Posted by AGORACOM-JC
at 2:02 PM on Wednesday, May 8th, 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
———————–
Esports, are you ready for your own Netflix?
Image via Higher Level Gaming
Higher Level Gaming launched this week with a focus on four main titles; League of Legends, Fortnite, Apex Legends and, Overwatch. Creators include the likes of FaZeApex, Tarzaned, Maniac, and Chronodota.
Focused on bringing in content creators with a focus on educational content
A new content platform has launched in partnership with some of the most popular streamers in the world to produce exclusive content for what is being called the ‘Netflix of esports.’ The platform is called ‘Higher Level Gaming’ (HLG) and plans to provide content creators with professional support that enables them to produce world-class content for esports fans.
Similar to other rival content platforms, content creators will enter
a partnership with the HLG platform; however, it will be much easier to
achieve this status than previously. Any person or company who is
interested in being an affiliate can promote the site. HLG will
compensate all affiliates by giving them a percentage of every user that
signs up.
HLG is focused on bringing in content creators with a focus on
educational content. The mix of content includes VOD’s, coaching
sessions, and general guides that are designed to help players improve
their skills. As the company grows, it also intends to start producing
original esports content to rival the worlds best streaming platform.
Higher Level Gaming launched this week with a focus on four main
titles; League of Legends, Fortnite, Apex Legends and, Overwatch.
Creators include the likes of FaZeApex, Tarzaned, Maniac, and Chronodota.
HLG
has plans to continue adding creators and expand into new titles as
soon as possible. Users can sign up for a free trial on the official Higher Level Gaming website, once the free trial is over users will be able to activate a subscription that enables access to all content.
Posted by AGORACOM-JC
at 8:14 AM on Wednesday, May 8th, 2019
Sims Resource has grown its subscriber base to 61,000 monthly registered users.
The increase of 11,000 users represents a 20% increase in subscriber base from the initial definitive agreement (see press release announced January 5, 2019). Â
TSR’s subscribers pay on average C$5 per month to access its VIP features growing the recurring revenue stream from paid subscriptions to over C$3.5 million on an annual run rate.
TORONTO, May 08, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast†or the “Companyâ€) is excited to announce that its digital property,  The Sims Resource (“TSRâ€) has grown its subscriber base to 61,000 monthly registered users. The increase of 11,000 users represents a 20% increase in subscriber base from the initial definitive agreement (see press release announced January 5, 2019).  TSR’s subscribers pay on average C$5 per month to access its VIP features growing the recurring revenue stream from paid subscriptions to over C$3.5 million on an annual run rate.
When Enthusiast announced the acquisition of TSR, the largest female
gaming website in the world, the site had 50,000 monthly subscribers
representing 40% of the annual revenue. The increase further validates
the engagement of the TSR community and the demographic’s willingness to
pay for exclusive content and features.
Women drive 70% to 80% of all consumer purchasing(1), through a
combination of their buying power and influence. TSR’s significant
network of female gamers, which is ranked #7 on Quantcast’s Top 25
websites with the highest concentration of female audience in the United
States (behind Oprah.com and Bravotv.com), positions the network as a
leading destination for advertisers looking to target the female
demographic.
Menashe Kestenbaum, CEO of Enthusiast commented, “All
of the digital properties we have acquired have grown since inception,
which supports our growth strategy though accretive acquisitions.One
of the leading factors for our decision to acquire TSR was their
successful subscription model. The continued growth of their registered
user base, further validates the engagement of their audience and also,
the significant opportunity to growth recurring monthly revenue. We see
great potential for this model and are currently looking at
opportunities to adopt it across our entire network.â€
The TSR subscription model was one of three key revenue drivers for
Enthusiast. The current subscription model allows registered users to
have access to premium features and a simplified download experience.
The subscription model has the potential to add considerable revenue
across Enthusiast’s entire portfolio as it introduces it across its
network of owned sites. In addition to the subscription model,
Enthusiast sees an opportunity to drive revenue through direct sales. To
date, TSR’s advertising revenue has been largely based on organic,
programmatic advertising, and the addition of a direct sales strategy
would allow the optimization of advertising revenue to contribute to the
existing programmatic revenue.
TSR is the largest female video gaming content site in the world
generating in excess of 2.5 billion page views per year and Comscore’s
Gaming Information category currently ranks TSR in the top 5 independent
video game websites. With the rapidly growing female video game
segment, TSR provides Enthusiast immediate reach into this valuable
audience.
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.
Posted by AGORACOM-JC
at 9:30 PM on Tuesday, May 7th, 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
Recent figures documented by Newzoo have suggested that revenues from esports will hit an astonishing $1.1 billion this year.
This is thanks to a phenomenal growth rate of 26.7% since 2018, and it’s clear that it is the involvement of big business that is helping esports become a world beater.
Everybody knows that esports is one of the fastest growing entertainment trends in the world. What began as a fairly nerdy activity in Korea at the turn of the century has grown to become a world-beater that is even starting to eclipse traditional sports. If there was any doubt about the success of esports, then you just have to take a look at the fact that competitive gaming is set to become a billion dollar industry in 2019.
Recent figures documented by Newzoo have suggested that revenues from
esports will hit an astonishing $1.1 billion this year. This is thanks
to a phenomenal growth rate of 26.7% since 2018, and it’s clear that it
is the involvement of big business that is helping esports become a
world beater.
Recently we have seen many multinational brands paying huge amounts
of money to advertise their products at esports tournaments and even
sponsor competitive gaming teams outright. From the likes of McDonalds
sponsoring the massive ESL esports tournaments in Germany, to Red Bull
partnering up with some of the most successful competitive gaming teams,
it seems that just about everybody is jumping on the esports bandwagon.
What’s truly remarkable is the fact that even traditional
broadcasters seem to be taking esports seriously. When the likes of ESPN
start covering gaming tournaments, it shows that something significant
is happening with many people’s perceptions of video games.
Just a few years ago, the idea of millions of people tuning in to
watch other people play games would have seemed laughable. But the fact
that over 200 million people watched last year’s League of Legends
Worlds final shows that esports is a big spectator event, plus there are
now even esports betting resources like www.esports.net that allow
people a safe and easy way to bet on the outcome of the action.
Even many of the world’s most famous sporting organisations are
seeking to get involved with esports as a way of extending their brand
appeal. From iconic soccer clubs like Paris Saint Germain and Manchester
City, to legendary American football sides such as New England
Patriots, it seems that there’s something of a goldrush to invest in the
best new esports teams and players. What makes things all the more
interesting is the way that new titles keep being added to the esports
realm. Alongside classic esports like League of Legends, Counter Strike
Global Offensive and Dota 2, recently we have seem games like Overwatch
and Playerunknown’s Battlegrounds becoming real sensations in
competitive gaming. And with new titles like Fortnite and Apex Legends
joining the fray, it seems as though there is no slowing down in the
sheer range and scope of gaming options.
For a long time it looked like the fractious and chaotic world of
esports would be impenetrable for mainstream viewing audiences. But with
Blizzard Entertainment helping to set up the Overwatch League with a
fixed set of teams and even a guaranteed player salary, it has
standardised the gaming action to make it much easier for fans to
follow.
Obviously, there is still plenty of antisocial behaviour from some
young gamers to deal with, but we are also seeing growing moves from
esports governing bodies to effectively reprimand some of the more toxic
attitudes that have made gaming off-putting for outsiders. As a result,
we are starting to see some esports being included as legitimate medal
sports in traditional sporting events such as the SEA Games later this
year. All of which shows that esports is set for a massive year in 2019.
Posted by AGORACOM-JC
at 11:08 AM on Friday, May 3rd, 2019
Launched a new series of local community gaming meetups taking place several times throughout the year in major cities across North America and Europe
In addition to the large-scale expo format of EGLX, its feature annual event currently in Toronto, the Company adds to its portfolio a multinational series of smaller, and more intimate, local meetups to deepen its connection with lifestyle gamers
TORONTO, May 03, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast†or the “Companyâ€) is excited to announce that it has launched a new series of local community gaming meetups taking place several times throughout the year in major cities across North America and Europe. In addition to the large-scale expo format of EGLX, its feature annual event currently in Toronto, the Company adds to its portfolio a multinational series of smaller, and more intimate, local meetups to deepen its connection with lifestyle gamers.
Delivering On The Mission Statement
Enthusiast Gaming’s mission statement is to become the largest
community of passionate, lifestyle gamers worldwide and this gives
Enthusiast the opportunity to provide in-person communities to gamers
throughout the year and service more regions.
While Enthusiast’s online communities provide gamers with the ability
to create content and connect socially online, the company’s strategy
and belief is that a lifestyle community is most successful when it
provides touchpoints, both online and offline. The series of meetups are
designed to engage local gaming enthusiasts and provide an in-person,
interactive gaming experience.
Similar to the Company’s online communities of dedicated gaming
enthusiasts, Enthusiast aims to provide gamers within their local
communities a place to connect, meet and share. Enthusiast’s online
properties have provided gamers with niche gaming content and
communities that cater to unique, individual passions encompassing all
aspects of the gaming ecosystem. From inception, Enthusiast has been
strategically focused on either organically building or acquiring
digital properties which cover the broad spectrum of gamers individual
interests including games, like The Sims Resource (www.thesimsresource.com); specific consoles, like Nintendo Enthusiast (www.nintendoenthusiast.com); or a genre, like esports, with Daily Esports (www.dailyesports.gg) to name a few.
Highlights of the Event
Some of the key highlights of the events are:
Gaming celebrities and influencers will have a chance to connect with their local community
Smaller local tournaments will have the opportunity to flourish
Lifestyle gamers will have a chance to discover and connect with their peers
Sponsors will have the opportunity to target a highly segmented, local gaming crowd with activations and giveaways
Indie developers will get a live enthusiastic crowd to try out their new games
Activities such as gaming trivia and cosplay competitions
Pilot activities and activations that would graduate to the main event if successful
Melanie Azagury, EGLX Project Manager comments, “It
was evident from the feedback and success of our large events that the
gaming community wants more frequent and intimate gamer events. Our
mission is to provide the lifestyle gaming enthusiast those places and
communities to gather, share, discover and connect and these series are
the perfect way to both give the local gaming community a local hub but
also allow us to understand and get to know the community even better.
Working in conjunction with our growing advertiser base who share these
ideas, we hope to provide giveaways and custom unique activations and
programs at these events.â€
Back to Enthusiast’s Roots
The gaming meetups mirror the early days of the Enthusiast Gaming
Live Expo, EGLX, where the Company hosted events at a local pub in
Toronto with around 100 attendees. These events continued to grow,
graduating to a hotel with 300 attendees, and eventually, to an
exhibition space, where the first expo was held in 2015 with 1700
attendees. These grassroots events evolved into Canada’s largest video
game expo with approximately 55,000 attendees in 2018. EGLX will
continue to evolve and grow with multi city and US expansion currently
planned for 2020.
The first event of the series is confirmed for Saturday, June 1, 2019
at the Hive Esports, Toronto’s premier gaming hub at 49 St Clair Ave W,
Toronto, Ontario. Every few months, the Company plans to expand to
additional major cities as it broadens the reach of the event. More
details of the events will follow
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.
Posted by AGORACOM-JC
at 7:36 AM on Friday, May 3rd, 2019
Filed registration statement on Form S-1 with the Securities and Exchange Commission relating to a proposed offering of its securities
Proposed maximum aggregate offering is $11,500,000.
BIRKIRKARA, Malta, May 03, 2019 — Esports Entertainment Group, Inc. (GMBL:OTCQB) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce that it has filed a registration statement on Form S-1 with the Securities and Exchange Commission relating to a proposed offering of its securities. Though the number and type of securities to be offered and the price range for the offering have not yet been determined, the proposed maximum aggregate offering is $11,500,000.
The Company expects to use the net proceeds from the proposed offering for the following purposes:
In connection with obtaining our proposed license in, and establishing operations in Malta;
To obtain an online gaming license from, and establish operations in, an Asian country to be selected;
To develop and launch our skill-based video game tournaments for play on mobile devices;
To develop and launch our skill-based video game tournaments for play on PCs and video game consoles;
To upgrade sales and marketing capabilities
To purchase from a related party a software license for our gambling platform; and
Working capital and other general corporate purposes.
Joseph Gunnar & Co. and Dinosaur Financial Group will be co-underwriters for the proposed offering.
The offering of the Company’s securities will be made only by means of a prospectus.
When available, a copy of the preliminary prospectus related to the offering may be obtained from:
Esports Entertainment Group, Inc., 170 Pater House, Psaila Street,
Birkirkara, Malta, Attn: Grant Johnson, CEO, by calling +356-2757-7000,
or by emailing [email protected];
Joseph Gunnar & Co., LLC, 30 Broad Street, 11th Floor, New York, NY 10004, by calling 212-440-9600, or by emailing [email protected];
Dinosaur Financial Group, LLC, 470 Park Avenue South, 9th Floor, New York, NY 10016, by calling 212-448-9944, or by emailing [email protected].
A registration statement relating to these securities has been filed
with the Securities and Exchange Commission but has not yet become
effective. These securities may not be sold, nor may offers to buy be
accepted, prior to the time the registration statement becomes
effective. This press release shall not constitute an offer to sell or a
solicitation of an offer to buy any securities, nor shall there be any
sale of these securities in any jurisdiction in which such offer,
solicitation or sale would be unlawful prior to registration or
qualification under the securities laws of that jurisdiction.
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
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.
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.
Posted by AGORACOM-JC
at 3:36 PM on Thursday, May 2nd, 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 organisation Immortals raises $30 million in funding
Global esports organisation Immortals has raised $30 million after closing a Series B funding round.
Primary investors included existing Immortals shareholders AEG, Lionsgate, the Milken Family, Steve Kaplan and Meg Whitman.
Global esports organisation Immortals has raised $30 million after closing a Series B funding round.
Primary investors included existing Immortals shareholders AEG,
Lionsgate, the Milken Family, Steve Kaplan and Meg Whitman. March
Capital Partners and John Griffin were named as new non-shareholder
investors.
Immortals has also acquired Brazilian matchmaking platform Gamers
Club, as well as rebranded its holding company as Immortals Gaming Club.
IGC Esports will operate the firm’s competitive esports rosters in
Los Angeles while Gamer Club will continue to look after the
Counter-Strike: Global Offensive community hub in Brazil, with expansion
into further territories planned for the future.
Premier platform
“Bringing together a premier platform in Gamers Club and our core
esports team operations is a critical and exciting step in enabling IGC
to become a vertically integrated, truly global esports and gaming
organisation,†said Immortals CEO Ari Segal.
“This fundraise is a major milestone in the evolution of this
organisation and furthers our ambition to build a distinctive,
best-in-class esports and gaming organisation.â€
Gamers Club co-founder Yuri Uchiyama added: “IGC’s vision to unite
esports and gaming platforms will deliver the best possible experience
for current and future members of the Gamers Club community. We look
forward to working with IGC to create this best in class experience
across Counter-Strike and other games.â€
Learn more about competitive gaming on the Esports Academy track at Pocket Gamer Connects Seattle on May 13th and 14th.
Posted by AGORACOM-JC
at 2:41 PM on Wednesday, May 1st, 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
———————–
Esports organization Fnatic raises $19 million for big expansion
By Hilary Russ
Fnatic, the London-based global esports team owner, has raised $19 million in new funding and restructured its leadership as it plans a major expansion
Company plans to further expand in Asia and North America and grow from a headcount of 150 people now to 1,000 in the next five years
NEW YORK (Reuters) – Fnatic, the London-based global esports team owner, has raised $19 million in new funding and restructured its leadership as it plans a major expansion, the company said on Wednesday.
The company plans to further expand in Asia and North America and
grow from a headcount of 150 people now to 1,000 in the next five years,
founder Sam Mathews told Reuters.
It will use the investments to strengthen its teams with new
nutrition and psychology programs, and physical training coaches for
players – lessons Mathews said he took from the British cycling team.
It also plans to launch a new line of audio equipment, particularly headsets.
Esports – professional video game competitions that are watched by
throngs of fans live and online – have been around for over a decade but
have seen audiences and sponsorships grow significantly in the last
couple of years.
It has also attracted big brands looking to advertise to young fans
and sponsor teams and stars, including Walt Disney Co, Hershey Co and
Toyota Motor Corp.
Global esports revenue will hit $1.1 billion in 2019, up 27 percent
since last year amid an increase in advertising, sponsorship and media
rights to competitive video gaming, according to the gaming analytics
firm Newzoo.
Esports will be one of “the most valuable sports in the next 10 years,” Mathews said.
Fnatic, one of the oldest and largest teams in global esports, has
won major titles in several games, including League of Legends and
Counter-Strike. It currently fields teams in 10 different games and also
sells its own line of gear and clothing.
Mathews started Fnatic in 2004 with $40,000 in family funds and help from his mother, Anne.
The company previously raised about $7.5 million in financing,
including from Raptor Group Holdings, founded by investment manager Jim
Pallotta, co-owner of the Boston Celtics professional basketball team.
In 2015, Fnatic acquired the gaming equipment maker FUNC in order to
produce its own gear, including keyboards and mice, which are now sold
in over 400 Best Buy stores in the United States.
The new investment round was led by tech entrepreneur Lev Leviev of
LVL1 Group, who also joins the board, Fnatic said in a statement.
The investment round also includes British venture capital firm
Beringea, Hong Kong private equity firm BlackPine, London-based
investment firm Unbound and venture capitalist Joi Ito, who is also
director of the MIT Media Lab.
Under the new leadership structure, Mathews will be chief executive.
Nick Fry, former CEO of the Mercedes AMG Formula One motor racing team,
returns to Fnatic as chairman, while Glen Calvert, founder of
advertising firm Affectv, was appointed chief operating officer.
(This story corrects paragraph 13 to show tech investor Lev Leviev is
the lead investor, not the Israeli diamond mogul of the same name)
(Reporting by Hilary Russ; Editing by Bill Berkrot and Jon Boyle)
Posted by AGORACOM-JC
at 9:00 PM on Monday, April 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
———————–
Vinik-backed esports group gets $21.5 million investment
Los Angeles-based AXiomatic LLC raised $21.5 million earlier this month
In 2016, the organization dove into the esports industry with the acquisition of esports brand Team Liquid.
By Lauren Coffey  – Reporter, Tampa Bay Business Journal
While the esports sector continues to rise in the technology industry, Tampa Bay Lightning owner Jeff Vinik‘s own esports investment is following suit.
Los Angeles-based AXiomatic LLC raised $21.5 million earlier this
month, according to an SEC filing. The company requested $25 million and
received the $21.5 from an unnamed investor. Calls to AXiomatic were
not returned by Monday afternoon.
AXiomatic was founded in 2015, formerly called TLC eSports LLC. In
2016, the organization dove into the esports industry with the
acquisition of esports brand Team Liquid.
Vinik is a co-executive chairman of aXiomatic and one of five people
on aXiomatic’s board, after joining in 2017. In June 2017, aXiomatic
raised $16 million in a Series A funding round in part from Vinik. In
October 2018, former NBA star Michael Jordan joined Vinik and the other
investors by leading a $26 million round of funding.
Vinik originally rose to fame with Fidelity Magellan Fund in the
1990’s and is now a major investor in a slew of real estate and tech
projects in the region, including Water Street, tutoring app Knack and innovation hub Embarc Collective.
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at 9:00 PM on Sunday, April 21st, 2019
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As millions of dollars pour in, esports teams offer varying visions of the future
Tens of millions of dollars continue to flow towards top esports organizations, with Gen.G announcing a $46 million investment round Wednesday,
A raise featuring money from a mix of Silicon Valley venture capital firms, figures in traditional sports and actor Will Smith.
Gen.G., the parent company of the Overwatch League’s Seoul Dynasty, recently brought in $46 million in fundraising. (Robert Paul/Robert Paul) ByNoah Smith April 17
Tens of millions of dollars continue to flow towards top esports
organizations, with Gen.G announcing a $46 million investment round
Wednesday, a raise featuring money from a mix of Silicon Valley venture
capital firms, figures in traditional sports and actor Will Smith.
Flush with cash, and in some cases strengthened by the enforced
scarcity of a franchise model in publisher-driven leagues built around
games such as Overwatch and League of Legends, esports organizations are
starting to embark on long-term visions to shore up their positions for
the future. The visions themselves are far from uniform however, as
some seek to emulate traditional sports teams while others see something
quite different, operating more like full-on corporations than merely a
competitive organization.
Akin to European sports clubs that have teams which compete in
various sports — think Maccabi Tel Aviv, Real Madrid, and Bayern Munich —
esports organizations are companies that own teams which participate in
several different video games. But for some their business model
extends into other areas as well, including content creation and
apparel. In this way esports organizations are breaking from the
established business models of traditional sports, based heavily on
television broadcast revenue and box office receipts, to reimagine their
place in a new, online and global industry. The financial ecosystem
around many such outfits encompasses competitive video games, player
streaming on platforms like Twitch and Mixer, original unscripted
content and even gambling.
Cloud9, which raised $50 million last year and $25 million in 2017,
has decided to place some of its upcoming focus and capital on creating a
competitive structure for young players.
“Imagine baseball was invented last week, what would Little League
look like?†said Dan Fiden, president of Cloud9. Fiden said that, unlike
traditional sports which have youth leagues, esports for kids is
completely unstructured.
“Some of the players we sign have never been coached in anything ever,†he said.
The organization’s planned Los Angeles headquarters will feature a
public space where fans can meet up, interact with players, watch games
and it will also contain the “equivalent of the esports little league
diamond,†according to Fiden.
“We want to continue to continue to launch programs like this to
learn how best to organize and coach kids. We want to figure out the
curriculum,†Fiden said, but noted his organization’s core business
remains trying to win games.
Gen.G is also trying to move beyond the footprints of existing sports
teams via its international focus and content production, both common
in an industry that has been always been international and which
considers South Korea to be its Mecca. For content, fans expect access
to top players through Twitch and YouTube.
“We don’t have to just build versions of what we’ve seen yesterday,â€
said Gen,G CEO Chris Park, who was previously a senior executive for
Major League Baseball.
Park said his company will continue to place a heavy focus on growing
in China, Korea (they own the Seoul Dynasty team in Overwatch League),
and the United States.
In a departure from traditional sports, he said Gen.G will not only
be looking to attract top players, but top content creators as well,
since they plan to “create content that shows gaming is a culture and
way of life.â€
The 100 Thieves franchise, which received a high profile investment
from singer Drake, has established itself as an apparel company, with
its limited edition gear quickly selling out after its becomes available online.
The differing approaches illustrate that esports is still very much
amorphous and in its very early stages, even as investor attention —
and money — has arrived en masse. Park said that his organization was
“oversubscribed within hours†of announcing their latest raise. Fiden
said there has been “strong interest†in Cloud9 from investors since
2017.
Last year’s notable raises, in addition to Cloud9, include $38
million for Echo Fox, $37 million for TeamSoloMid, and $26 million,
including money from Michael Jordan, for Team Liquid.
A 2018 Goldman Sachs report
stated that esports have landed venture capital investment totaling
$3.3 billion since 2013, and $1.4 billion as of the middle of last year.
“We [the esports industry] look like the NBA did in late 60s, early
70s,†said Canaan Partners’ Maha Ibrahim, who has led the firm’s
investment in Gen.G.
Driving the spiraling valuations and investments, according to
Ibrahim and fellow investor in Gen.G, Roger Lee, of Battery Ventures,
are a mix of Overwatch League’s exposure on ESPN and an overwhelming
amount of data to support the viability of the enterprise. Seventy-nine
percent of esports viewers are under 35 years old and this audience, on
Twitch and YouTube, outstrips HBO, Netflix, and ESPN combined, according to Goldman Sachs.
Lee believes top esports teams have more visibility than a comparable
baseball team, and that once esports starts “generating more interest,
they’ll be worth the same amount.â€
Ibrahim agreed, saying, “Teams will be billion-dollar entities, of that I am sure.â€
For now, valuations, like those for many start-ups, are based on the
hope that attention will be converted to revenue at some future date. A
plurality of team revenue is from sponsorships, according to Goldman
Sachs, which projects that by 2022 that will shift to come from media rights.
Video games, including the professional competitive element, are not
widely seen as a threat by traditional sports leagues or teams —
especially those like the NBA and most of its franchises, which have
co-opted them. But in Hollywood, games like the Fortnite are
increasingly seen as a threat. Netflix, which is expected to spend $15
billion on shows this year said in a recent shareholder letter that, “We compete with (and lose to) Fortnite more than HBO.”
“This is more than a movement, it’s the next generation of media and media consumption,†Ibrahim said.
Posted by AGORACOM-JC
at 3:09 PM on Wednesday, April 17th, 2019
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Growth of eSports shows that video gaming is not just for fun
With players getting sponsorship deals themselves and payments for being on teams, eSports is proof that gaming has grown up recently.
With the eSports market expected to generate $1bn by the end of 2019, it is certainly a growing sector.
When we talk about the modern video game industry, there are some
amazing recent trends that demand attention. Of course, things such as
mobile gaming and virtual reality fall into this category, as do trends
in games themselves, such as the popularity of battle royale-style
titles. However, one aspect of modern video gaming perhaps demands more
attention than any other: eSports.
If you have not come across this niche within gaming yet, then it is
pretty simple to grasp. eSports is professional gaming where teams of
players compete in online or real-world tournaments. With real prize
money on offer to winning teams and many big companies getting involved
with sponsorship, eSports is showing that video games are not just for
fun anymore.
With players getting sponsorship deals themselves and payments for
being on teams, eSports is proof that gaming has grown up recently. With
the eSports market expected to generate $1bn by the end of 2019, it is
certainly a growing sector. Of course, it is perfectly fine to game just
for fun still if you like. However, the rise of professional gaming as a
sport shows that it is no longer confined to that alone.
Popular titles make eSports a success
The eSports tournaments that teams compete in take
place in front of millions of watching viewers, either online or in real
life. This again shows just how far gaming has come from being a bit of
fun with a few friends in your home.
A big part of the attraction for fans is the games that teams play at tournaments. Old-school fighting game tournaments such as Street Fighter are always well received along with other tournaments based on enduringly popular titles such as Counter Strike: Global Offensive (CSGO).
Fans can even bet on the outcome of tournaments now, which only serves
to further show how serious and professional video gaming has become.
Just remember to get the best odds on CSGO betting sites if you fancy putting a wager on!
Aside from the well-received games that eSports tournaments are based on, why is it so popular with gamers and fans?
Easy to access for fans
Many of the eSports tournaments are streamed live online, which makes
them easy to access for fans. Compared to having to travel and cover
the expense of going to real-world sports games, it is much more
convenient. Modern streaming platforms such as Twitch have made it
simple to log on when you have the chance and catch the latest action,
wherever you may be.
Valid career choice
Traditional video gaming in the past was not seen as a legitimate
career choice or something from which you could make money. eSports has
totally changed all this and made playing games a valid career choice
for everyone. Naturally, you have to be pretty good, but if you have
the skills, then you can make a very good living from this sector. Top
player Chen Wei Lin, for example, earns around $250,000 each year!
Diversity of games to watch
eSports is just like any other sport in that it would get pretty
boring if you watched the same thing over and over. It would be like
watching a soccer game between the same two teams every time! One of the
reasons why eSports has exploded though is that it has a wide range of
titles that teams compete in, so you can always find one that you like
to view. From the ones already mentioned above to other big games such
as DOTA 2 or Overwatch, the range of fun to be had with eSports is huge.
Great fun to watch and play
Perhaps the major reason why eSports has got so big so quick is that
it is enjoyable – pure and simple! Playing in the tournaments gives you a
real adrenaline buzz and allows you to do something you enjoy for a
living. Watching the eSports tournaments unfold is also great fun and
gives you a cool way to spend your spare time. Although it is a
professional side to video gaming, it doesn’t mean that you can’t have a
good time as well.
Gaming grows up with eSports
Although eSports is one part of the whole video game industry, it is
arguably the most important right now. It has taken gaming out of the
bedroom as a mere leisure activity and made it a professional activity
that is much more serious and grown up. While playing games in this way
is naturally still fun, eSports has shown that playing video games can
be so much more than that. With projections for the future of eSports
being overridingly positive, the future for this niche and gaming in
general looks good.