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Tartisan #Nickel $TN.ca – #Tesla $TSLA: How #Elon Musk’s “Terawatt-Hour” Battery Plan May Spark Shift to Clean Energy $ROX.ca $FF.ca $EDG.ca $AGL.ca $ANZ.ca

Posted by AGORACOM-JC at 11:10 AM on Monday, July 29th, 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

Tesla: How Elon Musk’s “Terawatt-Hour” Battery Plan May Spark Shift to Clean Energy

Musk says it’s terawatt-or-bust.

By Mike Brown July 25, 2019 Filed Under Batteries, Clean Energy, Elon Musk, Energy, Sustainable Energy & Tesla

  • Elon Musk wants to transition the world onto renewable energy sources, but to do so, the world’s going to need a lot more energy storage.
  • The CEO outlined a new battery production goal during Tesla’s second-quarter earnings call on Wednesday, hinting that the company could eventually produce multiple terawatt-hours of storage per year.

“In order to really make a fundamental shift in the world’s energy usage and really transform things to a sustainable energy future, if you’re not in the terawatt-hour range, it’s like, it’s a nice news story but it is not fundamentally changing the energy equation,” Musk told investors during the afternoon conference call.

It’s the sort of move that could spark a bigger jump to renewables. Batteries are vital for renewable energy because they ensure a steady stream of power throughout the day.

After all, when the sun isn’t shining and the wind isn’t blowing, solar and wind generators aren’t going to keep the lights on.

The Tesla-built Hornsdale battery in Australia, completed in November 2017, uses 129 megawatt-hours to store wind energy from nearby turbines and provide enough power for 30,000 homes. The Arsenal Football Club in London has a large enough battery to power the stadium for an entire 90-minute match, and GivePower is using batteries and solar to run a desalination plant 24 hours a day.

GivePower in Kiyunga.

In the wake of booming demand and a need for more capacity, battery production is soaring. Benchmark Minerals states that annual global production jumped from 19 gigawatt-hours in 2010 to 160 gigawatt-hours in 2019.

A staggering 68 plants could add a further 1.45 terawatt-hours to the mix by 2028.

There is still a long way to go: The IEA estimates that global electricity demand reached 23,000 terawatt-hours last year. Renewables accounted for around 24 percent of electricity in 2017, a figure that could reach 30 percent by 2023.

Of course, it’s not necessary to produce enough batteries to hold all of the world’s energy at once. Musk previously stated that 100 of his company’s Gigafactories could produce enough storage to transition the world onto sustainable energy. With Musk planning to send Tesla’s production skyrocketing, it could bring this goal within squinting distance.

The Tesla battery in South Australia.

Elon Musk’s Terawatt-Hour Plan: How It Currently Stacks Up

Tesla’s Gigafactory behemoth in the Nevada desert reached an annual production rate of 20 gigawatt-hours in August 2018. That in and of itself was an achievement, as it made the firm the largest producer of battery power in the world, and it meant that Tesla produces more capacity than all other automakers combined.

The Gigafactory now produces around 28 gigawatt-hours of battery capacity per year, Musk 

Work on the Gigafactory is not complete. The company is aiming to reach an annual production rate of 150 gigawatt-hours of battery pack production per year. This would be a rate that Musk has previously described as “faster than bullets leaving a machine gun.”

Musk has stated that 100 such factories would be enough to transition the world onto sustainable energy.

But none of this is enough for Musk, who now wants to see the company reach “multiple terawatt-hours per year.”

More information about this goal could come soon. Musk suggested that a battery day, similar to the autonomous driving day, could offer “a comprehensive review of cell chemistry, module and pack, architecture, and a manufacturing plan that has a clear roadmap to a terawatt-hour per year.” That could arrive sometime between February and March 2020.

Tesla is planning to launch new vehicles next year, like the second-generation Roadster, Model Y SUV, and Semi truck.

But beyond these new vehicles, Tesla’s batteries could be used to help shift the markets to ditch dirty energy sources once and for all.

Source: https://www.inverse.com/article/58024-tesla-how-elon-musk-s-terawatt-hour-plan-may-spark-shift-to-clean-energy

Enthusiast Gaming $EGLX.ca – Canadian teen #HaydenKrueger wins $1.2M in #Fortnite World Cup #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:31 AM on Monday, July 29th, 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 exceeded 2018 target with $11.0 million in revenue. Learn More

Images
EGLX: TSX-V
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Canadian teen Hayden Krueger wins $1.2M in Fortnite World Cup

‘I wanted to do something different with my life,’ so he practises up to 12 hours a day

Zulekha Nathoo · CBC News · 

  • Canadian Hayden Krueger, 17, finished third on Saturday the first Fortnite World Cup, scoring a cool $2.4 million.
  • He’ll split that with his competition partner, who goes by the name Ceice.

In the New York tennis stadium where the U.S. Open is played every summer, Fortnite players — many not old enough for a driver’s licence — competed this weekend for a $40 million prize pool in a first-of-its-kind tournament.

Like many professional sports, video game competition is dubbed the World Cup. Like many professional athletes, the competitors warm up, train and scrutinize their strengths and weaknesses for hours a day.

“In football and basketball, they’ll go over film of their game,” said Canadian contestant Hayden Krueger, 17. “So every night, we’ll do like an hour of film. And we’ll watch over our films to see what we did good, what we did bad and then just apply it the next day.”

Krueger is better known in the gaming world and to his 20,000-plus Twitter followers as Elevate. He beat 40 million hopefuls to become one of a handful of contestants in the lucrative three-day finals.

He finished third on Saturday, scoring a cool $2.4 million for the ranking, which he’ll split with his competition partner, who goes by the name Ceice.

The winner of Sunday’s solo category will take home $3.8 million, the same amount tennis champions Novak Djokovic and Simona Halep each scored at Wimbledon this month.

Practising eight to 12 hours a day, Calgary-born Krueger, who now lives in the U.S., says he stands to make about $150,000 US in earnings this year from other tournaments. That doesn’t include sponsorship deals or streaming revenues. 

“A traditional job gave me anxiety,” he told CBC News in a Skype interview from his hotel room in New York after his win. “I didn’t want to show up to my cubicle every single day and take my pay cheque. I wanted to do something different with my life.”

Krueger, 17, says he practises eight to 12 hours a day as a professional video gamer. (Steven D’Souza/CBC)

The teenager has a rigid, albeit unconventional, routine.

“I wake up at like 1 p.m. or 3 p.m. and then I’ll play until 3 a.m. into the night,” said Krueger. “It’s like the same hours if not more

[than a 9-to-5-job]

, like eight to 12 hours of this game. It’s pretty scheduled for me.”

The commitment â€” and its payoff â€” is enviable enough that players have fans turning up in droves to watch them perform. Competitors, who range in age between 13 and 24, are often stopped between rounds to sign autographs or pose for selfies.

The award-winning battle royale game, which has become a cultural phenomenon since it was released in 2017, involves 100 players being dropped onto an island to compete for survival. It’s free to play, but part of Fortnite’s internal currency allows participants to make upgrades and purchase add-ons for their avatars, such as “skins” (costumes) and “emotes” (signature dance moves).

Fans filled the stands at the Arthur Ashe stadium in New York and stopped competitors for autographs and selfies between rounds. ( Sarah Stier/Getty Images)

Eyes on the prize

It’s left some parents torn between trying to indulge their child’s interests and wondering whether their kids are spending too much time and money on the product. Kim Jeffords, who made the eight-hour drive from from Niagara Falls, N.Y., for her son, Nick, to attend the event, said she’s spent at least $25 a week on game-related purchases for him.

“I really don’t want to add it up because it will probably scare me,” she laughed.

Nick, blond and sporting a Nike T-shirt and polarized Wayfarer sunglasses, said he plays the game “at least 12 hours a day.”

“I don’t take breaks,” he said with a smile.

Kim Jeffords says she spends at least $25 a week on Fortnite-related game purchases for her son Nick, left. (Steven D’Souza/CBC)

At 11, his skills qualified him for the week-to-week round robin action. He was just too young to enter the finals.

“It is easy to get lost [in the game] because you want to become the best,” said esports journalist Victoria Rose. There are a lot of games with that issue.”

Among them, she says, are Grand Theft Auto, Dota and Starcraft. Rose says serious players will often switch to home schooling or take classes online to leave more time for the game.

“It’s mostly these very well trained, very educated players who know how to play efficiently, who know how to balance their work life to become the top players,” she said. “Just being here is a $50,000 guarantee. It gives you eyes to have sponsorships, to have a future.”

While Fortnite is still enjoying widespread popularity and massive revenue, some data suggests the game might be experiencing a slight decline in interest compared to when it burst onto the video game scene two years ago.

Fortnite, which came onto the market in 2017, is a battle royale game that drops 100 players on an island to fight for survival. (Johannes Eisele/AFP/Getty Images)

‘Astronomical’ prize money

The World Cup, launched for the first time this year, could be another way to keep the game top-of-mind. Epic Games, which created Fortnite, has pumped more than $100 million in prizes over the last season of tournaments which is “astronomical in terms of esports,” according to ESPN sports host, Arda Ocal.

“This [event] is a massive deal, if not only for the giant prize pool itself, but also the amount of viewers that this entire season in competitive esports has had,” said the Canadian-born broadcaster. “For Fortnite, this is a great way for people to continue to know and learn about their game but also get engaged and be motivated to play the game after watching it.”

The first World Cup is one way for Epic Games, the creator of Fortnite, to ensure fans stay interested in the game. (Sarah Stier/Getty Images)

Krueger says it’s natural for parents to be reluctant to let their kids get too involved with the game, and his were no different. But they came around, he says, after seeing his detailed plan of how he intended to achieve his goals. His mother has also recently decided to shift careers and return to school to study law.

When asked if Krueger might be able to help with her tuition, he laughed: “Maybe.”

Next month, the Dota 2 esports tournament will surpass Fortnite‘s prize pool, offering over $40 million â€” the largest pot for this kind of competition.

Source: https://www.cbc.ca/news/entertainment/fortnite-world-cup-2019-1.5227778

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 9:30 PM on Sunday, July 28th, 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
  • Signed Binding Letter of Intent to Purchase Sill Lake Lead-Silver Property, Ontario Read More

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

Sill Lake Silver-Lead property, Sault Ste. Marie Mining Division, Ontario.

  • Closed the acquisition of the past-producing Sill Lake Silver-Lead property, Vankoughnet Twp, Sault Ste. Marie Mining Division, Ontario.
  • Acquisition includes 13 single-cell mining claims and four boundary-cell claims that total some 372.8 hectares.
  • Lead-zinc-silver mineralization was discovered at Sill Lake in 1892; since that time sufficient works have been completed so as to define a (historical) measured and indicated resource of 112,751 tonnes of 134 g/t silver, 0.62% lead, and 0.21% zinc.
  • A 60 g/t cutoff for silver was used, with no cutoff used for base metals content.
  • Some 7,000 tonnes was exploited from the Sill Lake Project to produce a lead-silver concentrate which was sold to nearby smelters.

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

CLIENT FEATURE: Star Navigation $SNA.ca Providing Real-Time Patient Information and Flight Tracking

Posted by AGORACOM-JC at 9:15 PM on Sunday, July 28th, 2019

Real-Time Flight Tracking Technology And Ruggedized Flat Panel displays

PRODUCT UPDATES

STAR-A.D.S. ®

  • STAR-A.D.S. ® system installed on a major private operator in the Mid-East has been operating for more than one year now
    • Discussions are being finalized to expand the installation of the STAR solution of real-time monitoring to the rest of the customers’ fleet
  • Contract for 5 aircraft installations with a scheduled flights airline in Egypt has been implemented
  • First installation is scheduled for Fall 2019 as scheduling permits, with the balance of fleet installations to match the C-check schedule of the remaining aircraft in the fleet
  • Production of 27 STAR-A.D.S.® System units has commenced in order to meet ongoing requirements

STAR M.M.I.™

  • STAR M.M.I.™ Division (displays), continues to service, repair and offer case-by case new unit build for legacy LCD panels for Lockheed Martin (P3 aircraft), Northrop Grumman, and Blue Aerospace. Star qualified for these activities as a stable, long-term and direct offsets (Industrial Regional Benefit “IRB”) provider to these main US based integrators
  • STAR-ISAMM™ and STAR-LSAMM™ systems have generated a rapid and growing interest in the North American market
  • Distribution and Sales agreement with AMS Heli Design has been signed, with the first contract covering 6 installations on EMS helicopters awaiting final approval by the end customer

STAR-ISAMM™

  • STAR-ISAMM™ presentations have been made targeting Canadian Defense retrofit programs.
  • Star has received a high level of interest from the military industry and market segments.
  • Two applications have been submitted to the Federal and Provincial governments for Research and Development funding covering mid-2019 to end of 2021.

FULL DISCLOSURE: Star Navigation Systems Group Ltd. is an advertising client of AGORA Internet Relations Corp.

Esports Entertainment Group $GMBL – #Blockchain, a Step Into the World of #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:00 PM on Sunday, July 28th, 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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Blockchain, a Step Into the World of eSports

  By Ezekiel Ng

  • Esports have become one of the fastest-growing industries in the world in the last decade with millions of dollars on the line for players to compete over.
  • The eSports industry has generated over $1billion yearly in revenue in the past couple of years and has provided many players with a stable income.

Being a gamer or streamer is more viable as a career option now with ever-increasing viewership and tournament prize pools each year. However, selections can be tough and not everyone can make the cut.

Blockchain can provide increased transparency into gaming as well as more ways in which platforms can monetize activities. On top of that, blockchain also reduces the barriers of entry into the gaming industry and provides regular gamers a stepping stone onto what could provide them a stable income.

Here are some ways in which blockchain and cryptocurrencies have been used in gaming so far!

Gambling

The gambling industry is a lucrative business and eSports has provided people with new options to throw their money on. Unikrn is a sports and eSports betting platform that also provides up-to-date news about eSports. They offer all the top popular games such as Dota 2, LOL, CS:GO and many others. They have 2 gaming currencies UKG(Unikoin Gold) and Unikoin silver which you can use for betting or even entering jackpots. Users will not be required to make an initial deposit or purchase and Unikoin Silver is given free to all users who signed up.

Buying and selling skins

Unikrn also has the function to allow users to connect their Unikrn account to steam and convert selected skins for UKG. Skins from popular games such as Dota 2 and CS:GO will be available for conversion. This provides players with an additional way to earn money as money earned by selling on platforms such as Steam can’t be withdrawn. UKG is being sold on some exchanges and can even be used to buy games, gift cards and keys from Gamivo.

Wagering

Wagering is a good way for players to use their gaming skills to earn money or items for themselves. Arena Match, an eSports gaming app, has the perfect platform for players to pit their skills against one another or push themselves to the limits.

Currently, they have only PUBG unlocked for skill challenges but will have many other top games such as CS:GO, Fortnite and Apex Legends available in the future. To give you an idea on how wagering works in PUBG on Arena Match here is an illustration. Players have to pay an entry fee in credits and enter into a solo match in PUBG. Depending on your performance in the game, a multiplier will be applied to your wager amount if you hit a certain requirement. For example, having 5 kills in a single game could earn you a 3x multiplier and a 10kill game could earn you an 8x multiplier and the payout will be in terms of real cash.

Arena Match has also adopted the Enjin Blockchain SDK and even has Enjin backed perks for players to use in-game to reduce the difficulty of challenges.

Streaming

Streaming can be considered bread and butter for many gamers and is a huge part of the entertainment industry as well. Some common ways of income for streamers are donations and partnership with the streaming platform.

Refereum has just announced a partnership with PUBG and is rewarding players for streaming. Due to their blockchain technology, players will also be able to receive rewards for streaming on some of their partnered platforms such as Twitch and Mixer.

Sliver.tv who has partnered with Theta is another streaming platform which allows streamers and watchers ways to earn by participating in activities on their platform. Users will be able to earn TFUEL(the operation token on the Theta protocol) by watching streams, winning giveaways and also donate to streamers. TFUEL can also be used to purchase items such as a Nintendo switch or a Playstation 4 in the Sliver shop.

Earn through playing

Refereum is also offering rewards for completing in-game achievements during their PUBG campaign.

Unikrn is giving players ways to earn UKG by linking their game account to the Unikrn platform and completing certain achievements. Games such as CS:GO, Dota 2, Fornite and many more are available in their list of premium games in their play to earn system.

Game hosting

Plairlife, a decentralized gaming ecosystem, has successfully hosted a Dota 2 tournament on their platform. Plair hosted a series of 1v1 and 5v5 Dota 2 matches for their Alpha testers to enjoy and also established a partnership with Team Eazy(HongKong Dota 2 team).

They will be looking to host CS:GO tournaments next and is actively looking for cyber café partners to integrate Plair into their physical locations.

Opportunities to go pro

DreamTeam is a platform for players to find teammates, use of AI to improve their gaming skills and to manage teams. As many people most commonly game at home, getting scouted by a pro team can be indeed near to impossible. DreamTeam connects and allows regular gamers to go professional with amateur or semi-professional eSports teams with over a 60% rate of success.

Salary and payment

DreamTeam platform also allows salaries, prize money and other deals to be settled on their platform. Due to the nature of blockchain, players can be sure to receive their payments as not getting paid is a real and not so uncommon thing in the pro scene of eSports.

Conclusion

Blockchain has shown its capability and also enhances the quality of gaming as well. It also shows it can solve many real and burning issues in the eSports world and provide gamers with more ways to be able to earn money. This also shows how blockchain and the eSports industry can work and grow together. Blockchain is constantly evolving and eSports is not showing signs of slowing down either. This space will be super exciting to watch and I am thrilled onto what developments blockchain can bring.

Source: https://www.altcoinbuzz.io/blockchain-gaming/gaming-news/blockchain-a-step-into-the-world-of-esports/

Spyder Cannabis $SPDR.ca – Here’s Why Gen-Z Are Turning To #CBD Skincare $WEED.ca $CGC $ACB $APH $CRON.ca $HEXO.ca $OGI.ca

Posted by AGORACOM-JC at 12:29 PM on Friday, July 26th, 2019

SPONSOR: Spyder Cannabis Inc. (TSX-V: SPDR) An established chain of high-end vape stores in Ontario, Canada. The company has an aggressive expansion plan already in place that will focus on Canadian retail and US Hemp-Derived kiosks in high traffic areas. Click here for more info.

Spdr logo large
(TSX-V: SPDR)
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Here’s Why Gen-Z Are Turning To CBD Skincare

CBD extract is popping up in everything, from CBD infused cosmetics to cocktails. (AP Photo/Damian Dovarganes)

  • Health trends come and go but one wellness phenomenon that shows no sign of slowing is CBD.
  • CBD, otherwise known as cannabidiol, is indisputably one of the hottest health topics right now, with CBD products now available on the high-street in food and beverages and no longer restricted to supplements from a pharmacy.

Health trends come and go but one wellness phenomenon that shows no sign of slowing is CBD. CBD, otherwise known as cannabidiol, is indisputably one of the hottest health topics right now, with CBD products now available on the high-street in food and beverages and no longer restricted to supplements from a pharmacy. According to the Cannabis Trades Association U.K., the number of CBD users has doubled over the past year from 125,000 to 250,000 and the acquisition of This Works, the British beauty and wellness brand, by Canopy Growth, the world’s largest cannabis company, is just one of many examples highlighting the growing presence of CBD in the U.K. market. 

Used for a variety of ailments from pain relief to anxiety and depression, CBD oil should not be confused with cannabis use, which has previously been linked with causing depression in teenagers by the NHS. Shiona Redmond, CBD expert and creator of Graces London, a luxury CBD oil beauty and lifestyle brand, explains that CBD is a non-psychoactive cannabinoid from the cannabis plant, whereas tetrahydrocannabinol (THC) is the psychoactive cannabinoid that creates the “high” commonly associated with marijuana use. Because CBD contains less than 0.2% of the psychoactive THC it is, therefore, legal to buy and consume in the U.K. 

The increasing popularity of CBD in the U.K. is perhaps a delayed reflection of the success in the U.S., where legal sales of marijuana products surpassed $10 billion in 2018. Bolstered by a growing cohort of Gen-Z consumers, who are twice as likely to use CBD than the national average, it’s no surprise that CBD uptake in the U.K. has grown so quickly, given that 1 in 5 young adults have a diagnosable mental health disorder.

But how does CBD help mental wellbeing? Redmond explains that humans have cannabinoid receptors in our bodies, part of a self-regulatory system called the endocannabinoid system which aims to create homeostasis, a sort of consistent internal balance, in the body. “The ECS has been noted as one of the most important physiologic systems involved in maintaining our health and balance,” says Redmond, “In 2007 the ECS was discovered to play an important regulatory role in the secretion of hormones related to reproductive functions and response to stress.”

The human body actually produces its own cannabinoids which have the same composition as the CBD cannabinoids from cannabis plants, therefore a CBD intake interacts with our bodies in a similar way. The sensation is akin to the “runners high” or feel-good buzz felt after physical activity because the naturally produced cannabinoids in the brain are heavily linked with euphoria and serotonin. 

CBD products are growing not only in availability but also range, with several popular alternatives instead of vaping. Often taken sublingually, as an oil, tincture or spray absorbed via the mouth under the tongue, CBD is also popping up in food and beverages, with Crussh becoming the first U.K. chain to offer cannabidiol products with the recent launch of a CBD booster to add to drinks. 

CBD products are increasingly available in the U.K to address a range of health and wellbeing concerns (Photo/Graces London) Graces London

For those who would prefer not to ingest CBD orally, topical CBD products like skincare oils, body balms, bath bombs and face masks are also increasing in popularity. Redmond says: “CBD extracts can be absorbed through the epidermis layers of the skin to interact with cannabinoid receptors located on skin surface cells. With the skin being the largest organ of the human body, what we put on our skin doesn’t only affect the skin, but it can have long-lasting effects on our health and general wellbeing.”

With wellbeing at the center of the CBD phenomenon, further growth in the U.K. is inevitable. Partly linked to the arrival of trendy CBD beauty brands like Milk Makeup—aimed at a younger audience and now sold in the U.K. since January—but also hard to not draw parallels with the downward trend in smoking and drinking amongst the younger generation. Gen-Z music artists like Lil Pump are now becoming cannabis ambassadors, rather than the traditional alcohol advertising contracts that millennials and baby boomers are accustomed to seeing.  Reflecting this cultural change in consumer behavior, Facebook has recently relaxed its rules on CBD advertising, now allowing the promotion of topical CBD, but still banning ingestible CBD.

It will be interesting to see how CBD advertising is regulated going forward, due to the wide-spread use of CBD but varying levels of concentration within products.”Not all CBD is created equal., says Redmond, “The CBD cannabinoid content in extracts can vary from just a few percents to more than 90% CBD. The extraction method used will determine the CBD cannabinoid content. CBD flowers can be cold-pressed, distillation processes can be used or varied forms of alcohol, solvent, and C02 extractions can be used to extract the oil. The clearer and more golden the oil, the more purified and concentrated the whole plant CBD extract is.” 

Although greenwashing often refers to brands attempting to appear more environmentally friendly, the term still applies here with the rise of CBD and mental wellbeing giving brands an opportunity to capitalize by using hemp seed oil, another derivative from the cannabis plant. Hemp seed oil, sometimes referred to as Cannabis Sativa seed oil, should not be confused with CBD. It’s been widely available within the health and beauty industry for years and does not contain the same beneficial cannabinoids as CBD. Having social media at their fingertips, Gen-Z shoppers are not afraid to call out big beauty brands for greenwashing. Time will tell how young consumers respond, as they become more clued up to what’s within their products.

Source: https://www.forbes.com/sites/zoewong1/2019/07/09/heres-why-gen-z-are-turning-to-cbd-skincare/#42c9fbd85541

BetterU Education Corp. $BTRU.ca – [Funding alert] #Edtech platform #Brainly raises $30M led by #Naspers; plans to expand user base in #India $ARCL $CPLA $BPI $FC.ca

Posted by AGORACOM-JC at 10:50 AM on Friday, July 26th, 2019
SPONSOR:  Betteru Education Corp. aims to provide access to quality education from around the world. The Company plans to bridge the prevailing gap in the education and job industry and enhance the lives of its prospective learners by developing an integrated ecosystem. Click here for more information.
BTRU: TSX-V

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[Funding alert] Edtech platform Brainly raises $30M led by Naspers; plans to expand user base in India

The latest investment brings the total funding received by the edtech platform to $68.5 million.

  • Poland-based Brainly, a peer-to-peer learning community for students, parents, and teachers across 35 countries including India,
  • has raised $30 million in its new funding round led by Naspers with participation from Runa Capital and Manta Ray. 

By: Sujata Sangwan

Poland-based Brainly, a peer-to-peer learning community for students, parents, and teachers across 35 countries including India, has raised $30 million in its new funding round led by Naspers with participation from Runa Capital and Manta Ray

The latest investment brings the total funding received by the edtech platform to date up to $68.5 million.

The company said in a statement that the current round of funding will be used to enhance Brainly’s user experience and invest further in the quality of the help provided to students and parents across the globe. In addition, these funds will enable the company to further expand its user base in India, one of its key markets, which is witnessing continual growth with more than 15 million unique monthly users.

Brainly CEO and Co-Founder, Michał Borkowski said

“Our goal is to extend that access to academic help to every student in the world, including India, giving them the resources and the tools to succeed while inspiring collaborative learning. This funding allows us to do just that. We also plan to utilise these funds to expand our offerings for the Indian community of students, parents, and teachers, by providing a platform to discuss and study in other local languages like Marathi, Gujarati, Bengali, Telugu, and Punjabi, to name a few.”

Brainly CEO and Co-Founder Michał Borkowski with students

Founded in 2009 by Michal Borkowski, Lukasz Haluch, and Tomasz Kraus , Brainly last raised $38.5 million in Series B round from seven investors, including Naspers, which also funded India’s first edtech unicorn BYJU’s.

“We have been impressed by Brainly’s growth over the past 10 years, particularly in the US, and high-growth markets like India, Indonesia, Turkey, and Brazil,” said Larry Illg, CEO of Naspers Ventures.

“At Naspers, we extend our support to companies that can address grave societal needs like education, helping them fulfill their vision with the ultimate aim of bringing about a change at a global scale,” he said.

With more than 150 million monthly unique users, Brainly now reaches out to students, teachers, and parents across 35 countries in solving their academic problems and exchanging knowledge. In addition to India, the platform’s largest communities are in the US, Russia, Indonesia, India, Brazil, and Poland, among others. 

Middle and high-school students, as well as their parents across India, have been leveraging Brainly’s platform to strengthen their skills in core academic subjects such as Math, Science, local languages like Hindi, and Social Studies, the company added. 

In 2016 and 2017, Brainly closed $15 million Series B funding and $14 million Series B-1 funding, led by Naspers and Kulczyk Investments, respectively. The platform’s previous investors also include General Catalyst Partners, Point Nine Capital, Runa Capital, and Learn Capital. 

Brainly’s ‘crowdlearning’ model combines online education, social media, and machine learning, and is disrupting the $2.6 billion education market on a global level.

Source: https://yourstory.com/2019/07/edtech-platform-brainly-funding-naspers-runa-capital-manta-ray

ThreeD Capital Inc. $IDK.ca – In First, #SEC Clears #Blockchain Gaming Startup to Sell #Ethereum Tokens $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 10:18 AM on Friday, July 26th, 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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In First, SEC Clears Blockchain Gaming Startup to Sell Ethereum Tokens

  • U.S. Securities and Exchange Commission has issued a no-action letter to Pocketful of Quarters (PoQ), a gaming startup looking to issue tokens on the ethereum blockchain.
  • PoQ may legally sell its Quarters tokens to consumers without registering them as securities, the SEC Division of Corporation Finance wrote in its second no-action letter to a company seeking to launch a token sale.

Nikhilesh De

The U.S. Securities and Exchange Commission has issued a no-action letter to Pocketful of Quarters (PoQ), a gaming startup looking to issue tokens on the ethereum blockchain.

PoQ may legally sell its Quarters tokens to consumers without registering them as securities, the SEC Division of Corporation Finance wrote in its second no-action letter to a company seeking to launch a token sale. (The first was granted in April to TurnKey Jet, a business-travel startup.)

Quarters are built according to the ERC-20 standard – the first such token to receive U.S. regulatory approval.

In the July 25 letter, Jonathan Ingram, chief legal officer for the SEC’s FinHub wing, wrote:

“Based on the facts presented, the Division will not recommend enforcement action to the Commission if, in reliance on your opinion as counsel that the Quarters are not securities, PoQ offers and sells the Quarters without registration under Section 5 of the Securities Act and does not register Quarters as a class of equity securities under Section 12(g) of the Exchange Act.”

“The thing that’s notable here, this is the first ERC-20 public blockchain token [approved for a sale],” said Lewis Cohen of DLX Law, which worked with PoQ to secure the letter.

The token is a stablecoin, with PoQ setting the price of the Quarters as the only seller, PoQ CEO George Weiksner said. This is part of the company’s compliance requirement with the SEC. (A smart contract prevents tokens from being sent to unapproved accounts, thereby restricting secondary trading.)

PoQ also raised money through a registered securities sale using an investment token, which will remain separate from the Quarters sale.

The two-token system is meant to ensure that users conduct transactions with Quarters, rather than hold them in the hopes of securing a return, Weiksner explained.

He said he hopes Quarters will improve the gaming experience for players who are tired of spending large sums for different platforms, adding:

“It’s a way to make games better.”

“The most important thing for teenage boys is playing video games and this might be the first financial product that they have and it’ll be a crypto wallet,” said Michael Weiksner, the company’s principal (and George’s father).

PoQ is working with Apple and Google to sell Quarters tokens in the App and Google Play stores, respectively, the elder Weiksner said.

Launch conditions

The no-action letter requires a PoQ to follow a number of commitments, including ensuring that players can’t sell, buy or exchange tokens with each other. Rather, only developer or “influencer” accounts will be able to transact with players.

“Players can never buy or sell or exchange to anyone except for approved developers, and that’s a key component of our … [compliance] strategy,” Michael Weiksner said.

“Accounts are born as regular accounts but they’re restricted, so they can’t exchange,” he said. “The default accounts are restricted and only approved accounts can accept Quarters.”

At present, only PoQ can approve accounts, and there are no concrete plans to grant other entities the ability to do so, he said. PoQ is still looking into whether that’s possible.

Developers and influencers will have to pass know-your-customer (KYC) and anti-money laundering (AML) processes before they can get an approved account.

According to the letter, Pocketful of Quarters has fully developed its platform and can go live before any tokens are sold.

Moreover, the Quarters tokens “will be immediately usable for their intended purpose” with PoQ’s gaming platform when the sale begins, and “only developers and influences with approved accounts will be capable of exchanging Quarters for [ether] at pre-determined exchange rates by transferring their Quarters to the Quarters Smart Contract.”

The SEC’s Ingram warned that “any different facts or conditions might require the Division to reach a different conclusion.”

“Further, this response expresses the Division’s position on enforcement action only and does not express any legal conclusion on the question presented or on the applicability of any other laws, including the Bank Secrecy Act and anti-money laundering and related frameworks,” he wrote.

Reaching this point took PoQ and DLX the better part of a year, Michael Weiksner said.

Cohen told CoinDesk, “we have long championed the importance of working with, rather than against, regulators, and we believe the outcome today of this … letter, the first-ever ERC-20 that can be sold without being a securities offering, I think it’s an incredibly important point.”

He concluded:

“It required a lot of patience, and it shows that not every ERC-20 token is a securities offering and it is a positive event in working with regulators.”

Source: https://www.coindesk.com/sec-clears-blockchain-gaming-startup-to-sell-quarters-tokens

Tartisan #Nickel $TN.ca – Battery Metals Face Looming Supply Crunch $ROX.ca $FF.ca $EDG.ca $AGL.ca $ANZ.ca

Posted by AGORACOM-JC at 3:44 PM on Thursday, July 25th, 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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TN: CSE
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Battery Metals Face Looming Supply Crunch

By Mining.com – Jul 25, 2019

  • Growing global demand for batteries that power electric vehicles (EVs) and high tech devices is set to cause a supply crunch of lithium, cobalt and nickel by the mid-2020s, global consultancy Wood Mackenzie predicts.

The firm’s latest research shows that sales of passenger EVs, including hybrid electric vehicles (HEV), jumped by more than 24% last year. And while HEVs had the smallest growth, they made up over 60% of EV sales.

WoodMac expects global sales of EVs to account for 7% of all passenger car demand by 2025, 14% by 2030 and 38% by 2040.

“Battery pack sizes continue to trend larger through the medium term, resulting in overall greater battery demand. We have seen the first announcements of the commercialization of NMC 811 cells in EVs,” says Gavin Montgomery, WoodMac research director.

Not surprisingly, Montgomery notes, China was the first market mover, but a number of other nations and companies are moving towards mass production of 811 cells before the end the year. 

South Korea’s SK Innovation is already in talks to set up separate battery-making joint ventures with Volkswagen AG and Chinese partners, as part of the petrochemicals producer’s aggressive plans to tap into the EV market.

“While still conservative on mass-market uptake for [811 cells], we are more optimistic in regards to adoption. As such, we expect to see an increased nickel demand at the expense of cobalt, and to a lesser extent, lithium,” the analyst says.

Most carmakers, including VolkswagenFord MotorToyota and BMW have already stated they would go completely electric by 2050. Related: Another Surprising Industry Falls Victim To Ongoing Trade War Chaos

WoodMac warns that, unless battery technology is developed, tested, commercialized, manufactured and integrated into EVs and their supply chains faster than ever before, it will be impossible for many EV targets and ICE (Internal Combustion Engines) bans to be achieved. “This will pose issues for current EV adoption rate projections,” Montgomery says.

Lithium prices to fall further

Over the past year, spot prices for lithium carbonate have fallen by just under $7,000 a tonne, affecting top producers and juniors alike.

“This is in an environment where the major brine producers in South America have failed to ramp up capacity. Clearly, the first responders to the lithium boom– Australian hard rock mines – have the capability to quickly deliver the required tonnages. Meanwhile, the bottleneck in Chinese conversion capacity that was supporting prices is giving way as China emerges as a net exporter of lithium chemicals to the region.

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Expected strong lithium demand will not be able to offset a decline in prices, even though the need for the commodity from battery makers alone will jump 650% by 2027.

“It has only taken a few years for the battery sector to become the largest demand driver for lithium. Lithium’s use in every lithium-ion battery type means it will have double-digit annual growth, making up over 80% of total lithium demand by 2030,” Montgomery adds. The study also reveals that the cobalt market will see an oversupply of intermediate products such as hydroxide until at least 2024.

The firm also suggests that investment in new nickel projects are needed now as mines can take up to 10 years to develop.

By Mining.com

Source: https://safehaven.com/commodities/industrial-metals/Battery-Metals-Face-Looming-Supply-Crunch.html

Enthusiast Gaming $EGLX.ca – Global #Esports Market Recent Study Including Growth Factors CAGR of 18.58% by 2025 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:00 PM on Thursday, July 25th, 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 exceeded 2018 target with $11.0 million in revenue. Learn More

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EGLX: TSX-V
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Global eSports Market Recent Study Including Growth Factors CAGR of 18.58% by 2025

  • Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion and is projected to grow at a CAGR of 18.58% in the forecast period of 2018 to 2025.

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Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion and is projected to grow at a CAGR of 18.58% in the forecast period of 2018 to 2025. The eSports preferred as “Electronic sports”. The sports that connect with the electronic system and all the functions are followed human – computer interface. It provides the customer an experience for several types of games including tournament, ladder, and league through single system.

eSports are connected though electronic system that can be available on numerous platforms comprising social media, where as traditional sports are still fight overtake the traditional mediums including print, radio & TV. Capability to stream on non-traditional platforms, growths in gaming technologies, rising in awareness about eSports due to consideration given by worldwide publishers, investors & broadcasters and growth in number of eSports supporter are the major drivers responsible for rise of eSports market. In addition, it’s played by professional gamers who are usually participating of sporting organizations, or they are sponsored by business organizations.

eSports is the most relevant, unique, fair and creditable global market research report which is provided to the valuable customers and clients depending upon their specific business needs. eSports market report helps uncover the general market conditions and tendencies. Along with competitive analysis of the key players, this eSports report also serves with complete and distinct analysis of the market drivers and restraints, detailed analysis of the market segmentation, key developments in the market and details of research methodology. Excellent practice models and method of research applied for this eSports report unearths the best opportunities to succeed in the market.

Major Market Competitors: Global eSports Market

The renowned players in global eSports market are Bungie, Inc, KONAMI, GungHo Online Entertainment, Inc, Kabam, Inc., Rovio Entertainment Corporation, Zynga Inc.,  GAMEVIL Inc. Wargaming Public , PandaScore, ESP.bet, Unikrn , Riot Games , HI-REZ STUDIOS, INC. , Activision, BLIZZARD ENTERTAINMENT, INC. , Electronic Arts Inc., Activision Publishing, Inc. , infinity ward, Take-Two Interactive Software, Inc., King.com, Vivendi, Bethesda Softworks LLC,  and many more.

Market Segmentation: Global eSports Market

  • By Revenue Streams (Media Rights (Subscription & Online Advertisement ),Tickets And Merchandise, Sponsorship & Direct Advertisement, And Publisher Fees),
  • By Geographical Segments (North America, South America, Europe, Asia-Pacific, Middle East And Africa)

For achieving an incredible growth in business, this eSports market research report plays very central role. This report lends a hand to make out how the market is going to perform in the forecast years by offering you information about market definition, classifications, applications, and engagements. This market report describes the strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the Electronics industry. You can request an analyst call or drop down an enquiry to get detailed eSports market report.

Market Drivers and Restraints:

  • Increasing demand for video games and growing awareness about eSports.
  • Betting & fantasy site are increasing demand in eSports market.
  • Rising demand for investments from sponsors and advertisers.
  • Difficulty in managing all the fraudulent betting.
  • Lack of outdoor sports considerations.

About Us:

Data Bridge Market Research set forth itself as an unconventional and neoteric Market research and consulting firm with unparalleled level of resilience and integrated approaches. We are determined to unearth the best market opportunities and foster efficient information for your business to thrive in the market.

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Source: https://www.tribaux.com/2019/07/24/global-esports-market-recent-study-including-growth-factors-cagr-of-18-58-by-2025-applications-regional-analysis-key-players-and-forecasts-to-2025/