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Esports Entertainment Group $GMBL VP of Strategy and IR to Participate in #Bloomberg Intelligence Panel on the Future of Video Games $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 8:09 AM on Wednesday, August 19th, 2020
  • Announced its VP of Strategy and Investor Relations, Jeff Cohen, will participate in the Bloomberg Analyst Briefing: The Future of Video Games panel discussion on Thursday, August 20, 2020 at 10 a.m. ET.
  • Cohen will be joined by Bloomberg Intelligence technology equity research analyst Matthew Kanterman, CFA, as well as Will Hershey, CFA, co-founder and CEO of Roundhill Investments, and Tom Wijman, Market Lead for Games at Newzoo.

BIRKIRKARA, Malta, Aug. 19, 2020 – Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) ( the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, today announced its VP of Strategy and Investor Relations, Jeff Cohen, will participate in the Bloomberg Analyst Briefing: The Future of Video Games panel discussion on Thursday, August 20, 2020 at 10 a.m. ET.

Cohen will be joined by Bloomberg Intelligence technology equity research analyst Matthew Kanterman, CFA, as well as Will Hershey, CFA, co-founder and CEO of Roundhill Investments, and Tom Wijman, Market Lead for Games at Newzoo.

Click HERE to learn more and register for the event.

About Esports Entertainment Group

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers fixed odds wagering, fantasy and pools on various esports events in a licensed, regulated and secure platform at vie.gg and owns and operates online sports book, SportNation.bet. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multiplayer mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in the UK, Ireland, Malta and Curacao. The Company maintains offices in New Jersey, the UK and Malta. For more information visit www.esportsentertainmentgroup.com.

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

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

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

GlobeNewswire August 19, 2020 – 5:00 AM PDT News by QuoteMedia www.quotemedia.com

Esports Entertainment Group $GMBL Expands Existing Partnership with Dignitas, Securing Naming Rights to Legendary CS:GO Team $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 8:08 AM on Monday, August 17th, 2020
  • Company’s online betting platform, VIE.gg, became an official multi-year partner of Dignitas in June 2019, and under the expanded partnership, it has now secured the naming rights of Dignitas’ famed CS:GO team
  • CS:GO Team Will Compete as Dignitas VIE.gg in Official Events
  • Partnership Activations to Utilize Dignitas’ New Jersey Based Gaming Facility

BIRKIRKARA, Malta, Aug. 17, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) ( the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce an expanded partnership with Dignitas, the esports vertical of New Meta Entertainment Inc. (NME) and one of the most successful esports organizations in the world. The Company’s online betting platform, VIE.gg, became an official multi-year partner of Dignitas in June 2019, and under the expanded partnership, it has now secured the naming rights of Dignitas’ famed CS:GO team. 

“Dignitas is a true leader in the esports community,” said Grant Johnson, CEO. “Expanding our existing partnership and placing our brand in front of the millions of engaged Dignitas fans around the world further demonstrates our commitment to growing VIE.gg into the leading wagering platform in esports globally.”

In addition to VIE.gg’s integration into the CS:GO naming rights and jersey, the partners will roll out strategic digital and physical activations with the New Jersey marketplace as a core focus. In June 2018, New Jersey Governor Phil Murphy signed Assembly Bill 411, legalizing sports betting in New Jersey. One year later, Dignitas became the first esports organization to open a gaming facility in Newark, New Jersey, next to the famed sports and entertainment facility, Prudential Center. In addition to U.S. sports betting, the partnership also paves the way into the European marketplace through association with Dignitas’ famed CS:GO team hailing from Scandinavia.

“The partnership’s focus on digital and physical activations in the New Jersey market is ideally timed for us as we move forward on our application for our New Jersey gaming license,” continued Johnson.

Esports Entertainment Group, a member of ESIC, is working together with NME, to ensure that conflicts of interest and betting and age requirement rules are upheld throughout.

“We are honored to partner with an innovative, multinational brand like VIE.gg,” said Michael Prindiville, CEO of New Meta Entertainment and Dignitas. “Our co-branded CS:GO team and the immense opportunity around esports betting content in our home state of New Jersey enable us to tell unique and engaging stories at the forefront of both esports betting and competition to millions of fans worldwide.”

“We are excited to further expand our partnership with Dignitas,” commented Magnus Leppäniemi, VP of Marketing and Head of Esports at Esports Entertainment Group. “As a committed long-term partner, we’re thrilled to have the opportunity to co-brand our VIE.gg platform alongside Dignitas’ legendary CS:GO team, an opportunity that can introduce our brand to millions of esports fans globally and help establish our status as a Tier 1 operator within esports betting.”

ABOUT DIGNITAS:

Since its formation in 2003, Dignitas has established itself as one of the most successful esports organizations in the world, amassing 18 World Championships across multiple game titles. In September 2016, Dignitas was acquired by the NBA’s Philadelphia 76ers of Harris Blitzer Sports & Entertainment (HBSE), a diverse, global portfolio of sports and entertainment franchises and properties that includes the Philadelphia 76ers (NBA), New Jersey Devils (NHL) and more. In June 2019, Dignitas merged with Fertitta Entertainment’s League of Legends LCS franchise, Clutch Gaming, and through investment with Susquehanna International Group and Delaware North, formed the parent company New Meta entertainment, Inc. (NME), to expand the esports business into a broader digital sports and entertainment company. Dignitas currently fields seven teams in five of esports’ largest and most popular games: League of Legends, Counter-Strike: Global Offensive (men’s and women’s teams), Super Smash Bros., Rocket League, and Clash Royale – as well as a host of digital influencers. With player content studios and wellness facilities in Newark, NJ and Los Angeles, and infrastructure in Europe and China, Dignitas is the global leader dedicated to esports athletes and gaming entertainers.

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Malta and Curacao, Kingdom of the Netherlands and is able to accept wagers from over 149 jurisdictions including Canada, Japan, Germany and South Africa. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company maintains offices in Malta. For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

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

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

The astronomical rise of #Esports – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 5:24 PM on Friday, August 14th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

The astronomical rise of esports

  • If this is your first time hearing about esports, you’re behind the curve — esports is one of the fastest growing industries in the world
  • Last year, the esports industry had an estimated audience of 453 million, up from 293 million in 2016

By Derek Chen July 22, 2020

If you’re bored during quarantine and looking for a fun, popular and lucrative way to pass the time, consider putting down that baking pan or pausing that Netflix show and picking up a controller to join the world of esports, a hot trend in the media and entertainment industry. Esports is a competitive video game sport that has grown to incorporate organized tournaments with professional players. Before the COVID-19 pandemic, these tournaments were almost always in-person events, complete with live audiences and referees who monitored potential cheating. 

If this is your first time hearing about esports, you’re behind the curve — esports is one of the fastest growing industries in the world. Last year, the esports industry had an estimated audience of 453 million, up from 293 million in 2016. By 2021, that number is expected to reach 557 million. And it’s not just your stereotypical G Fuel-drinking, Doritos-loving high school guys pushing this growth: Universities across the nation have begun investing in this industry. According to the National Association of Collegiate Esports, more than 170 U.S. colleges have varsity esports programs and are offering around $16 million per year in scholarships. College esports tournaments have attracted over 1,350 schools and 40,000 players.

Even the most traditional Wall Street bankers are taking notice of this industry’s potential to make big money. Most esport viewers are in their teens or early twenties, a much-coveted demographic for advertisers, and 43% of esports fans have an annual household income of $75,000. For brands who want to acquire new, young, high-spending customers, esports is especially attractive. Louis Vuitton, for example, is collaborating with video game developer Riot Games to design virtual items in League of Legends (such as “prestige skins”) that players can buy using real money. The fashion brand also spent 900 hours creating an extravagant custom trophy case that combines Louis Vuitton’s bougie flair with League of Legends’ medieval style. Meanwhile, some companies have profited from esports without even trying. In 2018, professional gamer Ninja crashed the website of MeUndies just by mentioning the underwear brand on a livestream. 

Why has esports experienced this meteoric rise in popularity and significance? From a social standpoint, esports is far more inclusive than other sports. Men and women of nearly all ages and from various social groups and demographics can play on the same teams and easy translation in the virtual format tears down the language barrier. Unlike in real sports, where genetics may greatly affect your potential to succeed, in esports, anyone with enough practice can become a competent gamer — and everyone has the potential to compete with the best.

From a technological standpoint, video games with increasingly life-like visuals have enhanced the viewing experience. Games now frequently run on a smooth 60 frames per second with 4K resolution, resulting in extremely realistic animations and an immersive experience. The rise of esports can also be traced to the rise of video games among youth. According to Pew Research, 90% of teens aged 13-17 played video games in 2018. The percentage is 97% among boys of that age. With a high number of youth playing games, it’s not hard to imagine that a few would get interested in esports and start the trend among their peers. 

The viewership of esports will only grow, especially as famous names in other industries, such as Jennifer Lopez and Travis Scott, associate themselves with leading esports tournaments. The growth of advertising in esports means that brands will now interface directly with previously hard-to-reach audiences, generating previously unthinkable ways to advertise and making space for unlimited creative potential. So, if you want to curb your bread-making addiction during quarantine and spend this extra time getting ahead of the game (pun absolutely intended), consider esports.

Source: https://www.dukechronicle.com/article/2020/07/the-astronomical-rise-of-esports

Esports Entertainment Group $GMBL Signs LOI to Acquire Assets of FLIP Sports $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 8:37 AM on Tuesday, August 11th, 2020
  • Signed a Letter of Intent to acquire certain assets of FLIP Sports Limited, including staff and all intellectual property.
  • FLIP Sports is a dynamic and entrepreneurial mobile games studio innovating how fans enjoy and engage with live sports.
  • Through its proprietary in-play, peer-to-peer technology, FLIP provides a unique multi-platform second-screen experience within an entertaining, social, and competitive gaming environment for fun-seeking sports and wagering enthusiasts who enjoy watching live sports and events.

BIRKIRKARA, Malta, Aug. 11, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, signed a Letter of Intent (“LOI”) to acquire certain assets of FLIP Sports Limited (“FLIP”), including staff and all intellectual property.  

“The FLIP team are leaders in building iGaming platforms that take the player experience to new heights,” stated John Brackens, CIO/CTO of Esports Entertainment Group. “Their expertise will strengthen our efforts in esports and help us further create a best-in-class immersive experience for esports fans.”

FLIP Sports is a dynamic and entrepreneurial mobile games studio innovating how fans enjoy and engage with live sports. Through its proprietary in-play, peer-to-peer technology, FLIP provides a unique multi-platform second-screen experience within an entertaining, social, and competitive gaming environment for fun-seeking sports and wagering enthusiasts who enjoy watching live sports and events.

“FLIP has brought together a talented team with proven industry experience that we believe will provide immense value to Esports Entertainment Group as we enter a period of tremendous opportunity and rapid growth,” commented Grant Johnson, CEO of Esports Entertainment Group. “As the first US-based iGaming company to list on NASDAQ, we are in a great position to capitalize on the fragmented esports market and will continue to pursue acquisition opportunities. FLIP is set to be the latest example of the success of our roll-up strategy.”

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta. For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

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

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

Video games, #Esports ‘skyrocket’ in popularity during pandemic – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 6:00 PM on Wednesday, June 17th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Video games, esports ‘skyrocket’ in popularity during pandemic

With people stuck at home, gaming companies report record sales and unprecedented engagement time

  • Game spending totalled a record-breaking $10.5 billion US in April 2020, according to Nielsen’s SuperData
  • That same month, gamers scrambled like never before to buy hardware, like the new Nintendo Switch, Xbox Ones, and PlayStation 4s, according to NPD Group, an industry tracking firm

By: Bonnie Allen

As an avid gamer, 38-year-old Steve Vomacka would often play the video game Fortnite, a multiplayer shooter game, for an hour each day just to unwind after work.

That was before the COVID-19 pandemic, back when Vomacka still had a job at a Saskatoon autobody shop, access to his kickboxing gym and fun places to take his three kids.

The unemployed father has tripled his gaming time in search of a “release” ever since pandemic restrictions came into effect in March.

“I wake up in the morning. I play some video games while I’m eating breakfast, then I do some of my [school] work, then go back to playing video games. Do a quick work-out; more video games,” Vomacka said, with a chuckle. “It’s a good escape for me.”

The shuttering of businesses and schools forced millions of existing and would-be gamers to stay home, prompting a spike in demand for what is already one of the most popular forms of entertainment on the planet and a multi-billion dollar industry. People aren’t just buying and playing games like never before, they’re also tuning in as spectators to stream highly-skilled players do battle in various esports, also known as competitive gaming.

It’s about escapism and curing boredom; it’s also about seeking connection. 

With so many other sports cancelled, it’s also about embracing the one sports realm that could flourish in a physical distancing world.

Record sales

Game spending totalled a record-breaking $10.5 billion US in April 2020, according to Nielsen’s SuperData. That same month, gamers scrambled like never before to buy hardware, like the new Nintendo Switch, Xbox Ones, and PlayStation 4s, according to NPD Group, an industry tracking firm.

Blockbuster games like Nintendo’s Animal Crossing and Playstation 4’s Final Fantasy VII Remake, both released during the pandemic, have soared in popularity, and there’s much anticipation for the PS4 action-adventure game The Last of Us Part II, set for release on June 19. Caption New Horizons, the latest game in Nintendo’s Animal Crossing series, launched in late March on the Switch gaming console — just as many people around the world were settling into quarantine. (Nintendo)

Websites that track gaming activity reported a record number of concurrent players and spectators in March and April, with numbers dipping slightly from that peak in more recent weeks.

“As people have been forced indoors, usage has skyrocketed, popularity has skyrocketed,” said Adrian Montgomery, CEO of Enthusiast Gaming, a video game media and eSports company in Toronto.

Enthusiast Gaming is reporting a “dramatic surge” in traffic — up 25 to 40 per cent — on its gaming-related websites and YouTube channels since early March. Montgomery said the pandemic hasn’t increased how many gamers it serves — about 160 million unique visitors a month — but rather how much time existing gamers are spending on their hobby.

Video games are the new social network. It’s how you make friends. It’s how you connect with your friends every night.

– Adrian Montgomery, CEO of Enthusiast Gaming

“They have doubled down on their passion through the pandemic and just spent more and more and more time on our sites,” Montgomery said.

Noodlecake Studios, a Saskatoon-based mobile gaming company that develops and publishes video games, is reporting a 20 per cent boost in free downloads in March and April. In-game analytics also reveal that people are playing much longer than usual. 

The company, best known for its free golf creations Super Stickman Golf and Golf Blitz, makes its money from sustained use and in-game purchases. Ryan Holowaty, Noodlecake’s head of marketing, said he’ll be watching to see whether new players stick around long-term.

“The longer that a player stays within a game the more likely they are to purchase items because they like it and they want to keep playing,” he said. So, you can see kind of a direct tie to to the engagement of a player to the revenue.”

Social connection

Industry insiders and analysts seem to agree that while gamers want to game, the surge in popularity during the pandemic is directly related to people’s desire for human connection.

“Video games are the new social network. It’s how you make friends. It’s how you connect with your friends every night,” Enthusiast Gaming’s Montgomery said. “As young people, like all of us, have been unable to meet up in person they’ve been able to continue to meet up online over video games.”  Caption Saskatoon father Steve Vomacka likes to play outdoors with his three children, but finds his strongest connection with his son Harley, 10, comes online through video games. (Submitted by Steve Vomacka )

Steve Vomacka  is proof of that. 

He lives in a downtown Saskatoon apartment and teams up online with his 10-year-old son Harley, who lives with his mother in the suburbs, to play Fortnite together from their separate locations. They talk and laugh on headsets, and often play with Harley’s friends.

“Video games is totally Harley’s thing. So that’s how him and I connect,” Vomacka â€‹â€‹â€‹â€‹said. “I’ve also had a chance to play with his friends, and get to know them, and I wouldn’t have had this opportunity if it wasn’t for, unfortunately, the coronavirus.”

‘The show has gone on’

Esports has continued at a time when other professional sports have been suspended.

Large in-person events, such as esports championships staged in packed stadiums, have been cancelled. However, video game competitions are better positioned to return to their online roots than other professional sports leagues, said Montgomery, whose company owns several professional esports teams.

Esports betting has taken off even more during the pandemic, he added.

“The show has gone on,” said Montgomery. “Esports has filled a void for content right now for sports content.” Caption Fans look on at Seattle’s KeyArena during the 2017 edition of the International Seattle gaming competition. These in-person esports competitions are on hold at the moment. (Elaine Thompson / The Associated Press)

Professional players compete for cash prizes and earn additional revenue from sponsorship and social media.  

University of Regina computer science professor David Gerhard has observed that people have been drawn to esports that highlight other professional sports which have been suspended — including NASCAR, football, soccer, and hockey.

I dropped out of university to pursue it. So I kinda got to give it my best​​​​​​.

– Travis Letwiniuk, aspiring professional gamer

Gerhard said esports competitions are likely the only high-level sporting events which can “carry on more or less unchanged with the distancing restrictions.”

That’s what aspiring pro-gamer Travis Letwiniuk is counting on.

The Saskatoon man’s skill at Overwatch, a team-based multiplayer shooter game, earned him a full scholarship to play on Harrisburg University’s esports varsity team in Pennsylvania in 2018. Letwiniuk competed on stage in front of cheering crowds in LAN events, where multiple players connect on a local area network (LAN) to compete in the same location.

In May, after the pandemic was well under way, Letwiniuk decided to move home to Canada to pursue a career as a professional gamer. He was confident that esports competitions would continue with online tournaments. The biggest challenges so far have been internet speeds and time zone differences.

“I’m really hoping that esports just takes off … I’m hoping to see it more on television, more on radio being broadcast with commentators, like hockey or football,” he said. Saskatoon’s Travis Letwiniuk moved to Pennsylvania in 2018 to join the Harrisburg University’s esports varsity team. Now he’s decided to quit university in order to try to go pro. (Submitted by Travis Letwiniuk )

Letwiniuk — who goes by “AutumnSouls” in Overwatch — plays for 10 to 12 hours a day in his Calgary apartment.

“I dropped out of university to pursue it. So I kinda got to give it my best,” he said. “It’s basically a full-time job in terms of hours. The money’s not there just yet.”

Steve Vomacka’s aspirations are more simple. 

Even after he returns to work, he plans to carve out enough playing time to stay connected with his children.

The only problem?

He said his son, Harley, and his son’s friends are spending so much time playing video games at the moment that he can’t keep up.

“I can tell their skill level has gone up way higher. Like, before I was getting whooped a little bit by the younger generation, and now I’m really getting whooped.”

Source: https://www.cbc.ca/news/canada/saskatchewan/video-games-and-esports-fill-void-in-pandemic-1.5612488

Esports Entertainment Group $GMBL Appoints Two Argyll Executives to Senior Leadership Positions $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 7:09 AM on Thursday, June 11th, 2020
  • Announce the appointment of Argyll Entertainment senior executives Stuart Tilly and Dan Marks as its Corporate Secretary and Chief Financial Officer, respectively
  • Stuart is the Co-Founder and CEO of Argyll Entertainment, the UKGC licensed operator of SportNation.bet, operating exclusively in the UK and Ireland since August 2017
  • Dan has spent 18 years in financial and operational leadership roles, predominantly in corporate banking, as COO for the UK Coverage team at Barclays in London and as CFO for US Large Corporates and MMEs at HSBC in New York.

BIRKIRKARA, Malta, June 11, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce the appointment of Argyll Entertainment senior executives Stuart Tilly and Dan Marks as its Corporate Secretary and Chief Financial Officer, respectively.

“We’re excited to officially welcome Stuart and Dan to the Esports Entertainment team,” said Grant Johnson, CEO. “As CEO and CFO of Argyll Entertainment, they have proven their ability to execute in our industry, growing the business from start-up to $12 million in revenue annually in just a few short years. As we continue to ramp the Vie.gg platform this experience will be invaluable.”

Stuart is the Co-Founder and CEO of Argyll Entertainment, the UKGC licensed operator of SportNation.bet, operating exclusively in the UK and Ireland since August 2017. Stuart is a practising UK solicitor, having trained and qualified at international Magic Circle law firm, Allen & Overy. Having held in-house legal roles with various blue-chip gaming companies since 2005, Stuart established the iGaming Counsel in 2012, a legal, regulatory and commercial advisory service for the gaming industry. Additionally, Stuart was the founder of FLIP Sports, a social fantasy mobile games developer providing real-time second screen gaming experiences for live sport and was a co-founder of the International Social Games Association.

Dan has spent 18 years in financial and operational leadership roles, predominantly in corporate banking, as COO for the UK Coverage team at Barclays in London and as CFO for US Large Corporates and MMEs at HSBC in New York. Dan entered the gaming industry in 2016, when he became CFO of Argyll Entertainment.

“I am delighted to be joining Esports Entertainment at such an exciting time, after becoming the first online e-sports betting company to list on NASDAQ. I look forward to working with the strong leadership team and assisting the Company in achieving its strategic and financial goals,’’ commented Marks.

Tilly added, “Esports Entertainment is ideally positioned to capitalize on a wealth of opportunities as growth in the esports industry continues to gain momentum. I am excited to be part of the team and look forward to my role in building a leading global brand.”

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Malta and Curacao, Kingdom of the Netherlands and is able to accept wagers from over 149 jurisdictions including Canada, Japan, Germany and South Africa. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company maintains offices in Malta. For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

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

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

#BoomTV raises $10 million for its #Esports livestreaming platform – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 12:04 PM on Tuesday, June 9th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

BoomTV raises $10 million for its esports livestreaming platform

  • BoomTV has raised $10 million for its livestreaming platform for automating esports event production
  • The company says it makes it much easier to watch and create amateur esports online events from any point of view that the viewer chooses, on any device

By: Dean Takahashi

BoomTV has raised $10 million for its livestreaming platform for automating esports event production. The company says it makes it much easier to watch and create amateur esports online events from any point of view that the viewer chooses, on any device.

The Redwood City-based BoomTV has built a platform that enables organizers to create and manage their own events, particularly smaller community events.

The company launched the BoomTV platform on the strength of the Code Red pro-amateur esports series. Boom.tv wants to make it easier to produce high-quality production of esports events and help the underserved community of civic groups, youth sports organizations, and school clubs share competitions with their audiences.

BoomTV runs a popular biweekly event series called Code Red, which reaches millions of monthly users. Top influencers participate from YouTube and Twitch, and that helps it aggregate tens of millions of watched minutes for its events. Additionally, influencers used the platform to run their own community gaming events every week.VB Transform 2020 Online – July 15-17. Join leading AI executives: Register for the free livestream.

“The whole beauty of it is that it’s all virtual,” said CEO Samir Gupta in an interview with GamesBeat. “And nobody is actually catering to the smallest communities. We have a long way to go, but it’s just a huge market. We’ve got a lot of momentum with what we were building, with a lot of influencers participating in the events.”

Previously, BoomTV acquired the American Video Game League in a move to expand collegiate esports. The AVGL is one of the largest producers of collegiate esports events, content, and community initiatives.

Gupta said the round was oversubscribed, meaning the company raised more money than it asked for. Bitkraft Esports Ventures led the round, with participation from PTW and Crest Capital. The most popular games are League of Legends, Fortnite, and Call of Duty: Warzone.

The company will continue to invest in the Code Red ProAm series by increasing its prize pools and establishing long-term relationships with top gaming influencers. It will also invest in original esports programming. Over the last 12 months, the Code Red series has averaged 2.7 million unique viewers, and it has more than 4 million fans across social platforms. Players have earned more than $3.9 million in cash across 11,000 events since the fall of 2018. More than 75,000 content creators and 1,600 college programs are using Boom.tv.

Hypothetically, a local YMCA group could challenge a local fire department in a Fortnite tournament to help raise funds for the group’s travel fund. They could jump on Boom to set the event, register players, and enable score-tracking. Parents, family members, and community leaders could watch, share, and support the cause.

These small-scale events are the backbone of the competitive gaming movement and Boom is dedicated to simplifying the hosting experience across platforms like Mixer or YouTube.

The company has 24 employees. It makes money from sponsorships for its biggest events. The pandemic has helped the company grow, as players are turning to games while sheltering in place.

“We are lucky to be able to grow momentum now,” Gupta said.

In the past month, the company has seen 11% growth in viewership, and growth among influencers has grown, Gupta said.

Source: https://venturebeat.com/2020/06/09/boomtv-raises-10-million-for-its-esports-3d-livestreaming-platform/

Why #Esports and #Bitcoin are a natural match – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 2:20 PM on Monday, May 25th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Why esports and Bitcoin are a natural match

  • Some market projections claim esports could even eclipse popular sports tournaments like Formula One or the UEFA Champions League in revenues, topping US$2.3 billion by 2022
  • Moreover, those projections were made before March 2020, when the world began its preference for online interaction over physical crowds thanks to the COVID-19 pandemic

By Guest Contributor

Esports, aka competitive video game tournaments, is one of those ideas that’s been touted as perfect for Bitcoin since the beginning. Easy payments and prize pools, portable game item ownership, provably fair games with permanent and transparent records, anti-cheating measures, accessibility from anywhere, and a billion-dollar market. So where are the stadium-sized Bitcoin esports events? Let’s take a look at the issues to find out why you might be seeing some soon.

It’s not as though no one has tried to make Bitcoin esports a thing. Like many other ambitious ideas, though, they often ran into the blockchain industry’s technical (and human) limitations. Bitcoin Core’s (BTC) hobbled block size nixed the idea of any kind of blockchain there. Others, like Ethereum and EOS, have had more appeal for game builders but still suffer from those platforms’ technical and scaling limitations.

Then there’s the problem of convincing the big companies and players in the gaming industry that Bitcoin offers the benefits they’re looking for. This is common in any industry. Even if you believe in Bitcoin and want to build your own esports platform from scratch, there’s the challenge of attracting enough game designing and building talent away from the mainstream producers.

Enter Bitcoin SV, which in early 2020 restored the original Bitcoin protocol and removed all data limits. Companies like Kronoverse, with its “CryptoFights” combat/strategy game, have made the jump from Ethereum to Bitcoin and serve as the most prominent demonstration of Bitcoin’s esports capabilities.

Kronoverse have cited advantages unique to blockchain, like verifiable results, betting on matches, and game item ownership, as reasons why they chose to build their competition on Bitcoin. They also saw Bitcoin BSV as more technically capable than Ethereum and its Enjin gaming platform.

CEO Adam Kling said, “When I looked at the scaling roadmap of Ethereum, it became clear that we were never going to be able to have a million players playing on Kronoverse. Instead, everyone is having to develop layer-two technologies and are only submitting the results to the Ethereum blockchain. With Bitcoin SV, we wouldn’t have to do that.”

All about esports

The worlds of “esports,” “online gaming” and “online gambling” share many similarities, but there are components unique to each. We’ll explain the history and background for esports to get an idea what distinguishes it.

Esports as a concept has been around since the 1970s and 80s, but if you’re old enough to remember those times you’ll also remember the games back then weren’t much of a spectacle. Still, there’s always been a certain rush from watching someone play a game you like really well, and the same intensity in watching people compete to be number one on the leaderboard.

It was the advent of multiplayer games, though, that really saw esports take off. Rather than just trying to achieve the highest score, competitors could now play directly against each other in the same game—just like regular sports.

Esports can involve any kind of game. The nature of the market has meant combat games like Counter Strike, League of Legends, StarCraft II and Dota2 have gained the most attention, and many were designed with esports in mind. But there’s plenty of opportunity for simpler games and games for all demographics. All that’s needed is someone to organize the competition and build the system.

Kronoverse’s CryptoFights, for example, is designed for competition yet played only on mobile devices. The possibilities it and other similar ideas offer are endless.

New #CryptoFights website is live! https://t.co/7dCUZafRlD #kronoverse #indiegame #esports #bitcoinsv pic.twitter.com/xVLZ9LJiRA — Crypto Fights (@CryptoFights) May 13, 2020

There’s been a lot of debate over the years over whether esports can be classified as “legitimate sports”. However that argument is pretty irrelevant if esports tournaments can haul in crowds (and money) on par with the more physical kind.

Some market projections claim esports could even eclipse popular sports tournaments like Formula One or the UEFA Champions League in revenues, topping US$2.3 billion by 2022. Moreover, those projections were made before March 2020, when the world began its preference for online interaction over physical crowds thanks to the COVID-19 pandemic.

Esports tournaments have frequently taken place in actual stadiums. But if it’s the kind of game or tournament that can be played online, esports is actually more accessible to more potential competitors, enhancing its appeal.

Claims that 106 million people watched the World Esports competition in 2017 was enough for even the International Olympic Committee to hold a summit on the matter. While participants argued esports could be considered sports, there were concerns over violent game content and the lack of an international regulatory body. There are still campaigns to feature esports at Olympic events somehow, even if as a demonstration sport or showcase side event for starters.

Just like regular sports, though, you don’t need to be playing at tournament or stadium level to enjoy them—or even make money. Competitions can be any size, and prize money can be pooled from admission fees even if there isn’t a corporate sponsor. Home viewers can interact with the tournament in more ways than say, a football match on TV. There’s also a secondary market for gambling on who’ll win, if that’s permitted in your jurisdiction.

Transparency, fairness and the problem of cheating

Game integrity—whether esports games are equally fair to all players, and detecting who might be cheating—has been a big problem for the industry. This is especially true if a tournament happens online and if players are using their own devices.

Kronoverse says Bitcoin plays a big part in overcoming these problems. Game elements like item ownership, game rules and moves can all be recorded on the blockchain permanently. Others can scrutinize and analyze these records to see if anything untoward has taken place, no matter when the game was played.

Here’s where Bitcoin’s unlimited scalability comes into play. Blockchains designed for data processing, like Ethereum, have hit snags when on-chain projects became popular. BTC can’t do data. Both have had to lean on second-layer protocols to handle large quantities of data (or in BTC’s case, anything much at all) and all these “solutions” come with their own set of costs.

Still, it will take one successful esports platform to run on Bitcoin BSV before larger players will see its benefits in action. Kronoverse hopes to be that leader, and has been beta-testing CryptoFights since late 2019. It hopes to hold more open betas in the coming months and launch a marketplace by the end of 2020, with a fully-playable game and competition following after.

Source: https://calvinayre.com/2020/05/25/bitcoin/why-esports-and-bitcoin-are-a-natural-match/

Video games, #Esports booming during coronavirus isolation – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 5:53 PM on Wednesday, May 20th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Video games, Esports booming during coronavirus isolation

  • “In this time of isolation, video games are the way that people are building a community,” says Neirotti. “It is already a 35% increase in the size of the people watching, playing, buying equipment.”
  • Esports industry has skyrocketed over the last few years with revenue now surpassing $1 billion. The industry attracts more viewers than almost every major sports league — and it has advantages over other professional sports.

By: Russell Falcon, Nexstar, and Anna Wiernicki

WASHINGTON, D.C. (Nexstar) — When the whole world hit pause, millions of Americans escaped to a new reality online.

Sports management professor Lisa Neirotti says people are picking up a controller at a record rate.

“In this time of isolation, video games are the way that people are building a community,” says Neirotti. “It is already a 35% increase in the size of the people watching, playing, buying equipment.”

The Esports industry has skyrocketed over the last few years with revenue now surpassing $1 billion. The industry attracts more viewers than almost every major sports league — and it has advantages over other professional sports.

And the same goes for collegiate sports.

“The players are still playing when they are home because they can, and so this is something unique and special about Esports,” says Neirotti.

David Willis is the head coach of Esports at St. Edward’s University in Austin. He says 15 students currently compete on the university’s varsity team.

He says the season is still going — because it can. Willis says tournaments have been pushed through June.

Unlike non-virtual games, Esports can continue on.

“The different leagues are playing,” Neirotti says. “Overwatch league is playing. And it is filling the void.”

Read More: https://www.kark.com/news/video-games-esports-booming-during-coronavirus-isolation/

How to invest in #Esports – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 6:04 PM on Tuesday, May 19th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

How to invest in esports

  • The idea of wanting to spectate a video game than actually playing it would have seemed crazy decades ago
  • While esports events are increasingly becoming popular with viewership like that of traditional sports, several investors are discovering ways to get involved as it encompasses gaming, entertainment, and other adjacent markets

By CM Guest Columnist

Esports has to do with the coming together of multiple players in a competitive gaming environment with lots of viewers streaming or watching live until a winner emerges. These events are increasingly becoming popular and gaining a massive audience, as tickets to various live events in major arenas sell out pretty quickly.

The idea of wanting to spectate a video game than actually playing it would have seemed crazy decades ago. While esports events are increasingly becoming popular with viewership like that of traditional sports, several investors are gradually discovering ways to get involved as it encompasses gaming, entertainment, and other adjacent markets.

Game Developers

The entire ecosystem is growing due to the input of developers who created games that are appealing to a wider audience. They ensure that these games remain engaging by introducing several amazing features in line with the latest technological trends.

Before investing in the esports industry, you should research game developers and publishers who have made considerable input in the industry. They are key to your success as an investor since franchising has become common among them.

Activision Blizzard is one such game developers with popular esports leagues that are making waves in the industry. They are making money from the sale of individual games, as well as franchising/publisher fees, advertising, broadcasting rights, and ticket sales. Investors get to profit by investing in these game publishers.

Streaming Platforms

The audience for esports events is not just those that are physically present in the arena but include those that are viewing it live from different geographic locations. A couple of streaming platforms made this possible, allowing fans to watch their favorite teams from the comfort of their homes.

Huya and Amazon’s Twitch are among the most popular esports streaming platforms that you can invest in. With millions of people streaming live events on these platforms daily, it will be of great benefit to you as new monetization strategies are implemented.

Hardware Manufacturers

Players and teams always look to upgrade their hardware and peripherals like headsets to stay trendy and improve the performance of their computers. You need to consider the opportunities that this area presents when investing in esports, as players are always acquiring new peripherals, including keyboards and mice.

A couple of hardware makers are partnering with certain teams, hence increasing the popularity of their products as well as its demand in the esports ecosystem.

Event Sponsors

When looking for esports companies to invest in, you should consider those that are organizing notable events and tournaments. These tournaments present an opportunity for gamers to meet and connect with each other as they support their favorite teams.

WePlay is one of such esports companies with entertainment arenas and tournament modules aimed at giving fans a memorable experience. You are guaranteed of positive return with investments through this channel.

Venture Capital funds

Venture capital funds are now investing in esports which is laden with great potential returns. Venture firms that are actively investing in this industry include BITKRAFT and JKR. Companies like JKR is not solely focused on esports, hence you can get exposure in other fields as you enjoy positive returns from your investment.

How To Invest In Video Games

Video games have been around for decades and gamers are beginning to earn millions of dollars from winning esports events. They may have had to spend several months behind game controllers to attain the level of mastery to become the best in those gaming tournaments that they won.

You do not have to play these games to begin to earn from them as there are alternative ways to start getting your desired returns. For access to massive returns from a popular video game, investing in public stocks, as well as Exchange Traded Funds (ETFs) is your best course of action.

Public Stocks

There are several companies that are doing excellently well in the stock market, providing a stable way for investors to enter the online gaming and esports industry.

Some of the biggest players include Take-Two Interactive (NASDAQ: TTW) which owns the Red Dead franchise, as well as Grand Theft Auto, WWE 2K, and NBA 2k series. Electronic Arts (NASDAQ: EA) owns the popular FIFA soccer series and Apex Legends. Activision Blizzard (NASDAQ: ATVI) is another company that has produced several massive games that earned them billions of dollars like Call of Duty, and the Overwatch League.

Tencent (NASDAQ: TCEHY), with popular franchises like PlayerUnknown’s Battlegrounds, Fortnite, League of Legends is another gaming giant. The acquisition of Twitch by Amazon (NASDAQ: AMZN) has also put them in the forefront of the gaming scene, with investors happily smiling to the bank.

Exchange-Traded Funds (ETFs)

Investors that are seeking to get fully involved without focusing on a specific gaming company should consider the opportunity provided by ETFs. They cover various areas of gaming including hardware, software, and entertainment.

Video Game Tech (ARCA: GAME) is one of such ETFs that offer numerous opportunities to investors. With several exchange-listed companies in different sectors of the gaming industry, this is a valid option to consider.

Also important is the VanEck Vectors Video Gaming and eSports ETF (ARCA: ESPO) which exposes investors to the ever-growing esports market. With several holdings that are driving revenue generation, you get to enjoy the level of esports exposure you want as the video gaming industry expands.

Conclusion

Being able to identify and take advantage of opportunities as they become available makes you a great investor. The risks associated with each venture, time factor, and the possibility of actualizing your investment goals should not be ignored if you want to enjoy positive outcomes.

There is no perfect investment strategy as they all have a downside which is why diversification is important. It improves your exposure as you acquire relevant experience in the esports space, whether you are investing in startups or major companies.

Source: https://cyprus-mail.com/2020/05/19/how-to-invest-in-esports/