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Esports Entertainment Group $GMBL – How to get a piece of the growing #Esports pie $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 3:29 PM on Thursday, November 29th, 2018

SPONSOR: Esports Entertainment Group (GMBL:OTCQB) The esports betting site trusted by over 176 esports teams from around the world. Click here for more information.

Check out today’s News

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How do you monetize esports? The traditional sports broadcast model is tried and true, but new approaches to engaging audiences and driving revenue are gaining traction. To learn how to get the most out of the old methods and explore the new, don’t miss this VB Live event! 

VB Staff

“What you’re seeing is a tectonic shift in viewership and consumption from the millennials and Gen Z — gaming is the preferred entertainment,” says Kent Wakeford, Co-founder and COO, Gen.G.

According to Wakeford, more than 22 percent of American millennials watch esports, which is more than the number of millennials that watch either Major League Baseball or the NHL.

And it’s a global phenomenon. If you look at the global reach which includes over 300 million viewers and enthusiasts of esports, over 50 percent of that audience is in APAC, with 15 percent in North America, about 18 percent in the EU, and the rest scattered around the world.

But as the industry has grown, the revenue model has stayed very much the same, mimicking the traditional sports template — which is why you see so many traditional sports teams moving into esports, Wakeford says. The key revenue drivers in esports are media rights, sponsorship sales, live events, merchandise, and prize winnings, but there are a number of unique and innovative areas of activation and engagement between the teams and leagues and fans in several areas.

Traditional revenue models are evolving

Media rights, for instance, is becoming a big area of change and growth recently. Wakeford points to the significant partnership that the Overwatch League formed with Twitch, setting new records for partnerships in the space, plus the partnership with ESPN for linear broadcast

These big media deals are not quite of the scope you see in the NBA and the NFL, but are significant media partnerships, really showcasing the power of the audience and the viewership for esports. But it’s not just staying at the league level.

“I think what you’re going to see is media rights growing not only with the big leagues, but also with the individual teams and the player streams,” Wakeford says. “That’s a key area of differentiation from traditional sports, where esports teams are highly engaged and doing a lot of innovative content creation through streaming platforms, through social platforms, doing IRL [in-real-life] content.”

Sponsorship is going to be the next big growth area for esports, he says.

“Every month you hear about another big brand stepping into the esports space,” Wakeford continues. “Well-known Fortune 500 brands and marketers coming into the space. That trend is going to continue, especially as you have more structure around the leagues and a more clear understanding of who the top teams are and who the top players are.”

He predicts that we’ll see a lot more brands coming in and a lot more innovation around the types of activations that teams and players and leagues will do around esports, in order to really include those brands in an authentic way in front of consumers.

Live events is another area of growth to keep an eye on, starting in 2019, but growing significantly in 2020 and beyond.

“You’re starting to see live esports events become part of the cultural fabric,” he says. “As these arenas start to come online, you’ll start to see innovative ways to provide live entertainment and live experiences for fans. Live events is just going to keep growing and growing.”

As a by-product of all of this, as the teams continue to grow and the leagues continue to grow, merchandise becomes a bigger and bigger area of growth for teams, with a number of leagues jumping into the category by creating merchandise that has an authentic feel for consumers.

But esports can still learn a number of significant things from media and broadcast.

A lot to learn still from the old world

One of the most important ways to engage fans is to tell the story of the players, by adding rich backstory, Wakeford says.

For example, if you watch ESPN or listen to podcasts, so much of the content is about individual players, the dynamics and the stories of the players, and what they’re doing. As a fan, you can engage and form a deeper connection and relationship with those players based on all the content and programming that’s been developed by the ESPNs of the world. And that’s going to start coming to the esports world, he predicts.

“As these traditional broadcasters like ESPN start to come into the market, they’ll start to tell the backstory of the players and the dynamics and the rivalries, and that will really help a lot of people start to engage at a deeper level with esports,” he explains.

The esports world already has a leg up in the digital world, with its teams and players. Many esports players stream on Twitch, and post or stream on YouTube, creating a direct relationship with their audience. It’s that direct, one-to-one relationship that’s going to further grow in the next couple of years, Wakeford says.

On the sponsorship side, one of the key things the esports world can learn from traditional sports is leveraging sponsorship packages and activations with major brands that are measurable and that fit into the way brands are used to engaging in sponsorships or buying media. There are tools being developed, whether it’s companies like Fan.AI or GumGum that are able to put a lot of data behind the sponsorships and ensure measurable outputs. Those technologies are going to really help enable the flow of sponsorship dollars into esports.

Connecting to the global market

“What you’re seeing with esports is that it is truly global,” Wakeford says. “In order to reach a global market, streaming is a great way to connect with fans, but you need to be thinking about platforms that are not just Twitch and YouTube, but may be very specific to other countries.”

Global streaming is going to be a key area of growth, and something that you don’t necessarily see with a lot of more traditional sports.

Social is also important, as is getting a foothold on platforms which have really deep engagement, a passionate fan base, and a number of ways for players to engage.

“These platforms that are connecting players with their fans are going to continue to grow esports, and it’s on a global basis, not just a regional basis.”

The future of esports

“I’m a big believer in esports,” Wakeford says. “I believe that in the future we’re going to see viewership continue to grow and surpass traditional sports, including the NFL. I think live esports events will become prevalent in every major city in the U.S.”

To learn more about the growing esports phenomenon, the rich opportunities to mine for esports gold, and where the money is coming from, don’t miss this VB Live event!

Source: https://venturebeat.com/2018/11/29/how-to-get-a-piece-of-the-growing-esports-pie-vb-live/

INTERVIEW: $HPQ.ca Silicon – The Emerging Low Cost Green #Solar #Silicon Metal Producer $FSLR $SPWR $CSIQ $PYR.ca $XMG.ca

Posted by AGORACOM-JC at 9:31 AM on Thursday, November 29th, 2018

Esports Entertainment Group $GMBL Signs Affiliate Marketing Agreement with SpeedGaming, The Largest Competitive Speedrunning Network $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 8:09 AM on Thursday, November 29th, 2018

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  • Announced the signing of an Affiliate Marketing Agreement with SpeedGaming, the largest competitive speedrunning network and the second largest speedrunning group on Twitch.tv. As the first platform to offer wagering for speedrunning
  • This agreement is another milestone for vie.gg, the world’s first and most transparent esports betting exchange

Esports Entertainment Group Signs Affiliate Marketing Agreement with SpeedGaming, The Largest Competitive Speedrunning Network

ST. MARY’S, ANTIGUA / November 29, 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 the signing of an Affiliate Marketing Agreement with SpeedGaming, the largest competitive speedrunning network and the second largest speedrunning group on Twitch.tv. As the first platform to offer wagering for speedrunning, this agreement is another milestone for vie.gg, the world’s first and most transparent esports betting exchange.

SPEEDGAMING GLOBAL TRAFFIC NUMBERS

SpeedGaming was created by legendary speedrunner “Feasel” in 2015 as a way to give back to the speedrunning community. SpeedGaming hosts speedrunning races, which typically involves two to four players playing a video game with the intention of completing it as fast as possible.

SpeedGaming generates significant global traffic from its 6 channels on Twitch.tv in multiple languages. Over the most recent one week period, its main channel generated.

14.5 million views and 450,000 hours of total watch time. Over the most recent 30 day period, SpeedGaming generated approximately 30 million views and 850,000 hours of total watch time.

The global speedrunning community is growing at a very fast pace, with single events raising over $2,000,000 for charity in 2018, and is expected to continue growing at a very rapid pace for years to come. VIE is now positioned to become the P2P betting platform for speedrunning and expects to announce further agreements in this space.

SpeedGaming Founder Feasel stated “SpeedGaming is proud to be partnering with Vie.gg. We have built the largest competitive speedrunning network, broadcasting over 50 tournaments per year on 9 channels. We are happy to be giving our users the ability to bet on their favourite players. We expect that this, along with substantial cash prizes for upcoming tournaments, will serve to broaden the exposure of both SpeedGaming and Vie, as well as, continue to attract the top players in the world to join these events.”

Brian Cordry, Head of Esports at Esports Entertainment Group, stated, “SpeedGaming has been home to every important speedrun game for the past 3 years across its collective English Twitch channels, as well as, a handful of broadcasts in other languages. SpeedGaming is truly a speedrun authority and we look forward to supporting their community by sponsoring two tournaments and taking bets on several more they will be hosting to close out 2018. We are especially excited to build a long-term future with SpeedGaming and help push speedrunning to the heights that esports is currently achieving.”

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]

SOURCE: Esports Entertainment Group, Inc.

Tartisan Nickel $TN.ca – Nickel To See A “Fundamental Shift” In Supply And Demand $ROX.ca $FF.ca $EDG.ca $AGL.ca $ANZ.ca

Posted by AGORACOM-JC at 5:58 PM on Wednesday, November 28th, 2018

SPONSOR: Tartisan Nickel (TN:CSE)  Kenbridge Property has a measured and indicated resource of 7.14 million tonnes at 0.62% nickel, 0.33% copper. Tartisan also has interests in Peru, including a 20 percent equity stake in Eloro Resources and 2 percent NSR in their La Victoria property. Click her for more information

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————–

Guest(s): Mark Jarvis President, CEO & Director, Giga Metals

Although batteries still account for a relatively small portion of nickel demand, the electrification of cars is growing that source of demand significantly, this according to Mark Jarvis, president and CEO of Giga Metals.
“The steady march of electric vehicles is a fundamental shift in the supply-demand equation, especially for class 1 nickel,” Jarvis told Kitco News on the sidelines of the Swiss Mining Institute Conference in Geneva.

WATCH INTERVIEW HERE

Source:Read More

ThreeD Capital $IDK.ca – Report: Blockchain Deployment Could Add $3 Trillion in International Trade by 2030 $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 4:41 PM on Wednesday, November 28th, 2018

SPONSOR: ThreeD Capital (IDK:CSE) Led by legendary financier, Sheldon Inwentash, ThreeD Capital is a Canadian-based venture capital firm that only invests in best of breed small-cap companies which are both defensible and mass scalable. More than just lip service, Inwentash has financed many of Canada’s biggest small-cap exits. Click here for more information

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  • The World Trade Organization (WTO) released a report on blockchain technology’s effect on international trade today, Nov. 27.
  • Per the study, blockchain’s economic value-add on a global scale could reach almost $3 trillion by 2030.

The World Trade Organization (WTO) released a report on blockchain technology’s effect on international trade today, Nov. 27. Per the study, blockchain’s economic value-add on a global scale could reach almost $3 trillion by 2030.

“Blockchain and International Trade: Opportunities, Challenges, and Implications for International Trade Cooperation” analyzes blockchain applications and challenges that must be considered before the technology’s deployment in various sectors. The study considers the technology’s effect on industries such as trade finance, customs clearance, logistics and transportation.

Blockchain Business Value Forecast. Source: WTO

The study estimates that blockchain has the potential to significantly cut trade costs by increasing transparency and facilitating processes automation, including financial intermediation, exchange rate costs, coordination, and other aspects. “The removal of barriers due to blockchain could result in more than $ 1 trillion of new trade in the next decade,” the report reads.

Blockchain is expected to help administer intellectual property rights across multiple jurisdictions by delivering more transparency and efficiency, and enhance government procurement processes, including fighting fraud and managing public contracts.

Blockchain purportedly could improve supply chains, allowing for the tracking of shipments and proving their authenticity. Additionally, the technology could open new opportunities to micro, small and medium-sized companies.

Conversely, the study warns about challenges that must be addressed before deploying blockchain, as well as its impact on international trade. The researchers point out limited scalability of blockchains due to the predetermined size of blocks, in addition to energy consumption and security issues.

Although “blockchains are highly resilient compared to traditional databases due to their decentralized and distributed nature and the use of cryptographic techniques, they are not completely immune from traditional security challenges,” the study states.

The report stresses the importance of developing a multi-stakeholder approach in order to find appropriate use cases in cross-border trade. According to the WTO, blockchain requires frameworks that ensure the interoperability of networks and provide clear legal status for blockchain transactions across jurisdictions. The report concludes:

“Blockchain could make international trade smarter, but smart trade requires smart standardization — and smart standardization can only happen through cooperation. If we succeed in creating an ecosystem conducive to the wider development of blockchain, international trade could well look radically different in ten to 15 years.”

Earlier this week, Ethereum cofounder Vitalik Buterin said that the misapplication of blockchain technology in some industries leads to “wasted time.” Buterin argued that although there are a number of companies that try to establish higher standards by using blockchain technology, he does not think the technology is applicable in every industry.

Source: https://cointelegraph.com/news/report-blockchain-deployment-could-add-3-trillion-in-international-trade-by-2030

 

INTERVIEW: Liberty Star $LBSR Provides Update on Hay Mountain With Renewed Emphasis on “Great Cluster” #Copper $TMBXF $MIN.ca

Posted by AGORACOM-JC at 2:24 PM on Wednesday, November 28th, 2018

Esports Entertainment Group $GMBL: The Playbook Podcast: Million-Dollar Opportunities for #Esports Players, Parents and Entrepreneurs $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:23 AM on Wednesday, November 28th, 2018

SPONSOR: Esports Entertainment Group (GMBL:OTCQB) The esports betting site trusted by over 176 esports teams from around the world. Click here for more information.

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David Meltzer
VIP Contributor
Entrepreneur, CEO and Founder, Sports 1 Marketing
November 24, 2018 1 min read
Opinions expressed by Entrepreneur contributors are their own.

You might not fully understand eSports, but the fast-growing industry is providing a wealth of opportunities for entrepreneurs. Marty Strenczewilk, co-founder and CEO of the eSports giant Splyce, talks about the widespread appeal of eSports competitions, as well as how to find a role in the field.

Listen in as host Dave Meltzer and Strenczewilk talk about the expansion of Splyce and the similarities between traditional sports and eSports. Marty also discusses what qualities are necessary to set yourself apart as an eSports athlete and how parents can support their kids in the pursuit of video game glory.

Source: https://www.entrepreneur.com/article/323747

Good Life Networks Inc. $GOOD.ca Increases Third Quarter Revenue Year Over Year by 142% to $10,000,650 $TTD $RUBI $AT.ca $TRMR $FUEL

Posted by AGORACOM-JC at 4:50 PM on Tuesday, November 27th, 2018

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Financial Highlights:

  • Revenue for the three months ending September 30th, 2018 was $5,242,676, a 107% increase from $2,533,365 reported for the same period 2017.
  • Gross profit for the three months ending September 30th, 2018 increased to $2,342,005 from $1,145,747.

VANCOUVER, Nov. 27, 2018 – Good Life Networks Inc. (“GLN“, or the “Company“) (TSXV: GOOD) (FSE: 4G5), a programmatic advertising technology company, today announced that third-quarter revenue increased 107% to $5,242,676 from the same quarter last year, and reported net income of $1,010,990, compared to a net income of $628,780 in the same quarter last year.

“We continue our exceptional financial performance heading into Q4, which is typically our strongest quarter and the biggest quarter of the year in general for the advertising space,” said GLN CEO Jesse Dylan. “This financial performance further supports our projected revenue target and earnings objectives for the full fiscal year.”

Financial Highlights:

  • Revenue for the three months ending September 30th, 2018 was $5,242,676, a 107% increase from $2,533,365 reported for the same period 2017.
  • Gross profit for the three months ending September 30th, 2018 increased to $2,342,005 from $1,145,747.
  • Gross margins for the three months ending September 30th, 2018 decreased to 44% from 45%.
  • Adjusted EBITDA for the three months ending September 30th, 2018 was 1,503,667, a 148% increase from $606,361 for the same period 2017.
  • Revenue was $10,000,650 for the nine months ended September 30th, 2018, a 142% increase from $4,133,231 reported for the six months ended September 30th, 2017.
  • Gross profit for the nine months increased to $4,381,291 from $1,760,248.
  • Gross margins for the nine months ending September 30th, 2018 increased to 43% from 42%.
  • Adjusted EBITDA for the nine months ending September 30th, 2018 increased to 1,443,223 from an adjusted EBITDA loss of $190,978 for the same period 2017.

BUSINESS UPDATE
During the third quarter GLN achieved the following milestones:

  • GLN and Impression X entered a Definitive Agreement to acquire all the issued and outstanding shares of Impression X, Inc., a leading connected television (“CTV”) advertising technology company. The CTV ad revenues are expected to reach $31.5 billion in 2018, up 275% from 2015 according to the Interactive Advertising Bureau.
  • Released Q2 reviewed financials, increasing second quarter revenue year over year by 123% to $3,435,835.

Subsequent to Third Quarter

  • GLN entered an agreement with Einstein Exchange as launch partner for their AR (accounts receivable) blockchain application, US Patent Office, serial number 62/634,333. Einstein will provide the technology and infrastructure to allow the listing, promotion, sale, and redemption of the GLN AR token, both through accredited investors and via the Einstein Exchange.
  • GLN entered into an agreement with AMPD Holdings Corp (dba AMPD Game Technologies), to provide the Company’s programmatic advertising technology to the Gaming industry. AMPD is a Vancouver company that specializes in Game Technologies and is the only company in Canada specifically focused on providing technology solutions for game developers and publishers.
  • GLN’s technology integrates at the server level with both publishers and advertisers and is reached its target of 30 integrations in 2018 two months ahead of schedule. GLN will exit the year with 47 total integrations. GLN will only announce integrations that are deemed to be meaningful to revenue growth.

The Company’s condensed consolidated interim financial statements as at and for the nine months ended September 30th, 2018 and related management’s discussion and analysis can be found on the Company’s SEDAR profile at www.sedar.com. All figures are expressed in Canadian dollars unless otherwise stated.

Reconciliation of adjusted EBITDA
Adjusted EBITDA is a non-IFRS financial measure that we calculate as income (loss) before income taxes excluding depreciation and amortization, stock-based compensation expense, non- recurring non-operating expenses, interest expense, and gain or loss on financial instruments and foreign exchange.

Adjusted EBITDA is a measure used by management and the Board to understand and evaluate our core operating performance and trends. This measure differs from contribution in that adjusted EBITDA includes additional operating costs, such as general and administration expenses and marketing, but excludes funding interest costs.

The following table presents a reconciliation of adjusted EBITDA to loss before income taxes, the most comparable IFRS financial measure for each of the periods indicated:

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

The GLN Story
GLN is a patent pending machine learning programmatic video advertising technology company that does not collect PII (Personal Identifiable Information). GLN can serve millions of online video ads daily 3 times faster than IAB (Interactive Advertising Bureau) standards through multiple server to server integrations with both publishers and advertisers. GLN is headquartered in Vancouver, Canada with offices in the US and UK and trades on the TSX Venture Exchange under the stock symbol “GOOD” and The Frankfurt Stock Exchange under the stock symbol 4G5.

Addressable Market: The total media ad spend worldwide will rise 7.4% to $628.63 billion in 2018, according to “Global Ad Spending: The eMarketer Forecast for 2018.” Digital media will account for 43.5% of that investment, thanks to rising global ecommerce spending and shifting viewership from traditional TV to digital channels. By 2020, digital’s share of total advertising will near 50%.

Additional information identifying risks and uncertainties is contained in GLN’s filings with the Canadian securities regulators available at www.sedar.com.

SOURCE Good Life Networks Inc.

View original content to download multimedia: http://www.newswire.ca/en/releases/archive/November2018/27/c6341.html

Jessy Dylan, CEO, [email protected] CNW Group 2018

Enthusiast Gaming $EGLX.ca Reports 625% Revenue Growth YTD in Third Quarter 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 11:33 AM on Tuesday, November 27th, 2018

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  • Announces highest revenue generating quarter with $2.8 million in revenue compared to $659 thousand in 2017
  • YTD revenue of $7.9 million representing a 625% increase over the same period in 2017
  • Completed seven strategic acquisitions YTD, contributing significant user and revenue growth

TORONTO, Nov. 27, 2018 — Enthusiast Gaming Holdings Inc. (“Enthusiast” or the “Company”) (TSXV: EGLX), a digital media company building the largest community of authentic gamers, today, reported its unaudited financial results for the three and nine months ended September 30, 2018.

Enthusiast is pleased to report a significant increase in revenue as compared to the same period in 2017. Total revenue in Q3 2018 increased to $2,818,337 compared to $659,333, the same period in 2017 or an increase of 327%. For the nine months ended September 30, 2018, revenues increased to $7,387,850 as compared to $1,018,770 for the nine months ended September 30, 2017.  The increase in revenues in 2018 is primarily as a result of Enthusiast Gaming executing on its growth strategy through a combination of organic growth and strategic acquisitions. There was a significant increase in the number of websites joining the network of which the Company monetizes. Enthusiast also acquired the assets associated with numerous online websites already on the platform, enabling the Company to capitalize on 100% of the revenues generated by the websites. Both factors support the significant growth in revenue.

Menashe Kestenbaum, CEO of Enthusiast Gaming commented, “The last quarter was significant for Enthusiast. Not only did we continue building operational momentum while achieving corporate milestones, like closing the RTO and listing on the Toronto Venture Stock Exchange, we were able to continue delivering on our growth strategy, which is evident in the increase in revenue during third quarter.” He continued, “typically in our business, the fourth quarter is the largest revenue generating quarter, and we are well positioned to deliver significant growth and outperform our annual revenue projections of $10M.”

Third Quarter 2018 and Recent Company Highlights

  • Completion of the Business Transaction (“RTO”) with Tova Ventures II Inc. and concurrent private placement. In connection with the Transaction, the Company consolidated its common shares on the basis of one post-consolidation share for each 4.2 pre-consolidation shares (the “Consolidation”) and changed its name to “Enthusiast Gaming Holdings Inc.”
  • On October 4, 2018,  the Company listed on the Toronto Venture Stock Exchange (“TSXV”) under the symbol EGLX.
  • On June 22, 2018, the Company acquired all the assets of “Gameumentary”, a video games journalism outlet that produces video game documentaries.
  • On July 3 2018, Enthusiast acquired Escapist Magazine (“Escapist”), and brought back founding Editor, Russ Pitts, as Editor-in-Chief. Escapist is a leading online magazine covering mostly video games as well as movies, comics, TV, and more.
  • On July 6, 2018, Enthusiast acquired the IncGamers Brand (“IncGamers”), including PC Invasion and Diablo and purchased all related assets. IncGamers is a leading online video game news, analyst, opinion, and overall entertainment venue for gamers.
  • Completion of  an oversubscribed, non-brokered private placement of convertible debenture units for total gross proceeds of $9,000,000 on November 8, 2018
  • On November 14, 2018, Enthusiast acquired the assets of Operation Sports LLC (“Operation Sports”), one of the largest online sports video gaming news and community forums.
  • Enthusiast Gaming Live Expo, EGLX, was held on October 26-28 at the Metro Toronto Convention Centre. EGLX is the largest video game expo in Canada. Over the three events, over 30,000 people attended, and the expo was sold out and at capacity on Saturday.

Financial Highlights

  • For the three months ended September 30, 2018, revenue increased to $2.8 million from $659 thousand in 2017
  • For the nine months ended September 30, 2018, revenues amounted to $7,387,850 as compared to $1,018,770 for the nine months ended September 30, 2017
  • Cash losses for the 9 month period were  $4,011,748, largely attributable to expenses associated with the RTO and cost of the acquisitions
  • As of September 30, 2018, the Company had $7.23 million in cash and cash equivalents, not including the $9 million raised through the issuance of convertible debentures in November 2018.

About Enthusiast

Founded in 2014, Enthusiast is the fastest-growing online community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (www.eglx.ca). Over 30,000 people attended EGLX in October 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT INFORMATION:

Investor Relations:
Julia Becker, Head of Investor Relations & Marketing
[email protected]
(604)785.0850

Eric Bernofsky, COO & SVP Finance
[email protected]

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful.

Harvest Update at Marijuana Company of America’s $MCOA CBD Hemp Project in Scio Oregon $AERO $CBDS $CGRW $APH.ca $GBLX $ACG $ACB $WEED.ca $HIP.ca

Posted by AGORACOM-JC at 8:25 AM on Tuesday, November 27th, 2018

15233 mcoa

  • Provide an update on the harvest at their high yielding CBD hemp project in Scio, Oregon.
  • 2018 Scio cultivation consisted of 33 acres of high yielding CBD hemp (utilizing six different cultivars with an expected CBD content ranging from 6% to 12%), grown in an orchard style cultivation on the property.

Escondido, California–(November 27, 2018) – MARIJUANA COMPANY OF AMERICA INC. (OTC Pink: MCOA) (“MCOA” or the “Company“), an innovative hemp and cannabis corporation, and its joint venture partner Global Hemp Group (CSE: GHG) (OTC Pink: GBHPF)  (FSE: GHG) are pleased to provide an update on the harvest at their high yielding CBD hemp project in Scio, Oregon.

The 2018 Scio cultivation consisted of 33 acres of high yielding CBD hemp (utilizing six different cultivars with an expected CBD content ranging from 6% to 12%), grown in an orchard style cultivation on the property. With the help of near perfect weather in the region that extended the harvest period by several weeks, the hemp crop had the opportunity to grow to full maturity, allowing the team to completely harvest all of the plants before the fall rains began in the valley. For pictures from this season’s cultivation, please visit the Scio project page on MCOA’s corporate website here: http://marijuanacompanyofamerica.com/scio-oregon/

Innovation was the key to overcoming various challenges throughout the year, but the team in Scio was able to find solutions when required. Our team consists of a number of talented crew members trained in a variety of skill sets, including metal fabrication, fine carpentry, and large equipment operation. With the help of a number of knowledgeable advisors, the team set up, built, and operated the project themselves.

The Harvest

Figure 1. 2018 Harvest

To view an enhanced version of Figure 1, please visit:
https://orders.newsfilecorp.com/files/5634/41264_3b85e8ddf4632858_001full.jpg

This year’s harvest consisted of approximately 37,000 high yielding CBD hemp plants producing 24 tons of biomass. Harvesting this year was done by hand, making it extremely labor intensive and time consuming. However, the team developed a number of solutions that will automate both the harvesting and planting for next year’s crop. Ultimately, the goal is to completely automate these processes, making it more efficient and less costly to complete. The team has now begun working on prototypes to automate the harvesting processes and expect to have machinery ready for use next season.

Drying

Figure 2. Crop Drying

To view an enhanced version of Figure 2, please visit:
https://orders.newsfilecorp.com/files/5634/41264_3b85e8ddf4632858_003full.jpg

 

Figure 3. Greenhouse Space

To view an enhanced version of Figure 3, please visit:
https://orders.newsfilecorp.com/files/5634/41264_3b85e8ddf4632858_004full.jpg

A number of different drying techniques were employed with this year’s harvest. In the end, “old school” hanging techniques proved to be the most effective and efficient. Drying took place in the farm’s larger 20-foot-high, 4,000 sq. ft. greenhouse which allowed for an increased quantity of plants being dried at any one time. Drying took approximately 36 to 48 hours to achieve the levels required for storage and ultimately extraction. With each successive batch of drying, techniques were improved to increase the volume of biomass being dried in the greenhouse, while decreasing the time that it took to hang and dry it.

Results

The drying process for all of the hemp harvested is now complete, and is stored awaiting further processing. The farm produced 48,000 pounds of dried biomass, which is stockpiled in quarter ton super sacks, stacked three bags high and requiring approximately 4,000 sq. ft. of storage space. Despite the late start in planting this season, the hemp plants still achieved sufficient size to produce the anticipated quantity of biomass. It is expected that in 2019, planting will begin June 1st giving the hemp an addition 30-45 days of growing time. This will produce much larger plants, resulting in significantly larger quantities of biomass.

Further Processing

The Partners acquired a hammermill to complete the next level of processing, prior to the biomass going for extraction of the cannabinoids. Processing will begin shortly, once electrical work is complete to run the hammermill. This next level of processing will not only prepare the biomass for extraction of cannabinoids, but will also reduce the storage space requirements by more than 50% as the bulk of the plants is reduced in size.

Extraction

The Partners are currently exploring opportunities to joint venture with others that have expertise in the cannabinoid extraction business, so that an extraction facility can be set up onsite to process this year’s harvest. Biomass is currently selling for between US$3.00 and US$4.00 per pound. By taking the biomass to the next level of processing, further value will be created.

About Marijuana Company of America, Inc.

MCOA is a corporation which participates in: (1) product research and development of legal hemp-based consumer products under the brand name “hempSMART™”, that targets general health and well-being; (2) an affiliate marketing program to promote and sell its legal hemp-based consumer products containing CBD; (3) leasing of real property to separate business entities engaged in the growth and sale of cannabis in those states and jurisdictions where cannabis has been legalized and properly regulated for medicinal and recreations use; and, (4) the expansion of its business into ancillary areas of the legalized cannabis and hemp industry, as the legalized markets and opportunities in this segment mature and develop.

About Our hempSMART Products Containing CBD

The United States Food and Drug Administration (FDA) has not recognized CBD as a safe and effective drug for any indication. Our products containing CBD derived from industrial hemp are not marketed or sold based upon claims that their use is safe and effective treatment for any medical condition as drugs or dietary supplements subject to the FDA’s jurisdiction.

About Global Hemp Group Inc.

Global Hemp Group Inc. (CSE: GHG) (OTC: GBHPF) (FSE: GHG), is focused on a multi-phased strategy to build a strong presence in the industrial hemp industry in both Canada and the United States. The Company is headquartered in Vancouver, British Columbia, with hemp cultivation operations in New Brunswick and Oregon. The first phase of this strategy is to develop hemp cultivation with the objective of extracting cannabinoids (CBD, CBG, CBN & CBC) and creating a near term revenue stream that will allow the Company to expand and develop successive phases of the strategy. The second phase of the plan will focus on the development of value-added industrial hemp products utilizing the processing of the whole hemp plant, as envisioned in the Company’s Hemp Agro-Industrial Zone (HAIZ) strategy.

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
NetworkNewsWire/MCOA

Corporate Communications Contact:

NetworkNewsWire (NNW)
New York, New York
www.NetworkNewsWire.com
212.418.1217 Office
[email protected]