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Esports Entertainment Group $GMBL – Understanding the #Esports ecosystem $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:39 PM on Wednesday, May 22nd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Understanding the esports ecosystem

  • Broadcasters aren’t the only demographic trying to figure out what impact esports might have on their industry: based on a number of very well attended sessions at the recent SportsPro Live event in London, professional sport is too

By Ian Volans

Esports is emerging as an exciting new market bringing together players from the broadcasting, gaming and sports industries, writes Ian Volans.

L-R, Esports integrity commissioner (moderator) Ian Smith; ESL UK CEO James Dean; New York Excelsior OWL VP of consumer products Collette Gangemi; FACE IT co-founder & CBO Michele Attisani; Riot Games business development manager Romain Bigeard.

Broadcasters aren’t the only demographic trying to figure out what impact esports might have on their industry: based on a number of very well attended sessions at the recent SportsPro Live event in London, professional sport is too.

For the benefit of novices, speakers agreed that the term “esports” is not entirely useful. Introducing a panel discussion on where the esports and gaming business is heading, Ian Smith Integrity Commissioner at the Esports Integrity Coalition described the term as a slightly misleading umbrella term covering a variety of games that are lumped together in the same way that the Olympics lumps together 26 or 28 different sports. “Just like the Olympics, we have the 100m men’s final at one end watched by 1.2 billion people and we have synchronized swimming at the other end watched by 12 people. Esports is exactly like that,” said Smith.

Smith placed Counter-Strike Global Offensive (CS: GO), League of Legends and Defense of the Ancients 2 (Dota2) at the Usain Bolt end of the esports spectrum, with Overwatch and Rainbow 6 being in a second tier not too far behind while other games such as Starcraft, which was massive until a few years ago, are in decline. Each game has its own characteristics, attracting its own community. It’s the engagement of these communities which is of interest to professional sporting bodies, and a potential competitor for the attention of broadcasters’ viewers.

In a keynote, Wouter Slijffers, CEO of Fnatic said he felt “professional gaming” is a more intuitive description. Fnatic owns ten professional teams across the globe, including a League of Legends team which won the world championship in 2011 and was runner up in 2018

Wouter Slijffers is CEO of Fnatic, owner of ten pro esports games worldwide

Slijffers suggested that the estimated esports audience of 1.8 billion represented a quarter of world population or 40% of the online population. The sector is projected to be worth US$1.1 billion in 2019 rising to US$1.8 billion in 2022, a very healthy compound annual growth rate of 22%. The excitement about esports rests on adage that “there’s money in eyeballs.”

Media rights market
There are four key stakeholder groups at the core of the esports ecosystem: the publishers who develop and release the games; platforms that facilitate the broadcast of games to audiences worldwide; organisers of live events that are filling arenas with increasing regularity; and pro teams.

Associations are emerging as the maturing ecosystem recognizes a need for governance structures. For example, World esports Association (WESA) is an open and inclusive organization that aims to professionalize esports in areas such as player representation, standardized regulations, revenue shares for teams as well as establishing predictable schedules for fans, players, organizers and broadcasters. The Esports Integrity Coalition is a not-for profit members’ association that works with esports stakeholders to protect the integrity of competition, investigate all forms of cheating including match manipulation and doping and impose sanctions on offenders.

Slijffers outlined the increasingly diverse revenue streams that help fund professional esports teams. Sponsorship and partnerships are key with brands keen to tap into esports for content-led campaigns. To support this, Fnatic has an in-house content studio and offers talent services. Having protected its trademarks in key markets worldwide, fans are monetized through merchandising – Fnatic has its own global e-shop and opened Bunkr, the world’s first esports concept store, in London’s Shoreditch tech district in 2016.

A media rights market is beginning to develop but Slijffers said that it was “yet to be proven” how teams would share revenues with the leagues who were doing the deals. Twitch has paid $90 million for exclusive streaming rights for the Overwatch League for two years but BAMTech’s $350 million six-year deal reported in December 2016 for exclusive rights to stream League of Legends unraveled before it started. In May 2018, ESPN+ stepped in with a replacement deal of undisclosed value.

Sponsorship and partnerships are key with brands keen to tap into esports for content-led campaigns.

One area which highlights the similarities between sport and esports and the cultural differences between North America and Europe is in commercial relationship between leagues and teams. Depending on the game, open leagues and tournaments are more common in Europe while the model in North American is more often closed franchise, publisher-controlled, leagues.

Romain Bigeard, business development manager at Riot Games, was one of the SportsPro Live panelists. Riot Games released debut title League of Legends in 2009 and it has gone on to become one of the most played computer games and a driver of the esports phenomenon.

Bigeard’s career started in the open leagues with promotion and relegation in Europe. One of the downsides of the European approach was that because of the short esport business life cycle – six to nine months – a team could get relegated three months into a sponsorship deal. When he moved to America, he realized that the franchise system gave teams – the “weak-link in the overall ecosystem” – time to negotiate and activate sponsorship deals that work for partner brands.

Michele Attisani, co-founder of FACEIT, agrees with Bigeard: “From a commercial standpoint, and from a business standpoint, I think a franchise is brilliant because it gives the ability to invest for the long term.” FACEIT is a global online esports platform with 12 million users playing more than 15 million game sessions each month. Key objectives in developing the platform were to make it as social as possible in order to build communities around the games they support and to integrate Twitch, YouTube. The company has also branched into hosting major live events such as the FACEIT CS:GO Major which sold-out the Wembley Arena in September 2018 and was broadcast live on Sky Sports’ website, YouTube and Facebook channels.

With more money coming in, Attisani says that with the approach adopted by Riot with League of Legends and Blizzard with the Overwatch League there is greater stability for the teams, the players, the brands and the leagues. However, he cautions that the long-term consequences of the model are not fully understood. Stability comes at a cost: at the time of the ESPN+ deal, Bloomberg reported that League of Legends teams were paying between $10 million and $13 million for franchises.

The FACEIT founder firmly believes that esports success depends on having a strong and very engaged competitive community and large fan bases for the games. “You need to make sure that as you build a franchise you also maintain the overall health of the ecosystem for the game.”

Open ecosystem
James Dean is CEO of the UK subsidiary of Turtle Entertainment GmBH, owner and operator of the ESL brand which runs a number of esports platforms, national and international pro leagues and produces and broadcasts gaming events live and globally. He warns that it is easy to lose sight of the fact that all games publishers are some sort of commercial entity and that unlike die-hard football fans who are unlikely to abandon their club, esports fans can quite easily move away from one game to another. Dean believes that an open ecosystem below community-based franchises is the best combination to sustain an aspirational path for talent from lower levels. “We have to encourage the talent, but you need the commercial infrastructure to sustain the business model,” he said.

ESL created the World esports Association (WESA) to create an alternative structure capable of giving players that aspirational path to the top, but with sustainability. ESL’s CS-GO Pro League will be run under the auspices of WESA in 2019.

Collette Gangemi, VP of consumer products and merchandising for New York Excelsior, a pro team in the Atlantic Division of the Overwatch League team, owns a community-based franchise in New York City. She observes that having the IP rights combined with the ability to create fandom and a community is hugely important and gives confidence for investment. “We’re New York and will continue to invest in franchise-based models: first with the Overwatch League and with others launching very soon.”

There is growing interest in esports among traditional sports: for example, FACEIT has been working with NHL. Attisani says the NHL Gaming World Championship which enters second year in 2019 has been “phenomenal” in revitalising the NHL brand and its relevance to younger audiences.

2018 was the second year of Formula 1’s involvement in esports, and the first year of official teams: nine out of ten of the F1 teams participated. A total of 66,000 entered the four qualifying rounds and the final was watched live by 1.2 million on TV and a further 3.2 million on a dedicated livestream. The competition generated 100 million social media impressions and 20 million online views of F1 esports content. For F1, esports creates “material fan engagement and commercial opportunities.”

Soccer has also jumped on the bandwagon: FIFA has revamped its FIFA eWorld Cup for 2019 with qualification through EA Sports FIFA19 Global Series. While in England, the ePremier League 2019 final was broadcast live on Sky Sports in March.

Leicester City footballer Christian Fuchs owns a pro esports team and is planning to build a dedicated esports arena in New York City

Christian Fuchs, a member of the 2015-16 Leicester City squad that famously disrupted the oligopoly that has dominated the English Premier League, has set-up his own pro team – #NoFuchsGiven – that competes in FIFA19 tournaments. Fuchs told delegates at SportsPro Live that he has bought a 36-acre sports complex in New York and is planning to build a dedicated thousand-seater esports arena which will be the biggest in the city.

For digitally native younger demographics there is little doubt that esports is a rival to both broadcast and traditional sports. Only time will tell how the three sectors will learn to co-exist.

Source: https://www.ibc.org/delivery/understanding-the-esports-ecosystem/3870.article

Enthusiast Gaming $EGLX.ca Doubles Network Reach to 150 Million Monthly Visitors $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:15 AM on Wednesday, May 22nd, 2019
  • Fastest growing North American gaming network achieved through organic growth, acquisitions, and strategic partnerships
  • Diverse platform of gaming sites and YouTube channels provides unique advertising solutions
  • Scaling rapidly to own the largest piece of industry market share

TORONTO, May 22, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), the largest publicly traded video game media and esports company in North America, is excited to announce that its network of video game enthusiasts has grown to 150 million total monthly visitors(1). Enthusiast’s platform is the fastest growing gaming network in North America(2) and includes owned and operated gaming related websites and a network of YouTube channels.

Monthly visitors across the network has doubled since Enthusiast completed its going public transaction in October 2018 and has grown from two million monthly visitors since 2015. The increase validates the rapid growth of the gaming industry and further positions Enthusiast as a leader in the space. The significant growth and size of Enthusiast’s network has provided the Company with a number of different revenue streams, including direct sales, revenue sharing and subscription models that diversifies the business and supports continued future growth.

Through its aggressive acquisition and organic growth strategy, Enthusiast has been able to scale and grow its business quickly, in an attempt to gain significant market share within the gaming industry. Enthusiast has seen consistent monthly organic growth across its network, with more visitors engaging with its content rich gaming properties. As an early industry leader, Enthusiast has built a solid framework to take advantage of future growth opportunities and capitalize on the overall sector growth in the coming years.    

Menashe Kestenbaum, CEO of Enthusiast commented, “Our consistent growth further validates our business model, as we continue to outperform visitor growth month over month. Our team continues providing innovative, rich content which attracts dedicated gamers. This content allows us to deepen our reach both vertically and horizontally across a number of sub-sectors within the gaming industry.” Kestenbaum continued, “In a relatively short period of time, we have managed to amass a network of over 150 million monthly visitors and now major brands are taking notice. In addition to our core revenue generating verticals of content, advertising, and events, the size of our network has provided a number of different revenue opportunities, that we believe will add sustainable, long-term value to our network moving forward.”

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.

  1. Source: Google Analytics, April 2019
  2. Source: Comscore Media Metrix Multi-Platform, Dec 2017-Dec 2018, US

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.

Esports Entertainment Group $GMBL – Which tournaments attract the most #Esports bettors? $NFLX $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:29 PM on Tuesday, May 21st, 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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Which tournaments attract the most esports bettors?

  • As competitive gaming evolves, as too has the rise in esports betting.
  • Though the exact value of esports’ betting handle is difficult to pinpoint
  • There’s a reason to believe it has now surpassed $1 billion based off Business Insider’s evaluation last year.

By Cody Luongo

As competitive gaming evolves, as too has the rise in esports betting. Though the exact value of esports’ betting handle is difficult to pinpoint, there’s a reason to believe it has now surpassed $1 billion based off Business Insider’s evaluation last year.

Each esport boasts its own unique community, ecosystem and infrastructure; despite there being several competitive gaming communities in existence, only a handful of them are fit to be a bookmaker’s product.

Though the consistency exhibited in esports such as the Overwatch League or NBA 2K League is a big motivator for bookies to offer spreads on them, there are a number of key tournaments that trump the rest when it comes to attracting significant volumes of bettors to risk. In this report, we’ll detail the leading tournaments that you’ll want to keep an eye on if you want to be involved in esports betting.

The International

Since 2011, The International, also referred to as TI, has brought forth the best esports has to offer in terms of size, viewership and of course, prize money. The annual tournament organised by Valve assembles 16 of the toughest contenders in Dota 2 from direct invites, regional qualifiers and those who amass enough Dota Pro Circuit (DPC) points through the competitive season.

Aside from establishing itself as the pinnacle of Dota 2 championships, The International’s reverence is bolstered heavily by the lofty prize amount raised each year. Dota 2 developers, Valve, contributes $1.6 million as a base amount for The International’s tournament winnings which are then passed off to the community to raise through crowdfunding; by dedicating a portion of Battle Pass sales to the total prize pool.

The International has seen a year-over-year growth since its inception – last year’s TI8 amassed a whopping $25,532,177 ($20,035,099). This year’s The International has already garnered over $12 million just two weeks into its fundraising period, with the tournament poised to kick off on August 15 at the Mercedes-Benz Arena in Shanghai.

League of Legends World Championship

Photo courtesy: Riot Gamesp

Riot Games’ League of Legends is by far the most played game in the world at the moment; the most recent report from Riot confirmed in 2016 the game boasted 100 million monthly players, which we can only assume has grown based off the lofty increase in tournament viewership over the subsequent years. When it comes to League, there is one event that stands well above the rest on the yearly calendar – the League of Legends World Championship also referred to as Worlds.

The World Championship is the annual culmination of the competitive season organised by Riot Games, currently coming up on the ninth event in the tournament’s history this November. Worlds brings together the 24 best League of Legends teams to clash over a month-long period for the game’s most prestigious title as well as the Summoner’s Cup which weighs in at 32kg.

The prestige, popularity and length of the World Championship make it a hot product for bookmakers to feature spreads on. Last year’s Worlds was just barely shy of 100 million unique viewers, orbiting similar statistics to that of the Super Bowl – and where there are viewers, there are punters. Legal Sports Report’s overview of the esports betting market in 2018 illustrated League of Legends accounts for 38% of the total handle.

If you’re looking to place a wager on League of Legends, it’s a safe bet to assume any bookmaker that carries esports will offer lines on this game. As exemplified by eSportbetting.eu’s guide to betting on League, the catalogue of sportsbooks that support the game is quite extensive – including major US fantasy sports contest provider, DraftKings.

CS:GO Major Championships

Photo courtesy: HLTV

Counter-Strike is one of the oldest and most prosperous esports today. Valve’s first-person shooter has truly withstood the test of time in our current esports panorama with a bustling ecosystem supported by tournament organisers, online platforms and big sponsors.

Counter-Strike’s large player base across a number of divisions makes for a seemingly infinite amount of offerings from bookmakers; the aforementioned study by Legal Sports Report estimates CS:GO is responsible for 29% of the betting handle, only second to League of Legends.

Though, when it comes to betting on Counter-Strike, Valve’s CS:GO Major Championship series is the choice event for punters. Since 2013, CS:GO Majors have furnished the most enthralling narratives and display of CS the game can generate; the format of the Major builds off the last by incorporating teams who can go deep enough in the previous tournament and spans across roughly three weeks.

The volume of matches between high-profile teams ramps up the number of bets placed on CS while bookmakers often capitalise on Majors by offering exclusives and specials linked to the tournament.

Recap

While there are several other tournaments such as the Overwatch League Season Finals and Call of Duty World League Championships that are able to congregate a number of bettors to wager, those mentioned above three are by far the market leaders. If you do decide to get involved in esports betting,  Esports Insider reminds you to bet responsibly!

Source: https://esportsinsider.com/2019/05/which-tournaments-attract-the-most-esports-bettors/

Enthusiast Gaming $EGLX.ca – #HipHop & #Esports: The New Intersection Of Tech & Culture $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:21 AM on Friday, May 17th, 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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Hip Hop & ESports: The New Intersection Of Tech & Culture

  • As the esports industry rises in value, hip hop artists and entrepreneurs are seeing the big investment opportunities the sector provides.
  • Esports is believed to be the next wave of competitive entertainment and everyone is taking notice, since its expected to surpass $1 billion in revenue in 2019.

Kori Hale Contributor

LONDON, ENGLAND – MAY 03: Kenny Williams of team 100 Thieves in action during Esports Call Of Duty World League at Copper Box Arena on May 03, 2019 in London, England. (Photo by Luke Walker/Getty Images)

As the esports industry rises in value, hip hop artists and entrepreneurs are seeing the big investment opportunities the sector provides. Esports is believed to be the next wave of competitive entertainment and everyone is taking notice, since its expected to surpass $1 billion in revenue in 2019. Hip hop in perpetuity is turning up the volume on esports growth by bringing in its loyal fan base.

The Breakdown You Need to Know

Esports is a subculture of gaming and hip hop is very prominent across the industry in several capacities. However, CultureBanx noted that early research on gaming culture alluded to the lack of industry diversity, both in terms of gender as well as ethnicity, and meant that for a long time, primarily white men dominated the American-based video game industry, that has clearly changed. It’s estimated that 380 to 400 million people worldwide will watch esports this year, including 165 million regular esports viewers. Additionally, research firm Newzoo estimated $700 million was spent on esports ventures.

Hip hop’s affinity for video games is not a new found love as these artists have included video games in their rhymes since the late 80s. Entertainers such as Drake and The Weeknd are already tapping into the cash flow of esports. Drake invested in esports company 100 Thieves in October of 2018, and last month The Weeknd invested in OverActive Media, the parent company of the Overwatch League franchise Toronto Defiant. Also, Sean “Diddy” Combs put several coins into high school esports initiative PlayVS in November 2018, following a $30.5 million Series B funding round. Play VS gives high school students access to competitions and scholarships.

Other rappers including XXXTentacion, Lil Pump, 21 Savage, Lil Yachty and Trippie Redd have played games, primarily Fortnite on Amazon owned Twitch. When Drake and Tyler “Ninja” Blevins teamed up to play Fortnite back in March of 2018, the stream broke records.

Gaming Clout

Between the high viewership numbers and the billions of dollars at stake, these numbers have even captured the attention of the NBA. Last year, they held a draft for the launch of their new esports league, selecting 102 professional players in a ceremony that matched its traditional basketball draft. Also, esports isn’t slowing down any time soon and the industry is ripe for cultivating and investing in up-and-coming talent. More than 50 colleges have esports programs and offer scholarships for players. Not to mention that video games have out earned all of Hollywood’s offerings and all record label projects combined over the last eight years and counting.

Hip hop’s impact on video games through esports has played a major role in various marketing campaigns to reach new markets. For example, following  a partnership with esports group Mousesport, German streetwear chain SNIPES released a video featuring rapper Rick Ross alongside the announcement of its new collection.

Sneaker culture has long been connected to hip hop and is now being intertwined with esports. In summer 2018, Drake’s 100 Thieves entered into a partnership with streetwear and sneaker reselling platform StockX. These professionals are on the path to become celebrities in their own right and will probably start signing major sneaker deals of their own.

Source: https://www.forbes.com/sites/korihale/2019/05/16/hip-hop-esports-the-new-intersection-of-tech-culture/#5a58b8ac2e89

Esports Entertainment Group $GMBL Appoints John Brackens, Former Activision Blizzard Manager of Network Operations, As Chief Information Officer $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 8:08 AM on Friday, May 17th, 2019
  • Announced the appointment of John Brackens as Chief Information Officer
  • Mr. Brackens is a senior level professional with extensive experience in startups, high-tech companies and the gaming industry, holding positions that have included CIO, COO and CTO.

BIRKIRKARA, Malta, May 17, 2019 — via OTC PR WIRE – Esports Entertainment Group, Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the appointment of John Brackens as Chief Information Officer.  Mr. Brackens is a senior level professional with extensive experience in startups, high-tech companies and the gaming industry, holding positions that have included CIO, COO and CTO.

During his time at Activision Blizzard, Mr. Brackens served as Manager of Network Operations, where he directed IT service management and hardware support for 4,500+ servers and 50+ million monthly active players. In addition to reducing server maintenance costs by 35%, he also improved system uptime from 97.81% to 99.99%.  Moreover, he managed technology projects including the automated detection and repair of online services and infrastructure using artificial intelligence.

Other key achievements by Mr. Brackens include the creation, execution, and monetization of the League of Gods Asia eSports series, as well as, managing a licensing application for Malta Gaming Authority and Curacao eGaming License.

Mr. Brackens stated, “I joined Esports Entertainment Group because of Grant Johnson’s commitment to providing a best in class betting experience to esports fans. Esports is going to be the leading source of entertainment in the next few years eclipsing many major traditional sports. I want to be a part of this movement. I look forward to helping drive the growth of VIE.gg through cost-effective technologies that deliver value and innovation to players and fans alike, so that everyone can enjoy all of our services as intended.”

Grant Johnson, CEO of Esports Entertainment Group stated, “We are very pleased with the addition of John to our senior management team. His experience at the highest levels of information technology and network operations, especially within different licensing regimes, will be invaluable as the Company embarks on its aggressive growth plans within the global esports industry.” 

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup

Redchip investor relations Esports Entertainment Group Investor Page: 
http://www.gmblinfo.com

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com
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FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance
+356-2757-7000 (Malta)
[email protected]

Media & Investor Relations Inquiries
AGORACOM 
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

U.S. Investor Relations 
RedChip 
Dave Gentry
407-491-4498
[email protected]

CLIENT FEATURE: Enthusiast Gaming $EGLX.ca Uniting Egaming Communities, $11M In 2018 Revenues, 80 Owned and Affiliated Websites $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:20 PM on Wednesday, May 15th, 2019

Why Enthusiast Gaming?

  • The fastest-growing online community of video gamers.
  • Exceeded 2018 target with $11.0 million in revenue
  • Record Q4 revenue of $3.6 million, an increase of 50.8% YoY
  • Completed seven acquisitions in 2018, part of defined growth strategy
  • Cash flow positive and profitable
  • $180 Billion+ gaming industry / bigger than Hollywood and the music industry
  • Platform of 80+ gaming content websites and 75+ M active visitors every month from 1 website
  • Generating ~ 1 Billion ad requests per week through Enthusiast Gaming Media and partner publishers
  • Owns largest gaming expo in Canada with attendance of +30,000 in Oct 2018, supported by major corporate sponsors
  • Acquired significant interest in Waveform Entertainment, a leading Esports operator and tournament producer
  • Invested in Addicting Games, one of the largest online multiplayer game networks

North American Gaming Industry 

Enthusiast network has +75m visitors in network. Significant potential to capitalize on growing online gaming network

FULL DISCLOSURE: Enthusiast Gaming is an advertising client of AGORA Internet Relations Corp.

Enthusiast Gaming $EGLX.ca Attending the 20th Annual B. Riley FBR Institutional Investor Conference on May 22 – 23 in Los Angeles $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:07 AM on Wednesday, May 15th, 2019
  • Attending the 20th Annual B. Riley FBR Institutional Investor Conference on May 22 – 23, 2019 at the Beverly Hilton hotel in Los Angeles.

TORONTO, May 15, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), the largest publicly traded video game media and esports company in North America, will be attending the 20th Annual B. Riley FBR Institutional Investor Conference on May 22 – 23, 2019 at the Beverly Hilton hotel in Los Angeles.

Eric Bernofsky, COO, and SVP Finance of Enthusiast will be presenting the Company at 9:00am on May 23, 2019. The Company will also be available for one-on-one meetings throughout the conference.  To schedule a meeting, please contact Julia Becker, Head of Investor Relations & Marketing at [email protected].

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 unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content and over 50 million YouTube visitors. 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 – The #Esports Boom, and the Numbers Behind the Sector’s Explosive Growth $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Monday, May 13th, 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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The eSports Boom, and the Numbers Behind the Sector’s Explosive Growth

By Jeff Desjardins

The oldest professional sport teams can trace their start back to the mid-19th century, a period when casual past times such as baseball or football transitioned into more organized leagues.

Since this tipping point, pro sports has thrived around the world, and the business of sports has evolved into a multi-billion dollar ecosystem for teams, leagues, players, merchandisers, sponsors, broadcasters, and event spaces.

Today, this evolution still continues – and it is being driven by the emergence of eSports (electronic sports), an exciting frontier for fans and business alike.

eSports Extravaganza

Today’s chart breaks down the eSports boom, including data on the sector’s rapid growth, prize pools, and the most valuable eSports companies today.

Despite having a reputation in the media and in popular culture as being on the fringes, it is clear that gaming is now a truly mainstream phenomenon.

In fact, the global gaming industry has now eclipsed $135 billion in revenue worldwide – a figure that is twice as much as the film and music industries combined.

With hundreds of millions of avid fans around the world, demand to watch the most elite gamers has reached a fever pitch – and now, it’s not uncommon to see sold-out arenas, big name sponsorship deals, and massive prize pools in the name of eSports.

Defining the eSports Ecosystem

Like any professional league, eSports creates the foundation for an entire ecosystem of opportunities.

Players
Players are central to the ecosystem, since they are the stars and they have their own personalities. One famous star is Kuro Takhasomi (KuroKy), who has brought in a whopping $4.2 million in prize money from Dota 2 tournaments so far. He has earned more than any other player in eSports.

Teams
Because the games played are mostly team-based, there is a crucial element of teamwork involved. eSports franchises are currently selling for millions of dollars. It’s worth noting that these franchises don’t just employ players – they also hire staff that can better ensure the success of players, such as coaches, trainers, and personal chefs.

Games and Developers
Some of the most important games in the eSports world right now include: Dota 2, Counter-Strike, League of Legends, Overwatch, Fortnite, and Call of Duty.

Competitions
Leagues and tournaments can offer massive prize pools for players. The biggest single pool so far was $25.5 million, offered for a Dota 2 tournament in 2017 (“The International”). It’s the second-largest prize pool offered in any kind of sport, behind the U.S. Open (tennis).

Organizers
Running eSports events is big money, and organizers of events can tap into sponsorship and fan revenue. Sometimes game publishers will organize the events, but third-party ones also exist in the ecosystem.

Sponsors
Sponsors like Coca-Cola, Intel, and Mercedes-Benz have shelled out millions of dollars to sponsor events and reach the massive audiences associated with eSports. In more recent news, SAP signed a deal to sponsor one of the biggest names, Team Liquid.

Broadcasters
Broadcasters, both traditional and online (YouTube, Facebook Live, Twitch, etc.), are also in to get a part of the action. Recently, game developer Blizzard signed a broadcasting deal with Disney to broadcast Overwatch League playoffs on ESPN, ABC, and Disney XD.

What do you think is the most exciting part of the eSports boom, and why?

Source: https://www.visualcapitalist.com/esports-boom/

Enthusiast Gaming $EGLX.ca – #Esports; an Analysis on Competition Between the Digital World and the Physical $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:18 PM on Thursday, May 9th, 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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Esports; an Analysis on Competition Between the Digital World and the Physical

In this July 28, 2018, file photo, fans watch the competition between Philadelphia Fusion and London Spitfire during the Overwatch League Grand Finals competition at Barclays Center in the Brooklyn borough of New York. With eight new franchises and plans to take its regular season on the road for the first time, the Overwatch League is opening its second year a few steps closer to its goal of becoming a truly global, city-based esports league. (AP Photo/Mary Altaffer, File)

You’ve heard all the stories. We’ve seen all the legends. You’ve watched all the highlights. The formula remains the same throughout time. Two opponents enter an arena to do battle where only one may walk out the victor. We see this formula on display in the form of our favorite sports, from football to tennis. However, there is an emerging medium for competition in recent years: Esports.

What is an “Esport”?

At its core, an esport is simply a form of competition using video games. As nerdy as that sounds, the esports industry has exploded into a multi-million dollar business, complete with coaches, players, and sponsorships on the line. For as long as esports has been around, people have questioned the legitimacy of the medium and whether the various games constitute as a “sport”.

By definition, a sport is “all forms of competitive physical activity or games which, through casual or organized participation, aim to use, maintain or improve physical ability and skills while providing enjoyment to participants.”, according to the SportAccord International Convention.

The video below is from a 2004 Street Fighter match between players “Justin” and “Daigo” in front of a watching crowd. The score is 1 – 1 and this is the very last round:

What just happened in this clip is the reason for all forms of competition. It’s the equivalent of a Dwayne Wade buzzer beater from behind the arc for the win. It’s the equivalent to a magnificent “upper 90” shot from Christiano Ronaldo in the World Cup.

The definition seems to speak for itself. Esports are competitive games with insane amounts of organization and impressive communities that enjoy watching the abilities of the players. So much so, in fact, that some players have landed sponsorships, have met with celebrities and others have gone into league-style drafts.

Professional Esports

In most esports, professional, organized play is focused on matches between teams in a league-style of play. Blizzard Entertainment announced the Overwatch League for their game Overwatch. Ubisoft Entertainment created the Rainbow Six Pro League for Rainbow Six: Siege, a game entering its eighth season of regular play. To keep things simple for the average sports fan, however, it will be easiest to talk about a sport they might already know: basketball.

Some of the largest sports media groups in the world have bought into the growing phenomenon of esports including ESPN, Bleacher Report, and even Major League Soccer.

NBA 2K League

The NBA 2K game series is a collection of basketball simulation video games created to emulate the National Basketball Association. The 2K professional league was announced on February 9, 2017. At the start, 17 of the 30 NBA teams have their own NBA 2K League team to represent them in the opening 2018 season.

The University of Florida’s very own Chris “Konrtul” Cantrell, 21, was picked No. 8 in the first round of the 2018 NBA 2K League draft by LA Lakers Gaming. Cantrell’s journey to the professional level of gaming started similarly to any 90s kid’s childhood. Playing Game Boy games late at night and then graduating to bigger and more mature platforms, like the Nintendo 64, Xbox, and even PCs.

Read entire article here: http://www.wruf.com/headlines/2019/05/09/feature-esports-an-analysis-on-competition-between-the-digital-world-and-the-physical/

Enthusiast Gaming $EGLX.ca Signs Exclusive Monetization Agreement With RankedBoost, the Leading Online Game Resource and Guide Site $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:10 AM on Thursday, May 9th, 2019

Adds over 7 million monthly visitors to its network

  • Enthusiast will provide its vast platform, monetization optimization strategy, and international direct sales teams to drive further revenue.
  • RankedBoost’s 7 million monthly visitors will join the Enthusiast network, which substantially increases the size of the user base.

TORONTO, May 09, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”) is excited to announce that it has entered into a Representation Agreement (the “Agreement”) with Ranked Boost, LLC. (“RankedBoost”), a leading online media brand focused on creating strategy guides, tools, and resources for popular video games and esports titles such as Fortnite, Apex Legends, Overwatch, and League of Legends.

Founded in 2013, RankedBoost offers video game guides for popular video games by expert and pro gamers. More than 7 million monthly visitors browse RankedBoost to learn how to master their favorite video games using the strategy guides and resources created by the site. RankedBoost’s mission is to be at the forefront of online video game resources for competitive esports and casual video game titles.

Rudolf Zavala, President of RankedBoost commented, “We are very excited to partner and grow alongside Enthusiast Gaming. I believe our partnership could help unlock the significant growth potential RankedBoost has in this rapidly growing industry. The partnership will allow us to grow our dedicated user base of gamers looking to perfect their game strategy and perform better in competitive games.”

Under the Agreement, Enthusiast will exclusively represent all of RankedBoost’s online traffic for two years, allowing the Company to optimize advertising on the website. Enthusiast will provide its vast platform, monetization optimization strategy, and international direct sales teams to drive further revenue. RankedBoost’s 7 million monthly visitors will join the Enthusiast network, which substantially increases the size of the user base.

Yirmi Lazar, Director of Monetization at Enthusiast commented, “A key focus for Enthusiast is finding the strongest partners that will make the most impact for our network. We usually look for partners that have a profitable business model, visionary management team, strong growth trajectory with a loyal community, and most importantly, are considered the leaders in their respective industry niches. RankedBoost was a clear choice as the leading media brand providing gamers with the resources to support their mastery of their favorite games. We’re extremely happy to have them join our network.”

Enthusiast has the fastest growing network of owned and represented gaming websites, and through that network is able to provide monetization opportunities to property owners. These opportunities would not be available without the critical mass and size of the platform.  

About RankedBoost

RankedBoost is a fan-first media company led by top tier video gaming experts. From the very beginning, its primary goal has always been to provide easy to use and extensive gaming guides that even die-hard fans can enjoy. RankedBoost is a trusted source to millions of gamers looking for expert gaming insight and guides. For more information visit: www.rankedboost.com.

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 unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content and over 50 million YouTube visitors. 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. 


Source: GlobeNewswire (May 9, 2019 – 8:00 AM EDT)