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Esports Entertainment Group $GMBL Begins Onboarding Hundreds of Affiliate Partners to Newly Relaunched VIE.gg #Esports Betting Platform $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:06 AM on Monday, May 18th, 2020
  • Company has officially begun onboarding hundreds of affiliate marketing partners to its newly relaunched VIE.gg wagering platform
  • Affiliate partners include esports teams, influencers, streamers, leagues, and super affiliates from Asia, Europe, North America and South America
  • Company believes its Affiliate Marketing program will play a significant role in its organic growth

BIRKIRKARA, Malta, May 18, 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, has officially begun onboarding hundreds of affiliate marketing partners to its newly relaunched VIE.gg wagering platform. The affiliate partners include esports teams, influencers, streamers, leagues, and super affiliates from Asia, Europe, North America and South America. The Company believes its Affiliate Marketing program will play a significant role in its organic growth.

MALTA LICENSE AND NASDAQ LISTING ARE MAJOR ATTRACTIONS FOR AFFILIATES

The Company’s recently announced Malta gaming license and recent listing on NASDAQ are cited by our affiliate partners as very strong factors in their decision to partner with VIE.gg.  Though the Company first began registering a small sample of interested affiliates in 2018, these two factors have generated noticeable enthusiasm from existing and new affiliates who take great comfort in knowing the Company is working within one of the strictest licensing and listing regulatory environments, as compared to private operators.

Moreover, the Company’s financial strength as a result of its successful $8.4million public offering now provides VIE.gg with the resources necessary to support and grow its soon to be large affiliate partner base. 

“Our Affiliate partners are a very important part of our organic growth strategy in 2020 and beyond, so it has been a high priority of ours to provide the comfort and security they need to partner with us and drive their valuable global audiences to VIE.gg,” said Grant Johnson, CEO of Esports Entertainment Group.  “We believe that with the combination of our NASDAQ listing, capital raise and Malta license over the last 30 days we have a formidable competitive advantage to attract, support and grow with affiliate partners that we believe will lead to rapid organic growth for our newly relaunched VIE.gg esports wagering platform.”

Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at VIE.gg. Utilizing this peer-to-peer wagering system, the Company offers real-money, exchange-style wagering on esports events worldwide in a secure environment. The VIE.gg platform provides customers the ability to match bets against one another with Esports Entertainment taking a small commission on the winnings.

“Affiliate marketing is a proven growth model for online gambling,” commented Christian Heinrichs, Esports Affiliate Manager. “Our affiliate streamers broadcast to massive, global esports audiences. Combined with the credibility and support of the many teams and leagues we continue to sign as affiliates, we believe our VIE.gg platform can quickly become the industry standard for safe, secure esports betting.”

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

#NHL Teams Are Utilizing #Esports To Keep Fans Engaged During #Coronavirus Pandemic $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 5:48 PM on Friday, May 15th, 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.

NHL Teams Are Utilizing Esports To Keep Fans Engaged During Coronavirus Pandemic

  • According to team figures, a simulated NHL 20 game between the Devils and Philadelphia Flyers drew over 60,000 live viewers across its platforms and more than 30,000 in games against Calgary, the New York Islanders, Columbus Blue Jackets and Carolina Hurricanes
  • Other teams that joined in and hosted NHL 20 games included Montreal, Winnipeg, Nashville, Edmonton, Washington, Colorado and Dallas

By: Shlomo Sprung

When the National Hockey League suspended play on March 12 due to the coronavirus pandemic, its 31 teams were suddenly confronted with no games, no open arenas, no concession or parking revenue and no obvious, direct way to keep their tens of millions of fans interested and engaged as the world faced months of quarantine and isolation.

“How are we putting ourselves in a position that we can continue to provide a source of entertainment, a source of hope and help people heal throughout this process,” asked Jake Reynolds, the New Jersey Devils’ team president.

For a large number of teams, the answer was esports titles like EA Sports’ NHL 20. And with the NHL game day experience abruptly a thing of the past, clubs like the Devils wanted to provide as best an approximation of that game day feeling as it could. So New Jersey quickly mobilized its content and marketing staff to bring its fans NHL 20 simulations on every game night against its would-be opponents for the remainder of the 2019-2020 season.

New Jersey got Matt Loughlin, its radio announcer, to do the play-by-play for the games. The team integrated actual game day sponsors like M&Ms for its moment of the game, PSE&G for its power plays, Investors Bank for a team roll call and RWJBarnabas Health for the starting goalie matchup. After goalie Cory Schneider recorded 98 saves on 102 shots in a simulated game against the Calgary Flames on March 19, Loughlin interviewed him from his couch, with his excited kids climbing all over him.

“It brought a sense of realism to it,” Reynolds said. “And that was one of the things we heard from so many of our fans. That this was the first sense of normalcy that their children had had during the quarantine period through the first couple of weeks.”

According to team figures, a simulated NHL 20 game between the Devils and Philadelphia Flyers drew over 60,000 live viewers across its platforms and more than 30,000 in games against Calgary, the New York Islanders, Columbus Blue Jackets and Carolina Hurricanes. Other teams that joined in and hosted NHL 20 games included Montreal, Winnipeg, Nashville, Edmonton, Washington, Colorado and Dallas.

“When more teams cooperate,” Devils senior vice president of marketing Jillian Frechette said, “it benefits both teams. The engagement on social platforms is much stronger.

That’s what the Minnesota Wild did when they simulcasted a simulated game against the Devils and decided to stream the rest of their regular season schedule on their Twitch channel. But instead of letting the CPUs do the work, Minnesota enlisted local professional gamers to play the roles of the Wild and its opponents on the scheduled game nights. Though the Wild only got several hundred viewers on its still-growing Twitch, the team was encouraged by the results.

“The market for this is relatively small, but it’s growing,” said Jim Vanek, Minnesota’s senior manager of events and brand activation. “But the people who are interested branch out and consume anything and everything available. So they’re not sticking to just one particular team or market.”

Minnesota’s also gotten a lot of interest from some of its own players to represent the team in NHL 20 matchups, including forwards Jordan Greenway and Ryan Hartman and goalie Devan Dubnyk.

“Some of these younger players that come into the league grew up as gamers,” Vanek said, “and for these guys coming up now and having an affinity for this, it’s been really great for us.”

Greenway and Hartman have played the Nashville Predators duo of Nick Bonino and Roman Josi to a series of two-on-two games, something Nashville has done with some other teams.

“It brings another dynamic when you can have these players on headsets commentating on what’s happening,” Vanek said. “You hear the banter back and forth. It just adds a whole other layer to the viewing experience.”

A look at the Wild’s two-on-two gaming series against Nashville. Twitch screengrab. Twitch

The Florida Panthers tried engaging their fans in certain ways, that included a virtual 5K run that attracted nearly 500 runners in 26 states and two Canadian provinces, but they wanted to try their hand at esports as well after seeing other NHL teams’ success.

So they posted to Twitch for the first time on May 5, with TV analyst Randy Moller playing FloridaPanthers.com reporter Jameson Olive in a game of current Panthers against team alumni called by radio play-by-play announcer Doug Plagens. Olive has even gone on to play some fans in NHL 20 himself over the last week. Eventually, the Panthers are going to bring interested players like forwards Jonathan Huberdeau, Frank Vatrano and Mike Hoffman on board to do live Twitch streams as well.

“When I saw a couple of other teams going with simulations, I liked it, but we thought that we should do something a little different,” said Panthers vice president Shawn Thornton, who won a pair of Stanley Cup titles over his 14-year playing career. “We felt like we wanted to be a little more interactive with our fanbase.”

While Minecraft isn’t the typical esport you’d think of, teams like Minnesota, Anaheim and Las Vegas are using it to reach its youngest fans. They partnered with the North American Scholastic Esports Federation for a contest where teams of four kids between grades 3 and 12 can design team jerseys, logos or physical arenas. The contest runs through May 29, and all entries that design Wild elements will be sent to the team, Vanek said. A winner will be picked in each category and be given a prize pack, and a grand champion will get a player signed Minnesota jersey for the teams of up to four kids.

“We’re really excited to see what kind of creativity comes out of this and to be able to share those submissions with our audience,” Vanek said.

While the Devils were more experienced in producing esports events that can attract big audiences— with weekly Saturday night streams continuing with this weekend’s battle against the archrival New York Rangers— the Wild and Panthers have been encouraged by their initial forays into Twitch.

Minnesota plans on promoting matches more heavily on social media, creating its own gaming specific social media accounts on Twitter, Facebook and Instagram using the Wild Gaming handle. Vanek mentioned the Washington Capitals as a team it’s using as an example for gaming specific channels.

Florida plans on reaching the 500 minutes per months streaming threshold on Twitch to become a Twitch Affiliate, which enables streamers to monetize their content. The pause in play, Thornton said, allowed the Panthers to take a longer approach for their esports strategy even when things return to normal and NHL teams can go back to having fans in the seats. But as the league remains suspended, it’s still about keeping those fans engaged with their teams and brands.

“We have to stay relevant,” Thornton said. “So we’re constantly coming up with different ideas to try and keep the content flowing.”

Source: https://www.forbes.com/sites/shlomosprung/2020/05/14/nhl-esports-devils-panthers-wild-rangers-predators-capitals-minecraft-coronavirus-pandemic/#3df00172d403

#Coronavirus Has Caused A Boom In #Esports Betting – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 6:14 PM on Wednesday, May 13th, 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.


Coronavirus Has Caused A Boom In Esports Betting

  • With all traditional sporting events on hold across the world thanks to the coronavirus pandemic many gambling fans have turned to esports, and as a result bookmakers are seeing a massive increase in esports betting.

By: Mike Stubbs

While esports events have still been cancelled due to the coronavirus pandemic, most competitions are still taking place online, meaning no one has to put themselves at risk to continue playing. The digital nature of esports makes this incredibly easy to do, and as a result it is pretty much the only sports adjacent competition that is still happening on a regular basis. 

This has resulted in many fans who would normally bet on more traditional sports turning their attention to the world of esports and they are now placing bets on competitive gaming.

“All of our key performance indicators have been through the roof in the past three months,” says Quentin Martin, CEO of Luckbox, an esports gambling site. “Turnover has risen to almost 13 times that seen in November 2019, while deposits are up 10x since then. The uptick is across the board and globally. As well as an increase in registrations, we’ve noticed an increase in average bet size, almost double since February.”

But it’s not just consumers who are focusing more on the world of esports betting. With no sports to look for sponsors and investors are also investing more into the esports side of things during this time, looking to capitalize on the boom that is currently happening. 

“Clearly, these are challenging times for many people across the world but, for many, esports and gaming is a welcome distraction,” says Martin. “As well as an increase in customers and betting activity, we’ve seen a huge level of interest from potential investors, who are realizing that esports is resilient to many of the forces that affect traditional sports, not least COVD-19 and a potential recession.”

Typically in most esports it is agreed that when matches are played online there is more potential for major upsets, be it because of technical issues, poor connections or simply players being more comfortable in their own homes. While this certainly makes for more interesting matches, it also helps out the bookmakers, who credit this as another reason for their improved profits during this time. 

“Our data shows that we see an increased number of upsets when moving from LAN to online,” says Martin. “It’s especially noticeable for favorites in odds ranges 1.2 to 1.3 and 1.4 to 1.5, where the trend is clear. There are respectively 6.81% and 11.02% more upsets since most events were forced online due to the pandemic. From our point of view, this is certainly better for the bottom line and we see an increase in profit margins.”

Of course the pandemic won’t last forever, and when traditional sports returns so too will the massive amounts that are gambled on them across the world every day, but for those bookmakers like Luckbox who specialize in esports, it is clear that this pandemic will actually have a long term benefit for their business. 

“Undoubtedly, the lack of traditional sports has prompted more fans to consider esports and it’s realistic to expect that, when sports eventually return, a lot of those fans will go back to the games they know best,” says Martin. “However, the potential of esports betting is well documented and these past few months have brought that into sharper focus, accelerating the numbers. I think the growth level won’t sustain, but the uplift will. A lot of fans of traditional sports have been exposed to the excitement of esports for the first time and, hopefully, they like what they see and will be sticking around.”

Source: https://www.forbes.com/sites/mikestubbs/2020/05/13/coronavirus-has-caused-a-boom-in-esports-betting/#45ce220a6b0a

Esports Entertainment Group $GMBL Receives Malta Gaming License $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:07 AM on Wednesday, May 13th, 2020
  • Received its Gaming Service License for online pool betting from the Malta Gaming Authority
  • The License, issued April 30, 2020, is effective for a 10-year term;
  • May be renewed by MGA for further 10-year periods subject to regulatory provisions.

BIRKIRKARA, Malta, May 13, 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, received its Gaming Service License (“License”) for online pool betting from the Malta Gaming Authority (“MGA”). The License, issued April 30, 2020, is effective for a 10-year term and may be renewed by MGA for further 10-year periods subject to regulatory provisions.

IMPORTANCE OF MALTA GAMING LICENSE

The country of Malta was one of the first countries in Europe to allow and regulate online gambling after first giving out a license in the year 2000. License holders benefit from onshore status in Europe, as well as, advertising across the EU.

In addition, Malta’s globally recognized and powerful regulatory system for iGaming provides our players and partners with the highest levels of trust and confidence in knowing they are dealing with an onshore jurisdiction, whose legislation is in line with applicable EU legislation and international agreements.

“Receiving our Malta gaming license is another major milestone achievement for Esports Entertainment,” commented Grant Johnson, CEO of Esports Entertainment Group. “Fresh off our announcement of a Binding LOI to acquire Argyll Entertainment last week, we are now in the early stages of executing an aggressive growth plan that contemplates both organic and acquisition growth strategies throughout 2020. This Malta License will be an important part of our growth plan.”

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

Interest in #Esports Is booming! – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 5:27 PM on Monday, May 11th, 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.

Interest in Esports Is booming!

  • Esports is the fastest growing theme in the gaming sector
  • Although eSports currently caters to a niche audience – almost 10 per cent of the global online population of around 4.5 billion – its reach is expanding rapidly

Esports is the fastest growing theme in the gaming sector. These organised multiplayer video game competitions have enjoyed spectacular growth over the last decade, with thousands of fans filling stadiums to watch live events and millions following them on streaming platforms.

Although eSports currently caters to a niche audience – almost 10 per cent of the global online population of around 4.5 billion – its reach is expanding rapidly.

GlobalData’s latest reSports eport states that the industry has proved largely immune to the Covid-19 pandemic due to its prompt transition into online formats and sudden spike in interest from traditional sports organisations, which pushed esports further into the mainstream and brought it to the attention of a wider audience.

Rupantar Guha, Senior Analyst of Thematic Research at GlobalData, commented: “Brands from a wide range of industries are investing in esports to reach a young demographic that is typically resistant to traditional advertising channels. The increasing involvement of non-endemic brands such as Coca-Cola and BMW is helping to legitimise eSports, as well as bringing in significant revenue.”

Source: https://advanced-television.com/2020/05/11/report-interest-in-esports-booming/

#CSGO has a million active players, is CSGO the best #Esports for tournaments? – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:30 PM on Sunday, May 10th, 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.

CSGO has a million active players, is CSGO the best esports for tournaments?

By: Ben Hill

With over a million active players playing CSGO it’s a huge game and with over 450 million esports fans worldwide. Of these 450 million fans 201 million are active players from League of Legends, Dota 2 and CSGO. 

CSGO only recently hit the 1 million milestone. Previously at 950,000 and jumped to 1 million active users. In areas like China, CSGO is unpopular but the game is still clearly the most popular. 

Looking at CSGO with Asiabet.org, sites like these offer a wide range of games and reviews that show how much esports fans love esports betting. 

Big tournaments in the CSGO Esport universe provide the ability to inspire and improve your style by seeing the incredible talents of athletes representing your favourite team.

Please enjoy this list of the next CSGO 2020 tournaments if you share our enthusiasm. Don’t forget – the list is in progress, and when it is publicly released, we will include updates on other contests according to the CSGO tournament schedule. 

Many tournaments have different formats, however, esports platforms have data on each match and data on all teams. 

Most pro players do not only use different skins to customise their characters but also to personalise csgo settings.

List of the most-watched CSGO tournaments: 

  • ESL One Cologne (506,000 viewers)
  • IEM Katowice (1,200,000)
  • StarLadder Berlin (838,000)

These tournaments see millions of views following the tournament due to esports fans not being able to watch the tournament live. 

What is CSGO?

CSGO or lengthened to Counter-Strike: Global Offensive is the Valve and Secret Path Entertainment squad focused the first-person shooter, published in 2012. The name itself was a standalone game developed in 1999 and eventually adapted into a Valve game series. 

Players play the role of a terrorist or counter-terrorist with each side having a particular task to achieve before they are eliminated by the opposing team, or according to the full timeline, such as, for example, planting and protecting a bomb on a specific location, while counter-terrorist agents must destroy the terrorists before they can be planted or re-armed

Esports fills the gap while sports declines

In recent years, global recognition on a different stage has been influenced by esports clubs, competitions and matches. The result was that the marketers were looking more and more at the sporting industry in the same way as they consider conventional American sport like basketball and football. 

Earlier in this year, we saw leading brands like Nike, BT, and Kia Motors all partner with sports teams at Louis Vuitton’s then planned 2020 League of Legends World Championships.

With the advent of the pandemic of coronavirus, athletics have now another feature where the sporting industry maintains: widespread suspension of live activities and all the resulting destruction. 

But one distinction with esports is that it is fairly well placed to change to the pandemic environment, given its increasing popularity for filling stages and arenas around the world. Live sporting competitions can be moved online very quickly, unlike conventional sporting. Even though IEM Katowice is absent from his usual live crowd, the annual Counter-Strike: Global Offensive (CSGO) game event set a new crowd record in early March, making it one of the most highly watched major tournaments ever. 

It can only be the solution for the millions of fans whose regular activities are now held. Announcers are informed. So why are companies only just coming on board if they should have had an edge in the first mover?

Source: https://esportsjunkie.com/2020/05/08/csgo-has-a-million-active-players-is-csgo-the-best-esports-for-tournaments/

Esports Entertainment Group $GMBL.ca Signs Binding LOI to Acquire Online Sportsbook and Casino Operator Argyll Entertainment $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:01 AM on Thursday, May 7th, 2020
  • Signed a binding Letter of Intent to acquire LHE Enterprises Ltd, the holding company of online sportsbook and casino operator Argyll Entertainment AG and its operating support subsidiaries
  • Argyll has established itself as a fast growing and innovative gaming company within the UK and Irish market
  • “With Argyll already generating around $12 million in revenue annually, this acquisition will have a major positive impact for our company,” commented Grant Johnson, CEO of Esports Entertainment Group.

BIRKIRKARA, Malta, May 07, 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 binding Letter of Intent (LOI) to acquire LHE Enterprises Ltd, the holding company of  online sportsbook and casino operator Argyll Entertainment AG and its operating support subsidiaries (”Argyll”).

Since launching its flagship brand, www.sportnation.bet, in the summer of 2017, Argyll has established itself as a fast growing and innovative gaming company within the UK and Irish market leveraging the expertise of its 40 strong staff in marketing, technology, risk management, and regulation to offer its customers an entertaining, safe and secure online gaming experience, an award winning rewards program, and access to exclusive and proprietary sports and gaming content.

“With Argyll already generating around $12 million in revenue annually, this acquisition will have a major positive impact for our company,” commented Grant Johnson, CEO of Esports Entertainment Group. “In the current global environment of COVID-19 there has been a surge of interest in online gaming to fill the void left by traditional sports and other activities. Argyll’s established footprint and revenue base, combined with our strong cash position from our successful April capital raise combined with our esports betting platform, places Esports Entertainment in a great position to capitalize on this evolving opportunity.”

Argyll, incorporated in Switzerland, with operational support services in London, UK and Malta, is licensed and regulated by the UK Gambling Commission under licence no. 000-045143-R-323955-001 and the Irish Revenue Commissioners under licence reference no. 1014456 to operate online sportsbook and casino sites in the UK and Ireland, respectively.

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

theScore’s #Esports Menu Expands With Live Shows – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:42 PM on Tuesday, May 5th, 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.

theScore’s Esports Menu Expands With Live Shows

By Danni Santana

  • The company tested its live content strategy with a charity esports event May 1.
  • theScore has set new records for Youtube views in two straight months, headlined by 28 million views in April.

Toronto-based theScore is best known for its sports news and betting apps. But it has quickly developed a strong following on YouTube for esports – surpassing 1 million subscribers last November. 

Now, the company is adding to its esports repertoire by introducing live-streamed shows and community events to gaming fans. 

theScore’s esports vertical, launched in 2015, has undergone multiple iterations, according to Aubrey Levy, who oversees esports strategy as the company’s vice president of content. What began as just providing scores and highlights of significant pro leagues and events has shifted to a focus on competitive gaming culture.

“It’s been a bit of navigation and an exploratory journey to get to the strategy that works,” Levy said. “We started by thinking we could leverage our existing sports app and apply that to esports when nobody was doing that. We did that. We marketed the hell out of it and saw some pickup, but ultimately we saw a cap on that addressable audience, which was surprising.” 

theScore now produces between eight to 10 original shows weekly for viewers, delving into crucial moments from competitions and profiling player personalities. The approach is a common one within esports circles as a means to grow the industry’s popularity with casual gamers while appeasing hardcore fans. 

Rather than adapting franchises to popular esports titles, theScore’s original shows, including “The Story Of” and “Esports Shorts,” look for story angles from competitive League of Legends or Counter-Strike: Global Offensive that directly fit its shows concepts. theScore also partners with publishers to produce one-off series that promote a tournament or a younger esports title such as Mortal Kombat or Tom Clancy’s Rainbow Six Siege.

Staff being forced to work remotely due to the coronavirus pandemic hasn’t led to a disruption in any of theScore’s programming. theScore attracted a record 23.3 million views in March, a number it later surpassed in April with 28 million views. The company attributes the rise in viewership partly to the backdrop of traditional sports being on pause. 

“I think consumers are looking for outlets, and fortunately, we’ve been able to benefit in terms of an uptick in viewership because of that,” Levy said. theScore’s April viewership totals represent a 150% year-over-year increase.

Following the success producing video-on-demand content for streaming audiences, theScore took its first crack at running a live esports event around Ubisoft’s Rainbow Six Siege on May 1.

The COVID-19 relief event, “Pros vs. Plebs,” offered fans of Rainbow Six Siege a chance to enter a one-day competition and face off against current world champions SpaceStation Gaming and former world champion and esports content creator George “KingGeorge” Kassa. 

Fans gave $5 per entry – which was donated to the Coronavirus Relief Fund part of the Global Giving’s Disaster Recovery Network. More than $8,000 was raised, according to theScore. 

The three-hour stream was broadcast on theScore’s Twitch and YouTube channels and was produced without the help of a third-party, according to the company. More than 37,000 fans have watched the event as of May 4.  

“This is an extension to live streaming from VOD, and less so about starting an events division,” Levy said. “The event just seemed like a good opportunity for us to dip our toes into the water with livestreaming.” 

theScore concedes there will be a large amount of trial and error as it introduces more live shows or community-based gaming competitions across multiple titles. To date, there is no defined or concrete content strategy for its new approach. 

However, in the leadup to the coronavirus pandemic, theScore came up with several show ideas to test, including a desk-side studio show and another focused on gameplay style.  

“Honestly, I think both live shows and events are open avenues for us,” Levy said. “We have the capacity to run these community-based events. And if they are successful I think we have the ability to continue standing those up across multiple titles. At the same time, we figure out our next live show after our charity event. I think you’ll probably see us try out both.”

Source: https://frntofficesport.com/thescore-esports-content-strategy/

#Esports ride crest of a wave as figures rocket during #Covid19 crisis – SPONSOR Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:23 PM on Monday, April 27th, 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.

Esports ride crest of a wave as figures rocket during Covid-19 crisis

  • The playing of video games is up – Verizon reported that US domestic peak-hour usage was up 75% in the first week of quarantine – but tellingly gaming as a spectator sport is also through the roof.
  • Twitch, one the world’s biggest streaming platforms for gamers, is estimated to have grown its audience by up to a third in March alone

By: Scott Heinrich

Esports have never had it so good. Although competitive video gaming hasn’t proven entirely invulnerable to the coronavirus pandemic, it isn’t doing so bad out of it either. With mainstream sports around the world on hold, people are increasingly turning to gaming to fill the empty hours of lockdown and isolation.

The playing of video games is up – Verizon reported that US domestic peak-hour usage was up 75% in the first week of quarantine – but tellingly gaming as a spectator sport is also through the roof. Twitch, one the world’s biggest streaming platforms for gamers, is estimated to have grown its audience by up to a third in March alone. “With more stay-at-home mandates being issued around the world and the entertainment industry finding new ways to migrate their offerings to livestreaming platforms, we expect to see these numbers rise,” says Doron Nir, the chief executive of StreamElements.

Globally, gaming is also riding the crest of a wave brought about by celebrity endorsement. With sport’s best-known athletes temporarily not doing what they do best, digital pursuits are filling the void. Motor racing has led with way, with Formula 1 hosting virtual Grands Prix in place of its scheduled events. Last weekend, Ferrari driver Charles Leclerc won on debut for the FDA Hublot Esports Team. The race was broadcast live on ESPN2 among 12 hours of esports programming. Nascar and Supercars have also migrated online in this time of hiatus, the latter backed by Jamie Whincup and shown on Kayo and Fox Sports.

Elsewhere in Australia, NRL clubs Canterbury-Bankstown Bulldogs and Wests Tigers met as they were intended to in round three of the premiership season. But instead of competing on the rugby league field, players locked horns on the imaginary battlegrounds of Fortnite. And it was all streamed on Facebook. In Finland, rather than cancel its national hockey league play-offs, the decision was taken to migrate them to the NHL 20 console game and broadcast them on national television. In the UK, the world’s most famous thoroughbred jumps race, the Grand National, was this year digitally simulated, bet on with real money and watched by almost 5m free-to-air viewers.

But if you think esports is immune to the effects of the coronavirus, think again. Although essentially digital events, the big gaming competitions are held in stadiums and attended just like conventional sports. The US$30m 2019 Fortnite World Cup, won by a 16-year-old gamer known as Bugha, drew 2.3m concurrent views across YouTube and Twitch but was also watched live by 19,000 people at New York’s Arthur Ashe Stadium.

For sporting organisations in this country, the disruption to normality might quicken an association with esports that to date has been a toe in the water

Such events have been hit hard by Covid-19. The Overwatch League announced recently it would be playing out its entire 2020 season online, while Play! Pokémon was forced to cancel its North American International Championship and World Championship. Numerous other esports have been impacted by the coronavirus, but where conventional sports have been ground to a halt by containment measures gaming has largely found a way.

The upward trajectory for gaming brought on by the pandemic has accelerated what was already a growth industry, with Australian estimates suggesting demand for esports has at least tripled since the coronavirus outbreak. For sporting organisations in this country, the disruption to normality might also quicken an association with esports that to date has been a toe in the water.

Football Federation Australia inaugurated the E-League in 2017, with each A-League club represented by two gamers on the Fifa video game. Last month, FUTWIZ Marko and FUTWIZ Jamie claimed the 2020 premiership for Sydney FC. Also in 2017, the Adelaide Crows became the first Australian sports club to expand into esports when they acquired the Legacy Esports team.

As well as a vehicle to increase brand awareness, esports can broaden audience and provide new revenue streams. “Most of our traditional streams of revenue are almost tapped out,” Nigel Smart, the Adelaide chief operating officer, said on the Sports Geek podcast last year. “Where does future growth come from? We have a multi-dimensional international strategy and we also have a multicultural strategy. Having an esports team is an extension of both of those. The founding shareholders of Legacy, they’re still involved in the team. They’re on the performance side, they’re on the front end. What we bring as a football club is that back end in terms of content strategy, merchandise models and commercial partnerships.”

With Covid-19 now starving clubs of their usual forms of income, the need to branch out has never been greater. “If they want to engage more of their members, and keep their members as members, they need to evolve that esport team to create tournaments in their club,” Esports Academy director Patrick Chye said recently. “The Crows, for example, should create tournaments for their fans to engage them. Now’s the opportunity. Everyone is at home anyway.”

Mat Jessep, the Esports Games Association Australia chief executive, adds: “There are so many opportunities to integrate competitive gaming into your traditional sports offering. This alone probably would not save a club, or a sport in a position that the NRL is in, but it wouldn’t hurt either. It could really form that incremental income, that come the next rainy day, there’s a bit of savings set aside that a sport can fall back on.”

Source: https://www.theguardian.com/sport/2020/apr/11/esports-ride-crest-of-a-wave-as-figures-rocket-during-covid-19-crisis

#Esports popularity explodes – SPONSOR Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 6:14 PM on Friday, April 24th, 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.

Esports popularity explodes

  • It’s a multi-billion dollar industry, with the top-tier players taking in huge earnings through prize money, sponsorship and endorsements
  • And now the growth and viewership of Esports has taken off during isolation as sports fanatics turn to what is one of the only alternatives to regular live competition

By Michael Roberts | posted on April 24, 2020

WITH traditional sports like footy and cricket taking an enforced hiatus during the COVID-19 crisis, Esports has taken control of the driver’s seat as viewers flock to watch their favourite sports stars try their hand at online games.

For the uninitiated, Esports or simply electronic sports, sees professional video gamers compete for glory in online tournaments, with sometimes millions watching around the world through streaming sites like Twitch.

It’s a multi-billion dollar industry, with the top-tier players taking in huge earnings through prize money, sponsorship and endorsements.

And now the growth and viewership of Esports has taken off during isolation as sports fanatics turn to what is one of the only alternatives to regular live competition.

Unable to host real life races, motorsports like IndyCar, Formula 1 and Australian Super Cars are all holding virtual tournaments to fill the void.

Ball sports are also getting in on the action too, with the NBA hosting an online players tournament and some of the biggest clubs in European football getting involved in representative gaming competitions.

With the Australian Supercars Championships suspended until June, a BP Supercars Allstars Eseries is taking place via an iRacing computer simulation platform, with Supercars drivers contesting the race from their respective homes.

The action is being broadcast live on Fox Sports, Kayo and on Facebook, with over 350,000 people tuning in from around the world to watch round one of the online action.

Australian Esports League Executive Director Darren Kwan said the COVID-19 shutdown had brought in a new type of audience to the Esports space because there was a lack of content.

“It’s a significant growth period for the Esports industry,” he said.

“It’s been a huge leap. It’s been explosive.”

Mr Kwan said virtual motorsport was easily the fastest growing market.

“Bringing in the superstar power of the drivers and the race teams into it really worked,” he said.

“You look at the existing races that had audiences of 800 watching and now they’ve got audiences in the hundreds of thousands watching.”

In a sensational coup, Supercars recruited Formula 1 superstar Max Verstappen as a wildcard for round two of its Allstars Eseries, with the Belgian star finishing second at the virtual Barcelona circuit behind close friend Shane van Gisbergen.

Speaking to Fox Sports, Verstappen said the whole race was a lot of fun.

“These cars are definitely not easy to drive,” he said.

“I really enjoyed it.”

The races are proving a hit all over the country, including locally in Albany, with GoldMX radio host and self-confessed racing fanatic Damien Watson telling the Weekender he was impressed by the quality of production.

“It’s literally like watching the V8s on the weekend,” he said.

“You’ve even got Neil Crompton doing the commentary. They do a great job, it’s extremely professional. It surprised me.”

Mr Watson doesn’t just love watching motorsports; he is passionately involved in iRacing too and has even had the chance to race with the like of van Gisbergen during online practice sessions.

“I love watching them race, but I hate seeing how good they are compared to me,” he said.

“I have been on the track with a couple of them, and they make me look amateur, and I’ve been doing this most of my life.”

Mr Watson said iRacing had been around for about a decade, but participation had skyrocketed since the COVID-19 shutdown.

“It’s about three times the amount of users online you would normally see at any one time now,” he said.

“This is a way for Esports to get into the mainstream. This is reaching a target audience Esports could have only dreamed of.”

Such is the momentum, Mr Kwan said the Australian Esports League had been approached by local councils and state governments to set-up online tournaments for various PG-rated games where residents could get together and form some friendly competition.

“That’s something we never thought would happen,” he said.

“There are a lot of bored people at home who need this to take their mind off things.” Source: https://gsweekender.com.au/esports-popularity-explodes-australian-super-cars-gold-mx-albany-wa-damien-watson/