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BetterU Education Corp. $BTRU.ca – How e-learning platforms are transforming Indian education landscape $ARCL $CPLA $BPI $FC.ca

Posted by AGORACOM-JC at 9:45 AM on Tuesday, April 16th, 2019
SPONSOR:  Betteru Education Corp. Connecting global leading educators to the mass population of India. BetterU Education has ability to reach 100 MILLION potential learners each week. Click here for more information.
BTRU: TSX-V

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How e-learning platforms are transforming Indian education landscape

According to a report by KPMG, the Indian online education industry will grow from 1.6 million users in 2016 to 9.6 million users by 2021.

New Delhi, PTI

  • E-learning platforms are changing the Indian education landscape by addressing the demand-supply gap of both students as well as corporate employees by dispensing personalised learning outcomes, experts say.
  • Online learning has widened the scope of education and transcended it beyond classroom boundaries.

With high internet penetration in the last two years, it has taken over the traditional methods not just in the urban landscape but also in rural areas. The education system is evolving at a very fast pace, online education platform upGrad co-founder and MD Mayank Kumar said.

“With industries directly connecting with e-learning institutions like ours, content has never been so up-to-date. All this put together makes e-learning platforms complete, and students and working professionals future-ready, in a matter of months,” he said.

Kumar noted that e-learning penetration in corporations is increasing, regardless of the company’s size. Since class-based training is more expensive, proportionately, for small and medium-sized firms, these firms are increasingly recognising e-learning as a convenient and cost-effective mode.

According to a report by KPMG, the Indian online education industry will grow from 1.6 million users in 2016 to 9.6 million users by 2021.

“In the current scenario, professionals will be required to re-skill themselves every 3-4 years to remain relevant in their evolving job roles,” said Zairus Master, CEO, Shine Learning.com, which gives access to certification courses from top global educational service providers.

At this scale, e-learning platforms are the only way forward. Professionals will need to equip themselves with relevant skills before their current skills become obsolete.    Moreover, the government is adopting a series of measures to bring a technological revolution to accentuate e-learning which will ultimately lead to a major shift in the Indian education sector, experts added.

“E-learning platforms are bringing a measurable difference in students’ engagement and performance. It is reducing gaps in the delivery of education and giving a new dimension to the education space,” Pearson India Managing Director Vikas Singh said.  

Source: https://www.newsnation.in/education/higher-studies/how-e-learning-platforms-are-transforming-indian-education-landscape-article-220542.html

PEEKS SOCIAL $PEEK.ca to Launch #WASDPro Gaming and #Esports Streaming Service $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:07 AM on Tuesday, April 16th, 2019
  • Announced the upcoming launch of its WASDPro eGaming and eSports streaming service www.wasdpro.tv. 
  • WASDPro is a purpose built eGaming/eSports video streaming service built on the Peeks Social Platform.
  • Company’s goal for WASDPro is to capture and monetize a significant share of this growing market which currently produces 355bn minutes of eSports and gaming streams watched in 2017 — a 22% year over year increase compared to 2016.

TORONTO, April 16, 2019 — Peeks Social Ltd. (TSXV: PEEK; OTCQB: PKSLF) (“Peeks Social” or the “Company”) is pleased to announce the upcoming launch of its WASDPro eGaming and eSports streaming service www.wasdpro.tv. 

WASDPro is a purpose built eGaming/eSports video streaming service built on the Peeks Social Platform. The Company’s goal for WASDPro is to capture and monetize a significant share of this growing market which currently produces 355bn minutes of eSports and gaming streams watched in 2017 — a 22% year over year increase compared to 2016. WASDPro will be based off of the Peeks Social Platform, which is a robust ecommerce enabled, video streaming platform that provides broadcasters and content creators with a wide variety of proprietary content monetization services. Content creators can make money by charging their viewers monthly subscription fees (Subscription Service), by receiving donations from viewers (Tipping Service) and by charging viewers for access to content (Paywall Service. In addition, the Peeks Social Platform provides a proprietary AdShare Service. The AdShare service allows all content creators to make money by selecting sponsored ads that run on their video content. The AdShare network dynamically matches sponsors with content creators and allows the content creators to select their desired sponsors. The company shares its cost per impression-based advertising revenues with the content creator; thereby allowing content creators an effortless way to make free money.

The company believes that the unique features of the WASDPro service will provide eGamers and their fans, with one of the most satisfying eGaming streaming experiences in the industry today. According to Goldman Sachs 3.5 billion people are online today and nearly 2.2 billion are active video gamers. Video Gaming today is a US$180bn industry projecting to grow at a 5% compounded annual growth rate. By 2022, the relatively new eSports segment of the industry is projected to reach an audience of 276,000,000 people similar in size to the National Football League (NFL). Currently 50 colleges have varsity eSports teams and discussions have been held for inclusion of eSports in the 2024 Paris Olympics. Goldman Sachs has identified the opportunity for live-streaming to monetize the growth of eSports in a way that few other businesses can.

“We are extremely excited to add the WASDPro service to the Peeks Social family of services. Our goal is to make WASDPro an industry leading eGaming and eSports destination for: content creators, fans and advertisers alike. We have been, and will continue to, work with content creators, affiliates and other partners to ensure that WASDPro reaches the global audience it deserves.” states Mark Itwaru, CEO and Chairman of Peeks Social.

The WASDPro beta site will be available May 2019.

The Peeks Social app can be downloaded in either the Apple or Google app stores, or by visiting www.peeks.social. WASDPro is available at www.wasdpro.tv

For further information, please contact:

Peeks Social Ltd.
Mark Itwaru
Chairman & Chief Executive Officer
416-639-5339
[email protected]
David Vinokurov
Director Investor Relations
416-716-9281
[email protected]

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

Esports Entertainment Group $GMBL – #HIVE Berlin: Jens Hilgers, Peter Warman Discuss Trends in #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Monday, April 15th, 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

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HIVE Berlin: Jens Hilgers, Peter Warman Discuss Trends in Esports

  • Warman spoke about gatekeeping in the industry and the challenges of breaking in, and estimated that between himself and Hilgers, they have collectively taken more than 1,000 calls over the years from people who want to get into esports

By: Andrew Hayward

At the HIVE esports business conference in Berlin this week, influential minds from across the industry gathered to discuss the future of esports. Before the wide-ranging panels began, Jens Hilgers and Peter Warman took the stage to explore some of the trends they’ve seen and expect to see in the future.

Both are long-standing fixtures of the esports industry. Hilgers has spent more than two decades in esports, co-founding Turtle Entertainment  and ESL  in 2000 and serving as its CEO until 2010, when he transitioned to the role of chairman of the board until 2015. He has also co-founded G2 Esports  and tools maker DOJO Madness , and is a founding partner in BITKRAFT Esports Ventures . Warman, meanwhile, is the CEO and founder of gaming and esports analytics firm Newzoo , which was established in 2007.

“Every single time that something like that has happened in history, it was the most important and most exciting times for me.”

Warman spoke about gatekeeping in the industry and the challenges of breaking in, and estimated that between himself and Hilgers, they have collectively taken more than 1,000 calls over the years from people who want to get into esports—whether it’s startups, brands, media, or financial services. Carefully explaining the industry to people who are outside of it is critical, although both said that detailing the subject to government representatives is a less enjoyable situation.

“You sometimes have to explain what the hell is going on,” said Warman. Added Hilgers: “I try to avoid those meetings… those are the most frustrating ones.”

Many more people in recent years have seen the boom around esports, said Warman, between the excitement building around the industry and the money flowing into it. But newcomers who think that esports is a completely new thing need to be educated that it’s actually a long-running, gradually-maturing industry, he said.

“We have to explain to people: this esports thing—it’s been around for a long time,” said Warman. “It’s not this ‘hockey stick’ expectation, new industry thing, but a very healthy and growing business.”

Amidst all of the excitement and investment around the space, however, Warman and Hilgers both said that people in the space need to manage expectations for incoming stakeholders, in part to help avoid the possibility of a bubble. Warman added that part of managing expectations is making it clear that the rise of esports is not a standalone thing—that the underlying growth is tied into the popularity gaming and other industries and technologies. It’s also a matter of new generations growing up with gaming, esports, and digital devices.

“You sometimes have to explain what the hell is going on.”

“What I’ve been observing for the last 23 years in my career,” said Hilgers, “is that when we see the growth year-over-year in esports, it’s mostly driven by digital natives growing up with video games and the paradigm of esports.”

Looking back on his career to date, Hilgers pointed to key games that have defined or redefined genres and helped boost esports at that time. He noted the impact of Counter-Strike , World of Warcraft , and League of Legends  in the past, and more recently Fortnite , as each raised the bar for its respective genre and the level of competition and interest around it. If that kind of trend continues, then Hilgers said that we could see another paradigm-shifting competitive game in two to four years’ time that might draw even larger numbers of players and viewers.

“Every single time that something like that has happened in history, it was the most important and most exciting times for me,” said Hilgers, “because these new, genre-defining games truly elevated competitive multiplayer gaming and esports.”

Related Article: ESL’s David Hiltscher on Helping Fans ‘Commit With Their Wallets’ to Teams

Warman pointed to the exponential growth of both gaming and esports over the years compared to other types of popular media. He said that the wider gaming industry’s evolving focus on engaging fans, making them happy, and providing them free tools before expecting any kind of payment is helping to drive that. That’s seen both with free-to-play games and freely-streamed esports tournaments and related content.

“What makes us very special in games is we put time first before money,” he said. “That’s the secret sauce of our business.”

“I think there’s going to be a generation of games going forward that actually will start the design process by reflecting these assumptions in the right way.”

But there’s a fine line to walk, he continued, as some people have more time than money, while others have plenty of money and are willing to spend it within games. Creators in both the game development and esports sides of the games industry need to balance the accessibility on one end with premium features and services on the other. “We are entertaining people who don’t want to spend money or don’t have money, but have a lot of time,” said Warman. “And people that have a shitload of money, and they will all spend it in our game. One single environment has to serve both. Think about it: that’s very, very hard.”

Hilgers spoke about the impact of Fortnite and how its success has come in part from breaking the mold of the battle royale genre. It’s a competitive game, yes, but the colorful experience is also more accessible and targeted at a less die-hard audience. Games like Apex Legends, Call of Duty , and Overwatch  have more of a hardcore fan base, he said, while some Fortnite players simply want to play casually and hang out with friends in the game. It has wide-ranging appeal.

When it comes to the next wave of esports games, however, he said that developers need to consider the viewing experience as much as the gameplay and moment-to-moment action. “Having a game that is equally great to spectate and to watch as it is to play the game will ultimately make for the best esports games,” said Hilgers. He doesn’t believe that most games in the market now were built with that kind of mentality, but that developers are learning lessons from today’s games and their challenges, and that the next generation of esports-ready titles will be better poised to deliver on both fronts.

“I think there’s going to be a generation of games going forward that actually will start the design process by reflecting these assumptions in the right way,” he said, “and that will lead to a greater entertainment offering and elevate esports.”

Source: https://esportsobserver.com/hive-berlin-hilgers-warman/

CLIENT FEATURE: Tartisan Nickel $TN.ca Kenbridge Property Hosts M&I Resource of 7.14 Million Tonnes at 0.62% #Nickel, 0.33% #Copper $ROX.ca $FF.ca $EDG.ca $AGL.ca $ANZ.ca

Posted by AGORACOM-JC at 2:23 PM on Monday, April 15th, 2019

Investment Highlights

  • Kenbridge property has a measured and indicated resource of 7.14 million tonnes at 0.62% nickel, 0.33% copper
  • 17.5 (21.8 fully diluted) percent equity stake in Eloro Resources and 2 percent NSR in their La Victoria property

Kenbridge Ni Project (ON, Canada)

  • Advanced  stage  deposit  remains open  in  three  directions,  is  equipped with a 623m  deep  shaft  and  has  never  been  mined. 
  • Preliminary  Economic Assessment completed and updated returned robust project 
    economics and operating costs including  a  NPV  of  C$253M  and  cash costs of US$3.47/lb of nickel net of  
    copper credits.
  • Plans for Kenbridge include updating PEA, advancing the project through to feasibility and exploring the open mineralization at depth

FULL DISCLOSURE: Tartisan Nickel Corp. is an advertising client of AGORA Internet Relations Corp.

ThreeD Capital Inc. $IDK.ca – Bithumb’s parent company receives $200 million investment from Japan’s ST #Blockchain Fund $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 11:23 AM on Monday, April 15th, 2019

SPONSOR: ThreeD Capital Inc. (IDK:CSE) Led by legendary financier, Sheldon Inwentash, ThreeD 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.

Idk large
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Bithumb’s parent company receives $200 million investment from Japan’s ST Blockchain Fund

  • Bithumb’s parent company, Blockchain Exchange Alliance [BXA], received a massive $200 million in funding during its Series A round.
  • This huge sum was offered by Japan’s ST Blockchain Fund, reported Coin Telegraph.
  • Though based in Japan, ST Blockchain Fund interests investors from around the world, including Europe and the United States.

BXA is raising funds to take Bithumb to the international level. Bithumb, already one of the largest exchanges in South Korea, will expand in international markets with new trading pairs.

BXA’s press release read,

“The fund shared our vision of creating a global digital exchange platform that can efficiently transfer value across borders with lower costs, which was the key rationale behind this investment decision.”

The news of massive funding comes in after Bithumb lost around $13 million in March following a hack. According to reports, this was considered to be an inside job, done to deceive the company. However, in the third-party public audit, Bithumb reassured investors that their funds were in a secure storage.

Bithumb was also hacked in 2018, losing around $30 million. However, the figure was later corrected to $17 million. The investment by ST will be a much-needed impetus to Bithumb, an exchange that has been reeling under major losses. It has been reported that the South Korean exchange reported losses over $180 million since the price of Bitcoin dropped, while it also had to lay off half of its staff last month.

The timing of the investment also falls in line with the rising prices of cryptocurrencies, especially since Bitcoin has finally breached the $5K mark.

Source: https://ambcrypto.com/bithumbs-parent-company-receives-200-million-investment-from-japans-st-blockchain-fund/

Bougainville $BOG.ca to Acquire an Interest in Five Alberta Retail Locations #Marijuana #Cannabis $WEED.ca $CGC $ACB $APH $CRON.ca $HEXO.ca $TRST.ca $OGI.ca

Posted by AGORACOM-JC at 9:11 AM on Monday, April 15th, 2019
  • Entered into a non-binding letter of intent dated April 12, 2019, to acquire a 25% ownership interest in five Mountain Mellow Alberta locations
  • Mountain Mellow management is in their final stage of AGLC approval, has secured two prime retail locations in the Province of Alberta and is in the process of securing a minimum of three more.

VANCOUVER, British Columbia, April 15, 2019 — BOUGAINVILLE VENTURES INC. (“Bougainville” or the “Company”) (CSE:BOG) is pleased to announce that it has entered into a non-binding letter of intent (the “LOI”) dated April 12, 2019, to acquire a 25% ownership interest in five (5) Mountain Mellow Alberta locations in exchange for cash and common shares of Bougainville Ventures, Inc.

Mountain Mellow management is in their final stage of AGLC approval, has secured two (2) prime retail locations in the Province of Alberta and is in the process of securing a minimum of three (3) more. Mountain Mellow locations may be leased and/or owned and will have continuous daily traffic of no less than 5,000 drive by vehicles per day.

Andy Jagpal, President of Bougainville says, “Bougainville has gained a tremendous opportunity with Mountain Mellow to become the Premier Cannabis retailer in Alberta.  Mountain Mellow and Bougainville Ventures are committed to providing the perfect consumer retail experience and Mountain Mellow will add to the Bougainville strategy in its retail expansion.”

Pursuant to the terms of the LOI, the Company will acquire 25% of the issued and outstanding common shares in the capital of Mountain Mellow in exchange for Two hundred and Fifty Thousand ($250,000.00) Canadian dollars plus Seven Hundred and Fifty thousand ($750,000.00) in common shares share’s at a deemed share value as set at close of market on the fifteenth (15) day after the opening of each AGLC approved and occupancy permitted location, for an aggregate consideration of $5,000,000. Bougainville has also secured the right of first refusal for any additional locations garnered by Mountain Mellow management, terms of which are to be determined in the Definitive Agreement.  

The completion of the Definitive Agreement is limited to the following; (i) the negotiation and execution of a definitive agreement, (ii) completion of a satisfactory due diligence by Bougainville and Mountain Mellow; and (iii) receipt of all required regulatory, corporate,  permits, Canadian Securities Exchange requirements and any other conditions necessary to complete the transaction.

About Bougainville Ventures, Inc. 
Bougainville provides cannabis infrastructure and seed-to-sale services to I-502 tenant-growers leasing greenhouse facilities space and providing fully built-out, turnkey solutions and ancillary services including processing, cannabis expertise and marketing and sales resources. Greenhouse canopies provide a 50% saving in cultivation cost. Bougainville has 10,000 sq.ft., in near production in Oroville, WA. 

For more information please visit: http://bougainvilleinc.com/ 

On behalf of the Board of Directors 
BOUGAINVILLE VENTURES INC. 

Andy Jagpal, CEO and Director 

For further information, please contact Andy Jagpal at [email protected] or by phone at 1-888-395-6399

Marijuana Company of America $MCOA Reports 840% Year Over Year Revenue Growth for Year End 2018 $AERO $CBDS $CGRW $APH.ca $GBLX $ACG $ACB $WEED.ca $HIP.ca

Posted by AGORACOM-JC at 8:11 AM on Monday, April 15th, 2019

Company Cites Other Positive Financial Developments Which Include Decrease in SG&A Expenses and Significant Improvements on Balance Sheet

  • Total revenues of hempSMART™ products were $252,135 for the year ended Dec. 31, 2018, as compared to $26,830 from the prior year, representing a significant 840% increase year over year.
  • Gross profit for 2018 increased to $170,885, a 68% gross margin, compared to a gross margin of $12,536 for 2017, a 47% gross margin

Escondido, California–(April 15, 2019) – MARIJUANA COMPANY OF AMERICA INC. (OTCQB: MCOA) (“MCOA” or the “Company”), a vertically integrated hemp and cannabis corporation, is pleased to announce its financial results for the year ended Dec. 31, 2018, as reported in its annual report on Form 10-K.

2018 Financial Highlights

  • Total revenues of hempSMART™ products were $252,135 for the year ended Dec. 31, 2018, as compared to $26,830 from the prior year, representing a significant 840% increase year over year.
  • Net loss from operations decreased by 82% from $21,262,798 for the year ended Dec. 31, 2017, to $3,814,949 from the prior year.
  • Gross profit for 2018 increased to $170,885, a 68% gross margin, compared to a gross margin of $12,536 for 2017, a 47% gross margin.
  • SG&A expenses, including non-cash items and one-time transactional expenses, for 2018 decreased substantially by $17,292,265, or 81%, to $3,980,493, compared to $21,272,758 for the prior year.
  • For the year ended Dec. 31, 2018, the Company realized the following other one-time income items: Gain cancellation of debt of $1,500,000 and a gain of $560,000 from the change in value of its trading securities investment in Global Payout. The Company also settled a debt that resulted in a gain of $94,933.
  • Total assets increased by 70% from $1,129,958 in 2017 to $1,919,781 in 2018. This increase is due primarily to the increase in value of the Company’s investment in Global Payout’s stock, which is accounted for using the trading security method of accounting as well as an increase in cash and inventory.
  • Total liabilities decreased by 56% from $11,447,710 for 2017 to $5,053,887 for 2018. This decrease was largely due to the decrease in liabilities related to warrants and joint venture obligations.
  • Cash used by operating activities for 2018 was $2,385,349, compared to cash used for operating activities of $895,743 for 2017. Cash used by investing was $686,458, compared to $1,176,919 for 2017. Cash provided by financing activities for 2018 was $3,181,553, compared to $2,175,007 for 2017.

“I could not be prouder of the growth and accomplishments our company and team members achieved in 2018,” said Don Steinberg, founder, chairman and CEO of Marijuana Company of America. “Our industry experienced unprecedented legislative developments, including Canada going full adult use and the Farm Bill passing in the U.S. We are now better positioned than ever to be a leader in the cannabis industry. Not only did we expand our team, but we also launched our hempSMART sales in Europe. We expect to complete and announce our acquisition of a California marijuana manufacturing and distribution license shortly. Upon completion, this acquisition will allow us to capture additional market share, implementing a fully integrated cannabis model that includes cultivation of hemp, distribution and manufacturing of cannabis, and the retail delivery of our new Viva Buds brand.”

Jesus Quintero, CFO of Marijuana Company of America, said, “We are very pleased with the strong financial results of 2018. Our financial results were better than many other cannabis public companies in our sector, which are still in the development stage and not yet producing revenue. Marijuana Company of America, through our hempSMART brand, has experienced a dramatic increase in sales, most of which occurred in fourth quarter. This trend is continuing to grow in first and second quarter of 2019. We think our shareholders are going to be very satisfied with the execution of our highly aggressive growth and restructuring plans in 2019.”

Further details about the Company’s financial results are available in its annual report on Form 10K, which will be available in the investor relations section of the Company’s website at www.marijuanacompanyofamerica.com.

About Marijuana Company of America, Inc.

MCOA is a corporation that participates in: (1) product research and development of legal hemp-based consumer products under the brand name “hempSMART™” that target 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 recreational 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.

Forward-Looking Statements

This news release contains “forward-looking statements” that 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:
NetworkWire (NW)
New York, New York
www.NetworkNewsWire.com
212.418.1217 Office
[email protected]

Enthusiast Gaming $EGLX.ca Closes Acquisition of “The Sims Resource” $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:04 AM on Monday, April 15th, 2019
  • Closed the  acquisition of 100% of the assets of The Sims Resource from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019
  • Expects to realize the revenue of TSR beginning in Q2 2019 following the closing and integration on the Enthusiast platform

TORONTO, April 15, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), is pleased to announce today, that it has closed the  acquisition of 100% of the assets of The Sims Resource (“TSR”) from Generatorhallen AB and IBIBI HB, as previously announced in its press release dated January 7, 2019.

Enthusiast expects to realize the revenue of TSR beginning in Q2 2019 following the closing and integration on the Enthusiast platform.

Menashe Kestenbaum, CEO of Enthusiast, commented, “We are thrilled to close The Sims Resource acquisition and look forward to fully integrating it onto the Enthusiast platform. TSR is  the largest female video gaming content site in the world and is ranked on Quantcast’s Top 25 websites with the highest concentration of female audience in the US, closely behind Oprah.com. He continued, “We have a monetization strategy for TSR and we anticipate enhancing our advertising revenue through direct sales, capitalizing on the opportunity to monetize with advertisers seeking a large female video game audience. Further, we will look to adopt TSR’s subscription model to add additional revenue streams across our entire portfolio.”

The acquisition of TSR is the largest acquisition to date for Enthusiast and follows the successful completion of several strategic and accretive acquisitions in 2018 and 2019.

About Enthusiast Gaming

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 and over 50 million YouTube visitors. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with over 55,000 people attending in 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

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.

Tartisan Nickel $TN.ca – Demand growth, falling stocks boon for #Nickel $ROX.ca $FF.ca $EDG.ca $AGL.ca $ANZ.ca

Posted by AGORACOM-JC at 9:45 PM on Sunday, April 14th, 2019

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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Fact Sheet
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Demand growth, falling stocks boon for Ni

  • Healthy growth in nickel demand from the stainless steel and battery sectors and shrinking inventories on the Shanghai Futures Exchange and London Metal Exchange bode well for nickel prices
  • Nickel inventories at both LME and SHFE warehouses have been on a downward trajectory since 2018
  • Stainless steel demand still dominates, but EV sector grows faster

By: Violet Li

Healthy growth in nickel demand from the stainless steel and battery sectors and shrinking inventories on the Shanghai Futures Exchange and London Metal Exchange bode well for nickel prices, Macquarie Capital senior commodities consultant Jim Lennon said.

“Our view is that we have these two drivers in demand: stainless steel and batteries, and nickel inventories have been falling over the last few years. I think it will [continue to] fall over the next few years; the nickel market will remain in a deficit between supply and demand, which should push prices higher,” Lennon said at Fastmarkets Battery Materials Conference in Shanghai on Thursday April 11.

Lennon did not give a breakdown of the forecast price at the presentation.

Nickel inventories at both LME and SHFE warehouses have been on a downward trajectory since 2018. LME nickel stocks totaled 182,446 tonnes as of April 1, down by 50% from 368,430 tonnes on January 1, 2018.

Meanwhile, nickel stocks in SHFE-approved warehouses fell by 80% during the same period, to 9,749 tonnes on April 4 from 48,920 tonnes on January 1, 2018.

Lennon concluded the large decline in stock levels reflects deficits and some financial buying of stocks.

“Last year there’s probably about 50,000 tonnes of inventories transferred from the LME warehouses in Asia into non-reported inventories in Europe, held by banks and traders, partly for reasons of a positive outlook for the market or better premiums in the European area,” Lennon said.

Stainless steel demand still dominates, but EV sector grows faster
Stainless steel takes up 70% of global nickel usage compared with a small fraction of 6% of nickel used by the electric vehicle (EV) sector, Lennon said. But EV demand growth is speeding up, he said.

“Total world production of stainless steel in 2016 grew by 8.5%, 2017 by 6% and last year by 5%. This year, our projection is 3.5-4%, so we do see some slowdown but still a steady growth rate. Nickel usage in batteries will grow by 30-40% [in 2019], so the underlying growth in nickel [consumption] continues to be quite impressive,” Lennon said.

Notably, more nickel briquette was used in the EV sector following rising demand for batteries and this has raised the nickel briquette premium over the past year.

Fastmarkets MB’s monthly duty-free nickel briquette premium cif Shanghai stood at $240-270 per tonne at the end of March, up from $220-260 per tonne at the launch of the assessment in August last year.

Nickel briquette is the one of the main raw materials of nickel sulfate, a key material used in the production of nickel-cobalt-manganese (NCM) and nickel-cobalt-aluminium (NCA) batteries used in EVs.

Source: https://www.amm.com/Article/3868517/Demand-growth-falling-stocks-boon-for-Ni.html

Enthusiast Gaming $EGLX.ca – #Twitch’s Head of #Esports on the Trends Driving Viewer Engagement $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, April 14th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company’s partial 2018 (first 9 months) revenue of $7.4 million representing a 625% increase over the same period in 2017.

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Twitch’s Head of Esports on the Trends Driving Viewer Engagement

  • 2018 was a stellar year for Twitch .
  • According to Twitchtracker, the streaming service grew its average concurrent viewers by 43% to cross the one million average across the entire year, while streamers chasing the dream of Twitch stardom grew by 70% to 3.4M broadcasters per month.

From Fortnite’s  breakout success and Tyler ‘Ninja’ Blevin’s rise to mainstream celebrity status, to Overwatch  driving new styles of interactive engagement with fans – the year was about a lot more than just seeing the statistics continue to climb. It redefined the trends we thought we knew about what streaming is all about and how esports builds its fan dynamics through real-time interactions.

“Battle Royale games are highly competitive and easy to follow. They translate very well to Twitch.”

It also saw a clash of the traditions of team-based esports with the trend of viewers falling in love with Battle Royale as their favorite game genre to watch.

“Battle Royale games are highly competitive and easy to follow. They translate very well to Twitch,” Justin Dellario, head of esports at Twitch, told The Esports Observer. “Twitch viewers thrive on live, shared moments and there is no shortage of that spontaneity in Battle Royale games.

“Best of all, Battle Royale games are simple – fight to be the last one standing – so nobody is left in the dark when they see a best play or big win.”

Dellario joined Twitch in February 2016, and since that time the wider entertainment industry has woken up to the idea that game streaming isn’t a sideshow but an actual competitor to its living room dominance. According to Dellario, the strength of Twitch is its community spirit.

Credit: EA Games

“That’s what today’s young audiences crave: the ability to interact and even influence what they watch. Twitch gives them that opportunity to do so with their fellow fans, their community,” said Dellario.

“People watch Twitch for shared moments, something to enjoy with like-minded people. That’s no different than sports fans gathering at a bar or a friend’s living room to watch a game. How people interact with content and content creators on Twitch builds a live, shared, interactive viewing experience that provides that exact atmosphere from the comfort of wherever you are watching from. That’s what we call multiplayer entertainment – unique, live, unpredictable experiences created by the shared interactions of millions.”

“It’s important to note that while viewer rewards play a part in driving viewership, they also play a part in driving engagement and play time.” 

That blend of interactivity and community is also represented in game developers delivering rewards to viewers, particularly around esports tournaments, as part of using the Twitch platform. And Dellario sees them shifting from a viewer incentive to a community expectation.

“It’s important to note that while viewer rewards play a part in driving viewership, they also play a part in driving engagement and play time,” Dellario said. “They cause players to return to the game to use the rewards, continue to have experiences that keep them tied to the game, and ultimately help drive them back to watching again to complete the loop.

“Developers recognize the need to strengthen this bond with their communities inside and outside of the game.”

One of the deepest integrations between the Twitch fan experience and an esports competition was the launch of the Overwatch League All-Access Pass. For a one-off season subscription price (unique compared to Twitch’s typical monthly subscription system) a viewer gets a special viewing experience with real-time game statistics, options to watch specific player cameras, or combine multiple views to create their own custom viewing experience.

Credit: Blizzard

“We are always looking for ways to enhance the esports broadcast experience for our partners and viewing experience for the fans,” said Dellario. “The Overwatch League All-Access Pass was the result of our work with Blizzard to develop new methods of engagement and learning from the community on how to provide more control in how they watch and experience matches.”

The top personalities on Twitch now single-handedly command audiences just as big, or bigger, than the biggest weekly esports leagues on the platform. So some events are finding new ways to get the best of both worlds through one of the newest trends on Twitch – co-streaming.

“We just saw Ninja gather a large viewing party for Thursday Night Football, bringing the program to people who may not otherwise watch it…”

“Many of our top streamers got successful because they are entertaining commentators of their own gameplay. Therefore, letting an online personality present the content in a way that resonates with their viewer community is a perfect way to find a new audience,” said Dellario.

“Twitch viewers enjoy their content more when they get to enjoy it with commentary from their friends, and especially their favorite personalities. What that creates is a unique viewing experience they can’t get from watching something alone.”

This co-streaming concept is even extending beyond the realm of esports and gaining the attention of traditional sports leagues as well.

“We just saw Ninja gather a large viewing party for Thursday Night Football, bringing the program to people who may not otherwise watch it – cord cutters and cord nevers,” Dellario said.

Credit: Twitch

“That’s, of course, where you might run into challenges. Co-streaming counts on getting the right personalities who can get creative in a way that compliments your content and gets their viewers interested. However, we were able to secure that with the NFL by handpicking which streamers got rights to co-stream Thursday Night Football.”

For Dellario, one of the biggest lessons in his three years at Twitch has been seeing streaming and esports “go hand-in-hand” as commentary, personality, and community make Twitch the preferred place to watch.

With Twitch Rivals, we are further fostering the relationship between esports and streaming.”

“People don’t just turn out for the game. People turn out for personalities in esports, and we have proven that esports help boost personalities through Twitch Rivals,” Dellario said.

“Twitch Rivals is a series of competitions organized by Twitch, which pits our top and growing streamers against each other in varying formats of competition and challenges spanning all types of popular and budding game categories.”

Rivals events use a central broadcast hub as a base for viewers to tune in and catch the big picture coverage, while all participants are streaming their personal point-of-view where their fans – or new fans – can tune in.

“This helps streamers grow their channels while maintaining their traditional programming and broadcast times. With Twitch Rivals, we are further fostering the relationship between esports and streaming,” Dellario said.

Want to hear more about Twitch’s role in the esports industry? Justin Dellario will be a speaker at the HIVE esports business conference in Berlin on April 11, 2019. The first international esports business conference in Europe’s capital of esports. An unprecedented conference format featuring thought leaders of industries adjacent to esports sharing their insights. Click here to reserve your seat!

This interview was conducted by Trent Murray.

Source: https://esportsobserver.com/twitch-hive-berlin-interview/