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CardioComm Solutions $EKG.ca Files with Health Canada for Direct to Consumer Sales Approval of the Heartcheck(TM) Cardibeat Handheld ECG Device $ATE.ca $TLT.ca $OGI.ca $ACST.ca $IPA.ca

Posted by AGORACOM-JC at 9:21 AM on Tuesday, April 9th, 2019


  • Filed with Health Canada for approval for the over-the-counter sales and marketing of their GEMS™ Mobile smartphone app and their newest handheld, heart rhythm monitor, the HeartCheck™ CardiBeat.
  • Both were cleared by the Food and Drug Administration in early 2019 and are available for sale direct to consumers in the US.

Bluetooth Connected HeartCheck CardiBeat and GEMS Mobile Smartphone App to Target Underserviced Canadian Home and Telemedicine Arrhythmia Monitoring Markets

Toronto, Ontario–(April 9, 2019) – CardioComm Solutions, Inc. (TSXV: EKG) (“CardioComm” or the “Company“), a global provider of consumer heart monitoring and electrocardiogram (“ECG“) acquisition and management software solutions, has filed with Health Canada for approval for the over-the-counter (“OTC“) sales and marketing of their GEMS™ Mobile smartphone app and their newest handheld, heart rhythm monitor, the HeartCheck™ CardiBeat. Both were cleared by the Food and Drug Administration (“FDA“) in early 2019 and are available for sale direct to consumers in the US.

The Bluetooth enabled and rechargeable CardiBeat allows a medical grade ECG recording to be taken by holding the device in both hands or by holding the device in the right hand and against the left side of the chest. The GEMS™ Mobile smartphone app is a slimmed down version of the Company’s hospital-based Global ECG Management System (“GEMS™”) software, which is separately cleared by Health Canada and licensed by 19 Canadian Hospitals.

GEMS™ Mobile manages ECGs recorded by HeartCheck™ devices and provides near-real-time feedback through the generation of an ECG report which can be shared with a physician. For those looking for feedback on their ECGs, GEMS™ Mobile provides access to CardioComm’s SMART Monitoring ECG reading service for a professional review for the presence of a number of potential arrhythmias in under an hour. ECGs can also be connected directly to the GEMS™ WIN software allowing patients to be monitored directly by hospitals and healthcare professionals.

Unlike the US market, availability of personal ECG monitoring devices in Canada is limited due to ISO 13485 requirements that went into effect in 2019. Companies intending to sell medical devices into Canada must hold ISO 13485 certification in compliance with a more demanding Medical Device Single Audit Program (“MDSAP“). CardioComm completed its MDSAP certification in 2018 thereby solidifying the Company’s abilities to produce and sell its GEMS™ software and act as a preferred importer, distributor and reseller of hospital and consumer ECG medical devices.

GEMS™ Mobile is available on Apple’s App Store and on Google Play and is free with the purchase of a HeartCheck™ ECG device.

To learn more about CardioComm’s products please see the Company’s websites at www.theheartcheck.com and www.cardiocommsolutions.com.

About CardioComm Solutions

CardioComm Solutions’ patented and proprietary technology is used in products for recording, viewing, analyzing and storing electrocardiograms for diagnosis and management of cardiac patients. Products are sold worldwide through a combination of an external distribution network and a North American-based sales team. CardioComm Solutions has earned the ISO 13485 certification, is HIPAA compliant and holds clearances from the European Union (CE Mark), the USA (FDA) and Canada (Health Canada).

FOR FURTHER INFORMATION PLEASE CONTACT:
Etienne Grima, Chief Executive Officer
1-877-977-9425 x227[email protected]
[email protected]

Forward-looking statements

This release may contain certain forward-looking statements and forward-looking information with respect to the financial condition, results of operations and business of CardioComm Solutions and certain of the plans and objectives of CardioComm Solutions with respect to these items. Such statements and information reflect management’s current beliefs and are based on information currently available to management. By their nature, forward-looking statements and forward-looking information involve risk and uncertainty because they relate to events and depend on circumstances that will occur in the future and there are many factors that could cause actual results and developments to differ materially from those expressed or implied by these forward-looking statements and forward-looking information.

In evaluating these statements, readers should not place undue reliance on forward-looking statements and forward-looking information. The Company does not assume any obligation to update the forward-looking statements and forward-looking information contained in this release other than as required by applicable laws, including without limitation, Section 5.8(2) of National Instrument 51-102 (Continuous Disclosure Obligations).

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

Enthusiast Gaming $EGLX.ca – The State Of #Esports: Why Investors Should Pay Attention $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:00 PM on Monday, April 8th, 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 partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

Images
EGLX: TSX-V
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The State Of eSports: Why Investors Should Pay Attention


  • Forget marijuana stocks and cryptocurrencies, one of the latest disruptive trends investors are looking to capitalize on in 2019 is professional video gaming.
  • “esports,” brings millions of spectators around the world together both online and on-location to watch competitive video gaming.
  • Now, 2019 is slated to be the first year the industry surpasses $1 billion in revenue, solidifying esports’ position as a serious contender on the world stage.

Luis Aureliano , Benzinga Contributor

Newzoo Global Esports Economy 2019

Market research firm Newzoo released its 2019 report on the global esports economy last month and projects revenue for the industry to reach $1.1 billion marking an impressive +26.7 percent growth year-on-year. Newzoo indicates the fastest growing revenue stream for the industry is the selling of media rights for viewing esports with an expected growth of 41.8 percent in 2019. 

Media Rights and Increased Viewership

When it comes to esports entertainment, popular streaming platform Twitch.tv, which was acquired by Amazon.com, Inc. AMZN 0.57% for $970 million in 2014, has been at the forefront. Earlier this year, Twitch and Activision Blizzard, Inc. ATVI 0.42% agreed on a two year, $90 million-minimum deal to grant the streaming platform broadcasting rights for one of Activision Blizzard’s most successful games and competition, the Overwatch League (OWL).

The expansion of media rights as a revenue stream fits with the explosive growth in viewership for esports as a whole. Compared to just years ago, viewership for esports has grown significantly, particularly for League of Legends, the most popular competitive game. During the 2018 Mid-Season Invitational, League of Legends attracted more than 60 million unique viewers. To put things into perspective, the most-watched NBA game since 1998 attracted roughly half that number in 2016 with a record 30.8 million viewers during game 7.

Number of Unique Viewers for Select Esports Competitions, Statista 

The Early Esports Advantage 

Perhaps the most attractive aspect of esports for investors isn’t just the size of the audiences but the state of the market. While esports has grown substantially since its inception, the industry is still mainly a nascent one. Consider Activision Blizzard’s Overwatch as an example again since the title was one of the first games launched with esports already in mind.

Since its launch in 2016, the company has franchised out geo-located teams for Season 1 of the OWL that began last year. Now, as Season 2 is underway, the league is beginning to look more like a traditional professional sport with teams like the “London Spitfire,” “LA Gladiators,” and many others spreading from New York all the way to China and South Korea. And yet, because the OWL is still so young, no teams have their own home arenas to play in as one would expect for a professional sports team — yet.

In Philadelphia, home to the OWL’s “Philadelphia Fusion,” Comcast Corporation CMCSA 0.41% is investing to build a $50 million esports-specific arena; the first in the league. Set to be placed directly in the center of the Philadelphia Sports Complex alongside the homes of the Eagles, Flyers, 76ers, and Phillies, the 60,000 square foot arena is expected to seat 3,500 spectators and include training and broadcasting facilities as well. 

Compared to the well-established world of professional sports, esports offers a unique opportunity for investors to still gain access during the industry’s infancy. 

Growing Pains 

Though esports has experienced impressive growth, that’s not to say it hasn’t come with some growing pains along the way. A major pain point is due to the decentralized nature of competitive play as the term “esports” encompasses a vast array of different game titles, playerbases, and various leagues. Because of the fractured nature of esports, it’s not uncommon for a title to have several unaffiliated leagues for professional players like Counter Strike:Global Offensive’s open circuit system.

However, there are efforts to reduce that confusion and forward the maturity of esports. After the success of the OWL, Activision Blizzard has hinted at the creation of a similar league for Call of Duty with geo-located franchised teams. Likewise, other actors are looking to meet the needs of standardization and legitimacy for esports as well. One of the largest platforms to-date with over a million users, DreamTeam, is creating standardization for professional players across many titles like League of Legends, CS:GO and Electronic Art’s EA 1.06% latest success, Apex Legends. The platform is aiming to bring players together with event organizers, team owners and sponsors to offer an all-in-one solution for professional gaming as a whole.

Amateur players can use the platform to create teams of their own to compete and work their way to the professional levels of play, drastically reducing the barrier to entry for many games. For some titles, that barrier to entry can be steep too. In the case of League of Legends, North American teams seeking a franchise spot had to pay a hefty $10 million fee — in Overwatch, that fee was $20 million per team and potentially doubling for expansion teams in the future. With a lower barrier to entry for players around the world and an easy-to-understand ecosystem, DreamTeam is working to bridge the gap for players forming a professional team.    

The Bottom Line 

With the advent of franchised teams, massive media rights deals and the attraction of big name sponsors like The Coca-Cola Co (NYSE: KO) and Red Bull, it’s clear that video games are no longer just a way for kids to kill time. Now, competitive gaming is one of the fastest growing industries and investors are quickly looking to get in. Whether buying a team of one’s own or investing in the endemic brands propelling esports forward, investors all over are recognizing the promising future of the industry. 

Image sourced from Pixabay

Source: https://www.benzinga.com/markets/cannabis/19/04/13488198/the-state-of-esports-why-investors-should-pay-attention

Bougainville Ventures $BOG.ca Cancels Deal with Gene Bank Research Inc. $CROP.ca $VP.ca NF.ca $MCOA

Posted by AGORACOM-JC at 1:20 PM on Monday, April 8th, 2019
  • Terminated the previously announced November 13, 2018, transaction and underlying agreement with Gene Bank Research Inc.

VANCOUVER, British Columbia, April 08, 2019 – BOUGAINVILLE VENTURES INC. (CSE: BOG) (8BVFF:Frankfurt Stock Exchange) (the “Company“) has terminated the previously announced November 13, 2018, transaction and underlying agreement with Gene Bank Research Inc.

With respect to its transaction (“Transaction”) involving Gene Bank Research Inc., the company worked with its legal counsel to determine that Gene Bank defaulted on representations it entered into in the Share Exchange Agreement. Subject to Section 7.1(c) of the Share Exchange Agreement the Company has to terminate the contract.

Of the 25,000,000 shares initially issued 18,125,000 shares of Bougainville stock will be cancelled and returned to the company treasury. The remaining 6,875,000 share of Bougainville stock were already deposited into CDS and were unable to be cancelled, but the Company is still actively trying to cancel the remaining stock. As part of the termination of the agreement the Company will be returning any and all intellectual property, genetic material belonging to Gene Bank Research Inc.

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.

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 1-888-395-6399

ThreeD Capital Inc. $IDK.ca – The Game Is On For #Bitcoin, #Ethereum, #Ripple And #Litecoin

Posted by AGORACOM-JC at 12:09 PM on Monday, April 8th, 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.

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The Game Is On For Bitcoin, Ethereum, Ripple And Litecoin

  • Over the last seven days, Bitcoin has gained 25.74%, Ethereum 18.76%, Ripple 16.12%, and Litecoin 53.20%
  • Rally was extended across the cryptocurrency markets, with 94 out of the top 100 cryptocurrencies gaining in price

Panos Mourdoukoutas

Investors, traders, and speculators are jumping into the Bitcoin and cryptocurrency markets again, sending prices soaring across the board.

Over the last seven days, Bitcoin has gained 25.74%, Ethereum 18.76%, Ripple 16.12%, and Litecoin 53.20%–see table 1. The rally was extended across the cryptocurrency markets, with 94 out of the top 100 cryptocurrencies gaining in price-see table 2.

Table 1

7d Price Change For Major Cryptocurrencies

Cryptocurrency%7d
Bitcoin25.74
Ethereum18.76
Ripple16.12
Litecoin53.20

Source: Coinmarketcap.com 4/7/19 at 11 a.m.

Table 2

Number of Cryptocurrencies That Advanced/Declined In The Top 100 Ranks

Cryptocurrencies Advance/DeclineNumber
Advance6
Decline94

Source: Coinmarketcap.com 4/7/19 at 11 a.m

The recent Bitcoin rally has left left stocks, bonds, and the yellow metal in the dust, so far, in 2019-see chart.

Bitcoin Beats Stocks, Bonds, and Gold YTD

What could explain the rally?

Several factors. One of them is the renewed interest by big money. “The recent surge in Bitcoin has been sparked by a large buy order – rumored to be around $100 million – that sent BTC straight through technical resistance ($4,235) that had been in place since the start of December 2018,” says Nicholas Cawley from the DailyFX team.”  â€œThe lack of volatility in Bitcoin over the last few weeks has kept prices in-check, and low volume markets are always more susceptible to sharp moves than more liquid markets.”

Kirill Bensonoff, a technology advisor, agrees. “The surge was obviously fueled by a very large order, in the tens of millions of dollars,” says Bensonoff. “This is another sign that institutional players are coming into the market.”

Then there’s the prospect of lower interest rates, which turns risk on again for all sorts of speculative investments.

And there are the “market technicals.” Market volumes are up  3 to 4 times normal turnover, exacerbating the sharp rally,” observes Cawley. “In addition to the clean break of resistance, the move also broke through the 200-day moving average around $4,650 with ease, enabling the rally to continue.”

How far will the rally go? Will Bitcoin ever reach the $20,000 mark again? It all depends on whether regulators will approve financial instruments that allow for broad investor participation in the cryptocurrency markets, like Electronically Trading Funds (ETFs), according to Bensonoff. “For Bitcoin to hit $20,000 in 2019, we would need a major catalyst, and I believe the only one with this much force would be ETF approval,” says Bensonoff. “Without it, we are looking at a $10,000 best case scenario.”

While it’s unclear whether which of the two scenarios will come true, one thing is clear: volatility will continue in the cryptocurrency markets, creating new winners and losers.

[Ed. note: Investing in cryptocoins or tokens is highly speculative and the market is largely unregulated. Anyone considering it should be prepared to lose their entire investment. Disclosure: I don’t own any Bitcoin.]

Source: https://www.forbes.com/sites/panosmourdoukoutas/2019/04/07/the-game-is-on-for-bitcoin-ethereum-ripple-and-litecoin/#4481885519a6

North Bud Farms Inc. $NBUD.ca – #Cannabis Canada Daily: Pent-up demand leads to roaring start for Ontario #pot stores $WEED.ca $CGC $ACB $APH $CRON.ca $HEXO.ca $TRST.ca $OGI.ca

Posted by AGORACOM-JC at 11:02 AM on Monday, April 8th, 2019

SPONSOR: North Bud Farms Inc. (NBUD:CSE) Sustainable low cost, high quality cannabinoid production and procurement focusing on both bio-pharmaceutical development and Cannabinoid Infused Products. Click Here For More Information

NBUD: CSE

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Cannabis Canada Daily: Pent-up demand leads to roaring start for Ontario pot stores

Ontario pot shops made an average of $50K in sales on the first day of business

Data from Cova Software, which provides point-of-sale services to seven of the 10 recreational cannabis stores in Ontario, reveal that legal cannabis shops in the province made an average of $50,913 of sales on opening day.

Source: https://www.bnnbloomberg.ca/marijuana/video/ontario-pot-shops-sold-an-average-of-50k-on-the-first-day-of-business~1652388

BetterU Education Corp. $BTRU.ca – #EdTech platforms paving the way for quality #education in #India $ARCL $CPLA $BPI $FC.ca

Posted by AGORACOM-JC at 10:04 AM on Monday, April 8th, 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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EdTech platforms paving the way for quality education in India

DECCAN CHRONICLE   EdTech platforms have reimagined the education landscape by making learning more student-centric and engaging.

  • EdTech platforms making learning interactive and accessible to all
  • EdTech platforms have reimagined the education landscape by making learning more student-centric and engaging.
  • 24×7 accessibility
  • Personalized approach

The advent of learning apps, video tutorials and peer-to-peer discussion portals has not only enabled students to take ownership of their learning, but also bolster their critical-thinking and problem-solving skills.

Up until the 2000s, a standard classroom in India included two common components – the teacher giving lectures standing in front of the blackboard and students passively listening while taking down notes. This rigid pedagogical approach was followed for decades, leaving little to no scope for interactive learning. India’s dated education system, however, has undergone major transformations in the past few years. With educators and policymakers finally realizing the importance of digital learning, top educational institutes across the country are now turning to EdTech platforms. According to a 2016 report by Google and KPMG, the EdTech industry in India is expected to touch almost  USD 2 billion by 2021. The report further stated that the growth will be impelled by the rising number of paid users subscribed to the e-learning portals. The findings clearly indicate that a shift is taking place; students are opting for internet-based smart learning over classroom-confined learning. For instance, personalized learning app Toppr has achieved a seven-fold increase in its user-base within two years.

EdTech platforms making learning interactive and accessible to all

EdTech platforms have reimagined the education landscape by making learning more student-centric and engaging. The advent of learning apps, video tutorials and peer-to-peer discussion portals has not only enabled students to take ownership of their learning, but also bolster their critical-thinking and problem-solving skills. This explains why both they have embraced tech-enabled learning tools with open arms to acquire additional knowledge outside the classroom.

24×7 accessibility

While multiple factors have contributed to the EdTech boom in India, accessibility is the primary reason why digital learning is becoming commonplace. Thanks to the increased usage of smartphones and the internet, students can get 24×7 access to study materials, notes and qualified mentors from the comfort of their homes. Moreover, EdTech platforms also allow them to attend live lectures. This feature can be particularly beneficial for those unable to attend the class in person. Needless to say, the round-the-clock accessibility has helped thousands of Indian students who often find it futile to ask questions inside their overcrowded classrooms.

Breaking geographical barriers

The scope for higher education is limited in small towns and rural parts of India. Especially, the public education sector is not well-equipped to support high-potential and ambitious students. To address this issue, EdTech companies have come forward with their extensive offerings that range from free online classes to proper guidance. In fact, there are many e-learning portals that allow students to take mock tests and self-assess themselves.

Personalized approach

Back in the 90s, most educational institutes followed the one-size-fits-all, rote-based method of learning. While it may have been effective at that time, the requirements have changed. Today, a learner-centric pedagogy that focuses on the individual’s strengths and weaknesses is the need of the hour. Given the pressing issues like skills-gap and low-employability rate in India, a personalized learning approach can help students gain a better understanding of a subject. New-age EdTech platforms incorporate advanced algorithms to a student’s behaviour and then suggest questions appropriate for their level, slowly raising the difficulty until they meet their learning goals. This, in turn, enhances the overall learning experience as well the performance of students.

Audio-visual learning

Numerous studies have shown that audio-visual learning facilitates improved understanding and higher retention of facts. 88 per cent of parents and 84 per cent of teachers seek digital, video-based content to supplement what is being taught inside classrooms, as per a Digital Education Survey conducted by Deloitte in 2016. Students, too, are relying on EdTech platforms to get access to video-based learning modules to clear their concepts.

EdTech platforms have undeniably changed the face of India’s education sector. These changes have worked in favour of students who now have the liberty to learn at their own pace, self-evaluate and introspect.

Source: https://www.deccanchronicle.com/technology/in-other-news/080419/edtech-platforms-paving-the-way-for-quality-education-in-india.html

ThreeD Capital Inc. $IDK.ca – Societe Generale-Owned Bank Launches #Blockchain Exchange Note $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 9:45 AM on Monday, April 8th, 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.

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Societe Generale-Owned Bank Launches Blockchain Exchange Note

  • Kleinwort Hambros, a Societe Generale-owned private bank and wealth manager, has launched an actively managed exchange-traded note (ETN) targeting the blockchain sector.
  • The London-based bank announced the news on Monday, saying its Luxembourg-listed ETN will invest in companies that could “profit most” from the development and increasing uptake of blockchain technology.
  • ETNs are unsecured debt securities that, like exchange-traded funds (ETFs), are traded on a stock exchange.

Yogita Khatri

The blockchain note will initially have 20 stocks diversified across areas including technology, shipping, oil and gas, custody and industrials.

Kleinwort Hambros’ portfolio manager John Birdwood said:

“We have seen increasing interest from clients in the area of blockchain and we are very excited to be able to cater to this demand with the launch of our first blockchain note.”

The product will provide its clients with the “diversified exposure to the promising growth prospects blockchain technology offers, while maintaining the rigorous active management,” Birdwood added.

It’s worth noting that the ETN will be only available for Kleinwort Hambros’s existing and new clients, with a minimum investment of £1,000 ($1,305).

The centuries-old bank has assets under management of £14.2 billion ($18.52 billion) and over 900 employees as of last year, according to its own figures.

In similar news, investment management company Invesco and Elwood Asset Management jointly launched a blockchain exchange-traded fund (ETF) on the London Stock Exchange last month.

The crypto community’s ongoing wait for a bitcoin ETF, however, is still awaiting a decision from the Securities and Exchange Commission in the U.S. However, several exchange-traded products (ETPs) for bitcoin and other cryptos have gone live for trading in Europe.

Societe Generale image via Shutterstock

Source: https://www.coindesk.com/societe-generale-owned-bank-launches-blockchain-etn

Enthusiast Gaming $EGLX.ca spectators offer investors an opportunity to capitalize on #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, April 7th, 2019
  • Ambitious approach to rounding up these audiences between owned and affiliated media, YouTube channels, and a convention that had over 55,000 people attending in 2018
  • A market leader in digital media for video gaming
  • Its platform represents more than 80 websites reaching 75 million monthly visitors, as well as 900 YouTube channels reaching 50 million additional monthly visitors.

By: Max Arnold | April 05, 2019

The video gaming industry’s media audience goes beyond just the players of video games; there is now a robust audience of non-player spectators as well. This considerably shifts the dynamics of media in the eSports space making it similar to the media ecosystems of traditional sports, and creating correspondingly profitable business opportunities.

Toronto-Based Enthusiast Gaming Holdings Inc. (“Enthusiast Gaming”) (TSXV: EGLX | OTCQB: EGHIF) has taken an ambitious approach to rounding up these audiences between owned and affiliated media, YouTube channels, and a convention that had over 55,000 people attending in 2018, making it one of the market leaders in digital media for video gaming. Its platform represents more than 80 websites reaching 75 million monthly visitors, as well as 900 YouTube channels reaching 50 million additional monthly visitors.

Strategically Partnering with and Acquiring Channels

Enthusiast Gaming has built a respectable portfolio of media assets through partnerships and acquisitions. At the beginning of 2019, Enthusiast Gaming announced a partnership with US-based Omnia Media Inc. (“Omnia”), to exclusively represent all of Omnia’s online gaming traffic in the United States, through Omnia’s multi-channel YouTube network which, across 900 channels, has 50 million monthly visitors and a base of more than 400 million subscribers.

In November 2018, Enthusiast Gaming acquired Operation Sports LLC (“Operation Sports”), which operates a leading web portal for eSports and video game content. Under Enthusiast Gaming’s ownership, the subscriber base of Operation Sports grew by more than 100,000 users, bringing the total subscriber base to over one million users as of March 20, 2019.

In-Person Engagement

Part of how Enthusiast Gaming has built its audience organically is by cultivating engagement through its flagship convention Enthusiast Gaming Live Expo (“EGLX”). Its first iteration in 2015 saw 1,700 attendees, growing to 12,000 attendees in 2017, followed by 24,000 attendees in March 2018, and 30,000 attendees in October 2018. EGLX is the largest gaming expo in Canada, and the event has sponsors that include Bell Canada, Nintendo, World Gaming, LG, and eBay. Enthusiast Gaming is contemplating expanding EGLX to other North American cities in light of significant growth in the video gaming sector.

Diversified Base of Revenues

Enthusiast Gaming generates earnings through a number of revenue categories. Video content attracts advertising payments, and EGLX produces revenue from show admissions, exhibitor booths, and show sponsors. Paid user subscriptions are another form of revenue for Enthusiast Gaming. For example, Enthusiast Gaming acquired The Sims Resource in January 2019, which generated approximately CAD $2.8 million in subscription payments in 2018, making up about 40% of its revenue.

Enthusiast Gaming Holdings Inc. has a current market cap of CAD $57.60 million and commenced public trading on the TSX Venture through an IPO on October 4th, 2018 with a closing price of CAD $1.07. TSXV: EGLX closed April 4th 2019 at a price of CAD $1.25, up 16.82% since inception.

Source: https://investorintel.com/sectors/technology/technology-intel/enthusiast-gaming-continues-to-accumulate-esports-viewers/

INTERVIEW: $HPQ.ca Silicon Shines Bright With Apollon Solar As They Move Towards #Solar Grade #Silicon Metal Pilot

Posted by AGORACOM-JC at 4:09 PM on Friday, April 5th, 2019

Esports Entertainment Group $GMBL – Professional esports are just getting started, Take-Two CEO says $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:00 AM on Friday, April 5th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Professional esports are just getting started, Take-Two CEO says

  • According to research firm Newzoo, esports is projected to generate $1.1 billion in revenue in 2019, marking the first year the industry would reach the billion-dollar mark.

By Lynn Wilkins on April 4, 2019 at 4:00 pm

Earlier this week at the Barclays Center, 74 men and 1 woman got the chance to live out a dream — they became professional competitive gamers.

The esports athletes were officially drafted for the second season of Take-Two‘s NBA 2K League, the gaming giant‘s esports league featuring their flagship NBA 2K sports video game franchise. Take-Two Interactive CEO Strauss Zelnick emphasized the excitement surrounding the league‘s second season, highlighting the popularity and rising importance of the esports industry as a whole.

“The first season ended with a great result, and everyone‘s looking forward to the April second tip-off,” he said Friday on CNBC‘s “Fast Money.” “Over 250 million people worldwide consume esports as a form of entertainment. About half of them, 125 million, are avid esports watchers.”

According to research firm Newzoo, esports is projected to generate $1.1 billion in revenue in 2019, marking the first year the industry would reach the billion-dollar mark.

In many ways this year‘s NBA 2K League embodies how quickly the space is growing. AT&T is joining the likes of Dell and Intel as a partner for the league, which has also expanded to 21 teams from the original 17 NBA franchise-owned teams that hit the virtual court during last year‘s inaugural season.

This year‘s draft pool also included 22 international players from outside of the U.S., reflecting the overall industry‘s drive to expand globally. Among the players in the draft pool was Chiquita Evans from Chicago, who became the league‘s first female player in a time when the esports industry as a whole is grappling with discussions around diversity and inclusion.

Ultimately, Zelnick believes that esports leagues like NBA 2K will boost the video game industry as a whole.

“We‘re having a record year with NBA 2K, so one of the things we love is that when there‘s more hits in the market, there are more people engaged and the entire market grows,” he said. “So we‘re going to sell more units of NBA 2K this year than ever before, we‘ll have higher recurrent consumer spending than ever before.”

But the biggest gaming companies are facing stiff competition. While Take-Two and Activision Blizzard have dove into esports, with Blizzard‘s Overwatch League being the latter‘s most recent investment in the space, they‘re still facing the likes of other publishers who have dominated the industry.

For example, Tencent-owned Riot Games‘ “League of Legends” events still draw huge numbers of viewers, with last year‘s World Championship finals attracting nearly 100 million unique viewers who watched the match (for comparison, this year‘s Super Bowl had 98 million viewers). This while Epic Games‘ “Fortnite” also continues to dominate online viewership, both recreational and competitively.

Zelnick, however, believes that those same competitors, like “Fortnite,” lift the games industry as a whole.

“We think that ‘Fortnite‘ is a great thing for the industry, it has probably brought in a somewhat younger consumer,” he explained. “I‘m often asked if it‘s something that has hurt us. To the contrary, we‘ve seen the market continue to grow at the same time that ‘Fortnite‘ has been an extraordinary hit for Epic.”

This despite the fact that some analysts believe game revenues could be set to decline. Back in January, London-based research firm owner Pelham Smithers forecast that video game revenue is headed for its first decline since 1995 on the back of tightening regulations in China, a shortage of big console hits in 2019 and waning player enthusiasm for battle royale titles like “Fortnite.”

But Smithers also made his predictions before the release of Electronic Arts‘ “Apex Legends,” which took the gaming world by storm and garnered 50 million players in just one month. The battle royale title is yet another name in the free-to-play ecosystem that has revolutionized the gaming industry in the last few years, allowing users to download a game at no cost. In this case, the vast majority of revenue is made through in-game purchases and microtransactions, which have become dominant sources of earnings for many publishers.

This has led even the biggest publishers to explore in-game monetization. Zelnick notes that not only have microtransactions become the “biggest opportunity” to encourage users to continue interacting with a title, but it ultimately is the biggest measure of engagement.

“Microtransactions is spending, and that‘s a reflection in our view of engagement,” he said, adding that they often are a result of “making the highest quality enttertainment” that “[engages] the customer.”

“If we get that right, monetization follows, revenues follow and profits follow, and that‘s been our story for the 11 years that we‘ve been responsible for this enterprise,” he added.

Additionally, the Chinese government has seemingly eased on their game approval regulations. After freezing game approvals for months last year in a content crackdown on gaming companies, Chinese regulators have since approved 80 new games in January and one more for gaming giant Tencent in late February.

Despite the games industry‘s growth, Activision Blizzard and Take-Two Interactive have struggled with both stocks down 9 and 15 percent respective this year. Thanks to its “Apex Legends” sensation, Electronic Arts has outperformed its competitors and surged 25 percent.

Source: https://senecastandard.com/professional-esports-are-just-getting-started-take-two-ceo-says/34939/