and the next title in the impact rankings. The fifth place game (Overwatch) is separated from the Big Four by 21.84 – the largest gap separating any two games on the list.

The scores of each of the games in the Big Four have increased year-over-year.

While it is worth noting that the Overwatch League did not begin until mid-February, thus putting the game at a significant disadvantage in esports activity compared to the Big Four, Overwatch was unable to break into the top four at any point during the inaugural OWL season in 2018.

In fact, the Overwatch League itself may be a limiting factor for Overwatch’s impact. Activision Blizzard has effectively eliminated all third-party activity related to the game, drastically reducing both the number of tournaments and available prize money within a given quarter. While the league still generates viewership that frequently places highly on weekly Twitch rankings, the lack of prominent streamers or other tournaments ultimately hurts Overwatch’s impact score, which has declined slightly year-over-year.

By contrast, the scores of each of the games in the Big Four have increased year-over-year, with Fortnite jumping from 13.64 points in Q1 2018 to 51.70. These games continue to iterate on their structures while also providing opportunities for streamers and third-party tournament organizers to drive growth for their respective esports scenes.

On The Rise

Four games are particularly noteworthy for growing their impact scores by more than 100% year-over-year. Call of Duty , FIFA , and World of Warcraft  each saw a surge in popularity in the latter half of 2018 due to the release of new titles: Black Ops 3, FIFA 19, and the expansion Battle for Azeroth, respectively. The popularity of these games (and by extension their viewership and esports interests) operate on a regular content cycle. Interest peaks when a new entry is released, and then declines over time until it spikes again with the next release.

That said, all three games are also now in the midst of a renewed focus on their esports systems. Call of Duty is gearing up for its move to a franchise system, FIFA has enjoyed a boom in its ecosystem with more third-party tournaments and organizers entering the space, and Activision Blizzard overhauled the structure for both of WoW’s competitive modes as well as increasing their prize pools. Additionally, WoW continues to see large spikes in viewership during World First raid races led by esports organization Method.

Credit: Ubisoft

Although Rainbow Six Siege did not benefit from a major new game release, it was still able to see impact growth on par with the other three titles. Rainbow Six Siege is the product of steady growth and frequent content updates which have driven more esports viewership, prize money, and organization interest over the last 18 months. While the game is likely to continue growing as an esport, its impact score may have peaked for the year as its most prominent tournament, the Six Invitational, concluded in February. However, the game’s ability to see such strong year-over-year growth without relying on a new release gives it more in common with the games in the Big Four, and suggests a potential to one day contend with the impact of those titles if its current growth rate continues into 2020.

Still Not Enough

The final game of note stands out for its absence in the top 15 – Apex Legends. Apex dominated Twitch following its release on Feb. 4, 2019, and saw tournament support from the streaming platform in the form of two $100K USD Twitch Rivals events. Unfortunately, developer Respawn Entertainment and publisher EA failed to capitalize on the game’s successful launch.
By March, the lack of a developer-supported tournament ecosystem or significant content update had driven many of the game’s top streamers back to other titles, primarily Fortnite. With the $30M Fortnite World Cup on the horizon, it is unlikely that Apex Legends will be able to pull top competitive Fortnite streamers away.

That said, with top streamers such as Turner “Tfue” Tenney stating that they would quit competing in Fortnite tournaments after the World Cup due to frustration with the game, a significant esports investment from EA in the latter half of 2019 could be enough to draw disenfranchised Fortnite streamers to Apex Legends, giving the game a second chance to dethrone the current king of battle royales.

Source: https://esportsobserver.com/q1-2019-impact-index/