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
———————–
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.
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
———————–
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.â€
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.
“The 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.â€
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.
“We rather create partnerships than build organically,†Kestenbaum
says. “Alibaba 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.â€
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.â€
For media or event bookings related to Brazil, Russia, India or China, contact Forbes directly or find me on Twitter at @BRICBreaker
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 “Companyâ€) is pleased to announce that it has entered into an arrangement agreement (the “Arrangement Agreementâ€) dated May 30, 2019 with J55 Capital Corp. (TSXV: FIVE) (“J55â€) and Aquilini GameCo Inc. (“GameCoâ€), 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.â€
The Transaction
Under a court approved arrangement (the “Arrangementâ€), J55 will acquire all of the outstanding common shares of Enthusiast Gaming (the “Enthusiast Common Sharesâ€) in exchange for common shares of J55 (the “J55Common Sharesâ€) on the basis of 4.22 (post consolidation) J55 Common Shares for each one Enthusiast Gaming Common Share (the “Exchange Ratioâ€).
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 “GameCoTransactionâ€). The GameCo Transaction will be completed pursuant to the terms and conditions of an amalgamation agreement (the “Amalgamation Agreementâ€)
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 Sharesâ€)
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 Warrantsâ€)
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 Optionsâ€)
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 61-101â€)
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 Meetingâ€) 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 “Supportersâ€), have entered into support and voting agreements (the “Support Agreementsâ€).
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 Resolutionâ€)
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 Acquisitionâ€) of Luminosity Gaming Inc. (“Luminosity Canadaâ€) and Luminosity Gaming (USA), LLC (“Luminosity USAâ€, which together with Luminosity Canada is herein referred to as “Luminosity Gaming†and together with J55 and GameCo, “Luminosityâ€).
The Arrangement, the GameCo Transaction and the Luminosity Acquisition
are collectively referred to in this press release as the “Transactionsâ€.
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 (“VALPâ€)
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.â€
The combined company that will result from the completion of the
Transactions will be renamed “Enthusiast Gaming Holdings Inc.â€. Subject
to TSXV approval, the common shares of the combined company will trade
on the TSXV, under the symbol “EGLXâ€.
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:
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.
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.
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.
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) 66â…”% of the Enthusiast
Gaming Common Shares cast at the annual and special meeting of
Enthusiast Gaming shareholders (the “Enthusiast Meetingâ€),
(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 SPAâ€)
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 Placementâ€) with a syndicate of underwriters (the “Underwritersâ€) led by Canaccord Genuity Corp. (“Canaccordâ€),
whereby the Underwriters have agreed to purchase for resale to
substituted purchasers $10.0 million of convertible debentures at par
(the “Debenturesâ€) 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 Placementâ€). 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 Loanâ€) 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 Paymentâ€)
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 Offeringâ€) pursuant to which it issued an aggregate of 83,334,000 subscription receipts (each, a “Subscription Receiptâ€)
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 ReleaseConditionsâ€), including: (a) the execution of a definitive agreement (the “GameCo Transaction Agreementâ€)
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.
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
EGLX: TSX-V ———————————-
Why Investors Should Be Looking at the eSports Industry
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.
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.
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
———————–
Gamers Fight for Rights as Billion-Dollar Esports Market Matures
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.â€
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.â€
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 “Companyâ€), 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.
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
EGLX: TSX-V ———————————-
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.â€
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.â€
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.
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
———————–
The First NASCAR Esports League Kicked Off This Weekend At The Charlotte Motor Speedway
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.â€
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.
Posted by AGORACOM-JC
at 9:45 PM on Sunday, May 26th, 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
EGLX: TSX-V ———————————-
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.
Posted by AGORACOM-JC
at 2:40 PM on Thursday, May 23rd, 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
———————–
Q1 2019’s Most Impactful PC Videogames: The Year of Growth
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. Apexdominated 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.