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FansUnite Entertainment $FANS.ca Enters Partnership with Global Gaming Leader Pinnacle Solutions $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 6:52 AM on Tuesday, October 6th, 2020
  • Announced its partnership with Pinnacle to incorporate Pinnacle’s new esports data and odds feed into its Chameleon Gaming Platform
  • The partnership is part of its strategic plan to collaborate with the best data providers for its esports betting offering.
  • Through Pinnacle’s partnership with GRID Esports, they gain direct access to GRID’s contracts with esports leagues and tournaments, making it the best data source for many major esports events.
  • In partnering with Pinnacle, FansUnite can now offer the best odds on esports bets for its Chameleon Gaming Platform partners, giving it a competitive advantage over other turnkey B2B esports betting products.

Vancouver, British Columbia–(October 6, 2020) – FansUnite Entertainment Inc. (CSE: FANS) (OTC: FUNFF) (“FansUnite” or the “Company”), a technology company providing leading online gaming solutions, is pleased to announce its latest partnership with Pinnacle Solutions (“Pinnacle”), a global leader in online sports betting.

FansUnite is excited to announce its partnership with Pinnacle to incorporate Pinnacle’s new esports data and odds feed into its Chameleon Gaming Platform. The partnership is part of its strategic plan to collaborate with the best data providers for its esports betting offering. Through Pinnacle’s partnership with GRID Esports, they gain direct access to GRID’s contracts with esports leagues and tournaments, making it the best data source for many major esports events. In partnering with Pinnacle, FansUnite can now offer the best odds on esports bets for its Chameleon Gaming Platform partners, giving it a competitive advantage over other turnkey B2B esports betting products.

“We aim to partner with the leading companies in the industry to provide the best product and options to our customers using the Chameleon Platform. With Pinnacle’s addition and their relationship with GRID Esports, we continue to add the best esports betting data available with the most markets and the best odds. It’s exciting to be the first to offer Pinnacle Solution’ service, and we are honoured they chose to work with us,” stated FansUnite CEO Scott Burton.

“The next step is to effectively market the Chameleon Gaming Platform to sportsbooks,” continued Scott Burton. “We want to ramp up our B2B segment and get a guaranteed licensing fee when sportsbooks use our services. In addition, we generate additional income as our partners grow as we share in a percentage of the net gaming revenue giving us unlimited upside revenue potential. Partnering with Pinnacle will help take our B2B esports solution to a new level.”

Pinnacle’s CEO Paris Smith added, “We are really excited to announce this partnership with FansUnite. Pinnacle Solution is going from strength to strength and it’s great to see our product getting out there and enhancing the betting experience for customers around the world. We are always focused on getting the most value out of our partnerships for us and our partners. Our deal with FansUnite will certainly add to our experience as a supplier and we are really looking forward to working closely with their team and helping them achieve their goals.”

“Our B2B strategy is one that is built on laying solid foundations. Our continued growth, which includes deals like this, is a clear sign that we are working hard to build on our already impressive offering and keep leading the way for others to follow. Whether it’s the odds, the risk management, the data, we have the complete package as well as a best-in-class service to match.”

About FansUnite Entertainment Inc.

FansUnite is a global sports and entertainment company, focusing on technology related to regulated and lawful online gaming and other related products. FansUnite has produced a one of a kind complete iGaming platform, with a sports and esports focus geared for the next generation of online bettors and casino players. The platform includes products for pre-match betting, in-play betting, daily fantasy, content and a certified RNG to produce casino style chance games. The platform operates multiple B2C brands and B2B software for the online gambling industry. FansUnite also looks to acquire technology platforms and assets with high-growth potential in new or developing markets.

About Pinnacle Solution

Pinnacle Solution offers a comprehensive B2B sportsbook service built on the foundation of unrivalled risk management expertise and the unique ability to leverage Pinnacle’s 20+ years of industry experience as an operator.

In addition to its wide-ranging traditional sports offering, Pinnacle Solution is also renowned for being the leading supplier in esports betting. Winning multiple awards has positioned Pinnacle Solution as the gold standard in B2B esports betting, proven to help clients take their product to the next level.

For further information, please contact:

Prit Singh Investor Relations at FansUnite
[email protected]
(905) 510-7636

Scott Burton Chief Executive Officer of FansUnite
[email protected]

Darius Eghdami President of FansUnite
[email protected]

NEITHER THE CANADIAN SECURITIES EXCHANGE NOR ITS REGULATIONS SERVICES PROVIDERS HAVE REVIEWED OR ACCEPT RESPONSIBILITY FOR THE ADEQUACY OR ACCURACY OF THIS RELEASE. 

FORWARD-LOOKING STATEMENTS: Certain information contained herein may constitute “forward-looking information” under Canadian securities legislation. Generally, forward-looking information can be identified by the use of forward-looking terminology such as “believes,” “belief,” “expects,” “intends,” “anticipates,” “potential,” “should,” “may,” “will,” “plans,” “continue” or similar expressions to be uncertain and forward-looking. Forward-looking statements may include, without limitation, statements relating to future outlook and anticipated events such as: the leveraging of GameCo’s US license infrastructure; GameCo becoming an official reseller of the platform; the Company’s entrance into the US market and the Company’s strategy with respect thereto; the importance of the US market to the Company; impacts of the GameCo/Askott partnership on the Company’s success; the Company’s ability to become a leading technology platform and a leader in the global I-gaming market, and to serve the gaming market; the potential growth of the Company and the gaming market; the increased number of betting options; the ability of the Company to scale its B2B arm and maintain its B2C platforms; the Company’s unique portfolio of assets; and discussion of future plans, projections, objectives, estimates and forecasts and the timing related thereto. Forward-looking statements are based on the Company’s estimates and are subject to known and unknown risks, uncertainties and other factors that may cause the actual results, level of activity, performance or achievements of FansUnite to be materially different from those expressed or implied by such forward-looking statements or forward-looking information. Additional information regarding the risks and uncertainties relating to the Company’s business are contained under the heading “Risk Factors” in the Company’s Non-Offering Prospectus dated March 27, 2020 filed on its issuer profile on SEDAR at www.sedar.com and risks related to global pandemics, including the novel coronavirus (COVID-19) global health pandemic, and the spread of other viruses or pathogens and influence of macroeconomic developments. Accordingly, readers should not place undue reliance on forward-looking statements and forward-looking information. The forward-looking statements in this news release are made as of the date of this release. FansUnite disclaims and does not undertake to update or revise any forward-looking statements or forward-looking information, whether as a result of new information, future events or otherwise, except as required by applicable securities laws.

#Twitch brings custom #Esports competitions to streamers in closed beta SPONSOR: FansUnite Entertainment $FANS.ca $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 10:28 AM on Friday, September 11th, 2020

SPONSOR:  FansUnite Entertainment Inc (CSE: FANS) The global online gambling market could potentially hit $1 TRILLION by the end of this decade. FansUnite is well positioned to capitalize on this trend. The company has a full suite of B2B and B2C services and has facilitated over $350M in bets from its 300,000 registered users. Learn More.

Twitch brings custom esports competitions to streamers in closed beta

Versus is a suite of tools that allows players, organizers, and streamers to host competitions with their communities

  • Twitch and esports go together like a dusting of salt on top of a chocolate chip cookie: the sweetness of victory etc., tempered by the saltiness of defeat
  • Today, Twitch launches Versus — a suite of competitive tools that will let creators on the site organize and manage their own tournaments — which promises to bring those agonies and ecstasies to any streamer who feels like pubstomping their community

By Bijan Stephen

Twitch and esports go together like a dusting of salt on top of a chocolate chip cookie: the sweetness of victory etc., tempered by the saltiness of defeat. Today, Twitch launches Versus — a suite of competitive tools that will let creators on the site organize and manage their own tournaments — which promises to bring those agonies and ecstasies to any streamer who feels like pubstomping their community.

While the feature is in closed beta for now, collegiate esports leagues, game devs, and Twitch Rivals competitors (along with some other Twitch streamers) will have access starting today. There is a waitlist you can join if you’re interested in trying out Versus for yourself.

Obviously, this isn’t Twitch’s first foray into esports. Twitch Rivals has been hosting competitions between streamers and pros since last year, and in April, the company rolled out an esports directory to keep viewers updated on the latest tournaments. What’s interesting about Versus is how it’s very similar to Facebook Gaming’s Tournaments. Twitch is playing catch-up! Even so, it’s cool to see good ideas make their way further into the mainstream.

Source: https://www.theverge.com/2020/9/9/21428816/twitch-esports-tools-closed-beta-versus

Video games, #Esports booming during coronavirus isolation – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 5:53 PM on Wednesday, May 20th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Video games, Esports booming during coronavirus isolation

  • “In this time of isolation, video games are the way that people are building a community,” says Neirotti. “It is already a 35% increase in the size of the people watching, playing, buying equipment.”
  • Esports industry has skyrocketed over the last few years with revenue now surpassing $1 billion. The industry attracts more viewers than almost every major sports league — and it has advantages over other professional sports.

By: Russell Falcon, Nexstar, and Anna Wiernicki

WASHINGTON, D.C. (Nexstar) — When the whole world hit pause, millions of Americans escaped to a new reality online.

Sports management professor Lisa Neirotti says people are picking up a controller at a record rate.

“In this time of isolation, video games are the way that people are building a community,” says Neirotti. “It is already a 35% increase in the size of the people watching, playing, buying equipment.”

The Esports industry has skyrocketed over the last few years with revenue now surpassing $1 billion. The industry attracts more viewers than almost every major sports league — and it has advantages over other professional sports.

And the same goes for collegiate sports.

“The players are still playing when they are home because they can, and so this is something unique and special about Esports,” says Neirotti.

David Willis is the head coach of Esports at St. Edward’s University in Austin. He says 15 students currently compete on the university’s varsity team.

He says the season is still going — because it can. Willis says tournaments have been pushed through June.

Unlike non-virtual games, Esports can continue on.

“The different leagues are playing,” Neirotti says. “Overwatch league is playing. And it is filling the void.”

Read More: https://www.kark.com/news/video-games-esports-booming-during-coronavirus-isolation/

How to invest in #Esports – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 6:04 PM on Tuesday, May 19th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

How to invest in esports

  • The idea of wanting to spectate a video game than actually playing it would have seemed crazy decades ago
  • While esports events are increasingly becoming popular with viewership like that of traditional sports, several investors are discovering ways to get involved as it encompasses gaming, entertainment, and other adjacent markets

By CM Guest Columnist

Esports has to do with the coming together of multiple players in a competitive gaming environment with lots of viewers streaming or watching live until a winner emerges. These events are increasingly becoming popular and gaining a massive audience, as tickets to various live events in major arenas sell out pretty quickly.

The idea of wanting to spectate a video game than actually playing it would have seemed crazy decades ago. While esports events are increasingly becoming popular with viewership like that of traditional sports, several investors are gradually discovering ways to get involved as it encompasses gaming, entertainment, and other adjacent markets.

Game Developers

The entire ecosystem is growing due to the input of developers who created games that are appealing to a wider audience. They ensure that these games remain engaging by introducing several amazing features in line with the latest technological trends.

Before investing in the esports industry, you should research game developers and publishers who have made considerable input in the industry. They are key to your success as an investor since franchising has become common among them.

Activision Blizzard is one such game developers with popular esports leagues that are making waves in the industry. They are making money from the sale of individual games, as well as franchising/publisher fees, advertising, broadcasting rights, and ticket sales. Investors get to profit by investing in these game publishers.

Streaming Platforms

The audience for esports events is not just those that are physically present in the arena but include those that are viewing it live from different geographic locations. A couple of streaming platforms made this possible, allowing fans to watch their favorite teams from the comfort of their homes.

Huya and Amazon’s Twitch are among the most popular esports streaming platforms that you can invest in. With millions of people streaming live events on these platforms daily, it will be of great benefit to you as new monetization strategies are implemented.

Hardware Manufacturers

Players and teams always look to upgrade their hardware and peripherals like headsets to stay trendy and improve the performance of their computers. You need to consider the opportunities that this area presents when investing in esports, as players are always acquiring new peripherals, including keyboards and mice.

A couple of hardware makers are partnering with certain teams, hence increasing the popularity of their products as well as its demand in the esports ecosystem.

Event Sponsors

When looking for esports companies to invest in, you should consider those that are organizing notable events and tournaments. These tournaments present an opportunity for gamers to meet and connect with each other as they support their favorite teams.

WePlay is one of such esports companies with entertainment arenas and tournament modules aimed at giving fans a memorable experience. You are guaranteed of positive return with investments through this channel.

Venture Capital funds

Venture capital funds are now investing in esports which is laden with great potential returns. Venture firms that are actively investing in this industry include BITKRAFT and JKR. Companies like JKR is not solely focused on esports, hence you can get exposure in other fields as you enjoy positive returns from your investment.

How To Invest In Video Games

Video games have been around for decades and gamers are beginning to earn millions of dollars from winning esports events. They may have had to spend several months behind game controllers to attain the level of mastery to become the best in those gaming tournaments that they won.

You do not have to play these games to begin to earn from them as there are alternative ways to start getting your desired returns. For access to massive returns from a popular video game, investing in public stocks, as well as Exchange Traded Funds (ETFs) is your best course of action.

Public Stocks

There are several companies that are doing excellently well in the stock market, providing a stable way for investors to enter the online gaming and esports industry.

Some of the biggest players include Take-Two Interactive (NASDAQ: TTW) which owns the Red Dead franchise, as well as Grand Theft Auto, WWE 2K, and NBA 2k series. Electronic Arts (NASDAQ: EA) owns the popular FIFA soccer series and Apex Legends. Activision Blizzard (NASDAQ: ATVI) is another company that has produced several massive games that earned them billions of dollars like Call of Duty, and the Overwatch League.

Tencent (NASDAQ: TCEHY), with popular franchises like PlayerUnknown’s Battlegrounds, Fortnite, League of Legends is another gaming giant. The acquisition of Twitch by Amazon (NASDAQ: AMZN) has also put them in the forefront of the gaming scene, with investors happily smiling to the bank.

Exchange-Traded Funds (ETFs)

Investors that are seeking to get fully involved without focusing on a specific gaming company should consider the opportunity provided by ETFs. They cover various areas of gaming including hardware, software, and entertainment.

Video Game Tech (ARCA: GAME) is one of such ETFs that offer numerous opportunities to investors. With several exchange-listed companies in different sectors of the gaming industry, this is a valid option to consider.

Also important is the VanEck Vectors Video Gaming and eSports ETF (ARCA: ESPO) which exposes investors to the ever-growing esports market. With several holdings that are driving revenue generation, you get to enjoy the level of esports exposure you want as the video gaming industry expands.

Conclusion

Being able to identify and take advantage of opportunities as they become available makes you a great investor. The risks associated with each venture, time factor, and the possibility of actualizing your investment goals should not be ignored if you want to enjoy positive outcomes.

There is no perfect investment strategy as they all have a downside which is why diversification is important. It improves your exposure as you acquire relevant experience in the esports space, whether you are investing in startups or major companies.

Source: https://cyprus-mail.com/2020/05/19/how-to-invest-in-esports/

Esports Entertainment Group $GMBL – China recognizes #esports as a profession $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:03 PM on Wednesday, February 6th, 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

China recognizes esports as a profession

  • China’s Ministry of Human Resources and Social Security (CMHRSS) announced 15 new professions on Jan. 25, including “esports professional” and “esports operator.”
  • The world’s most populous nation has finally recognized esports as a legitimate profession, and the ministry has officially identified it in the courts.

Jerome Heath

China’s Ministry of Human Resources and Social Security (CMHRSS) announced 15 new professions on Jan. 25, including “esports professional” and “esports operator.”

The world’s most populous nation has finally recognized esports as a legitimate profession, and the ministry has officially identified it in the courts. It comes as news following last year, when the Chinese government issued its support and interest in the esports industry.

The term “esports professional” is defined as players who compete in esports tournaments, perform at esports events, or train with other professional players, according to the CMHRSS. While “esports operator” is explicitly classified as those who organize or develop content for esports tournaments.

Additionally, the CMHRSS noted that “account boosting” is one of the main jobs accompanying the esports profession. Account boosting and cheating are punishable offenses in League of Legends, Overwatch, and a number of other esports titles, and have caused controversy in the past. A lack of communication between the Chinese government and the esports industry could be the reason for the term account boosting being used, or it could just be a misunderstanding.

The term account boosting could have been used by the CMHRSS to reference players using their teammates’ account during professional play, but generally “account boosting” is defined as the act of one player logging into another player’s account with the intent of boosting their rank.

Former LMQ League of Legends player Yu “XiaoWeiXiao” Xian received a one-year ban for account boosting in Aug. 2015, Philadelphia Fusion player Su-min “SADO” Kim was suspended from the Overwatch League after accusations of taking part in a boosting scheme in Nov. 2017, and 1,400 Overwatch accounts were banned for boosting in Aug. 2018.

It is not clear yet if the ministry’s use of the word account boosting will be revised. However, the announcement of the inclusion of esports professional and esports operator as official jobs is a positive step for the growth of esports in China. It means that Chinese players will have extended working rights, giving them easier access to working visas, and allow them more freedom of movement.

Source: https://dotesports.com/business/news/china-recognizes-esports-as-profession

Enthusiast Gaming $EGLX.ca – These are the #esports games to watch out for in 2019 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:25 PM on Tuesday, February 5th, 2019

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

Images
EGLX: TSX-V
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These are the esports games to watch out for in 2019

  • The esports industry economy is expected to hit $1.65 billion by 2021, fueled by nearly 250 million esports enthusiasts and another 307 million casual viewers.
  • That revenue and viewer forecast could get even higher based on heavy-hitters like Fortnite and PlayerUnknown’s Battlegrounds officially entering the esports arena in 2019.
  • Whether you’re not familiar with esports or you’re a dedicated longtime fan, we’ve compiled a list of the esports games to watch out for this year.

A few esports games on our list are relative newcomers, while games like Dota 2 and League of Legends are showing their age. They’re all still hot titles and should provide plenty of fun, frenetic gameplay throughout the year. Best of all, you can play in several of the listed tournaments!

Call of Duty: Black Ops 4

Activision’s latest Black Ops entry launched Oct. 12, 2018 on the PlayStation 4, Xbox One, and Microsoft Windows. It includes a new game mode called “Blackout,” which replaces the traditional campaign with a battle royale mode. However, you won’t see people competing in that mode just yet. The Call of Duty World League (CWL) lists Hardpoint, Search & Destroy, and Control as the battle modes for the 2019 season.

According to the league, the esports format is changing to five-versus-five for 2019. Participants will also get an updated ruleset, the largest Call of Duty esports prize pool to date — a hefty $6 million â€” and the removal of region restrictions for all LAN-based events. Qualifications for the Pro League — launching Feb. 4 — are also changing, to remove the relegation period and second stage. Teams will receive extra prize money for participating in the CWL Pro League as well.

The second open event of the 2019 season takes place in Fort Worth, Texas during March 15 to March 17. You can watch the show on Twitch here.

Clash Royale

Developed and published by Supercell, this real-time strategy game arrived on Android and iOS in March 2016. Clash Royale mashes multiple genres into one multiplayer game: Online battle arena, collectible card game, and tower defense. Players battle in one-on-one and two-on-two matches trying to destroy the highest number of opposing towers.

Supercell’s official esports league for 2018 consisted of 40 teams from Asia and Mainland China, Europe, Latin America, and North America. Each team had four to six players, three of which played in one-on-one and two-on-two games on match days. The best team in each region moved on to compete in the Clash Royale League World Finals. To become a pro team member for season one, you needed complete 20 wins in the CRL Challenge in March 2018.

Supercell hasn’t released any details for 2019, but we’ll keep you updated here. Meanwhile, you can watch the Clash Royale League 2018 tournament here.

Counter-Strike: Global Offensive

Few esports games have had as much impact as Counter Strike: Global Offensive. This first-person shooter developed by Valve and Hidden Path Entertainment launched in 2012 and became an esport the following year. Valve currently sponsors Major Championships (called Majors), in which 24 teams compete for a prize pool of $1 million. The list of hosts over the years include ELeague, Electronic Sports League (ESL), and Major League Gaming (MLG). The first Major of the year will be during Intel Extreme Masters XIII in Katowice hosted by ESL.

Valve changed the Majors format starting with Boston’s ELeague Major in early 2018. The company renamed all three stages, increased the overall team count to 24, and introduced stickers for all participating teams. ESL plans to tweak the Major format again before the Katowice tournament to implement the new Swiss system used in the Chicago Major in November. This pits teams against opponents with the same ELO rankings, rather than pairing teams with opponents of harder or weaker skill.

To see a list of Minor Championships for 2019 not sponsored by Valve, head here. Those sponsored by Valve can be found here. Currently, CS:GO is the most-watched esports game on Twitch and YouTube.

Dota 2

Just before Dota 2’s launch in 2013, Valve invited 16 Defense of the Ancients esports teams to play the unreleased game in a tournament during Gamecom 2011. Valve held a second tournament in 2012 during PAX Prime, followed by the official launch of The International at the Benaroya Hall in Seattle during 2013. The most recent International event took place in Vancouver, Canada in August 2018, where 18 teams compete for a prize pool $25 million.

Currently the second-most watched esports game on Twitch and YouTube, Dota 2 consists of two teams of five players with the goal of eliminating the opposing team’s Ancient. You can watch The International through Twitch, Steam Broadcasting, YouTube, China’s Gamefy, and in some cases traditional networks. Prize pool money stems from the purchase of a Battle Pass and related in-game items with a starting price of $10.

Fortnite

The first Fortnite World Cup arrives in late 2019. Qualifiers were originally scheduled for Fall 2018, but they were pushed to sometime in 2019. Epic Games wants the competition open to all Fortnite players rather than sell teams and franchises, or fund third-party leagues. Backing this tournament is a hefty $100 million split between various major and minor events “at different levels of competition.”

Fortnite entered the esports scene in 2018 with its first Pro-Am event, during E3 2018. After that, Epic Games held the Summer and Fall Skirmish series followed by the Winter Royale in December. The next non-World Cup event sponsored by Epic Games will be the Secret Skirmish on Feb. 14 and 15, with a prize pool of $500,000. This event will be invite-only at an undisclosed location.

League of Legends

Originally launching in 2012, the League of Legends Championship Series (LCS) changed its format in 2016, bringing ten teams into Riot Games’ Los Angeles studios to compete live on Twitch and YouTube. The annual season consists of two local nine-week sessions, with the best three teams of each session moving on to compete in regional finals. After that, the winning team competes with other teams from across the globe in the League of Legends World Championship. Overall, 13 regions follow this or a similar format prior to the global showdown.

The 2018 World Championship saw 24 teams compete for a chunk of the $2.4 million prize pool and the tournament’s coveted trophy. The 2019 schedule started Feb. 2 here in North America and the local Spring Finals are scheduled for April 13 in St. Louis, Missouri. This year Riot Games chose to remove the third and fourth place matches, resulting in only two teams competing for the Spring Split Champion title and the chance to move on to the Mid-Season Invitational.

Both the European and North America leagues also rebranded for the 2019 season — the NALCS is now called the LCS, and the EULCS is now called the League European Championship (LEC).

According to the Esports Charts, the 2018 League of Legends World Championship was the most-viewed tournament of the year.

Overwatch

Activision Blizzard launched the Overwatch League in 2017. Unlike other esports tournaments, the company chose the traditional sports format with Overwatch, allowing companies and individuals to own teams established in specific cities. Team owners include New England Patriots owner Robert Kraft (Boston), Misfits Gaming CEO Ben Sproont (Miami – Orlando), and New York Mets COO Jeff Wilpon (New York). The roster now consists of 20 established teams spread out across the globe.

The 2019 season begins Feb. 14, with four matches including Philadelphia Fusion taking on London Spitfire, and New York Excelsior competing against Boston Uprising. Activision Blizzard breaks the season down into four five-week stages. The schedule shows Week five of Stage four taking place in Los Angeles at the end of August, so get ready for loads of coverage through the spring and summer. London Spitfire won the 2018 Grand Finals at Barclays Center in Brooklyn, New York, in a two-day showdown that reeled in nearly 11 million viewers.

You can watch the Overwatch League on Twitch.

The League is different than the Overwatch World Cup. Instead of using city-based teams, the World Cup consists of individuals chosen by the community in 32 countries based on their skill rating. These countries are divided into eight groups with four teams in each group. Eventually the top team in each group battle each other across four stages until the final showdown during BlizzCon.

PlayerUnknown’s Battlegrounds

After announcing a five-year plan to establish an esports presence, PUGB Corp. launched the first season of the official global pro competition for PUBG in January 2019. The competition consists of three phases separated by two global events and an All-Star Games session featuring the best players from each region: North America, Europe, Korea, China, Japan, Chinese Taipai/Hong Kong/Macao, Southeast Asia, Latin America, and Oceania. The 2019 Global Championship concludes in November.

Prior to the new Global Championship, the first major tournament hosted by PUGB Corp. was the 2018 Global Invitational in Berlin, with a prize pool of $2 million. Before that, Bluehole and the ESL conducted an invitational during Gamescom in 2017. Going forward, the PUBG Esports pro competition rules include 16 squads of four players, the Erangel and Miramar maps, a locked first-person perspective, and a global points system.

Head here to watch these sessions on YouTube.

Rocket League

Developer Psyonix launched the Rocket League Championship Series in 2016. According to Psyonix, Season 7 kicks off 2019 with support for cross-platform play, bringing in gamers on the Nintendo Switch, PlayStation 4, Xbox One, and PC through Steam. The North American qualifiers begin March 2, while the European qualifiers begin March 3. South America becomes an official region in this season as well, though details regarding the qualifiers will be released “in the coming weeks.” League play begins April 6 in North America and April 7 in Europe.

Psyonix previously increased the prize pool to $1 million in Season 6, and added another $100,000 for the Rival Series. Introduced in Season 4, the Rival Series is a secondary league composed of the top eight teams that didn’t qualify for the Championship Series. After a five-week duel, the top two teams emerge to compete against the seventh and eighth place Championship Series teams. Rival Series League Play begins April 12.

You can livestream the events on Twitch and YouTube.

Super Smash Bros. Ultimate / Splatoon 2

Nintendo’s first tournaments for the year starts in February and anyone can participate. For the Super Smash Bros. Ultimate North America Open 2019, Nintendo will conduct three online qualifying sessions on Feb. 2, Feb. 16, and March 9 in four regions across North America: northeast, southeast, southwest, and northwest. The final showdown will include players from Mexico and Canada during the PAX East gaming convention in Boston on March 30, 2019. You can read the official rules here, or if you’d simply rather watch, the online qualifiers and final match will be livestreamed.

For the Splatoon 2 North America Inkling Open 2019, the schedule is slightly different. Captains must register their team and an additional player between January 22 and February 10. After that, teams will qualify for the tournament in Ink Pools on Feb. 10. The top eight teams will include players from Canada and Mexico to compete in the qualifier finals on March 2. Only four teams will make the trip to PAX East in March to compete in the final showdown. You can read the official rules here.

Source: https://www.androidauthority.com/esports-games-949423/

Esports Entertainment Group $GMBL – Twitch Sees Significant Growth From In Real Life Streaming in 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 10:41 AM on Monday, January 7th, 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 an additional 42 Esports teams, bringing total to 176 Esports teams. Click here for more information
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Twitch Sees Significant Growth From In Real Life Streaming in 2018

By The Numbers

  • Total Hours Watched in 2018: 540M (IRL and Just Chatting).
  • Total Hours Watched in 2017: 207.96.
  • Most-Watched Day: June 3 with 2.43M hours watched.
  • Peak CCV: 159.69K on May 29 when Bethesda released a Fallout teaser on its official channel.
  • Most-Watched IRL Channel: Chance “Sodapoppin” Morris with 49.85M hours watched.
  • Most-Watched Just Chatting Channel: Chance “Sodapoppin” Morris with 8.26M hours watched.

Max Miceli

Twitch’s  “In Real Life” or “IRL” category experienced a huge re-work in the fall of 2018 as the platform realized that more streamers were not only using it, but using for a plethora of different reasons.

At the end of September, the category was divided into several new categories including “Just Chatting,” “Sports and Fitness,” “Special Events,” “Food & Drink,” and “Talk Shows & Podcasts.” Before that point, IRL content on Twitch consistently drew some of the strongest viewership week-to-week in 2018 and regularly competed with some of the most-watched games on the platform.

Despite the division of one of Twitch’s most-watched categories, the momentum of IRL wasn’t stalled. If anything it served as a catalyst for its growth. As soon as IRL was divided, “Just Chatting” emerged as one of the most popular forms of content. Streamers regularly began streams by “Just Chatting” with their viewers before they started to get into whatever game they were playing.

Some streamers like Chance “Sodapoppin” Morris even began to expand the scope of what the category could be, and despite just three months of existence, the Just Chatting category on Twitch managed to sneak into rankings as one of the top 10 most-watched types of content for all of 2018. When combined with the success of IRL prior to it’s extinction, the two personality-driven forms of content made up 540M hours watched on Twitch, enough to be the third most-watched category on the platform.  

It wasn’t solely Just Chatting that saw use on the platform either. While Just Chatting was by far the most used subcategory, the other 12 categories that were born from IRL elicited airtime from streamers.

Year-Over-Year

Even though IRL was removed from Twitch on Sept. 26, its 388M hours watched was enough to deliver a massive year-over-year net positive for the category. Without even existing the last three months of the year, IRL had around 180M more hours watched in 2018 than it did in 2017 (207.96M). In just three months, the Just Chatting category alone drew 151.17M hours watched.

The exponential growth of IRL justified its division into sub-categories, but even after the split, Just Chatting averaged more hours watched per month than IRL. As more streamers look to grow their viewership by maintaining interactive communities, the necessity to “just chat” with subscribers and fans has become increasingly important.

Unlike many forms of entertainment, Twitch is most known for its game-driven content and its interactive interfaces. The maturation of Just Chatting and IRL is the most tangible sign of Twitch’s continued growth. Despite its short life, viewership for Just Chatting notably increased in 2018. That was paired with a significant increase in total airtime as well—a sign that influencers are aware of the trend.

Influencer Impact 

IRL is all about the influencer; there isn’t much in the way of esports that comes with “real life” content unless its a Twitch personality giving their thoughts about a recent gaming tournament. Morris seems to have mastered the art of interacting with his viewers in a unique and personal way that keeps them coming back. Not only was he the most-watched IRL streamer, but he led the Just Chatting category once it came into existence. In fact, his channel accounts for eight of the top ten IRL or Just Chatting sessions in 2018.  

As more streamers continue to use Just Chatting—as well as Twitch’s other non-game specific channels—as a way to interact with their chatroom and grow a sense of community among viewers, the opportunity for personal growth and increased sponsorships will proliferate throughout the platform.

While the battle royale craze and Fortnite  have dominated Twitch in 2018, the life of any specific game as a form of personality streaming content is historically limited. As Twitch evolves, the personalities that thrive are the ones that are able to adapt and maintain viewership with their personality—not just their skill at a specific game. This new category’s success and rapid growth are an indication that streamers are becoming privy to the opportunities that are associated with…well…just chatting.

Source: https://esportsobserver.com/twitch-irl-2018/

Enthusiast Gaming Holdings Inc. $EGLX.ca – Nielsen Uses Twitch Data to Share Insights on Esports Fan Attitudes, Behaviors $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 11:20 AM on Friday, December 14th, 2018

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 has year to date revenue of $7.4 million representing a 625% increase over the same period in 2017. Click here for more information.

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  • Nielsen announced an in-depth research study of esports fan attitudes and behaviors in the U.S. to feature data from Twitch.
  • Nielsen combined survey-based attitudes and preference data with Twitch viewership and behavior data from more than 2,000 U.S. esports fans who viewed esports content related to major titles like League of Legends, Overwatch League, Fortnite, and more over the past year.

By SVG Staff
Friday, December 14, 2018 – 9:42 am

Nielsen announced an in-depth research study of esports fan attitudes and behaviors in the U.S. to feature data from Twitch. Nielsen combined survey-based attitudes and preference data with Twitch viewership and behavior data from more than 2,000 U.S. esports fans who viewed esports content related to major titles like League of Legends, Overwatch League, Fortnite, and more over the past year.

The result of this Nielsen and Twitch Esports Fan research study is a set of rich data that marketers, rights holders, and esports organizations can use to unlock the value of Twitch’s audience at a detailed level. The data will guide those looking to make informed decisions for investments, sponsorship and advertising, as well as help esports organizations effectively demonstrate the unique value their audience brings to the industry.

Some of the high-level insights from the Nielsen Esports study of the Twitch U.S. esports audience include:

  • Twitch esports fans are well-seasoned with nearly 60% following esports for four or more years. In contrast, among the broader U.S. esports audience, only 1 in 5 have been following this long, with 23% new to esports within the past year.
  • 50% of Twitch esports fans have a paid TV subscription service; less than 40% claim to view television on a weekly basis.
  • 90% of Twitch esports fans can recall at least one non-gaming related sponsor within esports.
  • Esports fans are more likely to spend time engaging with esports over traditional sports – Twitch fans significantly so, with 70% dedicating more time to esports than traditional.
  • Over 60% of Twitch esports fans engage with gaming personalities on a daily basis, and nearly one in three viewed at least five hours of live Fortnite video content on Twitch in the past year.

“As we continue to support our esports clients, a common theme has been their need for an even more detailed view of the esports audience to support data-driven business decisions,” says Nicole Pike, Managing Director, Nielsen Esports. “At Nielsen, we know the power of viewership and how it can enrich an already valuable data set like our Fan Insights work. Given Twitch’s depth of content and reach across esports properties, we are thrilled to have the opportunity to work with them since this marks a natural evolution for our annual research.”

“Twitch caters to the many interests of gamers with esports among the more popular types of entertainment we offer,” says Andrea Garabedian, VP, Advertiser Marketing, Twitch. “By providing Nielsen with an opportunity to survey our community, they were able to surface data that reflects the passionate nature of our esports fans. Based on the amount of time these gamers spend on our service and their familiarity with the scene, from the games to the sponsors, it is clear that Twitch represents an ideal destination for brands trying to connect with this audience.”

Nielsen collected the Twitch Esports Fan data via an online survey deployed among a representative group of U.S.-based users from the Twitch Research Power Group (RPG). The Twitch RPG is Twitch’s proprietary panel comprised of over 50,000 Twitch viewers and allows the brand to instantly tap into the pulse of its community. Members of the Twitch RPG who opted into the survey ranged from ages 18-40. Along with the survey invitation, Twitch shared anonymized behavioral viewership data from survey respondents across top esports leagues/tournaments and 20 different game titles.

Nielsen will incorporate key findings into its annual Nielsen Esports Report for the U.S. market, as well as leverage the data for consulting services. The data from this landmark research are currently available in the form of syndicated or custom analysis in addition to Nielsen’s survey results among the broader esports fan base in the U.S. plus 10 other global markets.

Source: https://www.sportsvideo.org/2018/12/14/nielsen-uses-twitch-data-to-share-insights-on-esports-fan-attitudes-behaviors/


#Twitch Launches #Esports Digital Channel #SuperLeagueTV $GMBL $KUU.ca

Posted by AGORACOM-JC at 12:24 PM on Monday, April 2nd, 2018
  • Debuting on Twitch, SuperLeagueTV is the first ever network dedicated to amateur esports and competitive amateur players
  • Initial programming will include top tier gameplay from Super League’s City Champs tournaments

Debuting on Twitch, SuperLeagueTV is the first ever network dedicated to amateur esports and competitive amateur players. Initial programming will include top tier gameplay from Super League’s City Champs tournaments, as well as the most compelling storylines that emerge from among the thousands of individual and team-vs-team competitions happening throughout the year within Super League’s League of Legends and Minecraft events.

Broadcasting from Ultimate Media Ventures, Super League Gaming’s Huntington Beach-based production partner, SuperLeagueTV will offer commentary and analysis during hotly contested matches and original programming that shines a light on the increasing number of people who are making competitive video gaming their sport of choice. Beginning this week with Super League Gaming’s League of Legends City Champs season, the channel will feature known shoutcasters and other esports influencers, including play-by-play from Alexander “Opal” Archumbault, and color commentary by Alex “Mad_Magical” Whieldon.

“Super League Gaming is a player-first company. SuperLeagueTV is a player-first network,” said Matt Edelman, Chief Commercial Officer of Super League Gaming. “We are creating a channel dedicated to the massive community of amateur gamers seeking opportunities to play their sport in a trusted, competitive environment where they also can create lasting real-world connections. SuperLeagueTV is a natural extension of our core value proposition.”

SuperLeagueTV‘s launch lineup will consist of multiple nights of gameplay taking place in heated City-vs-City battles within movie theaters across the country. Woven into the programming will be pre- and post-match content, including player interviews and City Club profiles, all of which will be available on SuperLeague_TV via Twitch. Additional content and distribution announcements will be made throughout the year.

Coming on the heels of Super League’s recent four-city expansion to Atlanta, Tampa Bay, Washington D.C, and Philadelphia, SuperLeagueTV’s launch continues Super League’s 2018 momentum as the top esports brand for amateur gamers. New strategic, brand and game publisher partnerships will be announced soon.

Source: http://worthplaying.com/article/2018/4/2/news/108035/