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Enthusiast Gaming $EGLX.ca – Will Smith takes slice of #Esports team’s US$46 million financing $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:24 AM on Wednesday, April 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’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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Will Smith takes slice of Esports team’s US$46 million financing

  • Actor Will Smith and Japanese soccer legend Keisuke Honda are among the new investors in esports franchise Gen.G, which announced a new $46 million round of financing Wednesday.

Eben Novy-Williams, Bloomberg News

Will Smith reacts at a closing ceremony press conference during the 2018 FIFA World Cup at Luzhniki Stadium on July 13, 2018 in Moscow, Russia. (Photo by Dan Mullan/Getty Images). , Dan Mullan/Getty Images Europe

Actor Will Smith and Japanese soccer legend Keisuke Honda are among the new investors in esports franchise Gen.G, which announced a new $46 million round of financing Wednesday.

Smith and Honda’s Dreamers Fund, a investment vehicle they launched last year, are joined by Los Angeles Clippers minority owner Dennis Wong and Michael Zeisser, former chairman of U.S. investments at Alibaba Group Holding Ltd.

“It’s exciting to see the worlds of technology, media, sports and now celebrity come together,” said Chris Park, chief executive officer of Los Angeles-based Gen.G.

Gen.G operates teams in seven different video games and has offices in China, South Korea and the U.S. Its franchises include the Overwatch League’s Seoul Dynasty, which will move to South Korea from Los Angeles next year.

In addition to handling that transition, Gen.G is expanding in China, investing in player development and trying to increase revenue from esports-specific areas like streaming and the sale of in-game items.

“The coming years are going see our company really start to crystallize its identity, not just as a brand, but also as an enterprise,” Park said.

To that end, Smith and Honda will join 11-time National Basketball Association All-Star Chris Bosh, already a Gen.G adviser, in helping grow Gen.G’s media presence. That includes creative and commercial projects, and helping Gen.G athletes with content creation.

Other new investors in Gen.G include Battery Ventures, New Enterprise Associates, MasterClass co-founder David Rogier and Stanford University. Silicon Valley Bank, which helped with the fundraising, is becoming both an investor and a sponsor.

Source: https://www.bnnbloomberg.ca/will-smith-takes-slice-of-esports-team-s-us-46-million-financing-1.1245904

PEEKS SOCIAL $PEEK.ca to Launch #WASDPro Gaming and #Esports Streaming Service $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:07 AM on Tuesday, April 16th, 2019
  • Announced the upcoming launch of its WASDPro eGaming and eSports streaming service www.wasdpro.tv. 
  • WASDPro is a purpose built eGaming/eSports video streaming service built on the Peeks Social Platform.
  • Company’s goal for WASDPro is to capture and monetize a significant share of this growing market which currently produces 355bn minutes of eSports and gaming streams watched in 2017 — a 22% year over year increase compared to 2016.

TORONTO, April 16, 2019 — Peeks Social Ltd. (TSXV: PEEK; OTCQB: PKSLF) (“Peeks Social” or the “Company”) is pleased to announce the upcoming launch of its WASDPro eGaming and eSports streaming service www.wasdpro.tv. 

WASDPro is a purpose built eGaming/eSports video streaming service built on the Peeks Social Platform. The Company’s goal for WASDPro is to capture and monetize a significant share of this growing market which currently produces 355bn minutes of eSports and gaming streams watched in 2017 — a 22% year over year increase compared to 2016. WASDPro will be based off of the Peeks Social Platform, which is a robust ecommerce enabled, video streaming platform that provides broadcasters and content creators with a wide variety of proprietary content monetization services. Content creators can make money by charging their viewers monthly subscription fees (Subscription Service), by receiving donations from viewers (Tipping Service) and by charging viewers for access to content (Paywall Service. In addition, the Peeks Social Platform provides a proprietary AdShare Service. The AdShare service allows all content creators to make money by selecting sponsored ads that run on their video content. The AdShare network dynamically matches sponsors with content creators and allows the content creators to select their desired sponsors. The company shares its cost per impression-based advertising revenues with the content creator; thereby allowing content creators an effortless way to make free money.

The company believes that the unique features of the WASDPro service will provide eGamers and their fans, with one of the most satisfying eGaming streaming experiences in the industry today. According to Goldman Sachs 3.5 billion people are online today and nearly 2.2 billion are active video gamers. Video Gaming today is a US$180bn industry projecting to grow at a 5% compounded annual growth rate. By 2022, the relatively new eSports segment of the industry is projected to reach an audience of 276,000,000 people similar in size to the National Football League (NFL). Currently 50 colleges have varsity eSports teams and discussions have been held for inclusion of eSports in the 2024 Paris Olympics. Goldman Sachs has identified the opportunity for live-streaming to monetize the growth of eSports in a way that few other businesses can.

“We are extremely excited to add the WASDPro service to the Peeks Social family of services. Our goal is to make WASDPro an industry leading eGaming and eSports destination for: content creators, fans and advertisers alike. We have been, and will continue to, work with content creators, affiliates and other partners to ensure that WASDPro reaches the global audience it deserves.” states Mark Itwaru, CEO and Chairman of Peeks Social.

The WASDPro beta site will be available May 2019.

The Peeks Social app can be downloaded in either the Apple or Google app stores, or by visiting www.peeks.social. WASDPro is available at www.wasdpro.tv

For further information, please contact:

Peeks Social Ltd.
Mark Itwaru
Chairman & Chief Executive Officer
416-639-5339
[email protected]
David Vinokurov
Director Investor Relations
416-716-9281
[email protected]

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) has reviewed or accepts responsibility for the adequacy or accuracy of this Release

Esports Entertainment Group $GMBL – #HIVE Berlin: Jens Hilgers, Peter Warman Discuss Trends in #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Monday, April 15th, 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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HIVE Berlin: Jens Hilgers, Peter Warman Discuss Trends in Esports

  • Warman spoke about gatekeeping in the industry and the challenges of breaking in, and estimated that between himself and Hilgers, they have collectively taken more than 1,000 calls over the years from people who want to get into esports

By: Andrew Hayward

At the HIVE esports business conference in Berlin this week, influential minds from across the industry gathered to discuss the future of esports. Before the wide-ranging panels began, Jens Hilgers and Peter Warman took the stage to explore some of the trends they’ve seen and expect to see in the future.

Both are long-standing fixtures of the esports industry. Hilgers has spent more than two decades in esports, co-founding Turtle Entertainment  and ESL  in 2000 and serving as its CEO until 2010, when he transitioned to the role of chairman of the board until 2015. He has also co-founded G2 Esports  and tools maker DOJO Madness , and is a founding partner in BITKRAFT Esports Ventures . Warman, meanwhile, is the CEO and founder of gaming and esports analytics firm Newzoo , which was established in 2007.

“Every single time that something like that has happened in history, it was the most important and most exciting times for me.”

Warman spoke about gatekeeping in the industry and the challenges of breaking in, and estimated that between himself and Hilgers, they have collectively taken more than 1,000 calls over the years from people who want to get into esports—whether it’s startups, brands, media, or financial services. Carefully explaining the industry to people who are outside of it is critical, although both said that detailing the subject to government representatives is a less enjoyable situation.

“You sometimes have to explain what the hell is going on,” said Warman. Added Hilgers: “I try to avoid those meetings… those are the most frustrating ones.”

Many more people in recent years have seen the boom around esports, said Warman, between the excitement building around the industry and the money flowing into it. But newcomers who think that esports is a completely new thing need to be educated that it’s actually a long-running, gradually-maturing industry, he said.

“We have to explain to people: this esports thing—it’s been around for a long time,” said Warman. “It’s not this ‘hockey stick’ expectation, new industry thing, but a very healthy and growing business.”

Amidst all of the excitement and investment around the space, however, Warman and Hilgers both said that people in the space need to manage expectations for incoming stakeholders, in part to help avoid the possibility of a bubble. Warman added that part of managing expectations is making it clear that the rise of esports is not a standalone thing—that the underlying growth is tied into the popularity gaming and other industries and technologies. It’s also a matter of new generations growing up with gaming, esports, and digital devices.

“You sometimes have to explain what the hell is going on.”

“What I’ve been observing for the last 23 years in my career,” said Hilgers, “is that when we see the growth year-over-year in esports, it’s mostly driven by digital natives growing up with video games and the paradigm of esports.”

Looking back on his career to date, Hilgers pointed to key games that have defined or redefined genres and helped boost esports at that time. He noted the impact of Counter-Strike , World of Warcraft , and League of Legends  in the past, and more recently Fortnite , as each raised the bar for its respective genre and the level of competition and interest around it. If that kind of trend continues, then Hilgers said that we could see another paradigm-shifting competitive game in two to four years’ time that might draw even larger numbers of players and viewers.

“Every single time that something like that has happened in history, it was the most important and most exciting times for me,” said Hilgers, “because these new, genre-defining games truly elevated competitive multiplayer gaming and esports.”

Related Article: ESL’s David Hiltscher on Helping Fans ‘Commit With Their Wallets’ to Teams

Warman pointed to the exponential growth of both gaming and esports over the years compared to other types of popular media. He said that the wider gaming industry’s evolving focus on engaging fans, making them happy, and providing them free tools before expecting any kind of payment is helping to drive that. That’s seen both with free-to-play games and freely-streamed esports tournaments and related content.

“What makes us very special in games is we put time first before money,” he said. “That’s the secret sauce of our business.”

“I think there’s going to be a generation of games going forward that actually will start the design process by reflecting these assumptions in the right way.”

But there’s a fine line to walk, he continued, as some people have more time than money, while others have plenty of money and are willing to spend it within games. Creators in both the game development and esports sides of the games industry need to balance the accessibility on one end with premium features and services on the other. “We are entertaining people who don’t want to spend money or don’t have money, but have a lot of time,” said Warman. “And people that have a shitload of money, and they will all spend it in our game. One single environment has to serve both. Think about it: that’s very, very hard.”

Hilgers spoke about the impact of Fortnite and how its success has come in part from breaking the mold of the battle royale genre. It’s a competitive game, yes, but the colorful experience is also more accessible and targeted at a less die-hard audience. Games like Apex Legends, Call of Duty , and Overwatch  have more of a hardcore fan base, he said, while some Fortnite players simply want to play casually and hang out with friends in the game. It has wide-ranging appeal.

When it comes to the next wave of esports games, however, he said that developers need to consider the viewing experience as much as the gameplay and moment-to-moment action. “Having a game that is equally great to spectate and to watch as it is to play the game will ultimately make for the best esports games,” said Hilgers. He doesn’t believe that most games in the market now were built with that kind of mentality, but that developers are learning lessons from today’s games and their challenges, and that the next generation of esports-ready titles will be better poised to deliver on both fronts.

“I think there’s going to be a generation of games going forward that actually will start the design process by reflecting these assumptions in the right way,” he said, “and that will lead to a greater entertainment offering and elevate esports.”

Source: https://esportsobserver.com/hive-berlin-hilgers-warman/

Enthusiast Gaming $EGLX.ca Closes Acquisition of “The Sims Resource” $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:04 AM on Monday, April 15th, 2019
  • Closed the  acquisition of 100% of the assets of The Sims Resource from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019
  • Expects to realize the revenue of TSR beginning in Q2 2019 following the closing and integration on the Enthusiast platform

TORONTO, April 15, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), is pleased to announce today, that it has closed the  acquisition of 100% of the assets of The Sims Resource (“TSR”) from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019.

Enthusiast expects to realize the revenue of TSR beginning in Q2 2019 following the closing and integration on the Enthusiast platform.

Menashe Kestenbaum, CEO of Enthusiast, commented, “We are thrilled to close The Sims Resource acquisition and look forward to fully integrating it onto the Enthusiast platform. TSR is  the largest female video gaming content site in the world and is ranked on Quantcast’s Top 25 websites with the highest concentration of female audience in the US, closely behind Oprah.com. He continued, “We have a monetization strategy for TSR and we anticipate enhancing our advertising revenue through direct sales, capitalizing on the opportunity to monetize with advertisers seeking a large female video game audience. Further, we will look to adopt TSR’s subscription model to add additional revenue streams across our entire portfolio.”

The acquisition of TSR is the largest acquisition to date for Enthusiast and follows the successful completion of several strategic and accretive acquisitions in 2018 and 2019.

About Enthusiast Gaming

Founded in 2014, Enthusiast is 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 over 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 – #Twitch’s Head of #Esports on the Trends Driving Viewer Engagement $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, April 14th, 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’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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Twitch’s Head of Esports on the Trends Driving Viewer Engagement

  • 2018 was a stellar year for Twitch .
  • According to Twitchtracker, the streaming service grew its average concurrent viewers by 43% to cross the one million average across the entire year, while streamers chasing the dream of Twitch stardom grew by 70% to 3.4M broadcasters per month.

From Fortnite’s  breakout success and Tyler ‘Ninja’ Blevin’s rise to mainstream celebrity status, to Overwatch  driving new styles of interactive engagement with fans – the year was about a lot more than just seeing the statistics continue to climb. It redefined the trends we thought we knew about what streaming is all about and how esports builds its fan dynamics through real-time interactions.

“Battle Royale games are highly competitive and easy to follow. They translate very well to Twitch.”

It also saw a clash of the traditions of team-based esports with the trend of viewers falling in love with Battle Royale as their favorite game genre to watch.

“Battle Royale games are highly competitive and easy to follow. They translate very well to Twitch,” Justin Dellario, head of esports at Twitch, told The Esports Observer. “Twitch viewers thrive on live, shared moments and there is no shortage of that spontaneity in Battle Royale games.

“Best of all, Battle Royale games are simple – fight to be the last one standing – so nobody is left in the dark when they see a best play or big win.”

Dellario joined Twitch in February 2016, and since that time the wider entertainment industry has woken up to the idea that game streaming isn’t a sideshow but an actual competitor to its living room dominance. According to Dellario, the strength of Twitch is its community spirit.

Credit: EA Games

“That’s what today’s young audiences crave: the ability to interact and even influence what they watch. Twitch gives them that opportunity to do so with their fellow fans, their community,” said Dellario.

“People watch Twitch for shared moments, something to enjoy with like-minded people. That’s no different than sports fans gathering at a bar or a friend’s living room to watch a game. How people interact with content and content creators on Twitch builds a live, shared, interactive viewing experience that provides that exact atmosphere from the comfort of wherever you are watching from. That’s what we call multiplayer entertainment – unique, live, unpredictable experiences created by the shared interactions of millions.”

“It’s important to note that while viewer rewards play a part in driving viewership, they also play a part in driving engagement and play time.” 

That blend of interactivity and community is also represented in game developers delivering rewards to viewers, particularly around esports tournaments, as part of using the Twitch platform. And Dellario sees them shifting from a viewer incentive to a community expectation.

“It’s important to note that while viewer rewards play a part in driving viewership, they also play a part in driving engagement and play time,” Dellario said. “They cause players to return to the game to use the rewards, continue to have experiences that keep them tied to the game, and ultimately help drive them back to watching again to complete the loop.

“Developers recognize the need to strengthen this bond with their communities inside and outside of the game.”

One of the deepest integrations between the Twitch fan experience and an esports competition was the launch of the Overwatch League All-Access Pass. For a one-off season subscription price (unique compared to Twitch’s typical monthly subscription system) a viewer gets a special viewing experience with real-time game statistics, options to watch specific player cameras, or combine multiple views to create their own custom viewing experience.

Credit: Blizzard

“We are always looking for ways to enhance the esports broadcast experience for our partners and viewing experience for the fans,” said Dellario. “The Overwatch League All-Access Pass was the result of our work with Blizzard to develop new methods of engagement and learning from the community on how to provide more control in how they watch and experience matches.”

The top personalities on Twitch now single-handedly command audiences just as big, or bigger, than the biggest weekly esports leagues on the platform. So some events are finding new ways to get the best of both worlds through one of the newest trends on Twitch – co-streaming.

“We just saw Ninja gather a large viewing party for Thursday Night Football, bringing the program to people who may not otherwise watch it…”

“Many of our top streamers got successful because they are entertaining commentators of their own gameplay. Therefore, letting an online personality present the content in a way that resonates with their viewer community is a perfect way to find a new audience,” said Dellario.

“Twitch viewers enjoy their content more when they get to enjoy it with commentary from their friends, and especially their favorite personalities. What that creates is a unique viewing experience they can’t get from watching something alone.”

This co-streaming concept is even extending beyond the realm of esports and gaining the attention of traditional sports leagues as well.

“We just saw Ninja gather a large viewing party for Thursday Night Football, bringing the program to people who may not otherwise watch it – cord cutters and cord nevers,” Dellario said.

Credit: Twitch

“That’s, of course, where you might run into challenges. Co-streaming counts on getting the right personalities who can get creative in a way that compliments your content and gets their viewers interested. However, we were able to secure that with the NFL by handpicking which streamers got rights to co-stream Thursday Night Football.”

For Dellario, one of the biggest lessons in his three years at Twitch has been seeing streaming and esports “go hand-in-hand” as commentary, personality, and community make Twitch the preferred place to watch.

With Twitch Rivals, we are further fostering the relationship between esports and streaming.”

“People don’t just turn out for the game. People turn out for personalities in esports, and we have proven that esports help boost personalities through Twitch Rivals,” Dellario said.

“Twitch Rivals is a series of competitions organized by Twitch, which pits our top and growing streamers against each other in varying formats of competition and challenges spanning all types of popular and budding game categories.”

Rivals events use a central broadcast hub as a base for viewers to tune in and catch the big picture coverage, while all participants are streaming their personal point-of-view where their fans – or new fans – can tune in.

“This helps streamers grow their channels while maintaining their traditional programming and broadcast times. With Twitch Rivals, we are further fostering the relationship between esports and streaming,” Dellario said.

Want to hear more about Twitch’s role in the esports industry? Justin Dellario will be a speaker at the HIVE esports business conference in Berlin on April 11, 2019. The first international esports business conference in Europe’s capital of esports. An unprecedented conference format featuring thought leaders of industries adjacent to esports sharing their insights. Click here to reserve your seat!

This interview was conducted by Trent Murray.

Source: https://esportsobserver.com/twitch-hive-berlin-interview/

Esports Entertainment Group $GMBL – Steph Curry discusses old-school video games, #Esports popularity $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, April 14th, 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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Steph Curry discusses old-school video games, eSports popularity

  • The eSports world has become — well, a world of its own.
  • It’s a continued success that has turned a gamer’s paradise into what some view as a respected sport.

On his latest episode of the YouTube series, “5 Minutes from Home,” Warriors guard Steph Curry sat down with eSports stars Myth and Hamlinz to discuss the two’s success in the gaming industry.

“Very excited to talk about their background in the eSports world,” Curry said. “Now they’re pioneering a new industry and creating a brand and creating their legacy from the jump.”

Hamlinz and Myth didn’t waste any time asking Curry the important question: What are some of his favorite video games?

“I’m terrible at ‘Fortnite,'” Curry said amid chuckles from the group. “God awful.”

He listed the popular sports-related video games as the main ones he dabbles in.

“I love any golf game, 2K, Madden, Tiger Woods had his old game that I loved to play,” Curry said. 

He also said “Call of Duty” was one he enjoys playing, but that changed when he got married and had kids. Naturally.

The trio finished out the night when they stopped by the KoJa Kitchen food truck — a favorite place of Curry’s to indulge in.

You can watch the interview in its entirety below. 

Source: https://www.nbcsports.com/bayarea/warriors/steph-curry-discusses-old-school-video-games-esports-popularity

Enthusiast Gaming $EGLX.ca – Chinese #Esports expected to be worth £2.3bn by 2020 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:21 PM on Thursday, April 11th, 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’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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Chinese esports expected to be worth £2.3bn by 2020

  • According to the report from CCTV, the Chinese esports market reached 8.48bn RMB (£960m) in 2018, and the total output value of Chinese esports industry is expected to reach Â¥21.1 bn RMB (£2.3bn) by 2020.

By Chenglu Zhang

China’s prominent state television broadcaster China Central Television (CCTV) reported the current state of the Chinese esports market and expectations for the future of the industry.

According to the report from CCTV,  the Chinese esports market reached 8.48bn RMB (£960m) in 2018, and the total output value of Chinese esports industry is expected to reach Â¥21.1 bn RMB (£2.3bn) by 2020. CCTV also reported that there are over 50,000 working in the industry  â€” a number which is expected to increase to past 250,000 by 2020.

Bang Xu, the vice president of Tomorrowland Esports Ltd, told to CCTV that: “Three years ago, it may have taken two or three months to get one or two applicants for the director of an esports league. The number of esports leagues in 2016 was just less than 10. At present, we may have dozens of applicants in a month, and the number of esports leagues has exceeded 100.

“Although more and more people are willing to engage in the esports industry, esports talents are still in short supply compared to the speed of the industry development.”

To meet the demand from the esports industry, numerous Chinese colleges have opened esports related courses to cultivate talents across different areas including event management, event operation, esports broadcasting and esports streaming.

“Esports talents are still in short supply compared to the speed of the industry development”

Besides adding esports majors to education, the Chinese government is also trying to raise public awareness of esports as a whole. On Apr.3, the Chinese government officially confirmed “esports operator” and “esports player” as two new professions in the country. With support from the government, Chinese esports lovers are more confident to engage in the industry and contribute to the development of Chinese esports.

Esports Insider says: “The Chinese government have noticed the great potential in China’s esports market and they are trying to develop it deeply. With announcements of multiple policies for Chinese esports industry, we may see how Chinese practitioners can effectively utilise the country’s support to develop the esports industry.”

Source: https://esportsinsider.com/2019/04/chinese-esports-expected-to-be-worth-2-3bn-by-2020/

Enthusiast Gaming $EGLX.ca Invests in Addicting Games, One of the Largest Online Multiplayer Game Networks $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:08 AM on Thursday, April 11th, 2019

Signs Agreement to Become Exclusive Monetization Partner

  • Addicting Games network of .io games reaches over 10 million gamers a month
  • Increases Enthusiast’s revenue and profits through 8 large web properties
  • Advanced internet speed and browser capabilities have propelled .io and “browser multiplayer” games into a fast growing gaming sector
  • Investment by Enthusiast allows Addicting Games to continue building network and developing new .io games

TORONTO, April 11, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), is pleased to announce that it has entered into a Senior Convertible Debenture Purchase Agreement (the “Agreement”) to invest in Addicting Games Inc. (“Addicting Games”), one of the largest online game networks in the United States.

The Addicting Games network reaches over 10 million gamers monthly(1). They are leaders in developing and distributing browser games, and their platform focuses on the increasingly popular “browser multiplayer” .io website games. .io games are a popular new genre of real-time multiplayer games which are played in a browser, featuring addictive online multiplayer battles, with simple but hard to master gameplay. These games are becoming increasingly popular due to easy accessibility, mass multiplayer battles, and allowing players to play games within seconds from any computer with an internet connection.

The network includes popular games: Tactics Core (tacticscore.io), pumking.io, warfronts.io, shotz.io, skywars.io, seapop.io, skyarena.io and break out hit, Little Big Snake (littlebigsnake.io).  It also includes Shockwave, the original “Netflix” of games, where players subscribe to play over 1500 games online.  Addicting Games and Shockwave were previously purchased for $200 million in 2006 by Viacom.  Most recently, Addicting Games was bought from Defy Media by the original founders and they have been expanding the network rapidly ever since.

Under the Agreement, Enthusiast will invest US$1.5 million by way of a 3 year secured convertible debenture (the “Debenture”) with interest accruing at 2% per annum which is convertible into equity at the value of Addicting Games’ next equity raise. Enthusiast invested in Addicting Games to capitalize on the rapidly growing .io games sector and a new niche of lifestyle gamer that the network currently doesn’t reach.

Menashe Kestenbaum, CEO of Enthusiast, commented, “With the rise in mobile gaming and the advent of HTML5 technology, every browser can now be a game console and therefore attract significantly more visitors.  We see the growth potential in console agnostic games and are excited to be partnering with Addicting Games to provide them with the best monetization strategy to execute on their continued growth and development of new browser based games.”

Bill Karamouzis, CEO of Addicting Games, commented, “It’s an exciting time to be in the gaming industry. The maturing of new technology has resulted in new alternative platforms for game distribution as well as ways to connect players in real time with each other to enhance the player experience. Addicting Games has always been the place to find great new fun games that can be played instantly and enjoyed by everyone. Partnering with Enthusiast is a natural fit with their deep commitment to gamers and community. We hope to leverage their expertise as we commit to the next generation of casual gamers and game developers.”

Enthusiast has also entered into a Representation Agreement to exclusively monetize advertisements across the Addicting Games portfolio of websites. The exclusive representation will increase Enthusiast’s revenue and profits through Addicting Games’ eight large digital properties. The Company plans to utilize its strong sales force and programmatic engine to further optimize the monetization of the Addicting Games platform which will help fund the development and acquisition of new .io games.

About Addicting Games

Founded by Bill Karamouzis, the world famous Addicting Games pioneered the casual game genre in the early 2000’s and continues to develop and distribute the very best games online. Reaching over 10 million gamers every month Addicting Games network players can enjoy a wide range of free browser-based games from brands such as Shockwave to the latest in streaming gaming IO Games Space. Visit us for the best free games released every week. Learn more about Addicting Games here: http://company.addictinggames.com/

About Enthusiast Gaming

Founded in 2014, Enthusiast is 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 over 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.

Esports Entertainment Group $GMBL – #Esports is Playing Out to Be a Big Opportunity for Investors $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:23 PM on Wednesday, April 10th, 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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eSports is Playing Out to Be a Big Opportunity for Investors

  • Esports sector represented just 1% of the global gaming market at nearly $700 million in 2017, with the industry expecting to reach $1.65 billion by 2021, representing a 27.4% CAGR estimates Newzoo.
  • Worldwide eSports viewership is expected to grow by nearly 50% from 2018 levels to 560 million by 2021

Sean Mason | April 10, 2019 | SmallCapPower: Video games are nothing new – people have been playing them since the 1970s. But with the proliferation of social media in recent years, electronic sports, or eSports, could eventually generate more revenue than traditional professional sporting events, such as National Football League (NFL) games.

eSports can be most simply defined as organized, competitive video gaming at the professional level, where participants compete in a virtual environment for money and recognition. Much of eSports’ appeal is in its inclusivity, as anyone with dexterity and determination can, in theory and with plenty of practice, reach an elite level regardless of their athleticism. And thanks to the Internet, eSports tournaments have quickly gone global. This, after all, is due to the fact that the distribution of eSports is almost entirely digital, with fans being able to stream eSports content for free anywhere in the world.

To give you an idea how much growth potential exists within the eSports sector, it represented just 1% of the global gaming market at nearly $700 million in 2017, with the industry expecting to reach $1.65 billion by 2021, representing a 27.4% CAGR estimates Newzoo.

With its popularity rising, worldwide eSports viewership is expected to grow by nearly 50% from 2018 levels to 560 million by 2021. In fact, in the U.S. eSports viewership on key streaming platforms such as Twitch, Youtube, and TV with traditional channels like TBS, ESPN have already surpassed that of the NHL and is expected to take the #2 spot behind the NFL by 2021, according to an August 2018 report by Eight Capital, adding that the sector remains under-monetized relative to traditional sports. To put that into perspective, average revenue per eSports enthusiast was just $3.60 in 2017, a fraction of the $15 average revenue per basketball fan and $54 average per sports fan globally, this based on a study by Newzoo.

Audience engagement for eSports is extremely high, which has become ideal for advertisers to target a captive and young demographic. According to a Goldman Sachs eSports report dated October 2018, eSports generated an estimated $655 million in annual revenue in 2017, 38% of which came from sponsorships, 14% from media rights, and 9% from ticket revenue. By 2022, though, media rights are anticipated to reach 40% of total eSports revenue, with sponsorship expected to become the second largest contributor of revenue at 35%.

Goldman Sachs believes eSports will increasingly migrate from PCs to other platforms, such as console and mobile. For mobile eSports, Goldman Sachs said it is seeing increased venture investment in the space. Since 2013, there has been $3.3 billion of venture capital investment in eSports-related start-ups, which is set to capitalize on two primary trends: the opportunity for live-streaming to monetize the growth in eSports; and the popularity of eSports in Asia. China’s eSports market is derived from the largest gamer base in the world, with approximately 442 million gamers by the end of 2017 and a 57.2% penetration rate of China Internet users, according to CNNIC.

Technological evolution in the eSports space will likely mean more money will flow into trends such as streaming, mobile, and Virtual Reality (VR). To that end, Canadian company YDX Innovation Corp. (TSXV:YDX) already has direct experience in eSports in addition to a product that fits well with the segment.

“When we created our VR game a year and a half ago, we already knew we were taking the platform in an eSports direction,” YDX Innovation CEO Daniel Japiassu told SmallCapPower in an interview.

YDX Innovation’s Arkave VR Arena is a gaming platform that brings an immersive Virtual Reality experience to different venues – a highly scalable business model according to the Company. YDX Innovation announced recently that it had signed an agreement with eSports company Jackpot Rising to organize tournaments using Arkave VR. 

And, in 2019, YDX plans to launch its Game On festival for the new gamers, younger players who have not yet experienced competitive gaming. 

“This is an industry (eSports) fueled by people 10 years of age and older,” Mr. Japiassu said, adding that although it’s a new industry there’s already a substantial number of participants. 

Disclosure: Neither the author nor his family own shares in the company mentioned above.

Source: https://smallcappower.com/expert-articles/esports-investment-opportunity/

Enthusiast Gaming $EGLX.ca Acquires Significant Interest in Waveform Entertainment, a Leading Esports Operator and Tournament Producer $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:32 AM on Tuesday, April 9th, 2019
  • Producers of major esports events in Canada including Dreamhack, GOML, Cineplex, CNE, WESG (EGLX)
  • Partners with major brands and sponsors including Ubisoft, NXNE, AMD, CSL
  • Strategic partnership expands Enthusiast’s client services to include experiential advertising, esports tournaments, and broadcast and production capabilities

TORONTO, April 09, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF) (“Enthusiast” or the “Company”) is pleased to announce that it has, through a wholly-owned subsidiary, signed a definitive agreement to purchase 20% of the issued and outstanding shares (“Purchased Shares”) in Waveform Entertainment Inc. (“Waveform”) for an aggregate consideration of $1,680,000 (the “Subscription Price”). Waveform is a leading esports broadcast and production company specializing in the organization of premium esports tournaments world-wide. Enthusiast has also secured an irrevocable option, at its sole discretion, to acquire a 100% interest in Waveform. (the “Buy-Out Option”).

While Waveform was established in 2018, its team has been on the leading edge of esports event production and broadcast for several years, servicing some of the world’s most prestigious esports tournaments and events including Dreamhack, Cineplex WorldGaming, and Enthusiast owned, EGLX.

“Investing in Waveform will contribute greatly to the expansion of EGLX and our events business. Waveform’s infrastructure and expertise are key for the roll out of the Rising Star Series and upcoming esports tournaments at EGLX in the future,” commented Menashe Kestenbaum, CEO of Enthusiast. “We were very impressed by the organization of our esports tournaments at EGLX in October 2018 and we see significant growth potential as esports continue to soar.”

Waveform was responsible for the broadcast, production and execution of Canada’s largest esports tournament, WESG Canadian Finals at EGLX in October 2018. Enthusiast will continue to partner with Waveform as EGLX executes on its North American expansion plan and introduces the Rising Stars Series this summer.  Waveform will provide the infrastructure, broadcast and event support to drive the expansion and continued growth of EGLX in 2020.

As esports continues to grow with $1.1bn in projected revenues in 2019,(1) large brands are entering the industry by sponsoring esports teams and championing their own activations.  Waveform has partnered with major brands including Evil Geniuses, Virtus Pro, Ubisoft, AMD, Asus, Team Liquid and more.  The investment into Waveform will help Enthusiast’s mission to reach gamers both online and offline. The Company will provide digital advertising and experiential marketing opportunities to major brands and publishers, increasing visibility and event attendance.  The partnership enables Enthusiast’s event business to increase its client services portfolio to include event production, broadcast, streaming services and creative experiential brand ambassadorship programs. In turn, the partnership also allows Enthusiast’s platform to promote Waveform’s business and portfolio of large brands and help them drive new partnerships moving forward.

Terms of Transaction

The Purchased Shares will be purchased pursuant to the terms of a share subscription agreement (the “Agreement”), among Waveform and a wholly owned subsidiary of Enthusiast created for the purpose of the transaction. Pursuant to the Agreement, Enthusiast agreed to purchase the Purchased Shares in three tranches: (i) on April 4, 2019, Enthusiast purchased 40.5% of the Purchased Shares for a portion of the Subscription Price, being $680,000.00; (ii) Enthusiast agreed to purchase, on or before (as decided by Enthusiast) October 4, 2019, 29.75% of the Purchased Shares for a portion of the Subscription Price, being $500,000.00; and (iii) Enthusiast agreed to purchase, on or before (as decided by Enthusiast) June 3, 2020, 29.75% of the Purchased Shares for a portion of the Subscription Price, being $500,000.00. On the date Waveform and Enthusiast entered into the Agreement, they also entered into a Shareholders’ Agreement for Waveform (the “Shareholders’ Agreement”). The aggregate purchase price for all Waveform’s shares, if the Buy-Out Option is exercised by Enthusiast shall be equal to the greater of: (i) four (4) times Waveform’s gross revenue (as defined in the Shareholders’ Agreement), multiplied by eighty percent (80%); or (ii) $7,680,000 (the “Option Purchase Price”). The Option Purchase Price will be subject to agreed adjustments.

The purchase of the Purchased Shares on the two remaining tranches, as well as the exercise of the Buy-Out Option (if exercised by Enthusiast) are subject to obtainment of all applicable regulatory approvals (including by the TSX Venture Exchange).

About Enthusiast Gaming

Founded in 2014, Enthusiast is 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 over 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

(1) NewZoo: https://newzoo.com/insights/articles/newzoo-global-esports-economy-will-top-1-billion-for-the-first-time-in-2019 

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.