Agoracom Blog Home

Posts Tagged ‘otc’

Bougainville Ventures Inc $BOG.ca – The #marijuana industry looks like the fastest-growing job market in the U.S #weed $CROP.ca $VP.ca NF.ca $MCOA

Posted by AGORACOM-JC at 9:00 PM on Sunday, March 17th, 2019
SPONSOR:  Bougainville Ventures Inc (CSE: BOG) Converting irrigated farmland to greenhouse-equipped farmland. Bougainville does not “touch the plant” and only provides agricultural infrastructure as a landlord for licensed marijuana growers. Click here for more info.
BOG:CSE
—————————————

The marijuana industry looks like the fastest-growing job market in the U.S

  • The marijuana industry added 64,389 jobs in 2018, a 44 percent gain, according to industry experts Leafly and Whitney Economics.
  • Economists believe the U.S. job market overall is getting tight, evidenced by the 20,000 growth in payrolls for February
  • Job creation is expected to grow as more states legalize pot. Nick Colas at DataTrek Research said cannabis is the “fastest-growing labor market in the U.S.”

Jeff Cox | @JeffCoxCNBCcom

Published 19 Hours Ago Updated 17 Hours Ago CNBC.com

Tom Franck | CNBC Canopy Growth operations in Smiths Falls, Ontario.

At a time when the rest of the labor market appears to be tightening up, the marijuana industry is just getting started when it comes to job creation, according to a recent report.

Pot manufacturers and distributors, on both the recreational and medicinal sides, saw massive job creation in 2018, with 64,389 new positions added to the rolls. That brings to 211,000 the number of jobs directly related to the industry, part of a total of 296,000 in all related areas combined, industry site Leafly said in a report it compiled with Whitney Economics.

The U.S. economy in total created about 2.7 million new jobs in 2018, according to the Bureau of Labor Statistics, which does not count cannabis-related hiring because the substance is still considered a Schedule 1 narcotic at the federal level.

Hiring slowed to a crawl in February, with payrolls growing by just 20,000. That came even though the BLS said there were 7.3 million job openings against just 6.3 million considered unemployed in December, the most recent month for which data were available.

Aurora Cannabis chair talks Peltz appointment and the future of the cannabis industry   8:56 AM ET Wed, 13 March 2019 | 05:34

“Amid the roiling debate over American jobs, the legal cannabis industry remains a substantial and unrecognized engine of grassroots job creation,” the report’s authors wrote. “In 2019, America’s cannabis industry is one of the nation’s greatest economic success stories. That success deserves to be recognized and celebrated.”

The document was written by Bruce Barcott, Leafly’s deputy editor, and Whitney Economics founder Beau Whitney.

Because there is no official count the report had to use some unconventional methods to estimate the jobs total. They utilized state data, industry surveys, information from operators, proprietary data and other economic formulas.

What they found was stunning: a 44 percent gain in the workforce for 2018 that came on top of a 21 percent increase the previous year.

At 211,000, the total number of jobs compares favorably to other more mainstream occupations: there were 131,430 chefs in the country, for instance, along with 65,760 aerospace engineers and 40,000 computer operators, according to the most recent BLS counts.

“US marijuana legalization is a rare example of disruption creating jobs rather than destroying them,” Nick Colas, co-founder of DataTrek Research, said in a note Thursday that highlighted some of the cannabis jobs data. “With the US labor market recently showing signs of weakness and fears of an eventual recession in the wings, this is one industry that might soften the blow of an economic downturn.”

Colas expects pot-related job creation to continue as more states legalize the substance. He called cannabis “the fastest-growing labor market in the U.S.”

In recent days, New Jersey officials unveiled a plan that would legalize marijuana and set up a taxation structure. New York also has plans underway to add to the roster of 10 states that already have gone the legalization route. Sen. Cory Booker, a New Jersey Democrat and presidential candidate for the 2020 election, introduced a bill a few weeks ago that would legalize marijuana nationally.

Along with the bottom-line gains, the industry’s growth also offers an alternative to the push for young Americans to get a college degree, which has led to an explosion of student loan debt that now totals nearly $1.6 trillion.

“Americans with a college degree are basically at full employment, but most Americans do not have those credentials and their participation rates are lower than the former,” Colas wrote. “The marijuana industry offers solid paying positions at all levels of experience and educational attainment.”

Colas cited Glassdoor data showing that median pay in the cannabis industry is 11 percent above the median U.S. salary of $52,863. “Budtenders,” the staff members who work directly with customers, generally earn $12 to $16 an hour, according to the site that allows current and former employees to review their workplaces and list typical salaries.

At the other end of the spectrum, cultivation and extraction directors and outside sales representatives can earn well into six figures.

Source: https://www.cnbc.com/2019/03/14/the-marijuana-industry-looks-like-the-fastest-growing-job-market-in-the-country.html

Esports Entertainment Group $GMBL – G-Loot welcomes $25 million in investment $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:27 PM on Tuesday, March 5th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

G-Loot welcomes $25 million in investment

  • Swedish esports company G-Loot has received an $25 million £18,695,883.50) from both new investors and current investors such as Swedbank Robur and asset management company Norron.
  • G-Loot is the parent company of competitive PUBG platform Global Loot League and competitive card game platform TopDeck. This capital will be used to bolster prize pools and help expand in terms of staff, more competitive titles, and more competitions.

Patrik Nybladh, Founder and CEO of G-Loot commented on the investment: â€It feels great that G-Loot now has secured 25 million US dollars to finance our ongoing expansion and to support our ambition to become the world’s leading online esports company. As far as I know it is the largest European esports investment ever. I am particularly glad that our current major owners increased their holdings when given the chance.”

G-Loot received $12.1 million (£9.2 million) in an investment round led by Swedbank Robur in January 2018. At the time, the capital was said to be going towards staff recruitment, increased marketing, and platform development.

Henrik Carlman, Fund Manager at Swedbank Robur commented: “Esports is one of the fastest growing forms of entertainment today. There are plenty of opportunities and many companies are trying to get a piece of the growth but only a few of them have a clear idea on how to monetize the emerging industry. G-Loot are among the very few with a proven business model and a grand vision of democratizing esports and making competitive gaming available to all.

“I am very proud and enthusiastic to support G-Loot and its entrepreneurs with our second investment in the company. G-Loot’s strong growth and improved profitability creates a fantastic opportunity for our funds to participate in this kind of value creation.”

Esports Insider says: This is a huge investment for most industries, never mind just in esports. G-Loot’s offering is interesting so we’ll be keeping an eye on how these additional funds helps things to improve further over the coming months.

Source: https://esportsinsider.com/2019/03/g-loot-25-million-investment/

Esports Entertainment Group $GMBL – ESports poised to break $1bn barrier in 2019: Report $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:17 PM on Wednesday, February 13th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

ESports poised to break $1bn barrier in 2019: Report

  • The global market for eSports is poised to breach the $1 billion mark this year.
  • Gaming and eSports analytics firm Newzoo’s ‘2019 Global ESports Market Report’ projects that global eSports revenues will hit $1.1B this year.
  • The North America and China markets will spearhead this race with $409.1 million and $210.3 million contribution respectively.

Commodity wise brand investments like media rights, advertising, and sponsorships will contribute 897.2 million – 82% of total revenue. The brand investment contribution is projected to reach $1.5 billion by 2022 and account for 87% of total eSports revenues.

Courtesy: Newzoo

China will remain home to 75 million eSports gamers this year – the most of all global markets – and is expected to register the equivalent of US$210.3 million in revenue. The report also hints that the total eSports audience will reach 453.8 million in 2019.

“These numbers cannot be ignored, and it will double in next 3 years. As per PWC Sports Survey 2018 also ESports tops the chart for “Top ten sports by growth”, says  Lokesh Suji, Director, ESports Federation of India.

ESports has now left football and basketball behind as fastest growing commercial sports. The top ten chart for the fastest growing sports has cricket in the 10th position, a rank below tennis.

“Time has now come to just get involved in eSports, whichever way. Though the revenue numbers for India are miniscule, but India poised to become fastest growing market for esports. Our Infrastructure is getting better day by day and Skills of our esports athletes is improving every passing day,” adds Suji.

The audience will make a significant base to eSports growth, according to Jurre Pannekeet, a senior marketing analyst for NewZoo. Many eSports leagues are shifting their focus towards monetising their audiences having worked hard to establish a loyal fan base, Sportspromedia has quoted Pannekeet as saying.

“ESports has always provided an engaging viewing experience to an audience no longer tied to traditional media,” he said. “This has propelled the massive growth in esports viewership and audience numbers.

“This transition started in 2018, but this year, the industry will take its early learnings and expand upon them. As a result, 2019 will be esports’ first billion-dollar year, and its vigor has attracted brands and companies across every industry.

“Non-endemic brands sponsored eSports organisations in droves last year, which will continue in 2019.”

The League of Legends World Championship was 2018’s biggest tournament by live viewership hours on Twitch, with 53.8 million hours, while the Overwatch League was the most-watched league by live viewership hours on Twitch, generating 79.5 million hours.

The total prize money in 2018 reached $150.8 million, a significant increase from 2017’s $112.1 million.

Source: https://www.insidesport.co/esports-poised-to-break-1bn-barrier-in-2019-report/

Esports Entertainment Group $GMBL – Top 10 most viewed esports events of 2018 have been revealed $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 1:24 PM on Friday, December 28th, 2018
SPONSOR: Esports Entertainment $GMBL – Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
————————-
  • Unsurprisingly for some, the League of Legends World Championship was the biggest event of the year having attracted over 74.3 million viewers, which is 2.5 million more than last year’s iteration. 

The most popular esports events of 2018 have been revealed by the ESC (Esports Charts), with many old and established tournaments retaining strong interest despite the emergence of new games.

The figures, which are based on hours watched on both YouTube and Twitch, show which competitive esports games are more popular than others right now in terms of viewers. 

League of Legends, Dota 2 and Counter-Strike: Global Offensive dominate the most watched games chart according to these statistics, all boasting incredible numbers in various competitions. 

LOL ESPORTS The 2018 League of Legends World Championship stage.

Unsurprisingly for some, the League of Legends World Championship was the biggest event of the year having attracted over 74.3 million viewers, which is 2.5 million more than last year’s iteration. 

Just behind that was Dota 2’s ‘The International’, which massively grew in popularity in the space of a year – recording 52.8 million views, seeing an increase of 9 million since 2017. In third place, CS:GO’s ELEAGUE Major which was watched by 49.5 million across the world. 

The full table of statistics can be found in the table below: 

ESC ESC statistics, showing the most popular esports events of 2018.

Despite Epic Games’ attempts to raise the profile of Fortnite’s competitive events during the last 12 months, none of the game’s events made the list. 

The game’s popularity has not turned into huge success on the competitive scene yet, however, OpTic Gaming member Ian ‘Crimsix’ Porter believes that the game is moving in another direction. 

“In my opinion, they’ve [Epic Games] realized that their game will never be the most competitive, but it can be the most entertaining. So, they’re sticking to their guns in that regard.”

Source: https://www.dexerto.com/esports/top-10-viewed-esports-events-of-2018-267145

Esports Entertainment Group $GMBL Signs Affiliate Marketing Agreements With 14 #Esports Teams, Bringing Total To 190, Launches Pool Betting $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:10 AM on Wednesday, December 12th, 2018

  • Announced Affiliate Marketing Agreements with 14 additional esports teams as the Company continues to ramp up affiliate marketing activities in support of its launch of vie.gg, the world’s first and most transparent esports betting exchange
  • The addition of these 14 esports teams brings the total number of esports team affiliates to 190 since the Company’s first announcement on April 5th,

ST. MARY’S, Antigua, Dec. 12, 2018 — Esports Entertainment Group, Inc. (OTCQB:GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce Affiliate Marketing Agreements with 14 additional esports teams as the Company continues to ramp up affiliate marketing activities in support of its launch of vie.gg, the world’s first and most transparent esports betting exchange.

The addition of these 14 esports teams brings the total number of esports team affiliates to 190 since the Company’s first announcement on April 5th, signifying widespread adoption of VIE’s favourable P2P wagering in which an esports fan always wins, as opposed to pitting fans against the “house” where the odds are heavily stacked against esports fans.

To this end, the Company is pleased to announce the addition of pool betting to VIE.gg.  Pool betting is a further extension of our well received P2P model, which allows groups of opposing fans to wager against each other when their teams go head to head. This is especially attractive to the fan bases of smaller esports teams and is anticipated to be very successful in 2019.

NEWEST ESPORT TEAM AFFILIATES BRINGS PENETRATION INTO SOUTH EAST ASIAN MARKET

After significant expansion in Europe, South America and Central America, the addition of today’s esports teams represents a significant geographical expansion as they represent our first 11 Asian esports team partners as follows:

• Nepal:8
• Vietnam:2
• Bangladesh:1

Asia represents a significant portion of the global esports market and the Company anticipates further penetration into Asian markets in 2019.

Grant Johnson, CEO of Esports Entertainment Group, stated, “I want to welcome all of our new esports team partners and especially those from Asia. The region has a huge esports fan base and we look forward to working closely with these teams as they engage with their fans at home and around the globe.”

ABOUT VIE.GG

vie.gg offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding jurisdictions that prohibit online gambling. vie.gg features wagering on the following esports games:

  • Counter-Strike: Global Offensive (CSGO)
  • League of Legends
  • Dota 2
  • Call of Duty
  • Overwatch
  • PUBG
  • Hearthstone
  • StarCraft II 

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

Redchip investor relations Esports Entertainment Group Investor Page: 
http://www.gmblinfo.com

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 bet 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 licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  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:

Corporate Finance
1-268-562-9111
[email protected] 

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

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

#Esports monetization is set to evolve in new, amazing ways $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 5:37 PM on Tuesday, November 13th, 2018
  • The esports industry relies on the legacy sports broadcast model for monetization, but there are new, advanced interactive technologies on the scene bringing amazing opportunities for the financial juggernaut that esports is.
VB Staff November 13, 2018 7:50 AM
“The people who wanted to make sure that esports happened looked at the business models of
traditional sports and said, let’s make that happen for us,” says Jonathan Singer, industry strategist
at Akamai.

That means advertising, sponsorship, merchandising, ticket sales, media rights, teams and leagues, formal coaching and mentoring, building up some stars, and having big events. What was a little different was putting it all online.

“That could not have made more sense,” Singer says. “It’s exactly what you needed to do. You took the prior business model and applied it. Check all the boxes and make sure you do it correctly. But if you’re looking at the future of esports, what are the new opportunities?”

The way esports is structured, a lot of it seems very similar to traditional sports, he adds. There are two or four guys (usually guys) with suits and headsets, and they’re calling the match, and sometimes you’ve got a commercial break. But within that paradigm there are ways to innovate, and there are ways to bust out. There are three key innovations that can take esports into the future, Singer says: relevance, value, and choice.

Relevance means that if you’re going to be advertising-based, the advertising needs to get better. It needs to get more targeted. How can you get viewers to consume your ads? What are they going to get in return?

“There’s room for innovation there, because this is almost a purely online audience,” he explains. “This is so different than what people think when they think about a sports audience. Obviously, a lot of people know a lot about digital advertising, but they need to take that learning, see where that industry is going, and apply it to esports.”

The next piece, he says, is value, particularly value to the viewers. It could look like a simple exchange: You give me an ad and I get to watch my content. But what does that experience look like and how does it interrupt my experience?

Right now companies are leaping in to take advantage of the opportunities this offers. Veracity is offering a blockchain system in which viewers make decisions around how many ads they’re willing to watch or listen to, in exchange for a certain amount of match viewing time. Advertisers put money into the blockchain system, and in the end, pay broadcasters solely based on viewership.

The last area ripe for innovation is the sport itself, or the difference in the way that audiences think about games versus the way they think about traditional sports.

“I hate to use the example of the Hunger Games, because it’s about sending children off to their deaths, which is terrible, but in that model, these viewers in the Capitol were able to engage with what they were watching by banding together, collecting some money, sending little air drops out for people,” Singer says. “Is that kind of engagement something that we can see in esports? How do the game-makers make that “fair” or reasonable? Is that something that audiences want? Is that something the players would tolerate?”

There’s a tremendous amount of opportunity around viewer interactivity for esports, in ways that would never fly in traditional sports.

“No one’s going to throw an extra basketball onto the court,” Singer says. “Or if you do, you’ll get kicked out of the stadium.”

Also part of the interactive piece is the opportunity to play with viewer perspective, as in how do viewers consume their matches. Do you follow one player? Where are the cameras, and why are they there? Companies are working hard now on innovating around how viewers watch and interact with the match, and how to translate that into engagement and new monetization opportunities.

In the end, there’s one very specific line of thought, Singer says, which is that esports doesn’t need traditional television, because it already has established itself. Esports is making money, and there are people making money in it. It’s respected by the people who watch it and enjoy it, and viewer numbers are skyrocketing.

“So don’t get me wrong — all of the traditional stuff is working,” he says. “The question is, where does it go from here?”

To learn more about how to merge the traditional esports model with the new, where the profit is coming from, and even more innovations coming down the pike, don’t miss this VB Live event!

Source: https://venturebeat.com/2018/11/13/esports-monetization-is-set-to-evolve-in-new-amazing-ways-vb-live/

How #China Is Shaping #Copper Markets $LBSR $TMBXF $MIN.ca

Posted by AGORACOM-JC at 4:21 PM on Tuesday, October 30th, 2018
  • Electric cars, renewable energy will drive demand in the decade ahead, says report.
  • When searching the global markets battlefield for potential casualties of the United States trade war with China, two of the more obvious are the rnminbi (RMB) and copper.
  • But the rapid adoption of renewables and electric cars are long-term secular trends that may ultimately prove more important drivers than tariffs and trade wars.

By:CME Group

Indeed, their twin fortunes have been intimately intertwined since the summer when sabre rattling was matched with action.

There are a number of reasons for this closer-than-usual relationship. The corollary of a weak RMB is a strong dollar and dollar strength and commodity price weakness often go hand in hand. The second is China’s crucial role in the world economy. In 2016, China accounted for 40 percent of the entirety of global growth, according to the World Economic Forum. Similarly, a one percent decline in global trade has historically led to four percent decline in copper prices.

Growth Tied to China

Both copper and China are bellwethers for the global economy and the ratcheting up of tariffs and rhetoric is unnerving investors. The September Bank of America Merrill Lynch Fund Manager Survey revealed that 24 percent of investors expect global growth to slow in the next year, up from net 7 percent in August. The surveyed investors are gloomier about the prospects for the global economy than at any time since December 2011.

As well as indirect links through trade, there is a direct relationship between the red metal and the People’s Republic: China consumes 40 percent of global copper supply. China’s economy is showing signs of slowing. The Caixin China General Manufacturing PMI fell to a 14-month low of 50.6 in August. GDP growth slowed slightly to 6.5 percent in the third quarter.

Copper demand appears to be robust. Chinese copper inventories have declined to levels last seen in 2017 when prices were over $7,000/ metric ton, in spite of refined copper imports hitting a series of seasonally adjusted record highs. This suggests those imports are being consumed.

Electric Revolution

China’s shift to clean energy is not just a policy goal, it is an environmental and health necessity. According to one 2015 study published by climate research organization Berkeley Earth, 1.6 million Chinese die each year as a result of air pollution. The electricity sector globally accounts for 65 percent of all copper demand, photovoltaic cells depend on copper and a typical wind turbine uses one metric ton of the metal.

Beyond electricity generation and transmission and renewable energy, the next biggest uses of copper are in construction and transport. An average electric car uses six kilometers of copper wire in the batteries and rotors of their engines. Demand for copper from manufacturers of electric is forecast to increase nine-fold by 2027, according to consultancy firm IDTechEx in a report published this year.

Against this backdrop, Citigroup analysts issued a report in July entitled “Prepare for a decade of Dr. Copper on steroids.” Chinese copper demand and global trade are undoubtedly important for copper prices. But the rapid adoption of renewables and electric cars are long-term secular trends that may ultimately prove more important drivers than tariffs and trade wars.

Source: https://www.thestreet.com/markets/how-china-is-shaping-copper-markets-14761310

#Drake and Scooter Braun Purchase Ownership Stake in #Esports Brand #100Thieves #LOL $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 3:14 PM on Tuesday, October 23rd, 2018

  • 100 Thieves announced Tuesday that it completed its Series A funding round, which was co-led by SB Projects founder Scooter Braun and Grammy-winning artist Drake, who both become co-owners. Braun, who represents artists like Justin Bieber and Ariana Grande, also joins the company’s board
  • Included in the round is Sequoia Capital, WondrCo, Marc Benioff, Drew Houston, Green Bay Ventures, Tao Capital and Advancit Capital

In November 2017, former professional gamer Matt “Nadeshot” Haag took to his YouTube channel to announce that his apparel company, 100 Thieves, received a multimillion-dollar investment from Cleveland Cavaliers and Quicken Loans owner Dan Gilbert, allowing him to expand into a full-fledged esports organization. Less than a year later, 100 Thieves is one of the fastest-rising brands in the industry, and Haag is partnering with a few more notable names.

100 Thieves announced Tuesday that it completed its Series A funding round, which was co-led by SB Projects founder Scooter Braun and Grammy-winning artist Drake, who both become co-owners. Braun, who represents artists like Justin Bieber and Ariana Grande, also joins the company’s board. Included in the round is Sequoia Capital, WondrCo, Marc Benioff, Drew Houston, Green Bay Ventures, Tao Capital and Advancit Capital.

Along with last year’s investment, 100 Thieves now has $25 million in total funding, and the new influx of capital will go toward building out its content team, acquiring new talent and continuing to expand its apparel line.

What attracted Braun and Drake was Haag’s broader scope for the organization. While other esports companies pivot to style themselves as lifestyle brands, 100 Thieves began with it in mind. The company does design and production in-house, and all four of its apparel drops thus far have sold out in less than 20 minutes.

“He has a clear vision for where esports is going and how to build an amazing brand within it, and that’s why I wanted to bet on him and 100 Thieves,” Scooter Braun says.

Haag himself has built up his own personal brand as Nadeshot, with 3.1 million followers on YouTube and 2.4 million on Twitter. In building 100 Thieves, he wants to enable his players to do the same for themselves—a skill he hopes to learn from his new co-owner, Braun.

“He’s really defined pop culture with the clients that he’s worked with and helped their careers over the last decade, and for us, it’s just unbelievable to be able to tap into that wisdom and that knowledge,” Haag says

Part of that focus is building out its team. 100 Thieves is still a young organization, with a total of four rosters. It was one of the new teams buying into the North American region of League of Legends at the start of 2018 for a reported $10 million. Signing star player Zaqueri “aphromoo” Black before the spring season began, 100 Thieves immediately made itself known with a second-place finish in the first split and a trip to the international World Championships in the fall. The company was also one of the earliest to enter the budding Fortnite competitive scene.

100 Thieves currently has 12 operational employees plus 35 players and coaches, but with the investment, the team is looking to add 10 people for its content team and to acquire more talent—like the recent signing of its Call of Duty roster and of streamer Rachell “Valkyrae” Hofstetter, who has 500,000 followers on Twitch.

With Gilbert advising from the sports side and Braun and Drake from the side of entertainment, 100 Thieves’ president and COO John Robinson, believes they’ve “put together a dream team of collaborators.”

I’m the reporter for the Games section of Forbes.com. I previously served as a freelance writer for sites like IGN, Polygon, Red Bull eSports, Kill Screen, Playboy and PC Gamer. I also manage a YouTube gaming channel under the name strummerdood. I graduated with a BA in jour…

Source: https://www.forbes.com/sites/mattperez/2018/10/23/drake-and-scooter-braun-invest-in-esports-company-100-thieves/#6346b562710a

#Copper climbs to one-week high on #China demand hopes $LBSR $TMBXF $MIN.ca

Posted by AGORACOM-JC at 11:06 AM on Monday, October 22nd, 2018

  • Copper prices climbed to one-week highs on Monday due to expectations of stronger demand after authorities in top consumer China said they would take measures aimed at bolstering growth and liquidity
  • Benchmark copper on the London Metal Exchange was up 1.2 percent at $6,292 a tonne at 0919 GMT from an earlier $6,331.50 a tonne, the highest since Oct. 15.

Imaduddin October 22, 2018

LONDON: Copper prices climbed to one-week highs on Monday due to expectations of stronger demand after authorities in top consumer China said they would take measures aimed at bolstering growth and liquidity.

Benchmark copper on the London Metal Exchange was up 1.2 percent at $6,292 a tonne at 0919 GMT from an earlier $6,331.50 a tonne, the highest since Oct. 15.

China’s central bank governor said last week it would roll out targeted measures to help ease company financing problems and encourage commercial banks to boost lending to private firms.

“The news from China is encouraging for metals,” said Eugen Weinberg, analyst at Commerzbank. “Measures that add liquidity will help in the short to medium term, but it won’t solve the problem of indebtedness, a problem for some years now.”

CHINA TAX: China’s tax cuts next year could exceed the equivalent of 1 percent of gross domestic product, a central bank adviser said, in a sign policymakers might be considering another round of tax reductions.

GROWTH: China’s economic growth cooled to its weakest quarterly pace since the global financial crisis, with regulators moving quickly to calm nervous investors as a years-long campaign to tackle debt risks and the trade war with the United States began to bite.

DEMAND: China accounts for about half of global copper demand estimated this year at around 24 million tonnes.

China is “multiplying its efforts to support the economy, and in particular, the infrastructure sector amid domestic and international headwinds,” such as the trade war with the United States and high debt levels, Fitch Solutions said in a note.

The country’s demand for copper, an economic bellwether, “will improve over the coming months as property completions and grid investment picks up and demand from the autos and consumer sectors remain buoyant,” added the research house.

TECHNICALS: Strong upside resistance for copper is at the 100-day moving average, currently at around $6,320 and support is at $6,115, the 55-day moving average.

STOCKS: Traders say significantly higher copper prices in China could encourage further outflows from LME approved warehouses to those monitored by the Shanghai Futures Exchange.

LME copper stocks at 154,225 tonnes have tumbled 27 percent since Sept. 24, while those in ShFE warehouses are up about 27 percent over the same period to 140,789 tonnes.

PRICES: Aluminium was up 1.2 percent at $2,028, zinc  gained 1.3 percent to $2,660, lead added 1.4 percent to $2,020, tin rose 0.1 percent to $19,190 and nickel was up 1.4 percent to $12,615 a tonne.

Source: https://www.brecorder.com/2018/10/22/448516/copper-climbs-to-one-week-high-on-china-demand-hopes/

Esports Entertainment Group $GMBL Accelerating Affiliate Marketing Agreements With Additional 42 #Esports Teams, Bringing Total To 176 Esports Teams $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca #fortnite

Posted by AGORACOM-JC at 8:13 AM on Tuesday, September 25th, 2018

Eeg logo black 01

  • Announced Affiliate Marketing Agreements with 42 additional esports teams as the Company continues to ramp up affiliate marketing activities in support of its recent launch of vie.gg, the world’s first and most transparent esports betting exchange
  • This announcement, along with the announcement of 36 additional esports teams earlier signifies a significant acceleration in adoption of the company’s P2P esports wagering platform by global esports teams

ST. MARY’S, Antigua, Sept. 25, 2018  — Esports Entertainment Group, Inc. (OTCQB:GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce Affiliate Marketing Agreements with 42 additional esports teams as the Company continues to ramp up affiliate marketing activities in support of its recent launch of vie.gg, the world’s first and most transparent esports betting exchange.

SIGNIFICANT ACCELERATION IN ESPORTS TEAM ADOPTION OF P2P WAGERING MODEL

This announcement, along with the announcement of 36 additional esports teams earlier this week, signifies a significant acceleration in adoption of the company’s P2P esports wagering platform by global esports teams. Teams are overwhelmingly pointing to the P2P model as highly desirable for their fans due to the fact “at VIE.gg a fan always wins”, as opposed to pitting fans against the “bookie” in the traditional model where the odds are heavily stacked against fans.

The addition of these 42 esports teams brings the total number of esports team affiliates to 176 since the Company’s first announcement on April 5th, representing a major milestone for Esports Entertainment Group.  The Company anticipates many more Affiliate Marketing Agreements with esports teams throughout 2018.

NEWEST ESPORT TEAM AFFILIATES FURTHER EXPAND GLOBAL REACH INTO SOUTH AMERICA

The addition of the 42 esports teams below represents further significant geographical penetration into the South American market.  The geographical distribution of our most recent esports team affiliate partners is as follows:

  • Brazil: 26
  • Peru: 6
  • Chile: 2
  • Venezuela: 2
  • Colombia: 1
  • Bolivia: 1
  • Mexico: 1
  • Guatemala: 1
  • Paraguay: 1
  • Dominican Republic: 1

Grant Johnson, CEO of Esports Entertainment Group, stated, “The acceleration of our esports team affiliates is quantifiable and unequivocal validation that our VIE.gg P2P model is best suited for esports teams and their fans.  I want to thank these new esports teams for their support and I look forward to working with them as VIE.gg affiliate partners.”

ABOUT VIE.GG

vie.gg offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding jurisdictions that prohibit online gambling. vie.gg features wagering on the following esports games:

  • Counter-Strike: Global Offensive (CSGO)
  • League of Legends
  • Dota 2
  • Call of Duty
  • Overwatch
  • PUBG
  • Hearthstone
  • StarCraft II

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

Redchip investor relations Esports Entertainment Group Investor Page:
http://www.gmblinfo.com

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 bet 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 licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  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:

Corporate Finance
1-268-562-9111
[email protected]

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

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