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Liberty Star’s Hay Mountain Exploration Plan of Operation Extension Approved $LBSR.ca

Posted by AGORACOM-JC at 9:42 AM on Monday, October 17th, 2016

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  • Announced the Arizona State Land Department, Natural Resources Division – Minerals Section, approved Liberty Star’s request for the extension of the Hay Mountain Project Exploration Plan of Operation and the renewal of all active Mineral Exploration Permits

TUCSON, AZ–(October 17, 2016) – Liberty Star Uranium & Metals Corp. (“Liberty Star” or the “Company”) (OTCBB: LBSR) (OTC PINK: LBSR) is pleased to announce the Arizona State Land Department (“ASLD”), Natural Resources Division – Minerals Section, approved Liberty Star’s request for the extension of the Hay Mountain Project Exploration Plan of Operation and the renewal of all active Mineral Exploration Permits (“MEP”). The ASLD acted quickly to approve the extension/renewal request, granting a new Exploration Plan of Operation effective date through September 29, 2017.

The Company will continue exploration activity on the porphyry copper — gold — moly Hay Mountain Project, Cochise County, southeast Arizona. The extended Exploration Plan of Operation details Liberty Star’s near surface phase 1a exploration plan that calls for drilling, upon the completion of raising adequate funding. Comments Liberty Star’s CEO/Chief Geologist James A. Briscoe: “This transaction was handled quickly and professionally by the ASLD staff and management and we really appreciate that, because it allows us to focus on essential fund raising and field work.”

James A. Briscoe, Professional Geologist, AZ CA
CEO/Chief Geologist
Liberty Star Uranium & Metals Corp.

RISK FACTORS FOR OUR COMPANY ARE SET OUT IN OUR 10-K AND OTHER PERIODIC FILINGS FILED WITH THE SEC ON EDGAR.

Follow Liberty Star Uranium & Metals Corp. on Agoracom, Facebook , LinkedIn & Twitter@LibertyStarLBSR

Review the Hay Mtn. Near Surface Phase 1 Plan Presentation (PDF)

Contact:
Agoracom Investor Relations
[email protected]
http://agoracom.com/ir/libertystar
or
Liberty Star Uranium & Metals Corp.
Tracy Myers
520-425-1433
Investor Relations
[email protected]

Firm aims to tap eSports from Antigua $GMBL

Posted by AGORACOM-JC at 9:52 AM on Wednesday, October 12th, 2016

  • eSports, also known as electronic sports or professional video gaming, typically involves organised multiplayer video game competitions, particularly between professional players.
  • Deloitte Global predicts that eSports will generate global revenues of US $500 million in 2016, up 25 per cent from about $400 million in 2015, and will likely have an audience of close to 150 million people.

Gambling CEO Grant Johnson says the Grand Princess Casino in Antigua can be transformed into the ideal venue for eSports tournaments.

The Canadian Internet gambling firm VGambling Incorporated is aiming to buy the Grand Princess Casino, located in Jolly Harbour, and set up a base in Antigua to tap into the global eSports industry.

CEO Grant Johnson told OBSERVER media that the firm put in a bid for the property, which is jointly held by the Antigua Commercial Bank (ACB) and Antigua & Barbuda Investment (ABI) Bank.

eSports, also known as electronic sports or professional video gaming, typically involves organised multiplayer video game competitions, particularly between professional players. Deloitte Global predicts that eSports will generate global revenues of US $500 million in 2016, up 25 per cent from about $400 million in 2015, and will likely have an audience of close to 150 million people.

Johnson said he has already met with Prime Minister Gaston Browne and toured the three-storey, 62,000-square foot casino, with former owner Tony Velarde. He also noted he has made an application for approval under the business investment option of the Citizenship by Investment Programme (CIP).

VGambling is the only firm to have submitted a written bid for the foreclosed property and Johnson said he expects to have the transaction finalised, one way or the other, before the end of the year. The Grand Princess Casino was opened in 2004 but by 2008, Velarde was already running into trouble running it.

The Grand Bay Casino at Dickenson Bay, also owned by Velarde, is also under foreclosure.

More in today’s Daily Observer.

Source: http://antiguaobserver.com/firm-aims-to-tap-esports-from-antigua/

VGambling Inc. Files 10K Annual Report; Moves Forward With Casino Offer, Investment Banking and Investor Relations $GMBL

Posted by AGORACOM-JC at 12:50 PM on Monday, October 10th, 2016

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  • The Company has made an offer to purchase the Grand Princess Casino in Antigua.
  • 3-story, 62,000 sq ft Grand Princess Casino will not be operated as a traditional casino.
  • Hosting more than 1,500 spectators as they watch live major eSports events on the main floor while the events are broadcast globally on multiple video streaming platforms, as well as, provide up to 200 visitors with the opportunity to participate in video game tournaments on the second floor, all under the eSports Coliseum brand.
  • The Company has engaged California based Monarch Bay Securities, LLC as the Company’s exclusive placement agent for one or more offerings of the Company’s securities

ST. MARY’S, ANTIGUA–(Oct 10, 2016) – VGambling Inc. (OTCQB: GMBL) (or the “Company”), a next generation online gambling company specifically focused on eSports, has recently filed its 10K Annual Report for the year ending June 30, 2016 with the United States Securities and Exchange Commission.

10K Highlights:

  • The Company has made an offer to purchase the Grand Princess Casino in Antigua. The 3-story, 62,000 sq ft Grand Princess Casino will not be operated as a traditional casino. Rather, it will host more than 1,500 spectators as they watch live major eSports events on the main floor while the events are broadcast globally on multiple video streaming platforms, as well as, provide up to 200 visitors with the opportunity to participate in video game tournaments on the second floor, all under the eSports Coliseum brand.
  • The Company has engaged California based Monarch Bay Securities, LLC as the Company’s exclusive placement agent for one or more offerings of the Company’s securities
  • The Company has retained the services of AGORACOM Investor Relations (http://www.agoracom.com) to provide online investor relations services.

“The last year has been exciting and productive, and we will continue to execute our business plan with the goal of becoming a leader in the eSports wagering sector,” said Grant Johnson, CEO of VGambling. “We are especially excited about moving forward with the acquisition of the Grand Princess Casino in Antigua and executing our plan to convert it into the largest dedicated eSports facility in the world, ideally positioned in Caribbean to attract eSports enthusiasts from around the world.”

For more information on VGambling, please contact VGambling.

About VGambling Inc.

VGambling Inc. is a next generation online gambling company specifically focused on eSports. VGambling intends to offer wagering on eSports events on a fully licensed, regulated and secured platform to the global eSports audience, excluding the United States. In addition, VGambling intends to offer users from around the world the ability to participate in multi-player video games tournaments online for cash prizes. VGambling is led by a team of industry and technical experts from the online gambling and video game industries, e-Sports, marketing, legal and financial professionals. The Company maintains offices in St. Mary’s, Antigua and Barbuda. VGambling is currently developing several play money websites and their real money wagering website. VGambling common stock is listed on the OTCQB under the symbol GMBL. For more information, please see www.vgambling.net

Contact:
Grant Johnson
Chief Executive Officer
Tel. +1-905-580-2978
[email protected]

Twitch’s New Virtual Currency Stream+ Could Be A Boost For Esports Betting $GMBL

Posted by AGORACOM-JC at 9:04 AM on Thursday, October 6th, 2016

Breakaway includes the option to make bets using the new virtual currency, Stream+.

During a brief video demonstration of Breakaway, Amazon Game Studios showed that players could wager on matches and earn Steam+ coins by watching.

Adam Wong, managing editor for Double Helix, part of Amazon Game Studios, explained:

“We wanted to create more ways for viewers, broadcasters and players to interact with each other on Twitch, so various teams within Amazon Game Studios are building new features that enhance the experience between players, broadcasters and viewers.”

Patrick Gilmore of Amazon Game Studios gave only slightly more information on Stream+:

“Stream+ is a loyalty points system where players can earn points by watching streams.”

He added that Stream+ points could be spent on wagering, but exactly how the system will work, and whether the Stream+ points or coins would be tradable across or outside of the Twitch platform was left unaddressed.

Game currencies raise regulatory issues

The issue is important from a regulatory point of view. The UK Gambling Commission (UKGC) has made its position clear.

If a virtual currency or in-game article (a skin) can be monetised, then it is the equivalent of money. If used for an activity that qualifies as gambling, then the provider needs a gambling licence.

“Where ‘skins’ are traded or are tradeable and can therefore act as a de facto virtual currency and facilities for gambling with those items are being offered, we consider that a licence is required.”

Twitch will almost certainly avoid skin betting controversy

The last few months have seen Valve attempt to stop its Steam platform being used for skin betting. Almost all the betting has revolved around CS:GO skins, which could be traded and monetized on third party sites.

Valve’s approach to the regulatory and reputational risks that arose will have been taken on-board by Twitch.

The likelihood is that Twitch will make certain that any gambling using Stream+ will fit strictly within the confines of the legal definitions of social gaming.

This will not prevent Twitch or game producers from receiving revenues from the sale of Stream+ coins, but will mean that Twitch is likely to set ground rules preventing the coins from subsequently being monetized.

Esports Betting Industry Coverage Brought To You By Betway

Esports betting may see second order benefits

While the new currency may not see esports betting operators benefit directly, it may introduce more players and fans to the fun of betting on their favorite players and games.

This greater awareness that betting is possible reduces the gap which esports betting operators have to bridge in attracting customers.

If customers are accustomed to betting on in-game action in Breakaway, betting real money on a Dota 2 or League of Legends tournament will be less of a novelty.

Source: http://www.esportsbettingreport.com/twitch-introduces-new-virtual-currency/

Marijuana Company of America Announces PreLaunch of HempSMART Brain: a Hemp Derived CBD Product to Support Brain Function $MCOA.us

Posted by AGORACOM-JC at 8:39 AM on Tuesday, October 4th, 2016

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  • Cutting Edge Research and Premium Botanical Ingredients
  • Company Expects To Ship Orders in October

BONSALL, CA–(Oct 4, 2016) – MARIJUANA COMPANY OF AMERICA (OTC PINK: MCOA) –

MARIJUANA COMPANY OF AMERICA (“MCOA” or the “Company”) (OTC PINK: MCOA), an innovative cannabis and hemp marketing and distribution company, is pleased to announce the prelaunch of the hempSMART Brain product has commenced.

“We are very excited to announce the hempSMART Brain prelaunch as we prepare to begin shipping orders in the coming weeks. A lot of time and energy went into developing this product and we are looking forward to getting it into the hands of our customers,” said CEO, Donald Steinberg.

hempSMART Brain was developed to address the increase in neurologic and neurodegenerative challenges that have prompted a surge in scientific research on prevention and/or reversal of brain and nervous system pathology. A variety of natural products have been shown, in clinical trials, to improve neurological and cognitive function and there has been a surge of products being marketed to improve brain function. While the efficacy of some of these blends has been impressive, many utilize trace amounts of therapeutic ingredients, inadequate for any clinical effect.

Advantages Of HempSMART Brain Over Competing Brain Function Products

HempSMART Brain is unique in that it utilizes a synergistic blend of natural neuroprotective and neuroregenerative compounds, all in clinically researched and verified therapeutic amounts. The Core Ingredients for this product are CBD, Astaxanthin, Phosphoryl Choline and Phosphatidyl Serine. Together, these ingredients promote and support brain function and neurogenesis. Additional natural compounds compliment the synergistic effects of the core ingredients.

HempSMART exemplifies the practical application of cutting edge research and premium botanical ingredients, in therapeutic amounts. HempSMART Brain is the first of its kind. The synergistic blend of clinically verified natural brain support, with water soluble CBD, crosses the blood-brain barrier and offers brain support and protection not previously available in the marketplace.

Sales and Marketing Efforts Anticipate Pre-Orders Within Weeks

The hempSMART prelaunch website: www.hempSMART.com is now active and accessible by the Company’s members. Direct Sales leaders have been invited to join our prelaunch and begin referring others. This prelaunch will provide an indication of initial demand as orders are booked in the coming weeks, enabling management to adjust the manufacturing pipeline accordingly. The hempSMART Brain product is currently in production and is expected to ship in October 2016.

Investors are invited to visit the MCOA IR Hub on Agoracom to post questions and receive answers, or review questions and answers already posted by fellow investors. In addition, the MCOA IR HUB provides a monitored forum for investors and prospective shareholders to communicate within a clean, professional environment.

On behalf of the Board of Directors,
“Donald Steinberg”
Donald Steinberg
President & CEO
888-777-4362
MarijuanaCompanyofAmerica.com

About Marijuana Company of America Inc.

Marijuana Company of America (“MCOA”) is a publicly traded company headquartered in Southern California. MCOA will distribute marijuana and products related to marijuana as well as CBD and hemp, using a variety of marketing approaches to distribute on a global basis.

About hempSMART

The hempSMART brand represents MCOA’s non-THC, hemp derived, product line. All HempSmart products are formulated with a cannabinoid base that is derived from hemp and has less than a .3% THC content.

About Club Harmoneous

Club Harmoneous (The Club) delivers all of the benefits of cannabis to its members harmoneously. The Club provides a wide range of cannabis products to its members, medicinal, adult use or healthy foods, body care and cosmetics. The Club products are top-quality and offered to members at competitive prices with the convenience of home delivery.

FORWARD-LOOKING DISCLAIMER

This press release may contain certain forward-looking statements and information, as defined within the meaning of Section 27A of the Securities Act of 1933 and Section 21E of the Securities Exchange Act of 1934, and is subject to the Safe Harbor created by those sections. This material contains statements about expected future events and/or financial results that are forward-looking in nature and subject to risks and uncertainties. Such forward-looking statements by definition involve risks, uncertainties and other factors, which may cause the actual results, performance or achievements of Marijuana Company of America, Inc. to be materially different from the statements made herein.

LEGAL DISCLOSURE

Marijuana Company of America Inc. will provide management services that assist legal businesses to cultivate, sell, and distribute hemp and marijuana based products within the legal guidelines of individual states and international markets.

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

Contact Information

Donald Steinberg
President & CEO
888-777-4362
MarijuanaCompanyofAmerica.com

Demand For Esports Content Prompts Sky And ITV To Make $4 Million Ginx TV Investment $GMBL

Posted by AGORACOM-JC at 3:30 PM on Monday, September 26th, 2016
satellite dishes on rooftop

The demand for televised esports content is about as new a new thing as could be, but UK broadcasters ITV and Sky TV are determined to get ahead of the game.

Sky and ITV are doubling down on their initial investment in Ginx TV, which went live in June this year. Each has invested £1.55 million ($2 million) in cash and payment in kind via the provision of broadcasting services for a 16.5 percent stake in Ginx TV.

Ginx says that it is already to distributed to 14 million homes in the UK and Ireland and its foreign distribution takes the channel into another 23 million homes, letting Ginx claim to be the “largest eSports TV channel in the world, reaching 37 million homes.”

Emma Lloyd, group director of business development and strategic partnerships at Sky, commented:

“We’re really excited to have followed up our commercial partnership with Ginx with this investment, which will help us deepen our understanding of eSports and its audience. At Sky we are committed to bringing new programmes and channels such as GINX eSports TV to support and extend our leadership position in content.”

ITV and Sky have options to increase their stake further

The regulatory news announcement put out by ITV stated that:

“Both ITV and Sky have the option to acquire further holdings in Ginx TV. If either party does not take up its option, the remaining party may have the option to acquire 100%.”

Ginx is a 24/7 broadcaster offering a schedule that covers major esports tournaments such as FACEIT’s eSports Championship Series, and Valve’s The International Dota 2. It also offers independent programming, and rebroadcasts the Turner Broadcasting ELEAGUE.

Esports fans get to watch at times that are convenient to them, and the brand reputation of ITV and Sky help to create mainstream respectability for the content.

That 24/7 coverage also makes Ginx a critical resource and promoter for online esports betting.

TV coverage and esports betting can be expected to feed off each other as each expands. The consequent growth of Ginx may make the Sky and ITV options potentially very valuable.

Source: http://www.esportsbettingreport.com/sky-itv-invest-ginx-esports-tv/

Medical Marijuana Seems To Reduce Deaths From Pharmaceuticals $MCOA.us $GCI.ca

Posted by AGORACOM-JC at 4:47 PM on Thursday, September 22nd, 2016
  • Columbia University epidemiologist June Kim and her colleagues report that fatally injured drivers are less likely to test positive for opioids in states that allow medical use of marijuana
  • That finding, together with the results of earlier studies, indicates that making marijuana legally available to patients saves lives by reducing their consumption of more dangerous medications.

BY: Jacob Sullum , Contributor

I cover the war on drugs from a conscientious objector’s perspective.

Opinions expressed by Forbes Contributors are their own.

Marijuana jars at the West Coast Collective, a dispensary in Los Angeles (Image: Frederic J. Brown/AFP/Getty Images)

Insys Therapeutics, the Arizona-based pharmaceutical company that recently became the biggest financial supporter of the campaign against marijuana legalization in that state, makes an oral spray that delivers the opioid painkiller fentanyl and plans to market another one that contains dronabinol, a synthetic version of THC. Insys says it gave $500,000 to the main group opposing Arizona’s legalization initiative because the measure “fails to protect the safety of Arizona’s citizens, and particularly its children.” But one needn’t be terribly cynical to surmise that Insys also worries about the impact that legalization might have on its bottom line, since marijuana could compete with its products.

A new study suggests Insys has good reason to worry. In an article published last week by the American Journal of Public Health, Columbia University epidemiologist June Kim and her colleagues report that fatally injured drivers are less likely to test positive for opioids in states that allow medical use of marijuana. That finding, together with the results of earlier studies, indicates that making marijuana legally available to patients saves lives by reducing their consumption of more dangerous medications.

Kim et al. collected data from the Fatality Analysis Reporting System (FARS) for 1999 through 2013, focusing on 18 states that drug-tested at least 80% of drivers who died in crashes. They found that drivers between the ages of 21 and 40 were half as likely to test positive for opioids in states that had implemented medical marijuana laws (MMLs) as in states that had not.

“Among 21-to-40-year-old deceased drivers, crashing in states with an operational MML was associated with lower odds of testing positive for opioids than crashing in MML states before these laws were operational,” the researchers write. “Although we found a significant association only among drivers aged 21 to 40 years, the age specificity of this finding coheres with what we know about MMLs: a minimum age requirement restricts access to medical marijuana for most patients younger than 21 years, and most surveyed medical marijuana patients are younger than 45 years.”

The fact that a driver tested positive for opioids does not necessarily mean the painkillers he took contributed to the crash, so it is not safe to draw any conclusions about medical marijuana’s impact on traffic safety from this study. But the FARS data are an indirect way of measuring the extent of opioid consumption in a given state. Kim et al. note that “severe or chronic pain is among the most common indications cited by medical marijuana patients.” It therefore makes sense that opioid use would decline (or rise less) in states that recognize cannabis as a medicine.

Source: http://www.forbes.com/sites/jacobsullum/2016/09/22/medical-marijuana-seems-to-reduce-deaths-from-pharmaceuticals/#1a6c82b7396e

VGambling Securities Are Now DWAC/FAST Eligible With DTC; eSports Investors Now Able to Electronically Buy, Sell and Transfer Shares $GMBL

Posted by AGORACOM-JC at 8:36 AM on Wednesday, September 21st, 2016

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  • Depository Trust Corporation (the “DTC”) has approved its common stock for DWAC/FAST transfer through the Company’s Transfer Agent, Transhare Corporation
  • Newly approved stock transfer capability will enable VGambling Inc. shareholders to transfer their shares of GMBL stock electronically after buying or selling on the open market
  • No extra expense and delay associated with the processing and transfer of physical share certificates

ST. MARY’S, ANTIGUA–(Sep 21, 2016) – VGambling Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on eSports wagering, is pleased to announce today the Depository Trust Corporation (the “DTC”) has approved its common stock for DWAC/FAST transfer through the Company’s Transfer Agent, Transhare Corporation. This newly approved stock transfer capability will enable VGambling Inc. shareholders to transfer their shares of GMBL stock electronically after buying or selling on the open market, without the extra expense and delay associated with the processing and transfer of physical share certificates.

Companies approved for DWAC/FAST electronic transfers often experience higher trading volumes in their stock given the additional accessibility and availability of shares for trading.

Grant Johnson, CEO of VGambling Inc., stated, “We are pleased to announce another shareholder-friendly step in our evolution as an eSports public company. DWAC transfer eligibility enables our shareholders to maintain the highest levels of efficiency, accountability and compliance standards for their trading activities in our shares through the best and most up-to-date electronic securities trading platforms being used today. This is especially important to eSports investors that span the globe but have few options for publicly traded eSports focused companies such as VGambling.”

About VGambling Inc.

VGambling Inc. is an online gambling company specifically focused on eSports. VGambling intends to offer eSports wagering on a fully licensed, regulated and secured platform to the global eSports audience. VGambling is led by a team of industry and technical experts from the online gambling and video game industries, e-Sports, marketing, legal and financial professionals. The Company maintains offices in St. Mary’s, Antigua and Barbuda. VGambling is currently developing several play money websites and their real money wagering website.

About VGambling Licensing, Compliance And Regulatory Process

1. VGambling has been issued a Client Provider Authorization Permit by the Kahnawake Gaming Commission.

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

3. VGambling has an agreement with CAMS, LLC to provide global electronic payment and risk management solutions.

4. VGambling has agreed to integrate the award-winning affiliate management platform of Income Access to manage the Company’s forthcoming affiliate program.

VGambling common stock is listedon the OTCQB under the symbol GMBL. For more information, please see www.vgambling.net

Contact:
Grant Johnson
Chief Executive Officer
[email protected]

A millennial view of the gaming industry $GMBL

Posted by AGORACOM-JC at 4:09 PM on Monday, September 19th, 2016

 

  • eSports may be the thing to bring millennials back to the casinos.
  • Industry, both operators and regulators, need to take hold of the new opportunities – skill gaming, sports, social games and eSports – and present them in novel ways in order to survive
eSports may be the thing to bring millennials back to the casinos.

It seems that every year before the Global Gaming Expo (G2E), as the gaming industry spends some time self-reflecting, executives and marketing professionals focus on developing strategies to attract the ever-elusive “millennial.” As a member of that confusing young generation, and as someone who has spent over a decade in the industry, I wanted to offer a few thoughts as everyone heads to Las Vegas this year.

The gaming industry is at a dramatic turning point. From a legal and regulatory perspective, the country has never been more open to legalized gambling, as reflected in the increasing number of jurisdictions that have authorized casino gaming in the past decade. Daily fantasy sports are finding a regulated path in light of initial legal challenges. New Jersey is tirelessly and ceaselessly — though not necessarily successfully — thumbing its nose at federal bans on sports wagering, causing many former skeptics to at least consider the idea of legalized sports gaming. Legislatures across the country considering gaming expansion opportunities are increasingly concerned about that once-unthinkable phenomenon — “market saturation.

“So where has the demand gone? I’ll spare you the well-worn statistics about how millennials now outnumber baby boomers and are the nation’s largest generational group. And, as you are well aware, we aren’t necessarily thrilled about traditional casino gaming.At industry panels and discussions — often solely featuring older generations — there has been plenty of talk about opening up the casino floor, placing “lounge” areas throughout a property, incorporating more nongaming amenities throughout the gaming space, and other cosmetic changes to better draw in younger crowds. I’ve seen many an executive wring his hands over the fact that young men and women will gladly drop hundreds on bottle service but won’t sit down at those fancy new “Big Bang Theory” slot machines designed to attract them.

“New colors, sounds and themes aimed at the customer’s existing preferences have always worked! What’s wrong with kids these days?”

I am not a marketing expert, and I am certainly not claiming to speak for everyone in my increasingly diverse generation, but the industry seems to miss some key points in its attempts to adapt to a new demographic.

After spending considerable time thinking about why casinos seem unappealing, I think all of the issues boil down to this:

We simply don’t have the economic security to take blind risks with our leisure time.

First, and most obviously, we are under a level of financial stress and uncertainty unfamiliar to many except those who lived through the Great Depression. After being encouraged by well-meaning parents to take out exorbitant student loans so that we could “find a good job,” we enter the real world with few employment prospects and massive, non-dischargeable debt. Not only do we not have a large budget to put down at the tables, but we have delayed major life decisions (marriage, home ownership, etc.) because of unemployment, underemployment or lack of faith that our existing position won’t be cut tomorrow. Studies have shown a lack of trust in established brands, corporations and other major economic players as we have seen quality sacrificed for growth. In essence, although we have great optimism in ourselves and our social group, we have a deep-seated skepticism of large institutions, as we have seen our parents, friends and personal prospects largely left behind.

It is much easier to spend a set amount of our money on a night of booze and dancing, where we can truly escape ourselves for a few hours, than to watch our chips slowly transfer across the table just like our meager salaries are transferred back to student loan collectors. Sure, it’s possible to walk away a winner, but we all know the odds are more likely that we walk away with just a story of the grumpy old-timer who got angry that we “took his card” through non-optimal blackjack strategy.

But table games are not the true threat to gaming’s continued growth. At least millennials will consider a few games of blackjack, poker or craps. Slots, the bedrock of gaming revenue for decades, simply have no appeal to younger generations. Here, we have absolutely no say in the outcome, no way to try to grow our initial gaming investment beyond the press of a button. And we have vastly more interactive and exciting gameplay opportunities on our phones, many of them free. We are also, as is well documented, a social generation, for whom the idea of engaging with a single, personal screen with no contact with others is unappealing. The small prospect of winning, let alone the infinitesimal prospect of winning a jackpot, isn’t appealing as entertainment in and of itself.

Despite all this, I am still hopeful that the industry will adapt to new entertainment options. I can’t place the blame on casino operators, as laws and regulations strictly dictate the products they can offer in a way unseen in the rest of the corporate world. Thankfully, through the efforts of AGEM, the AGA and their state-level partners, skill-based gaming has been authorized and may offer an opportunity to truly revolutionize the industry. These games may allow the industry to address the concerns noted above, letting younger players have greater control over the outcome of the game, create a more social atmosphere, and bring gaming technology into line with the most current video and mobile games. This type of regulatory reinvention is necessary to drive gaming entertainment into the current leisure activity options for younger demographics.

Sports wagering offers a much more interactive opportunity and control over our betting — so much so that daily fantasy operators have tried to argue that their games are purely skill-based. Here, we can also engage with some of the few major brands that have appeal: professional and college sports teams and athletes. eSports is an entirely new opportunity that has an incredibly dedicated and engaged fan base that is entirely dependent on the video games and technologies that millennials grew up enjoying. There is already a massive gray market where gaming fans wager in-game skins and other virtual items on matches between professional Counter Strike, DOTA and League of Legends events. Many would more than happily throw down cash at the opportunity to play a similar type of game in a casino atmosphere against a few other competitors for a prize.

There is a change coming, and it will need to be dramatic for modern casinos to compete with other entertainment options. This goes well beyond moving a few chairs around the gaming floor, pumping in loud music or changing the themes of slot machines. The industry, both operators and regulators, need to take hold of the new opportunities – skill gaming, sports, social games and eSports – and present them in novel ways in order to survive.

AGORACOM Welcomes Marijuana Company of America (MCOA:OTC) At The Forefront Of Hemp Marketing And Distribution $MCOA.us

Posted by AGORACOM-JC at 8:41 AM on Tuesday, September 6th, 2016

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MCOA: OTC

WHY MCOA?

  • Recently launched Club Harmoneous to provide product distribution services to its members
  • Services provided include product sourcing, processing, product development, marketing, branding, distribution, delivery and customer loyalty through direct sales
  • Recently launched the BudzPlus brand, focused on the medical and recreational marijuana markets
  • In process of launching the HempSmart product line to distribute its hemp-derived products

COMPANY SUMMARY

  • Cannabis and hemp marketing and distribution company that offers premium quality seed-to-solution products for the cannabis and hemp industry and consumers.
  • Delivering all the benefits of cannabis by focusing on ailment-specific, leisure-specific, and health & beauty-specific cannabis product applications.
  • Product sourcing, branding, payment, distribution, and knowledge through a revolutionary architecture to maintain customer loyalty and capture market share.

PRODUCTS

MCOA procures and distributes cannabis and hemp products through a direct sales platform and its Club Harmoneous brand. In legal medical marijuana states, MCOA affiliates will refer consumers to a collective/dispensary. The Company will offer a wide selection of cannabis and hemp derived products. The Company will deliver top quality cannabis products at competitive prices, which will be on the lower end of current market prices.

The Company is also preparing to launch its first proprietary hemp-derived CBD product in Q3 2016. MCOA plans to expand the HempSmart brand and continue to develop and launch new proprietary cannabinoid products on a quarterly basis thereafter.

HempSmart will launch proprietary blended formulations of cannabinoid nutraceutical products for Energy, Sleep, Relaxation, Immunity, Pain, Hair Growth, body care and cosmetic products, food, clothing and more.

THE MARKET

  • Growth in the cannabis industry has been building momentum for more than 5 years. Overwhelming public support is helping fuel exponential growth.
  • Consumers are able to access factual information regarding cannabis, they are less likely to believe the baseless propaganda that is spewed by the opponents of legalization.
  • Dr. Gupta, CNN’s Chief Correspondent, said that he now believes that cannabis does in fact help people.
  • Comments generated significant media coverage around the world. He has since doubled down with a second and third follow up documentaries on cannabis.

Gupta: ‘I am doubling down’ on medical marijuana


Medical marijuana and ‘the entourage effect’

  • Recreational marijuana sales in Colorado and Washington State could top half a billion dollars;
  • The recreational market is expected to continue growing rapidly as more states legalize cannabis, reaching approximately $4.2 billion in 2018;
  • Florida and other unexpected states like Texas could legalize cannabis in 12-18 months, creating scores of new business and investment opportunities;
  • Ancillary industries and companies (those that do not touch the plant) generate hundreds of millions of dollars annually, in additional revenues and will continue to expand alongside cannabis sales;
  • Combined recreational cannabis sales could total an estimated $40-$45 billion, if cannabis is legalized across the United States.

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