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#Esports: Transforming Media and Entertainment SPONSOR: Enthusiast Gaming $EGLX.ca $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 6:08 PM on Thursday, October 10th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

Esports: Transforming Media and Entertainment

  • Competitive gaming esports phenomenon is poised to eclipse the billion-dollar threshold as it represents a game-changing new media and entertainment category.
  • Audience engagement and growth have driven esports industry revenues on a steep trajectory tracking towards $1.1B in 2019 from merely $195.0M five years back, representing a cannot-be-ignored CAGR of 41.3%.

by Rob Goff

We are exceptionally bullish on the broadly defined esports ecosystem as an emerging new media and entertainment market set to eclipse the billion-dollar threshold. Technology, demographic, regulatory, and capital tailwinds support compelling value realization across the ecosystem. The shift of legacy advertising and sponsorship dollars to esports’ audience demographics where the IP enabled targeting capabilities and measured advertising ROIs are in the early innings is on track to surpass the billion-dollar mark.

Billion-dollar legacy sports franchises need to play the long game given audiences that are increasingly long-inthe-tooth with average ages of 50+. Esports leagues and franchises represent both a hedge on audiences moving away from traditional sports but also a means to cultivate younger audience.Technology titans have placed billion-dollar bets on platforms and publishing titles. Their competitive dynamics support further capital flows and a selfregulation of league and tournament economics to stimulate user growth ahead of near-term monetization. We refer investors to the hockey stick analogy of going to where the puck is headed – we see sustained momentum in audience growth and consequently esports revenues.

We do not see this as a build it and they will come situation. Rather, the audience is there, set to grow fuelled by aggressive infrastructure investments and regulatory support, and monetization is key. Gambling is viewed as both an audience catalyst and source of revenues. Continued audience growth is expected to push advertising/marketing through the billion-dollar level.

DEEP DIVE INTO THE ESPORTS INDUSTRY

Solid Viewership | Lucrative Brand Partnerships | Underappreciated Esports Betting Summary

The competitive gaming esports phenomenon is poised to eclipse the billion-dollar threshold as it represents a game-changing new media and entertainment category. Audience engagement and growth have driven esports industry revenues on a steep trajectory tracking towards $1.1B (estimates by Newzoo, Exhibit 1) in 2019 from merely $195.0M five years back, representing a cannot-be-ignored CAGR of 41.3%.

Structurally, esports is similar to traditional sports as both have professional and amateur players that compete in leagues and tournaments for prize money, either individually or as part of a team. Much like legacy sports, the growth in pro-level gaming has been an important driver in audience growth and amateur adoption as professional players have broadened awareness, provided playing strategies, and inspired young players to pursue professional careers.

Technological innovation, the use of data analytics and investment in gaming arenas, initially for pro-level gaming, are supporting increased amateur engagement and user growth. In fact, the amateur gaming industry has created its own niche in the last few years with open source tournaments and social play that bring additional industry revenue potential.

Advertising growth along with in-game purchases have the titans of game publishing and online platforms leveraged to accelerate esports adoption ahead of near-term monetization strategies that could potentially moderate growth.

We highlight the continued appreciation in legacy sports franchises where NBA franchise prices have jumped from $5.0M to ~$2.2B over the past 40 years. We now draw on the much-used hockey quote where Wayne Gretzky’s greatness was attributed in large part to his ability to go where the puck was going.

“Skate to where the puck is going, not where it has been.”

We are optimistic that esports franchise valuations, and more broadly the ecosystem, represent a new media and entertainment category where audience trends suggest the analogy to traditional sports franchises applies for investors and industry participants. We find that the reference also applies to owners of legacy sports franchises where we see esports team ownership and audience outreach as a strategic imperative to reach and engage millennials.

We have seen forecasts that have US esports viewer levels exceeding those of all legacy sports leagues with the exception of the NFL by 2021. The NFL’s just-announced partnership with TikTok reflects its strategic imperative to engage younger viewers and broaden its audience.

Both Wimbledon and the NBA have begun working with TikTok to similarly engage younger viewers. It is noteworthy that the NFL similarly moved to expand its audience through live-streaming video on Twitter, it was the first sports league on Snapchat Discover, and launched an Alexa voice app. With legacy sporting franchises sporting billion-dollar valuations, owners are playing the long game where audience rejuvenation and broadening must be a central consideration.

Esports player demographics continue to expand at both ends of the age spectrum…

The average viewer of an NFL game is over 50 years old with a downward trend in personal consumption (average age of MLB/PGA viewers is put at ~57/64+ years). Esports player demographics continue to expand at both ends of the age spectrum, while the industry moves to attract younger amateur and prospective professional players.

Significant investments and strong partners have invested in both college and high school level platforms broadening the development of younger participants and audiences. For example, Cineplex (CGX-TSX, C$25.34, Buy, C$34.00 PT) invested C$15.0M to acquire WorldGaming where it saw the value in its US college network and the potential to leverage its Canadian real estate platform for tournament and league play.

Moving below the college level, PlayVS (Private), a gaming platform targeting high school esports tournaments, received $30.5M from investors including Adidas (ADS-ETR, NR), Samsung (005930-KSE, NR), Sean “Diddy” Combs, and the VC arm of the Los Angeles Dodgers to make esports more accessible for teenagers and to support recruiting new talent. We highlight that Discord (Private), a messaging app with a focus on video gamers and particularly strong with youth, raised $50.0M at an implied valuation of $1.7B in Q218 with an estimated 150M+ users at the time versus its 250M unique users in March 2019 (including 180K+ members on Fortnite’s server).

We see the roll-out of esports gambling as a significant catalyst for greater audience engagement and growth…

It is also worth noting that, the US High School Esports League (HSEL) has advanced from 200 to 1,200+ during 2018 with its current reach at 2,000+ schools representing 50K+ students. The HSEL reflects both the expanding North American market and prospectively a pipeline for further growth.

However, at its core, the solid viewership of wealthy millennials, mostly male (we expect that to normalize in the coming years), provides esports its oxygen. If Newzoo’s numbers are to be trusted, there were around 380.2M esports viewers globally in 2018 and it is set to grow by 15.0% y/y to 453.8M in 2019, ~44.0% of which are esports enthusiasts (individuals that watch more than once a month). This number is expected to reach 557M by 2021, out of which 44-45% would be enthusiasts and the remaining would be occasional viewers. Still, similar growth in both categories suggests a possible natural evolution of occasional viewers to enthusiasts.

We see the roll-out of esports gambling as a significant catalyst for greater audience engagement and growth. Esports gambling, due to its solid viewership, is a sub-segment that should not be overlooked by early stage investors. Globally, the total amount of money/items wagered around major esports titles was at $5.5B in 2016. Eilers & Krejcik predicts this number to reach $13.0B by 2020, at their base level assumptions suggesting royalties of $700-800M.

Broad-based brand interest: Both endemic (within the ecosystem, such as hardware manufacturers) and non-endemic brands are rushing to partner with the elite leagues/tournament organizers, players, influencers, and team organizations to reach millennials..

Broad-based brand interest: Both endemic (within the ecosystem, such as hardware manufacturers) and non-endemic brands are rushing to partner with the elite leagues/tournament organizers, players, influencers, and team organizations to reach millennials in a meaningful way, as traditional digital advertising formats are losing their sheen and advertisers are continuously looking for innovative ways to interact with their customers.

If we put advertising and brand sponsorships into a single basket of money flowing into esports from marketers, they currently account for ~60% or $645.9M of the total estimated $1.1B esports industry in 2019 (Exhibit 1). North American revenues are forecast at roughly 37% or $407.0M for 2019 with China put at 19%.

Endemic brands to esports such as Intel (INTC-Nasdaq, NR), MSI (Private), and Logitech (LOGI-Nasdaq, NR) are promoted when players either use or recommend their products based on their own experience. Yet, with their growing maturity, non-endemic brands now account for the majority of the total sponsorship and advertising esports spend.

In a recent partnership, the Overwatch League (OWL) signed a multi-year deal with Kellogg (K-NYSE, NR) to promote Pringles and Cheez-it, which is one example.

Drawing on the traditional sports model, brands are looking for spots where they can interact with consumers either by placing an ad in the competition arenas or placing a branded logo on players clothing or sponsoring the event. Interestingly, individual players and influencers who stream on platforms such as Twitch (owned by Amazon (AMZN-Nasdaq, NR)), YouTube Gaming or Mixer (owned by Microsoft (MSFT-Nasdaq, NR)) also partner with brands, where non-endemic brand logos appear on their clothing or their game screen.

Richard Tyler Blevins, better known as “Ninja”, on Ellen.

For instance, Richard Tyler Blevins, better known as his online alias “Ninja”, has partnered with brands such as Adidas and Red Bull (Private). Ninja also recently signed a lucrative contract with Mixer (speculation includes as much as $100.0M although the debate then moves on to whether it was per year or for the duration of the three-year contract) leaving Twitch, which many argue was a key to his fame.

Nonetheless, Ninja amassed more than 2M subscribers in his first month of joining Mixer. This talks to the strength of these celebrity players/influencers in the esports ecosystem and their ability to influence viewers to migrate from one streaming platform to another. Ninja had 14M followers on Twitch prior to his departure.

Source: https://www.cantechletter.com/2019/10/esports-transforming-media-and-entertainment/

Enthusiast Gaming $EGLX.ca Hires Top Gaming Media Sales Team to Drive Revenue Growth $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 7:47 AM on Thursday, October 10th, 2019
  • Combined experience with gaming brands Electronic Arts, PlayStation and Sony
  • Sales team will build customized, targeted advertising programs for brands looking to target Enthusiast’s monthly reach of 200 million gamers
  • A focus on a direct sales strategy will increase revenue per user and provide good value for advertisers

TORONTO, Oct. 10, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX)(FSE: 2AV) (“Enthusiast Gaming” or the “Company”) announced today it has hired an executive sales team across North America to help drive direct advertising sales across Enthusiast Gaming’s platform, the largest gaming network in the U.S.

Enthusiast Gaming is excited to welcome the new team, led by Jon Dwyer, SVP, Head of Sales and Special Partnerships; Amanda Rubin, VP Sales, East Coast and Rob Frohling, VP Sales, West Coast. The team brings extensive experience in gaming media sales with brands like Electronic Arts (“EA”), PlayStation and Sony. The new sales team will build out our offices in LA, NY and Toronto, engaging new and existing relationships with brands and agencies.

Menashe Kestenbaum, President of Enthusiast Gaming commented, “We are excited to welcome Jon, Rob and Amanda to our family! We are honored they chose Enthusiast, recognizing the strength in our organization, as the as the largest gaming network in the U.S. with a global monthly audience of over 200 million. Their combined sales experience in gaming media, with leading gaming brands like EA, PlayStation, and Sony Crackle will be key for the growth of our business. Our clients will see immediate value as the team brings deep subject matter expertise, and strong reputations and relationships which will help support our existing clients and bring in new partners across new verticals.”

Enthusiast Gaming’s platform generates over 30 billion ad requests and over 1 billion page views a month. To date, over 95% of Enthusiast Gaming’s revenue generated has been from programmatic advertising; as such implementing a direct sales strategy will enable the Company to drive revenue per user and increase revenue per CPM (cost per thousand impressions).  The direct sales team will allow the Company to monetize across the entire platform of 100 websites, 900 YouTube channels, 7 professional esports teams and over 50 gaming and esports influencers. Direct conversations with brands and agencies will also allow Enthusiast to capitalize on its reach of over 200 million gaming enthusiasts, with custom, direct marketing and promotional campaigns.

Enthusiast Gaming’s business is made up of three key pillars: Media, Esports and Events. As one of the gaming industry’s fastest growing companies with a significant global network of gamers, Enthusiast Gaming enables brands and agencies to reach the sought after millennial target audience, with a customizable, unique program across all three pillars. The Company has partnered with some of the world’s leading brands, including Activision Blizzard, Ubisoft, Foodora, Nintendo, Bell, and Microsoft. Establishing a sales team will be important to continue fostering relationships and driving revenue with brands directly.

Jon Dwyer, SVP, Head of Sales & Special Partnerships

With over 15 years’ experience in sales, business development and marketing, Jon has been CEO and Director of various companies across various industries, including technology, biotech and industrial. Jon was previously Managing Director of Aereus Technologies, where he was responsible for day to day operations and M&A financings. Prior to Aereus, Jon was founder and CEO of Flax Energy. 

Amanda Rubin, VP Sales, East Coast

Amanda Rubin brings over 10 years’ experience in media and advertising to the Enthusiast Gaming team. Initially starting her career in digital as a marketer, planner and buyer of emerging media, Amanda has worked for large brands like Ralph Lauren, Woven Digital and most recently, EA. Before Enthusiast Gaming, Amanda was the Manager, East Coast Sales, at EA. As part of EA’s global brand partnership team, Amanda was the Client Lead on relationships with brands such as Verizon, Coca-Cola, Bose and NBCU. Amanda has worked directly with clients such as Coca-Cola, Bose, GSK, PUMA, New Era, NBCU, Verizon, Tracfone, L’Oreal, Reebok, and New Balance.

Rob Frohling, VP Sales, West Coast

Prior to joining Enthusiast Gaming, Rob served 4 years as Senior Account Executive of Digital Advertising Sales for Sony Pictures Television and PlayStation. He helped build their OTT / video ad sales while also heading up their branded content and sponsorship business for Emmy nominated original shows like Comedians in Cars Getting Coffee and SuperMansion. Rob also helped create custom, native advertising business on Sony PlayStation and PlayStation VR with overall revenue responsibility and OTT advertising leadership for Sony Crackle, PlayStation, PlayStation Vue, Pluto TV and Funimation streaming TV services. Before Sony, Rob spent 2 years as Account Executive of National Ad Sales for Outfront Media, the largest Out Of Home organization in North America. Rob is recognized as an agent of change in Connected TV/Over the Top (OTT) Video, Mobile and Console Gaming Advertising with a high energy approach to exceeding revenue targets. 

About Enthusiast Gaming 

Enthusiast Gaming (TSX.V: EGLX)(FSE: 2AV) is building the largest network of gaming and esports communities in the world. Already the largest gaming network in the U.S, the Company’s business is comprised of three main pillars: Media, Events, Esports. Enthusiast Gaming’s digital media platform includes +100 gaming related websites and 900 YouTube channels which collectively reach 150 million visitors monthly with over 1 billion page views. Enthusiast’s esports division, Luminosity Gaming, a leading global esports franchise consists of 7 professional esports teams under ownership and management, including the #1 ranked Overwatch team, the Vancouver Titans, and over 50 gaming influencers with a total audience of 60 million followers. Collectively, the integrated ecosystem reaches over 200 million gaming enthusiasts on a monthly basis. Enthusiast Gaming’s event business, owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.com) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.


CONTACT INFORMATION: 

Investor Relations:  

Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850  

Forward-Looking Information 

Certain statements in this release are forward-looking statements.  Forward looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future.  Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements, including risks related to factors beyond the control of Enthusiast Gaming.  The risks include risks that are customary to transactions of this nature and customary to companies which have their stock traded on the TSXV. No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits Enthusiast Gaming will obtain from them.  

This press release does not constitute an offer to sell or solicitation of an offer to buy any of the securities in the United States.  The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to a U.S. Person unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available. 

Neither 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.

MEDIA: Enthusiast Gaming $EGLX.ca is building the world’s most formidable gaming enterprise $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:23 AM on Wednesday, October 9th, 2019
  • The gaming ecosystem is approaching a market share comparable to professional sports
  • Enthusiast Gaming has its eyes set on building the largest community of authentic gamers to monetize and leverage their market-leading analytics network
  • EGLX is the most adept enterprise at increasing fan engagement for its influencers and teams through its massive media portfolio

By: Eva Bieniarz

The gaming industry is colossal — there are more than 2.5 billion gamers around the world, and the gaming market is set to grow to US$196 billion by 2022 alone! With a CAGR of nine per cent for the period 2018–2022, this industry has become a legitimate rival to the traditional sports market.

To compare earnings, the global sports market generated US$488.5 billion in 2018, whereas the global gaming industry hauled in US$135 billion. While both segments are projected to see significant growth in the short term, the gap is poised to shrink as gaming solidifies itself at the “heart of the entertainment business,” according to Newzoo.

The gaming industry is also thriving based on its growing and diverse audience base. For instance, 65 per cent of American adults play video games, and the average gamer is only 34 years old.

Transforming the gaming world one acquisition at a time

Within this massive industry, Enthusiast Gaming (TSX.V: EGLX) is building the largest vertically integrated gaming media and esports company in the world.

As a newly listed public company by way of its merger with Luminosity Gaming, J55, and Aquilini GameCo, the company is on track to make this global vision a reality. One of the new conglomerate’s goals will be to build out a central gamer data source from its three divisions (media, events, influencers), to facilitate brands and advertisers.

Regarding the company’s merger and acquisition strategy, Menashe Kestenbaum, president and founder of Enthusiast Gaming, explains, “Enthusiast has an aggressive growth strategy through accretive acquisitions, which allows us to scale the business quickly and effectively.

“Our strategy is to acquire the leading digital communities across the entire gaming ecosystem, which keeps our platform diversified and agnostic. It also provides us with significant competitive advantage against anyone trying to enter the space.”

The company’s largest acquisition to date, The Sims Resource, is the leading female gaming website in the world, generating $7 million in revenue and $5.25 million in EBITDA (2018).

“This acquisition provided us with immediate access to the growing female gaming demographic and 2.5 billion page views a year. The Sims Resource also has a unique subscription model, which generates recurring monthly revenue from over 60,000 subscribers. We see this as an opportunity to adopt a similar model across our network of 85 websites to drive future revenue growth,” Kestenbaum notes.

Enthusiast has an aggressive growth strategy through accretive acquisitions, which allows us to scale the business quickly and effectively. Our strategy is to acquire leading digital communities across the gaming ecosystem, which keeps our platform diversified and agnostic.Menashe Kestenbaum, President, Enthusiast Gaming Holdings Inc.

What Enthusiast’s merger means for esports

Enthusiast’s merger will make the company a leading publicly traded esports and gaming organization, with $22 million in pro forma revenue on the closing of the merger backed by $55 million in financing, with a combined global audience reach of approximately 200 million.

So why is this merger so significant, and why did Enthusiast partner with Aquilini GameCo? How, exactly, will this benefit the company in the long run?

Well, since Enthusiast’s successful monetization strategy and wealth of analytical data covers an abundance of demographics in the broader gaming industry, the company’s knowledge can be combined with Luminosity’s influencers and esports properties to create a unique gaming ecosystem.

Enthusiast’s success in monetizing gaming properties will also allow the company to monetize Luminosity’s championship esports franchise through the same data-centric, ad tech approach to engage partnership and advertising opportunities.

The fact that Enthusiast is merging with Aquilini GameCo gives the company a huge boost to diversify and expand its presence across more than merely sports and entertainment, but potentially food and hospitality, living, and more.

Enthusiast is also party to a long-term services support agreement with Vancouver Arena Limited Partnership (VALP), pursuant to which VALP will provide Enthusiast with a broad range of marketing and business support services, including corporate partnership and selling support, retail support, brand association and marketing support (to be provided by Canucks Sports and Entertainment), and more.

Apart from a company perspective, when taking a holistic look at the esports and gaming industry, it’s clear that sentiment towards gaming is growing. The industry even has tech giants Amazon and Google wanting in on the action.

What’s more, esports is also being compared to professional sports — hockey, baseball, you name it — in terms of garnering millions of fans around the world.

For instance, in 2017, the League of Legends tournament garnered more viewers than the MLB World Series, the NBA Finals and the NHL Stanley Cup Finals! This would have been unheard of a few years ago.

Kestenbaum explains, “The size and scalability of our ecosystems are a significant competitive advantage. Enthusiast’s online presence of 150 million visitors, combined with Luminosity’s rich content creation reaching over 60 million followers, will be invaluable for us moving forward.”

Enthusiast’s merger is expected to provide further significant strategic and financial benefits to the company, including but not limited to expected margin improvement, involving a combination of the net funds from the private placement and cash-on-hand that may be used to repay all or part of the Sims Resource Deferred Payment, as well as an enhanced capital market profile through the closing of the transactions.

Growth drivers propelling the company towards success

Enthusiast is also growing its fan base and subsequently its customer base through seven strategies:

  • Growth in revenue per user goal: Target revenue per user of $0.40
  • Build out a direct sales team: Increase of 10–20x / CPM compared to commoditized programmatic advertising rates. Expand to key financial hubs like Toronto, New York, London, Los Angeles, and San Francisco
  • Subscription model growth: Offer unique content and player access to increase subscriptions. Currently, over 60,000 subscribers generating approximately $2.5 million in recurring revenue
  • Mergers and acquisitions: Grow the size of Enthusiast’s fan base, and better engage with them to increase revenue and profitability
  • Expand the EG Live division: Build on the success in Toronto and bring similar events to New York, Chicago and the Pacific Northwest
  • Franchise value appreciation: Increase the value of the franchise through content creators, influencers, professional esports professionals and championship esports teams
  • Non-endemic opportunities: Sell more non-endemic sponsorships and partnerships through direct sales and programmatic advertising

Apart from the company’s strategic growth model, Enthusiast has five key business segments that enhance the company’s overall expansion plans. They include:

Content: Enthusiast offers news, reviews, videos, live streams, blog posts, tips, chats, message boards, and other video-gaming related content.

Advertising: The company operates an advertising network for brands targeting the gamer demographic, generating over 30 billion advertisement requests per month.

Events: Enthusiast organizes Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, which attracted over 55,000 attendees in 2018, including a Rising Star Series.

Data and ad tech: The company has built a proprietary ad tech platform around a tech-enabled gamer data platform.

Leading esports franchise: Luminosity Gaming is one of the most popular esports brands, offering a subscription growth model that leverages content and player access to increase subscriptions.

Add in celebrity endorsement from Canadian recording artist Tory Lanez, and the top esports athletes and influencers including YELO, and the company has all the right ingredients to reach success.

A knowledgeable management team leading the way

Enthusiast’s skyrocketing success and popularity is catalyzed by Menashe Kestenbaum, president of Enthusiast, who began his career in video games when he was 13 years old, writing for IGN, a large gaming media site. Kestenbaum launched his first gaming blog, called “Nintendo Enthusiast,” in 2011, which subsequently became the foundation of Enthusiast Gaming today.

Adrian Montgomery, CEO of Enthusiast, has also been instrumental in Luminosity’s new partnership with Enthusiast. As ex-president of Canucks Sports and Entertainment, Montgomery brings decades of knowledge about sports and what it means to be a dedicated fan.

Steve Maida, president of esports at Enthusiast, built the popular esports franchise from the ground up and was responsible for finding talent like “Ninja,” one of the world’s top Fornite players.

With its merger between Aquilini GameCo and Luminosity completed, Enthusiast Gaming is on the right path towards dominating the gaming industry. Through its clear growth objectives, diverse revenue streams, acquisitions, partnerships and more, the company is building a world-class gaming company that cannot be replicated.

Investors should look forward to more company updates as Enthusiast continues to scale and add to its roster.

Source: https://business.financialpost.com/business-trends/enthusiast-gaming-is-building-the-worlds-most-formidable-gaming-enterprise

Enthusiast Gaming $EGLX.ca – Are #Esports: the future of sport? $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:57 AM on Monday, October 7th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

Are eSports: the future of sport?

  • With permanent eSports team franchises being set up across the GCC; talk of eSports being included in the 2024 Olympic Games; and revenue expected to top US $1.5 billion per year by 2020,
  • Playing video games has the potential to change the sporting landscape as we know it.

By: Peter Iantorno

The year is 1972. David Bowie is blowing impressionable teenage minds the world over with his gender-bending alter ego Ziggy Stardust; U.S. swimmer Mark Spitz is smashing world records in the pool at the Munich Olympic Games; and, on the evening of October 19, in Stanford University’s Artificial Intelligence Laboratory, two dozen of the university’s geekiest students are gathered round the lab’s only PDP-10 computer to take part in the world’s first ever computer gaming tournament. The tournament pits players against each other in an arena-style game called Spacewar! where competitors play as ships with the aim of torpedoing their enemies. The night is long and booze-fuelled, but eventually the winners are decided, as Slim Tovar and Robert E. Maas win the team tournament, and Bruce Baumgart comes out on top in the free-for-all competition, bagging the coveted first prize of a year’s subscription to Rolling Stone magazine.

Fast-forward 45 years, and the gaming tournaments of today fill arenas with thousands of spectators and generate millions of dollars-worth of sponsorship revenue – a world away from the late night basement-dwelling events of the past. No longer are gamers sneered at and written off as immature man-children living in their parents’ basement, unable to get a girlfriend and with worse employment prospects than a criminal in a kindergarten. Nowadays, pro gamers are hot property, with professional teams (including real-world football clubs such as Paris Saint-Germain, Manchester City and Glasgow Celtic) signing-up some of the world’s top players on big-money contracts offering annual salaries, performance-based bonuses, travel expenses and even health insurance.

“Back in the day, you couldn’t depend on eSports as a way of making a living, but nowadays it has improved in the way that some clubs or sponsors offer you a fixed salary,” says pro gamer Sayed Hashem, better known by his gaming handle, Tekken Master. “It’s great to have a salary to fall back on when you don’t win enough money from tournaments. There are also other ways of making a living out of pro gaming, and once you have reached a certain level, you can get stream revenue and get hired to do public appearances. For now, it is enough to pay the bills.”

Hailing from Bahrain, 22-year-old Hashem joined local team Nasr eSports in early 2017, and already he has built up a reputation as one of the region’s – and the world’s – fiercest online competitors. He has a list of honours as long as your arm – (a two-time Mortal Kombat X Middle East Champion, twice runner up in the Mortal Kombat X International Cup, the first Arab to reach the EVO Championship Series Grand Finals, and currently one of the top eight Injustice 2 players in the world) – but success doesn’t come easily for him. “I train every day so I can perform well during tournaments,” he tells Esquire. “It’s hard for me to find high-level practice partners in the region, so I get my brothers to learn specific tactics and mimic my upcoming opponents, so I can develop new strategies.”

Fellow Nasr eSports team member Adel ‘Big Bird’ Annouche is also making a splash on the international scene. A two-time Middle East Street Fighter Champion, he is currently third on the European leaderboard in this year’s Capcom Pro Tour and ranks in the top 32 Street Fighter players in the world. This December he takes part in the Capcom Pro Tour Finals in California, which has a first prize of US $120,000 (AED440,000) and a total prize pool of  US $250,000 (AED918,000). “I’m going to train hard for this event,” Annouche says of his most important competition to date. “Hopefully, I end up doing well, because winning there could open up lots of opportunities not only for my eSports career, but for the club as well.”

The business of eSports 

With prizes topping AED360,000 for a single tournament, it’s easy to see how a career in eSports could be a lucrative one. But it’s not just the players getting rich off eSports: according to leading market researcher Newzoo, the industry generated a whopping AED1.8 billion in 2016 – a 51 per cent increase on 2015’s AED1.2 billion, which itself was a 67 per cent increase on the previous year. The research predicted that by the end of 2017 the industry will have an annual revenue just shy of AED2.5 billion, and by 2020 yearly revenues will jump to around AED5.5 billion, with eSports reaching a total audience of 589 million – almost double the population of the U.S.

But where is all the money coming from? Sponsorship and advertising certainly plays a major role. The biggest backers so far have been technology companies including Microsoft, Samsung and Intel, however increasingly consumer brands are investing in eSports, with the likes of McDonald’s, Coca-Cola and Nike all contributing to an estimated advertising and sponsorship revenue of AED1.5 billion in 2017 alone. The rest of the income is derived from investment from game publishers (AED426 million this year), media rights (AED350 million) and ticket and merchandise sales (AED235 million), respectively.

“We have worked with Coca-Cola, Red Bull, Nestle, Unilever and P&G brands, among many others that are clear examples of mass brands looking to connect with new audiences through relevant messaging,” says John Paul Lacey, managing director of Power League Gaming, which organises eSports leagues and tournaments throughout the Middle East with prizes often topping AED100,000. “It’s not just tech brands and manufacturers of accessories that support eSports… Those that understand gaming better and see the opportunities eSports audiences can offer quickly realise the demographics are not just teenagers, they are broader and diversifying more.”

And while this level of financial growth is impressive by anyone’s standards, it’s only the start for a sport that, according to Newzoo CEO Peter Warman, could potentially become “one of the top five sports in the world” within the next five years. “In terms of revenue it is still dwarfed by other sports,” Warman told the BBC earlier this year. “But considering an audience of around 160 million is watching eSports frequently, and another 160 million watch big championship games, it already compares to medium-tier sports.”

In a move that is likely to speed up that growth significantly, one of the industry’s biggest players, Riot Games – owner of the incredibly popular League of Legends game and leagues – announced in June this year that, starting in 2018, it will operate a new franchise model for its North American League Championship Series, which will see a permanent lineup of teams who each pay an annual AED36 million fee for guaranteed entrance to the league.

It’s a move that has the potential to revolutionise the way eSports is run, and opens the door for sponsors to make much more lucrative long-term investments, safe in the knowledge that the team they back won’t be relegated from the league after a season of performing badly. “It’s harder to make long-term investments as a brand if you don’t know if the team is going to exist,” said Jarred Kennedy, who co-heads Riot eSports, at the time of the announcement. “The changes are going to make it much more palatable and approachable for brands to come in and invest.” As part of the franchise system, Riot also announced a minimum annual salary of AED275,000 for individual players in the league.

Game over? 

While it may seem to be a step forward for eSports, Riot’s franchise model hasn’t been met with universal praise. Power League Gaming’s John Paul Lacey is not convinced. “I don’t like the franchising model,” he tells Esquire. “If the leagues are setting buyin requirements at prohibitive rates then perhaps in future only the super elite teams will be able to afford those rates anywhere… This will reduce the level of competition between upcoming teams and you run the risk of turning eSports into a further extension of the publishers marketing inventory, instead of a genuine sport from the grassroots upwards. Teams would no longer gain entry to competitions based on player ability, but based on their Instagram following and the number of videos they can put out per day.”

And Lacey isn’t alone in his doubts. Following Riot’s franchise announcement and subsequent minimum salary requirement for players, Paris Saint-Germain eSports pulled its team out of the popular League of Legends tournaments, stating that they had “numerous uncertainties” about the future economic model, “partly because of the strong inflation of pro-gamers salaries”.

While nobody can argue with the impressive growth eSports has achieved over the past few years, that fact that there is suddenly so much money at stake means insider squabbles are inevitable – and for an industry still in its infancy and still struggling against the long-held negative public opinion of gamers, this could be extremely damaging.

“Unfortunately some gaming communities are more toxic than others,” says Anas AlHaki, cofounder and brand manager of UAE-based team Yalla eSports. “The way to grow eSports is to work together. Teams should only be enemies on the battlefield or in the arena during an official match. We have to support each other to help build the scene together. The scene only grows if we all grow,” he adds. Along with cofounder Klaus Kajetski, AlHaki built Yalla to be one of the most inclusive eSports teams in the Middle East, with more than 20 players representing 12 different nationalities playing for them.

And it’s not just financial infighting that threatens to bring eSports to its knees. Just as allegations of doping are rife in traditional sports from athletics to football, eSports has its own struggles with players taking performance-enhancing drugs such as Adderall – a prescription medicine containing amphetamine and dextroamphetamine. Used to treat attention deficit hyperactivity disorder (ADHD), Adderall helps shorten reaction times and enhance focus – two rather useful traits in the world of eSports. “There will always be people willing to cheat to try and gain advantage,” says Rory MacFadyen, who previously worked at EA and Nintendo in the UK and is now sports planning director for Middle East Gaming, which ran a FIFA and Overwatch tournament in Dubai earlier this year with AED35,000-worth of prizes. “It’s something tournament organisers, game developers and other teams need to be aware of and govern.” Yalla eSports’ AlHaki adds: “This is still very new. Luckily it has already been recognised and methods to fight this [such as drug testing, which has now been implemented at many major events] have been found.”

Going for gold

In all likelihood, financial wrangling and a tiny minority of cheats will prove irrelevant to the long-term success of eSports. The real deciding factor could end up being the level of recognition from outside of the industry. Will eSports ever be considered as a ‘proper’ sport, rather than a lucrative pastime for teenage boys? To that end, this year the industry received its biggest boost yet, as it was announced that eSports will be an official medal sport at the 2022 Asian Games in China, which is the world’s second largest multi-sport event after the Olympics, with more than 10,000 athletes from 45 national delegations taking part in the most recent games three years ago in South Korea.

And breakthrough could be a sign of things to come. In August, co-president of the Paris Olympic bid committee Tony Estanguet confirmed that talks between the International Olympics Committee and eSports representatives are ongoing with a view to including eSports as an official medal sport when the Olympics comes to France in 2024. Soon eSports could be valued just as highly as any other sport, and with Olympic medals on offer, the prospect of governmentfunded eSports players becomes all the more real.

Source: https://www.esquireme.com/content/39772-esports-the-future-of-sport-ongoing

Enthusiast Gaming $EGLX.ca Closes Acquisition of Steel Media, a Leader in Mobile Gaming $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:58 AM on Monday, October 7th, 2019
  • Adds 20 Mobile Gaming Websites and 25 Live Mobile Events to Enthusiast Network
  • Announced that it has closed the acquisition of Steel Media Limited, a leading mobile gaming and live events company
  • Enthusiast Gaming is the largest gaming network in the U.S., and the acquisition of Steel Media adds 20 mobile gaming websites and 25 live mobile events worldwide to its media and events business

TORONTO, Oct. 07, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX)(FSE: 2AV), (“Enthusiast Gaming” or the “Company”), is pleased to announce that it has closed the acquisition (the “Transaction”) of Steel Media Limited (“Steel Media”), a leading mobile gaming and live events company (previously announced in a press release dated September 18, 2019).

Enthusiast Gaming is the largest gaming network in the U.S., and the acquisition of Steel Media adds 20 mobile gaming websites and 25 live mobile events worldwide to its media and events business.  Enthusiast Gaming’s network now includes over 100 gaming related websites, 900 YouTube channels, 7 professional esports teams, over 50 social influences and almost 30 live events worldwide. The network reaches over 200 million gamers on a monthly basis.

Upon closing of the Transaction, the Company made a cash payment of US$1,968,536 (US$1,000,000 net of cash on hand) and issued 304,147 common shares in the capital of the Company (the “Common Shares”) for an aggregate value of US$500,000. At the option of the Company, US$1,000,000 of the up to US$1,500,000 balance of the purchase price (inclusive of the maximum earn-out payment) may be settled by way of issuing Common Shares at a deemed price per share equal to the 5 day VWAP. All Common Shares issued in connection with the Transaction are subject to a 12 month hold period from the date of issuance and approval of the TSX Venture Exchange.

About Enthusiast Gaming 

Enthusiast Gaming (TSX.V: EGLX)(FSE: 2AV) is one of the largest, vertically integrated, video game and esports company in the world. The Company’s business comprises three main pillars: Media, Events, Esports. Enthusiast Gaming’s digital media platform includes +100 gaming related websites and 900 YouTube channels which collectively reach 150 million visitors monthly. Enthusiast’s esports division, Luminosity Gaming, a leading global esports franchise consists of 7 professional esports teams under ownership and management, including the #1 ranked Overwatch team, the Vancouver Titans and over 50 gaming influencers with a total audience of 60 million followers. Collectively, the integrated ecosystem reaches over 200 million gaming enthusiasts on a monthly basis. Enthusiast Gaming’s event business, owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.com) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.gg

CONTACT INFORMATION

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
Telephone: 604-785-0850
Email: [email protected]

Forward-Looking Information

Certain statements in this release are forward-looking statements.  Forward looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future.  Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements, including risks related to factors beyond the control of Enthusiast Gaming.  The risks include risks that are customary to transactions of this nature and customary to companies which have their stock traded on the TSXV.  No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits Enthusiast Gaming will obtain from them. For instance, there can be no assurance that the acquisition will position the Company as a leader in the mobile gaming sector and that the acquisition will result in growth of the Company’s online and offline gaming community.

This press release does not constitute an offer to sell or solicitation of an offer to buy any of the securities in the United States.  The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to a U.S. Person unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available.

Neither 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.

Enthusiast Gaming $EGLX.ca – Colleges are starting degrees in #Esports, with $36,000 programs $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:03 PM on Wednesday, October 2nd, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

Colleges are starting degrees in esports, with $36,000 programs

  • Global esports market is expected to surge to $1.1 billion this year, up $230 million from 2018 on growth in sponsorships, merchandise and ticket sales, according to Newzoo.
  • The research firm expects the global esports audience to grow in 2019 to about 454 million as fans tune in on livestreaming platforms such as Twitch and Microsoft’s Mixer.

On their first week in class, a group of students is playing a first-person shooter video game in a sleek new digital studio. It’s their introduction to the degree in esports they’ve enrolled in.

The group clicking away on their mice are at the University of Staffordshire, one of several U.K. and U.S. schools launching programs aimed at capitalizing on the booming industry’s need for skilled professionals. In the U.S., colleges including Virginia’s Shenandoah University, Becker College in Massachusetts and The Ohio State University have debuted esports degrees.

Ryan Chapman, 18, said his parents were “skeptical at first” about studying esports, or competitive multiplayer videogaming.

“But now they understand how big the industry is growing, the pace it’s growing at. They’re now really all for it because it’s a great industry to start to get into,” said Chapman, who was among the students in the lab playing Counter-Strike, one of the most popular esports games.

The University of Staffordshire last year launched its bachelor’s and master’s esports programs, in which students mainly learn marketing and management skills tailored to the industry. This autumn, it’s expanding the program to London while other schools are also debuting esports degree courses, including Britain’s Chichester University. In Asia, where esports has seen strong growth, schools in Singapore and China offer courses.

It’s not only colleges that are adding esports to their curriculum. More than 100 high schools in the U.S. have launched dedicated esports programs alongside their traditional soccer and football teams. 

And some colleges, like the University of California, Irvine, are giving top players scholarships to entice them to enroll, a privilege long reserved for premier athletes.

$1.1 billion market

The global esports market is expected to surge to $1.1 billion this year, up $230 million from 2018 on growth in sponsorships, merchandise and ticket sales, according to Newzoo. The research firm expects the global esports audience to grow in 2019 to about 454 million as fans tune in on livestreaming platforms such as Twitch and Microsoft’s Mixer.

Esports tournaments have become a cultural phenomenon and now rival traditional sports events in size and scale. Big competitions are held in arenas where thousands of fans watch big-name professional video gamers compete for lucrative prize pools.

Esports leagues have franchises in North America, Europe and Asia. The biggest names, such as Fortnite superstar Tyler “Ninja” Blevins, can earn millions in prize money and livestreaming deals. Esports are even set to be a medal event at the Southeast Asian Games in the Philippines in November.

Varsity-level competitions

Dozens of U.S. colleges have offered varsity level esports competitions for years. But some schools are taking it a step further by adding courses as the industry’s boom drives demand for professionals who know how to, for example, organize esports tournaments.

New niche degrees partly highlight the changing economy, but they also reflect the “need to communicate to parents and students that there will be a job waiting for someone once they earn a degree,” which may include hefty tuition fees and student loans to pay for them, said Joni Finney, director of the University of Pennsylvania’s Institute for Research on Higher Education.

She worried that some degrees are too specialized and that some schools are launching them to offset falling enrollment.

“It’s really up to the faculty of those institutions to step up and say, ‘You know, a degree in business will cover these kinds of jobs,’ rather than saying we have a degree in a certain job category,” Finney said.

More than games

Becker College formally launched its Bachelor of Science in esports management this month after an initial “soft release” last year.

“It’s no longer kids playing games in their basement,” said Alan Ritacco, dean of Becker College’s School of Design and Technology. The top esports players now earn almost as much as the highest paid stars in traditional sports like golf or tennis, he said.

The schools emphasize that their courses aren’t about just playing video games.

“People are unaware of the industry that goes behind esports,” said Matt Huxley, a lecturer at Staffordshire University’s Digital Institute London, a new outpost the university, near Birmingham, England, opened so students could be closer to game companies in the British capital.

Huxley, who teaches a class on organizing tournaments, said learning about esports was akin to studying sports management.

“If you were to go and study to be a director of football you’re not playing football, you’re learning the business behind how (player) transfers work, how you run a stadium and all those kind of operational things.”

A pro gamer lecturer

Chichester University hired former pro gamer Rams Singh, known as R2K, as a senior lecturer for its program, which includes playing games such as FIFA and League of Legends as part of the course.

Ohio State is poised to launch an esports and game studies undergraduate major that will include the application of games to health and medicine.

A business focus helps to ease worries among students and parents about paying tuition for degrees that have no track record. In Britain, standard tuition fees are set at 9,250 pounds ($11,430) a year while the U.S. programs charge as much as $36,000 a year.

“There’s always going to be risks but I have zero regrets,” said Ellis Celia, 26, who is also starting the Staffordshire course. The industry “can only go up at this point,” she said.

Source: https://www.cbsnews.com/news/college-esports-universities-launch-degrees-in-esports/

Enthusiast Gaming $EGLX.ca Congratulates Its #Esports Team, Vancouver Titans, for Record Breaking 2019 #Overwatch Season $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 7:11 AM on Monday, September 30th, 2019
  • Congratulates the Vancouver Titans, a professional esports team the Company has a non-controlling interest in, for a record breaking first season in the Overwatch League and for making it to the Overwatch Grand Finals in Philadelphia.
  • Throughout the season and coming into the Grand Finals, the Vancouver Titans were ranked #1 and finished with a season record of 25-3. 

TORONTO, Sept. 30, 2019 – Enthusiast Gaming Holdings Inc. (“Enthusiast Gaming“) (TSX-V: EGLX) (FSE: 2AV), congratulates the Vancouver Titans, a professional esports team the Company has a non-controlling interest in, for a record breaking first season in the Overwatch League and for making it to the Overwatch Grand Finals in Philadelphia. Throughout the season and coming into the Grand Finals, the Vancouver Titans were ranked #1 and finished with a season record of 25-3. 

Managed by Enthusiast Gaming’s esports division, Luminosity Gaming Inc. (“Luminosity Gaming”), the Vancouver Titans battled the San Francisco Shock in the final match of the Grand Finals tournament, at the sold out Wells Fargo Arena in Philadelphia. The total prize pool for the tournament was US$3.5 million.

On September 29, the Grand Finals were broadcast live across North America mainstream media channels, ABC, ESPN and TSN and were livestreamed on Twitch in 190 countries. Overall viewership is projected to be higher than the 10.8 million global audience that watched the 2018 finals.  The Overwatch League consists of 20 teams across six countries and three continents. Its projected that over 40 million people play Overwatch worldwide.

Luminosity Gaming is a leading esports organization with 7 championship teams across the world’s most popular game titles. Enthusiast Gaming acquired its interest in the Vancouver Titans from the team’s majority owner, the Aquilini Investment Group.  The Company recently announced that it will be joining the 2020 Call of Duty League, with the acquisition of a non-controlling interest in the Seattle based team. 

Steve Maida, President of Luminosity Gaming, Enthusiast Gaming’s esports division commented, “Congratulations to both teams for making it to the 2019 Grand Finals! I am sure the millions of fans around the world enjoyed watching teams of this calibre. As owners and managers of the Vancouver Titans, we are very proud of the team for an unbelievable first season and for the hard fought battle against the San Francisco Shock. We eagerly await next season from Rogers Arena.”

About Enthusiast Gaming 

Enthusiast Gaming is one of the largest vertically integrated video game and esports companies in the world. The Company’s digital platform includes +100 gaming related websites and 900 YouTube channels which collectively reach 150 million visitors monthly. Enthusiast’s esports division, Luminosity Gaming, a leading global esports organization consists of 7 professional esports teams under ownership and management, including the #1 ranked Overwatch team, the Vancouver Titans and over 50 gaming influencers with a total audience of 60 million followers. Collectively, the community reaches over 200 million gamers on a monthly basis. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.com) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.gg

CONTACT INFORMATION 

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
Telephone: 604-785-0850
Email: [email protected]

Forward-Looking Information

Certain statements in this release are forward-looking statements.  Forward looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future.  Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements, including risks related to factors beyond the control of Enthusiast Gaming.  The risks include risks that are customary to transactions of this nature and customary to companies which have their stock traded on the TSXV. No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits Enthusiast Gaming will obtain from them. 

This press release does not constitute an offer to sell or solicitation of an offer to buy any of the securities in the United States.  The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to a U.S. Person unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available.

Neither 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.

VIDEO: #SuperBowl champ Richard Sherman becomes shareholder in #Enthusiast Gaming $EGLX.ca $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:19 AM on Friday, September 27th, 2019

Richard Sherman, cornerback for the San Francisco 49ers, joins BNN Bloomberg’s Andrew Bell for a look at why he decided to team up with Toronto-based Enthusiast Gaming in the e-sports space.

Enthusiast Gaming $EGLX.ca – #AI and the next big #Esports boom for pro players, amateurs, and entrepreneurs $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:50 PM on Thursday, September 26th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

AI and the next big esports boom for pro players, amateurs, and entrepreneurs

  • Esports is a billion-dollar competitive video gaming phenomenon, and a booming market
  • Professional players are drawing larger and larger team salaries, while monetizing their fans on personal channels.
  • Now, with the introduction of artificial intelligence (AI) paired with advances in mobile compute capabilities, the next big technology leap and industry disruption is underway.

VB Staff September 26, 2019    

Esports is a billion-dollar competitive video gaming phenomenon, and a booming market. Professional players are drawing larger and larger team salaries, while monetizing their fans on personal channels. Meanwhile, big brand sponsors are turning into team owners and traditional sports team franchises are launching their own esports teams. It’s no surprise that, today, online audience numbers for esports are growing at an incredibly fast rate — tech consulting firm Activate estimated that there were 270 million global fans of esports in 2016 and projected that number to grow to 495 million in 2020. Chinese tech giant Tencent, developer of the first mobile esports franchise, Honor of Kings, generated $66 million in media rights and $64 million in sponsorship deals in just the first half of 2019.

The proliferation into mainstream visibility, along with new revenue streams, is made possible by innovations in today’s mobile and gaming technology. For example, the esports industry in APAC owes its growth to the wide penetration of increasingly sophisticated mobile devices.

Now, with the introduction of artificial intelligence (AI) paired with advances in mobile compute capabilities, the next big technology leap and industry disruption is underway. AI-powered processors are bringing game-changing performance improvements and, along with it, new functionality. The chipsets are about to unlock new and diverse revenue opportunities across the board. And as the continuing global rollout of 5G brings faster connections and extremely low latency, we’ll see even greater engagement.

Unlocking the esports potential

Recognizing the impact that power-efficient on-device AI processing could unlock for the esports industry, Qualcomm Technologies recently launched “Project Imagination,” a collaboration with Vivo, Tencent Honor of Kings, and Tencent AI Lab. This collaboration explores how to bring more efficient and immersive experiences to the mobile gaming ecosystem from industry experts in the field of gaming, mobile, and AI.

Vivo iroko smartphones come armed with the powerful Qualcomm AI Engine that’s core to the Qualcomm Snapdragon Mobile Platform. Using these Vivo devices, professional players are now putting the multiplayer online battle arena (MOBA) game “Honor of Kings” through its paces. Researchers are getting an in-depth look at the ways top esport pros could initially help to train and continuously improve AI models.

Professional player advantages

To keep improving the skills that set pro gamers apart — response times, strategy, and muscle memory — esports teams need to practice at least eight to nine hours a day together. Pros then break off to practice individually, which usually entails trying to find players at their skill level or above. Game lobbies full of human opponents don’t usually turn up a real challenge, so it’s easy to hit a plateau once you’re at the top of your game.

That’s where an AI-trained opponent could come in, explains Dave Durnil, senior director of engineering and head of advanced content and gaming for Qualcomm Technologies. An AI-trained opponent lets individual professional players match themselves against skilled competition that challenges and pushes them to improve. In addition, teams can improve their league chances and boost their competitive advantage when they practice against AI models based on upcoming opponents.

“The gaming industry is very cutthroat,” Durnil says. “Being able to play against an AI agent that’s been trained by a variety of star players is going to enhance your skill set, improve your play, and take you to the next level. It could be a huge advantage for pro players.”

The advantages of consistently improved AI-trained opponents could swiftly make them the go-to method for practicing, especially as these matchups unfold. What happens when teams that have practiced for hundreds of hours against AI-trained models of their rivals finally go head-to-head in real time? Esports professionals will invest in practicing against AI models to stay ahead of their competition.

Giving amateurs access to esports stars

On the consumer side, the Venn diagram of an enthusiastic fan and a hopeful amateur is often a nearly perfect circle. Recreational players frequently harbor dreams of being the next up-and-comer. However, earning even just a toehold as a professional requires constant practice and a focus on leveling up out of the rank and file.

“This could turn into a really interesting subscription model where amateurs might pay a monthly fee to access a continuously updated AI-trained model of the best esports players in their league,” Durnil says.

A subscription model could also offer gamers access to AI players to plug into their home-grown squads when they’re missing a player, or to just provide a leg up that an AI opponent could give them when playing against friends.

The potential is only going to grow as we see esports leagues beginning to take root at the high school and college level. Just like with regular college sports, college-level esports will feed into the pro level, and sponsors will look to the lower levels to draft new players.

The demand for the best esports players in the world to train AI models will also grow, Durnil points out, opening a new revenue source for pro players and sponsors. Professionals could be contracted to train an AI model every day to ensure that professional subscribers looking for advanced skillsets and amateurs wanting to match up against their favorite players are getting an updated AI model every month.

Affordable real-time coaching

New or hopeful gamers spend a lot of time watching YouTube videos and tutorials, hoping to strike gold and uncover new keys to success. Also, both professionals and amateurs pay a lot of money to hire expensive professional coaches, sometimes by the hour.

“Coaching takes players to a whole new level,” says Durnil. “Once you’ve improved your skill set, honed your reaction time, and mastered the game, it all comes down to strategy.”

Coaches understand strategy – they know the ins and outs of the game and have a lock on the advanced tactics required to win. They also know how to analyze a player’s own individual strategy and tell them where they’re going wrong, and how to fix it. A number of professional esports teams employ coaches. The NBA’s esports league, in fact, hires real basketball coaches to coach their esports basketball team.

Today’s generation of processors with on-device AI processing will take this a step further, enabling real-time AI coaching — on screen as you play — for players of any skill. It can take complete beginners through the absolute basics, or analyze their play, environment, and opponent in real time to offer the kind of immediate feedback that makes a good player great.

Real-time in-game coaching powered by AI has huge potential, because it can be adapted to several business and price models across a wide array of abilities. It could be anything from a kid downloading an AI coach for Fortnite as an in-app purchase to an advanced AI-coach who can put the player through personalized drills based on their strengths and weaknesses to an AI-trained pro coach that can introduce advanced strategy techniques to the player during game play.

The tech that’s optimizing gaming experiences on the edge device

In Asian countries where the modern esports phenomenon first took root, the mobile gaming is already huge and growing. China alone is worth about 25% of the world’s mobile games market. Tencent and Activision just reported that the new mobile adaptation of Call of Duty, due out on October 1, has already surpassed 16 million pre-registrations in China. With advances in mobile device performance, manufactures of gaming smartphones powered by Snapdragon are now able to go all-in on making mobile the preferred gaming platform across the globe, and consumers are ready.

Powerful AI capabilities that were previously only available in the cloud are now running on premium smartphones to offer next-level gaming experiences that includes smarter, more efficient, more immersive AI-enabled play. On-device AI will accelerate gaming workloads, from accelerating ML agents within games to accelerating on-device inferencing for pro-trained AI models.

For instance, the newest generation of the Qualcomm AI Engine on the Snapdragon Mobile Platform features advanced CPU, GPU, and DSP cores. The powerful Qualcomm Hexagon DSP includes a newly designed AI accelerator, doubled vector processing, and four scalar threads, designed to provide a blend of dedicated and programmable AI acceleration.

What does that mean for mobile gamers and esports players? AI acceleration, like the Qualcomm AI Engine in the Snapdragon 855 Mobile Platform with a total capacity of more than 7 trillion operations per second (TOPs), offers gamers the advantage of an ultra-responsive experience. In addition, Qualcomm Snapdragon Elite Gaming can provide features, such as smoother jank-free game play with faster physically based graphics rendering and boosted CPU performance without draining power. The Snapdragon Elite Gaming also offers a more immersive visual experience with vibrant HDR10 graphics real-time surround sound.

These gaming advancements are especially good news for esports players who need smoother, faster, cooler gameplay, Durnil points out. When you’re playing esports, you’ll typically turn down the highest visual quality settings because you want to run as fast as possible while avoiding janks or stutter within a game when you’re trying to execute a slick move ahead of your opponent. That’s now a thing of the past. “We’ve built up a lot of new hardware technology and software solutions as part of the Snapdragon Elite Gaming platform to solve that problem for esports,” says Durnil.

Mobile gaming has proven to be one of the most important 5G use cases and esports is set to take full advantage. Faster speeds and ultra-low latency on the network, paired with key innovations in AI-powered hardware and software, point to a new era of major industry growth — and a transformation of gaming behavior on a global scale.

Qualcomm Snapdragon, Qualcomm Snapdragon Elite Gaming, Qualcomm Hexagon, and Qualcomm AI Engine are products of Qualcomm Technologies, Inc. and/or its subsidiaries.

Sponsored articles are content produced by a company that is either paying for the post or has a business relationship with VentureBeat, and they’re always clearly marked. Content produced by our editorial team is never influenced by advertisers or sponsors in any way.

Source: https://venturebeat.com/2019/09/26/ai-and-the-next-big-esports-boom-for-pro-players-amateurs-and-entrepreneurs/

Enthusiast Gaming $EGLX.ca – #Reuters and #Esportz Network team up on #Esports coverage $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 1:21 PM on Wednesday, September 25th, 2019

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Reuters and Esportz Network team up on esports coverage

  • Reuters today announced a new partnership with Esportz Network to offer the latest in-depth gamer-centric text, audio and video packages, reinforcing Reuters position as the leading source of esports content for media customers.

By Joel Ivory-Harte

Through Reuters Connect, Reuters News Agency customers will now have access to Esportz Network’s professional coverage aimed at helping the most dedicated esports fans and competitors gain in-depth analysis on every angle of professional gameplay, as well as regular in-studio audio and video updates and interviews covering esports game development, tournaments, scores, and industry drama.

Esportz Network content will also become a regular feature on Keeping Score, Reuters own sports business podcast.

“There has been an explosion of popularity for all things esports over the past year, and we’ve seen growing demand from our customers for dynamic and engaging coverage of the industry,” said Rob Schack, Vice President, Reuters Sports. “Reuters has been on the forefront of meeting this demand from our customers and their audiences, and partnering with Esportz Network allows us to expand our offering to include even more content for the most hardcore gamers and esports fans.”

Mark Thimmig, chairman and CEO for Esportz Network, stated, “We are thrilled to join forces with Reuters, the leading global news agency, who are as dedicated as we are to leading the way in the fastest-growing consumer-driven global sport, esports.”

The addition of Esportz Network content further strengthens Reuters esports coverage, which includes a dedicated wire service featuring unmatched global coverage of the competitive gaming industry, including breaking news, player acquisitions, sponsorship deals and coverage of the largest esports tournaments.   

Launched in 2017, Reuters Connect is designed to be a faster, more intelligent way for Reuters News Agency customers to source all the content they need via a single destination. Reuters Connect is built to make content discovery quicker and easier, improving clients’ editorial efficiency and enabling them to deliver more stories to their audiences faster than ever before.

For more information on Reuters Connect and its growing list of partners, visit: here

Media Contact:

[email protected]

Source: https://www.reuters.com/article/rpb-esportz-network/reuters-and-esportz-network-team-up-on-esports-coverage-idUSKBN1WA13O