Posted by AGORACOM-JC
at 12:00 PM on Tuesday, April 9th, 2019
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Blockchain Could Be Used By At Least 50% Of All Companies Within 3 Years, Oracle Exec Says
“My projection is that between 50%-60% of companies will use blockchain in the next few years,†said Frank Xiong, Oracle group vice president of blockchain product development at the Forbes CIO Summit in Half Moon Bay, California, Monday.
Ten years after the idea of blockchain was conceived, the technology that underpins cryptocurrencies is starting to be used by large enterprises as a secure way
to track goods. But mass utilization is still years away, and it won’t
be for every company, said a panel of blockchain executives.
“My projection is that between 50%-60% of companies will use
blockchain in the next few years,†said Frank Xiong, Oracle group vice
president of blockchain product development at the Forbes CIO Summit in Half Moon Bay, California, Monday.
The enterprise software maker has more than 100 customers using its
blockchain platform to track items for reasons such as ensuring the
Italian olive oil you’re buying was really made in Italy, or that a
manufacturer isn’t buying minerals that support armed conflicts. But
it’s not a magic bullet. “We’re past the stage that blockchain can cure
everything, so people are becoming more realistic about what’s good for
their business model,” he said.
Blockchain is a kind of shared database that allows users to share
identical copies of information on many computers. In the past few
years, it’s gone from largely supporting virtual currencies like bitcoin
to a tool used by companies to more closely and accurately track
products or private information that pass through many hands.
Despite the buzz, uptake is still early. Large technology companies
like IBM and shipping giant Maersk, and Oracle, have formed consortia
around their blockchains, and many efforts are still in the pilot stage.
Others, such as $3 billion logistics startup Flexport, say they’re waiting for global standards before they jump in.
In deciding whether to use blockchain, companies should do a pain
point assessment, two executives said. Like any venture, they should
figure out if it’s worth the cost.
“At the end of the day blockchain makes multipart collaboration more
efficient, whether it’s having a consortium to track data on counterfeit
getting into supply chains, or how much inventory you need to create a
better forecast,†said Ted Kim, vice president in blockchain at Samsung
SDS, a unit of the electronics manufacturer that provides IT services,
including a pilot projects to track cargo from Korea to Europe using
blockchain. He expects in three years, 20% of companies will be using
blockchain. “There is tangible ROI in the blockchain.â€
Yet even in a world where blockchain is much more widespread, some
aspects may resemble today’s commerce system more than blockchain’s
evangelists forecast.
“People are predicting that the blockchain will allow people to be
decentralized, that everyone will have distributed trusted networks,”
said Daniel Jones, CEO of bext360, a software startup that keeps track of commodities
by identifying and making an electronic token. “I don’t think that’s
possible —I think what we’re going to see is companies vertically
integrating, the Amazons of the world are going to continue to
vertically integrate to the farm level.”
From left: Laura Mandaro, Forbes Media, Jones, Bext360 Ted Kim,
Samsung SDS America Frank Xiong, Oracle, CIO Summit 2019 Forbes Media
Posted by AGORACOM-JC
at 10:55 AM on Tuesday, April 9th, 2019
Announced today that its DROSRITE™ System has been validated by a world leading primary aluminum smelter as part of the process towards adopting the technology for use
After a preliminary due diligence of a system in operation at one of PyroGenesis’ client’s facility, a process analysis was performed to validate its viability.
MONTREAL, April 09, 2019 — PyroGenesis Canada Inc. (http://pyrogenesis.com) (TSX-V: PYR) (OTCQB: PYRNF) (FRA: 8PY), a TSX Venture 50® high-tech company, (the “Company”, the “Corporation†or “PyroGenesis”) that designs, develops, manufactures and commercializes plasma atomized metal powder, plasma waste-to-energy systems and plasma torch  products, announced today that its DROSRITE™ System has been validated by a world leading primary aluminum smelter (the “Smelterâ€) as part of the process towards adopting the technology for use. After a preliminary due diligence of a system in operation at one of PyroGenesis’ client’s facility, a process analysis was performed to validate its viability.
PyroGenesis’ DROSRITE™ system is a proven, salt-free, cost-effective, sustainable process for maximizing metal recovery from dross, a waste generated in the metallurgical industry. PyroGenesis’ patented process avoids costly loss of metal, while reducing a smelter’s carbon footprint and energy consumption, thus providing a high return on investment. The system has been designed to process and recover valuable metals such as aluminum, zinc and copper from dross. PyroGenesis sells DROSRITE™ systems, and provides tolling services worldwide. A tolling service arrangement is one in which a smelter provides dross to a third party to be processed for a fee either on or off site.
PROCESS VALIDATION BY A WORLD LEADING PRIMARY ALUMINUM SMELTER
“The Smelter is one of the most well respected and competitive
primary aluminum smelters in the world to which other smelters in the
industry look to for guidance. This report is the most significant
development since receiving the first DROSRITE™ sale,†said Mr. David
D’Aoust, Sales Manager – DROSRITE™ of PyroGenesis. “The report
effectively confirms the capabilities of the DROSRITE™ system which we
have been advertising and, in part, mitigates the normal concerns a new
technology has when penetrating a marketplace.â€
“This is a very important development for PyroGenesis’ DROSRITE™
system as it is timely in that our business development team and
Japanese partner continue to advance DROSRITE™ opportunities with some
of the largest primary aluminum smelters around the world,†commented
Mr. P. Peter Pascali, President and CEO of PyroGenesis. “Seen as a
leader amongst leaders, this Smelter is looked upon as an example to
follow within the industry. The Smelter continuously demonstrates its
commitment to be more sustainable and responsible in its own operations
and DROSRITE™, being a salt-free and environmentally-friendly process,
integrates itself well with the Smelter’s environmental objectives.â€
About PyroGenesis Canada Inc.
PyroGenesis Canada Inc., a TSX Venture 50® high-tech company, is the
world leader in the design, development, manufacture and
commercialization of advanced plasma processes and products. We provide
engineering and manufacturing expertise, cutting-edge contract research,
as well as turnkey process equipment packages to the defense,
metallurgical, mining, advanced materials (including 3D printing), oil
& gas, and environmental industries. With a team of experienced
engineers, scientists and technicians working out of our Montreal office
and our 3,800 m2 manufacturing facility, PyroGenesis maintains its
competitive advantage by remaining at the forefront of technology
development and commercialization. Our core competencies allow
PyroGenesis to lead the way in providing innovative plasma torches,
plasma waste processes, high-temperature metallurgical processes, and
engineering services to the global marketplace. Our operations are ISO
9001:2015 certified, and have been since 1997. PyroGenesis is a
publicly-traded Canadian Corporation on the TSX Venture Exchange (Ticker
Symbol: PYR) and on the OTCQB Marketplace. For more information, please
visit www.pyrogenesis.com
This press release contains certain forward-looking statements,
including, without limitation, statements containing the words “may”,
“plan”, “will”, “estimate”, “continue”, “anticipate”, “intend”,
“expect”, “in the process” and other similar expressions which
constitute “forward- looking information” within the meaning of
applicable securities laws. Forward-looking statements reflect the
Corporation’s current expectation and assumptions and are subject to a
number of risks and uncertainties that could cause actual results to
differ materially from those anticipated. These forward-looking
statements involve risks and uncertainties including, but not limited
to, our expectations regarding the acceptance of our products by the
market, our strategy to develop new products and enhance the
capabilities of existing products, our strategy with respect to research
and development, the impact of competitive products and pricing, new
product development, and uncertainties related to the regulatory
approval process. Such statements reflect the current views of the
Corporation with respect to future events and are subject to certain
risks and uncertainties and other risks detailed from time-to-time in
the Corporation’s ongoing filings with the securities regulatory
authorities, which filings can be found atwww.sedar.com, or at www.otcmarkets.com. Actual
results, events, and performance may differ materially. Readers are
cautioned not to place undue reliance on these forward-looking
statements. The Corporation undertakes no obligation to publicly update
or revise any forward- looking statements either as a result of new
information, future events or otherwise, except as required by
applicable securities laws. Neither the TSX Venture Exchange, its
Regulation Services Provider (as that term is defined in the policies of
the TSX Venture Exchange) nor the OTCQB accepts responsibility for the
adequacy or accuracy of this press release.
Posted by AGORACOM-JC
at 9:32 AM on Tuesday, April 9th, 2019
Producers of major esports events in Canada including Dreamhack, GOML, Cineplex, CNE, WESG (EGLX)
Partners with major brands and sponsors including Ubisoft, NXNE, AMD, CSL
Strategic partnership expands
Enthusiast’s client services to include experiential advertising,
esports tournaments, and broadcast and production capabilities
TORONTO, April 09, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF) (“Enthusiast†or the “Companyâ€) is pleased to announce that it has, through a wholly-owned subsidiary, signed a definitive agreement to purchase 20% of the issued and outstanding shares (“Purchased Sharesâ€) in Waveform Entertainment Inc. (“Waveformâ€) for an aggregate consideration of $1,680,000 (the “Subscription Priceâ€). Waveform is a leading esports broadcast and production company specializing in the organization of premium esports tournaments world-wide. Enthusiast has also secured an irrevocable option, at its sole discretion, to acquire a 100% interest in Waveform. (the “Buy-Out Optionâ€).
While Waveform was established in 2018, its team has been on the
leading edge of esports event production and broadcast for several
years, servicing some of the world’s most prestigious esports
tournaments and events including Dreamhack, Cineplex WorldGaming, and
Enthusiast owned, EGLX.
“Investing in Waveform will contribute greatly to the expansion
of EGLX and our events business. Waveform’s infrastructure and expertise
are key for the roll out of the Rising Star Series and upcoming esports
tournaments at EGLX in the future,†commented Menashe Kestenbaum, CEO of Enthusiast. “We
were very impressed by the organization of our esports tournaments at
EGLX in October 2018 and we see significant growth potential as esports
continue to soar.â€
Waveform was responsible for the broadcast, production and execution
of Canada’s largest esports tournament, WESG Canadian Finals at EGLX in
October 2018. Enthusiast will continue to partner with Waveform as EGLX
executes on its North American expansion plan and introduces the Rising
Stars Series this summer. Waveform will provide the infrastructure,
broadcast and event support to drive the expansion and continued growth
of EGLX in 2020.
As esports continues to grow with $1.1bn in projected revenues in
2019,(1) large brands are entering the industry by sponsoring esports
teams and championing their own activations. Waveform has partnered
with major brands including Evil Geniuses, Virtus Pro, Ubisoft, AMD,
Asus, Team Liquid and more. The investment into Waveform will help
Enthusiast’s mission to reach gamers both online and offline. The
Company will provide digital advertising and experiential marketing
opportunities to major brands and publishers, increasing visibility and
event attendance. The partnership enables Enthusiast’s event business
to increase its client services portfolio to include event production,
broadcast, streaming services and creative experiential brand
ambassadorship programs. In turn, the partnership also allows
Enthusiast’s platform to promote Waveform’s business and portfolio of
large brands and help them drive new partnerships moving forward.
Terms of Transaction
The Purchased Shares will be purchased pursuant to the terms of a share subscription agreement (the “Agreementâ€),
among Waveform and a wholly owned subsidiary of Enthusiast created for
the purpose of the transaction. Pursuant to the Agreement, Enthusiast
agreed to purchase the Purchased Shares in three tranches: (i) on April
4, 2019, Enthusiast purchased 40.5% of the Purchased Shares for a
portion of the Subscription Price, being $680,000.00; (ii) Enthusiast
agreed to purchase, on or before (as decided by Enthusiast) October 4,
2019, 29.75% of the Purchased Shares for a portion of the Subscription
Price, being $500,000.00; and (iii) Enthusiast agreed to purchase, on or
before (as decided by Enthusiast) June 3, 2020, 29.75% of the Purchased
Shares for a portion of the Subscription Price, being $500,000.00. On
the date Waveform and Enthusiast entered into the Agreement, they also
entered into a Shareholders’ Agreement for Waveform (the “Shareholders’ Agreementâ€).
The aggregate purchase price for all Waveform’s shares, if the Buy-Out
Option is exercised by Enthusiast shall be equal to the greater of: (i)
four (4) times Waveform’s gross revenue (as defined in the Shareholders’
Agreement), multiplied by eighty percent (80%); or (ii) $7,680,000 (the
“Option Purchase Priceâ€). The Option Purchase Price will be subject to agreed adjustments.
The purchase of the Purchased Shares on the two remaining tranches,
as well as the exercise of the Buy-Out Option (if exercised by
Enthusiast) are subject to obtainment of all applicable regulatory
approvals (including by the TSX Venture Exchange).
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.
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.
Tags: CSE, EA sports, egaming, esports, Fortnite, LOL, stocks, tsx, tsx-v Posted in All Recent Posts, Featured | Comments Off on Enthusiast Gaming $EGLX.ca Acquires Significant Interest in Waveform Entertainment, a Leading Esports Operator and Tournament Producer $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.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.
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).
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.
Tags: EKG, mhealth, small cap stocks, stocks, tsx, tsx-v Posted in CardioComm Solutions | Comments Off on 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 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.
EGLX: TSX-V ———————————-
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.
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.
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.
——————-
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
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
Bitcoin
25.74
Ethereum
18.76
Ripple
16.12
Litecoin
53.20
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/Decline
Number
Advance
6
Decline
94
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.†“The 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.â€
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.â€
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.â€
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.â€
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.]
Posted by AGORACOM-JC
at 10:04 AM on Monday, April 8th, 2019
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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.
Posted by AGORACOM-JC
at 9:45 AM on Monday, April 8th, 2019
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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.
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.â€
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.
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.
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 Gamingâ€) (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.
(“Omniaâ€), 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 Sportsâ€), 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 (“EGLXâ€). 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.