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#ESports League Will Pay Players A Minimum Of $50,000/Year + Benefits; # Patriots/ #Mets Acquire Franchises For $20 Million $GMBL.us

Posted by AGORACOM-JC at 11:08 AM on Thursday, August 24th, 2017

Players will also get health insurance, retirement benefits

League is built around company’s Overwatch shooting game

The league is one of several professional video-gaming organizations built to resemble traditional sports groups like the National Football League or National Basketball Association. Overwatch League will have franchises based in specific cities, with media rights, revenue sharing and free-agency periods. Unlike the established sports leagues, however, there is no players union to collectively bargain for benefits, leaving those decisions largely up to the publisher.

Video-game players competing in Activision Blizzard Inc.’s new esports league will receive minimum salaries of $50,000 a year, health insurance and retirement benefits.

Players in the Overwatch League, set to launch later this year, will also get at least 50 percent of all performance bonuses earned by their team, the Santa Monica, California-based company said in a statement Wednesday. Total bonuses distributed in the first season will be $3.5 million, according to Activision, with at least $1 million going to the season champion.

In esports, professional video-game players compete live and online before crowds of spectators. Game publishers see the competition as a way to showcase titles and connect with fans. The new league is built around Activision’s Overwatch game, a cartoonish version of a shooting game featuring six-player teams competing in a future version of Earth.

The league is one of several professional video-gaming organizations built to resemble traditional sports groups like the National Football League or National Basketball Association. Overwatch League will have franchises based in specific cities, with media rights, revenue sharing and free-agency periods. Unlike the established sports leagues, however, there is no players union to collectively bargain for benefits, leaving those decisions largely up to the publisher.

Mad Scramble

Activision’s announcement Wednesday sets the stage for a mad scramble for talent. All 30 million Overwatch players are considered free agents, meaning they can sign with any team, regardless of previous affiliations. The official signing window will run from Aug. 1 to Oct. 30. All players will sign a one-year guaranteed contract with an option for a second year. Teams will also provide housing and practice facilities. The $50,000 salary floor compares with a $53,000 minimum in Major League Soccer.

Activision shares rose 2.8 percent to close at $62.64 in New York Wednesday. They’ve gained 73 percent this year.

Earlier this month, Activision announced the first seven ownership groups in the league, a list that includes New England Patriots owner Robert Kraft and Jeff Wilpon, whose family owns the New York Mets. The groups each agreed to pay a $20 million franchise fee, according to people with knowledge of the matter.

Activision Chief Executive Officer Bobby Kotick has identified esports as one of the growth areas for the company, the largest independent video game publisher. In March, Overwatch was named Game of the Year at the Game Developers Choice Awards.

The main rival to Overwatch League is Riot Games’ reformed League of Legends Championship Series, or LCS. The 2018 North American LCS announced that league revenue would be split among players (35 percent), teams (32.5 percent) and the publisher (32.5 percent). Los Angeles-based Riot Games is part of China’s Tencent Holdings Ltd.

There is no set launch date for Overwatch League. Activision said it may add more teams before the league starts later this year.

VIA BLOOMBERG

VIDEO: Stephen Banham Talks Vie #Esports from #gamescom $GMBL

Posted by AGORACOM-JC at 9:59 AM on Thursday, August 24th, 2017

Marijuana Company of America $MCOA.us Retained The Brand Law Firm, P.A., And, Craig A. Brand, Esq. #MMJ

Posted by AGORACOM-JC at 7:39 AM on Tuesday, August 22nd, 2017

15233 mcoa

  • Retained Craig A. Brand, Esq., The Brand Law Firm P.A. (TBLF), and his cannabis consulting team to provide specialized legal support
  • Focused on complex business, banking and investments in the cannabis and hemp industry

ESCONDIDO, CA–(Aug 22, 2017) – MARIJUANA COMPANY OF AMERICA, INC. (“MCOA” or the “Company“) (OTC: MCOA), an innovative cannabis and hemp marketing company, is pleased to announce that it has retained Craig A. Brand, Esq., The Brand Law Firm P.A. (TBLF), and his cannabis consulting team to provide specialized legal support.

The Brand Law Firm, P.A. is a specialized law firm focused on complex business, banking and investments in the cannabis and hemp industry with national and international clients spanning across all sectors of the industry. From cultivation and extraction to landlords, dispensaries, product development, taxation and banking to compliance and more, TBLF provides industry expertise and is a leading source of knowledge, skill and experience in the cannabis and hemp industries. The Brand Law Firm and its legal, affiliate and consulting teams have more than 75 years of defense and industry experience, training and knowledge.

Craig A. Brand, Esq. and TBLF will provide MCOA with legal support in the areas of general corporate compliance, cannabis and hemp related matters regarding licensing, applications import/export, state, national and international government relations, regulatory analysis and compliance, securities, taxation, product and brand development, as well as introductions to the top product and service providers in the industry.

“We are very fortunate to have an attorney like Craig Brand and his team at The Brand Law Firm advising the Company in all legal matters. Having an experienced legal team led by Craig to guide us will give our Company team confidence in knowing we will always be compliant,” said CEO Donald Steinberg.

Forward Looking Statements
This news release contains “forward-looking statements” which are not purely historical and may include any statements regarding beliefs, plans, expectations or intentions regarding the future. Such forward-looking statements include, among other things, the development, costs and results of new business opportunities and words such as “anticipate”, “seek”, intend”, “believe”, “estimate”, “expect”, “project”, “plan”, or similar phrases may be deemed “forward-looking statements” within the meaning of the Private Securities Litigation Reform Act of 1995. Actual results could differ from those projected in any forward-looking statements due to numerous factors. Such factors include, among others, the inherent uncertainties associated with new projects, the future U.S. and global economies, the impact of competition, and the Company’s reliance on existing regulations regarding the use and development of cannabis-based products. These forward-looking statements are made as of the date of this news release, and we assume no obligation to update the forward-looking statements, or to update the reasons why actual results could differ from those projected in the forward-looking statements. Although we believe that any beliefs, plans, expectations and intentions contained in this press release are reasonable, there can be no assurance that any such beliefs, plans, expectations or intentions will prove to be accurate. Investors should consult all of the information set forth herein and should also refer to the risk factors disclosure outlined in our annual report on Form 10-12G, our quarterly reports on Form 10-Q and other periodic reports filed from time-to-time with the Securities and Exchange Commission. For more information, please visit www.sec.gov.

For more information, please visit the Company’s websites at:
MarijuanaCompanyofAmerica.com
hempSMART.com
agoracom.com/ir/MarijuanaCompanyofAmerica

Contact:
Marijuana Company of America, Inc.
Investor Relations
1+(888)-777-4362
[email protected]

Nielsen count: Measuring value of #Esports tournaments $GMBL.us

Posted by AGORACOM-JC at 11:04 AM on Thursday, August 17th, 2017
  • Nielsen has launched a competitive gaming branch that will measure the value of esports tournaments, events and streams
  • Also release global fan insights throughout the year, with a new research offering spanning the United State, England, Germany, France, Japan, South Korea, and China in 2017

Nielsen developed Esport24, a syndicated sponsorship tracking service for esports tournaments. The service measures brand exposure in esports tournaments representing a variety of titles, event formats and geographic locations based on the same methodology that allows traditional sports rights holders and brands to quantify value and benchmark performance.

Nielsen has created an esports advisory board of industry stakeholders who will provide insight to help shape the future of esports audience measurement and valuation. ESL, ESPN, Facebook, FIFA, Major League Gaming/Activision Blizzard, NBA 2K League, The Next Level, Sony PlayStation, Turner, Twitch, Twitter, Unilever, and Google YouTube are all part of the board.

“The global, digital and young nature of esports fan base audience represents advertising’s most highly sought after segment, yet consistent and high quality data has been a challenge to measure and define,” said Craig Levine, CEO of North America, ESL. “As ESL has been pioneering esports for the past 15 years, we have witnessed the incredible growth and enthusiasm of our audience.

“We’re excited to partner with Nielsen and other industry leaders to guide the framework to measure esports sponsorships, shape the industry, and help further accelerate the esports industry overall.”

Nielsen is one of top market research firms that measure the TV and media business.

Stephen Master and Nicole Pike will-lead the global Nielsen Esports business.

Source: http://nationalpost.com/pmn/entertainment-pmn/nielsen-count-measuring-value-of-esports-tournaments/wcm/7ab5e381-753b-447e-946f-c12fbb83b3b6

College #Esports Teams Aim To Get Varsity Sport Status $GMBL.us

Posted by AGORACOM-JC at 6:00 PM on Wednesday, August 16th, 2017
  • New leagues. Tespa’s events now include competitions in Overwatch, Hearthstone, Heroes of the Storm, StarCraft II, World of Warcraft and Rocket League.
  • Open membership. Previously, students had to compete in a Tespa league or go to a university with a Tespa chapter. This year, students at any North American university may compete, a move Tespa hopes will spur chapter creation.
  • Six broadcasts a week, and on- and off-seasons for each game (Overwatch in the fall, for example, and Hearthstone or Heroes in the spring.)

I write about PC gaming, virtual reality games and Blizzard eSports.Opinions expressed by Forbes Contributors are their own.

Heroes of the Dorm Blizzard Entertainment

Fans cheer on University of California, Irvine, at the 2017 Heroes of the Dorm competition.

Two announcements today will help esports take one more step toward traditional competitive sports status at universities around the country.

Tespa, organizers of the “Heroes of the Dorm” competitions broadcast on ESPN networks, announced a slew of new changes for its events designed to direct more scholarship money towards student gamers and encourage participation from more university campuses. Among the announcements:

  • New leagues. Tespa’s events now include competitions in Overwatch, Hearthstone, Heroes of the Storm, StarCraft II, World of Warcraft and Rocket League.
  • Open membership. Previously, students had to compete in a Tespa league or go to a university with a Tespa chapter. This year, students at any North American university may compete, a move Tespa hopes will spur chapter creation.
  • Six broadcasts a week, and on- and off-seasons for each game (Overwatch in the fall, for example, and Hearthstone or Heroes in the spring.)
  • More money. Tespa tournaments will hand out more than $800,000 in scholarships and $200,000 in other prizes. Heroes of the Dorm winners already received full scholarships for the remainder of their college careers.
  • In-game rewards. Tespa competitors in Blizzard Entertainment titles–all the games on the list but Rocket League–will earn in-game goodies such as Hearthstone card packs or Heroes of the Storm loot chests by progressing in standing with Tespa.

In a simultaneous statement, Georgia State University announced that it will join two collegiate gaming leagues, the National Association of Collegiate eSports (NACE, which has 33 programs) and the new Georgia Esports League (GEL), which launches next month. GSU will become the latest university to award scholarships, practice facilities and other varsity-team perks to its gamers, joining such campuses as University of California, Irvine; Western Kentucky University and the University of Utah.

 

Blizzard Entertainment

Adam Rosen

“One of the things we’re focused on is to help grow collegiate teams in the esports space,” said Adam Rosen. He and twin brother Tyler founded Tespa when they were students at  the University of Texas at Austin. “We want competing for universities to be an aspirational thing. A lot of times universities are a little bit scared of it. It’s a risky endeavor. We’re attempting to provide assurances that our leagues will be around for multiple years, and formats will be consistent. We strongly feel it’s going to be the best year ever for esports.”

Tespa’s first year in 2010 consisted of an informal group of approximately 30 gamers from UT who showed up to compete in StarCraft II. Today it encompasses more than 65,000 members, with 220 chapters at more than 1200 universities.

“If we were to look at Tespa’s size now and compare it to a Greek organization, we’d be in the top 10 in the world for number of chapters,” Tyler Rosen said. “When Adam and I founded Tespa, we had this dream of elevating gaming to the same levels as traditional sports on campus. Last year, we had more tournaments than ever before.”

Georgia State University statements say the university sees esports as a way for its students to not only compete, but build skills and provide opportunities to learn concepts in broadcasting, production, coaching, student management, game development and marketing.

Blizzard Entertainment

The University of Texas at Arlington won Heroes of the Dorm 2017.

“The skills developed by eSports-interested students are the very skills most needed for success in the 21st century economy, including collaborative soft skills and computer coding,” said David Cheshier, director of the Georgia State Creative Media Industries Institute, in a written statement. “We see this initiative as building essential links to emerging creative careers in animation, 3D and immersive world creation, and other media industries.”

More than 90 million viewers watched esports finals in 2016, the university said.

“Esports are both the most rapidly growing field of sports and also one of the best ways to get students interested in technology,” said Andrew Greenberg, president of the Georgia Game Developers Association. GGDA sponsors the new Georgia league.

“Georgia State has become one of the first schools to recognize the link between eSports and academic achievement. We are delighted both with its role as one of the Georgia Esports League’s inaugural members and the opportunities it is providing its students.”

 Blizzard

Tyler Rosen

Tyler Rosen said when the company first got started–even when its Heroes of the Dorm tournament was first broadcast on ESPN–colleges were hesitant.

“At first, a lot of the universities ignored their teams,” he said. “But what we saw hosting that tournament year over year was that universities were supporting their teams: celebrating on social media, giving them facilities they needed. Arizona State University [winners the 2016 Heroes of the Dorm competition] brought them back to campus, paraded them at a baseball game, and gave them full housing scholarships. That’s a really great trend that we’ve seen growing.”

Registration for upcoming Tespa tournaments begins today.

 

I’ve covered gaming for more than two decades, and I cover PC games, VR games and Blizzard eSports for Forbes. Sign up for email alerts when my stories run. Follow me @gbitses.

 

Source: https://www.forbes.com/sites/hnewman/2017/08/16/college-esports-teams-aim-to-get-gaming-varsity-sport-status/#3a5ce9c51191

 

BULLETIN: Casinos embrace esports even as they work to understand it $GMBL.us

Posted by AGORACOM-JC at 10:44 AM on Tuesday, August 8th, 2017

  • Competitive video game tournaments, known as esports, are a growing industry around the world
  • fast-paced action, vivid graphics and often violent on-screen action is catnip to millennials, the audience casinos are targeting as their core slot players grow old and die

In this March 31, 2017 photo, video game players compete against one another in an esports tournament at Caesars casino in Atlantic City, N.J. Casinos are slowly embracing esports as a way to help their bottom line, but so far, the money is coming from renting hotel rooms to the young players and selling them food and drinks, not from turning them into gamblers. (AP Photo/Wayne Parry)

ATLANTIC CITY, N.J. — Casinos are slowly embracing competitive video game tournaments as a way to help their bottom lines, but the money is coming from renting hotel rooms to the young players and selling them food and drinks, not from turning them into gamblers.

Like most other ways gambling halls have tried to attract millennials and their disposable income, it hasn’t been easy. Atlantic City was first city in the nation to adopt skill-based slot machines to woo millennials but bailed on them after a few months when the response was underwhelming.

Competitive video game tournaments, known as esports, are a growing industry around the world. The fast-paced action, vivid graphics and often violent on-screen action is catnip to millennials, the audience casinos are targeting as their core slot players grow old and die.

But it’s been difficult to move them from the video console to the craps table.

“Everybody’s still trying to figure out, how do you make this appealing for the consumer and make sense for the business? How do we all profit from this?” said Kevin Ortzman, Atlantic City regional president for Caesars Entertainment, which owns three casinos in the city.

The company in March hosted an esports tournament at Caesars that drew about 900 competitors and spectators.

The bottom line result was encouraging, if not dynamite.

“We certainly experienced a spike in our hospitality offerings — the hotel, food and beverage side of things,” Ortzman said. “We didn’t see as much on the gambling side, which we weren’t terribly surprised by.”

But he said coming up with ways to attract millennials is a necessity for the casino industry as a whole, adding that esports players could be cultivated to embrace casinos for video game competitions the way their parents and grandparents went there to play slot machines.

Gambling requires discretionary income and free time, things that people starting their careers or families may not have in abundance, said David Schwartz, director of the Center for Gaming Research at the University of Nevada-Las Vegas.

“The big question is whether people who are 40 or 20 now will begin to play casino games as they get older,” Schwartz said. “This isn’t a given.”

Schwartz agreed the real money for casinos in esports tournaments comes from ancillary spending on food, drinks and hotel rooms.

The Caesars video tournament offered $200,000 in prize money, including a $70,000 top prize, that lured players like Jose Mavo, of Charlotte, North Carolina, who has been playing competitively for a decade and has become a casino customer as a result of being in tournaments hosted by gambling halls.

“We had a tournament in Vegas, and that was the first time I went to a casino, so ever since then, I’ve been gambling quite a bit,” he said, listing blackjack and roulette as favourites.

Alec Collins, of Piedmont, South Carolina, who goes by the competitive name Shock, is only 18, so he’s three years away from gambling legally. But it’s something he’d like to try then.

“I love Atlantic City so in a few years I would definitely come back and experience the casino a little bit,” he said.

Until then, he added, referring to the video game competition, “We’re just here to shoot our guns.”

Wall Street sees growth potential in esports. Deloitte Global pegged the worldwide esports market last year at $500 million, up from $400 million in 2015, and estimated the industry has a global in-person or online audience of nearly 150 million people a year.

Newzoo, a company following the esports market, predicted in a report that esports will generate nearly $700 million this year, including media rights, ticket and merchandise sales, brand partnerships and game maker investments. The company projects that figure will surpass the $1.5 billion mark by 2019.

One of the biggest supporters of esports among casino owners is Seth Schorr, CEO of the Downtown Grand in Las Vegas, whose casino regularly hosts video game tournaments that, he said, “make a little bit of money.” But Schorr said the tournaments offer other revenue opportunities, including suites for groups and meal packages.

“Is it the silver bullet? Of course not,” he said. “Is it one tactic in an overall strategy? Of course it is.”

Source: http://business.financialpost.com/business-pmn/casinos-embrace-esports-even-as-they-work-to-understand-it/wcm/558dffd2-75e5-49e2-932f-58b8e0e8ab66

Esports Entertainment Group Announces Two Key Employee hires, Preparing For Launch Of Esports Betting Platform $GMBL.us

Posted by AGORACOM-JC at 11:58 AM on Thursday, August 3rd, 2017

Esports large

  • Announced hiring of two additional key personnel
  • Preparing for the imminent launch of Esports betting operations

ST. MARY’S, ANTIGUA–(Aug 3, 2017) – Esports Entertainment Group Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering, is pleased to announce the hiring of two additional key personnel in preparation for the imminent launch of our esports betting operations. The new personnel adds to the digital marketing team and full time staff announced in July.

Stephen Cotugno – Vice President, Corporate finance

Stephen has extensive corporate finance and investment banking experience over the last 20 years. Most recently, he served as Vice President, Investment Banking at Axiom Capital Management, a New York based investment bank, where he specialized in utilizing new SEC regulations under The Jobs Act to assist companies in raising capital.

As Vice President, Corporate, Stephen will be primarily focused on leading our growth funding over the next couple of years, as well as, IR communications with institutions and funds.

Brian Cordry – Head of Esports 

Brian brings extensive esports experience to the Company on multiple fronts, including spending the past five years as an esports multi-team owner with Winterfox, as well as, a manager with Velocity eSports and Evil Geniuses.

As Head of Esports, Brian will ensure that our online product doesn’t repeat mistakes that previous gambling websites have made, keeping everything transparent for the esports community – and creating a safe, competitive platform where esports fans can show off their knowledge of their favorite teams and players while betting against each other.

Grant Johnson, CEO of Esports Entertainment Group stated, “With the Company on the verge of launching the safest, most secure and transparent esports betting platform in the world, the addition of both Stephen and Brian to our growing team of esports and corporate professionals is timely. Esports Entertainment Group intends on becoming a meaningful long-term player and leader within the hyper growth esports industry by aggressively growing our operations over the next several years. These gentlemen bring significant skill sets and credibility to enable that growth.”

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup

About

Esports Entertainment Group Inc. is a licensed online gambling company specifically focused on eSports wagering. Esports Entertainment intends to offer wagering on esports events in a fully licensed, regulated and secured platform to the global esports audience, excluding the United States. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player video games tournaments online for cash prizes. Esports Entertainment is led by a team of industry and technical experts from the online gambling and video game industries, esports, marketing, legal and financial professionals. The Company maintains offices in St. Mary’s, Antigua and Barbuda. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL. For more information please visit www.esportsentertainmentgroup.com

About Esports Entertainment Group Licensing, Compliance And Regulatory Process

1. Esports Entertainment Group (Antigua Subsidiary) is licensed by the Kahnawake Gaming Commission.

2. Esports Entertainment Group has entered into a Betting Gaming Platform Software Agreement with Swiss Interactive Software GmbH to provide wagering platform software.

3. Esports Entertainment Group has agreed to integrate the award-winning affiliate management platform of Income Access to manage the Company’s forthcoming affiliate program.

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:

Corporate Matters
Grant Johnson
Chief Executive Officer
[email protected]

All Investor Relations Inquiries
AGORACOM
[email protected]
https://agoracom.com/ir/eSportsEntertainmentGroup

FEATURE: COAL, the world’s largest source of energy for the production of electricity $AEXE.us

Posted by AGORACOM-JC at 10:33 AM on Thursday, August 3rd, 2017

  • Coal is the world’s largest source of energy for the production of electricity.
  • 1 billion tons of coal used in global industrial steel production each year.
  • There are zero alternatives to coal in the industrial steel-making process.

Anthracite Coal

What Is It and Why This Is So Important?

Anthracite is officially classified as coal however it is not just another fuel, anthracite should not be confused with just ordinary bituminous coal.

Anthracite is the highest quality metallurgical coal available, clean burning, hard coal with the highest carbon content of any coal, very energy efficient and even burns smoke free.

This premium coal represents only 1% of world coal reserves.

FEATURE: Everlert $EVLI.us to underwrite and develop the Intellectual Property Rights of unpublished Elvis Presley and Tupac tracks

Posted by AGORACOM-JC at 9:26 AM on Wednesday, August 2nd, 2017

Everlert large
Everlert to merge with JH Media Group, created and developed by the late Jerry Heller

  • In collaboration with legendary music producer Denny Diante and the renowned Jennifer Harper
  • Enables Everlert to underwrite and develop the Intellectual Property Rights included in the merger
  • IP Includes unpublished Elvis Presley and Tupac tracks

“Everlert anticipates increased value based upon our merger with JH MEDIA Group and the ongoing efforts of its talented and accomplished CEO Jennifer Harper, who was recently appointed as the new President of Everlert along with the legendary Denny Diante, who was also appointed to the Board,” said Blankenship.

Marijuana Company of America Announces a $5 Million Fixed Funding Commitment $MCOA.us

Posted by AGORACOM-JC at 11:44 AM on Tuesday, August 1st, 2017

15233 mcoa

  • Announced today that it has signed an investment agreement with Tangiers Global, LLC for a Fixed Funding Commitment which will provide the Company with an equity investment of up to $5 million

ESCONDIDO, CA–(Aug 1, 2017) – MARIJUANA COMPANY OF AMERICA, INC. (“MCOA” or the “Company”) (OTC PINK: MCOA), an innovative cannabis and hemp marketing and distribution company, announced today that it has signed an investment agreement with Tangiers Global, LLC (“Tangiers”) for a Fixed Funding Commitment which will provide the Company with an equity investment of up to $5 million. The funding is subject to and contingent upon the Company filing an S-1 registration statement with the Securities and Exchange Commission, and having the Commission deem the registration effective. Concurrent with execution of the investment agreement, the Company also entered into a bridge loan facility with a face value of $250,000 pursuant to which it issued a 10% fixed price convertible promissory note. Proceeds of both the bridge loan and equity facilities may be used for working capital purposes and to pursue acquisitions or other strategic opportunities.

Donald Steinberg, President and CEO of MCOA, commented: “We are excited to partner with Tangiers. They have committed to providing us with the capital we require to rapidly grow the business. Their decades of experience and knowledge will provide us with the edge we need to effectively position the Company in the marketplace. They thoroughly understand MCOA, our industry and our ambitious goals — our partnership will ensure that we meet those goals and maximize shareholder value.”

The Director of Investments at Tangiers stated: “Marijuana Company of America, Inc.’s strong management team is executing MCOA’s business plan in a highly effective manner and the Company is well positioned in an industry that is expanding at an extremely fast pace. We see significant upside potential in their operations and look forward to financing their expansion for the long-term with the money we have committed.

SAFE HARBOR STATEMENT
This release contains forward-looking statements that are based upon current expectations or beliefs, as well as a number of assumptions about future events. Although we believe that the expectations reflected in the forward-looking statements and the assumptions upon which they are based are reasonable, we can give no assurance or guarantee that such expectations and assumptions will prove to have been correct. Forward-looking statements are generally identifiable by the use of words like “may,” “will,” “should,” “could,” “expect,” “anticipate,” “estimate,” “believe,” “intend,” or “project” or the negative of these words or other variations on these words or comparable terminology. The reader is cautioned not to put undue reliance on these forward-looking statements, as these statements are subject to numerous factors and uncertainties, including but not limited to: adverse economic conditions, competition, adverse federal, state and local government regulation, international governmental regulation, inadequate capital, inability to carry out research, development and commercialization plans, loss or retirement of key executives and other specific risks. To the extent that statements in this press release are not strictly historical, including statements as to revenue projections, business strategy, outlook, objectives, future milestones, plans, intentions, goals, future financial conditions, events conditioned on stockholder or other approval, or otherwise as to future events, such statements are forward-looking, and are made pursuant to the safe harbor provisions of the Private Securities Litigation Reform Act of 1995. The forward-looking statements contained in this release are subject to certain risks and uncertainties that could cause actual results to differ materially from the statements made.

For more information, please visit the Company’s websites at:
MarijuanaCompanyofAmerica.com
hempSMART.com
agoracom.com/ir/MarijuanaCompanyofAmerica

Marijuana Company of America, Inc.
Investor Relations
1+(888)-777-4362
[email protected]