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I think we've got a good mix of partners; entering into the esports arena also gives us more revenue & profit potential.
Options give incentive to everyone to do their best to insure the company succeeds in the long term, imo.
Once GMGI is on a higher exchange, the big players will be taking notice $$$$$$
GMGI .0097 warming up here, no dilution, no toxic debt, you don't have to call the transfer agent every hour to see if the o/s increased, lol-ready to rock $$$$$$$$
GMGI .0094 warming up here, no dilution, no toxic debt, you don't have to call the transfer agent every hour to see if the o/s increased, lol-ready to rock $$$$$$$$
Exactly! If that stock can trade on the NASDAQ for $4 to $6/share with no revenues, a big convertible note and not much cash-GMGI can EASILY uplist & trade in that range.
Agree, step by step the company is checking off all the boxes to make this a solid investment-glad I'm in!
No dilution, no toxic debt, you don't have to call the transfer agent every hour to see if the o/s increased, lol-ready to rock GMGI $$$$$$$$
Yes, you made a good point in your post, one that I noticed also. GMGI still undervalued down here, imo.
50 day moving average crossed the 200 day, RSI cooling off into the 50's, declining/low volume on the consolidation & price holding near the highs-chart set up is perfect for the next leg higher, imo.
Yes, of course-fair enough.
Thanks ;)
If shares (restricted shares) are issued for an acquisition of a larger company with larger revenues & profits, that would not be a negative-it would be a very good thing.
gn GMGI shareholders
Esports doesn't need a virus to overtake real sports:
https://ftalphaville.ft.com/2020/05/06/1588767365000/Esports-doesn-t-need-a-virus-to-overtake-real-sports/
Tomi Kovanen was among the early professional esports players. Since then he has held roles at various tech and media businesses, including a stint in M&A at JP Morgan in London. Currently he's a senior executive at IGC, an esports start-up based in California backed by the likes of the Milken family, Meg Whitman, and AEG. In this post he argues that while coronavirus is not the game-changer for the industry that some imagine it to be, its increasing importance in the world of professional sport shouldn’t be discounted.
Much has been said about esports’ status as a beneficiary of the coronavirus pandemic. While real sports are on pause worldwide, most competitive gaming can continue to take place online, albeit without a live audience. As a result, some pundits have suggested consumer preferences might make a permanent shift when the crisis subsides. But this is not supported by data so far, and those relying on this logical leap are underestimating the longer-term opportunity.
Gaming, the umbrella term that includes esports, is seeing unprecedented growth in popularity, engagement and cultural relevance during the lockdown. Huya, China’s largest gaming streaming platform, recently broke its monthly active user record while Twitch, the Amazon-owned platform, has seen its average concurrent viewership grow 80 per cent since January. While esports is yet to capture the same growth, the data points suggest the benefits will trickle down.
The esports industry’s current scale is often overstated, by means of apples-to-oranges comparisons. It’s common to see metrics such as total unique viewers for a free-to-watch week-long tournament compared to average-minute audience for single matches in paywalled live sports, such as the Super Bowl. Often, these metrics are touted by snake-oil salesmen in hopes of fooling unsophisticated investors and media buyers into fronting capital.
But that’s not to say the business is insignificant. Newzoo, an analytics provider, in January projected that esports revenue would surpass $1.1bn this year, and while Covid-19 may boost that a bit, esports will remain a minnow compared with traditional sports. As is often the case, shorter-term trends tend to be exaggerated, while there’s little appreciation for esports’ longer-term prospects.
Indeed, the question is when, not if, esports overtakes its IRL cousin. If that sounds mad, then let me explain.
First, the average age of a traditional sports fan continues to rise. In the US, the average age of the NHL’s audience increased by a year between 2000 and 2016, the NFL (National Football League) by 0.4 years, and MLB (Major League Baseball) by 0.3 years. By 2016 the average ages were 49, 50 and 57 years old, respectively, according to data from Sports Business Journal. If we were to speculate that this trend continues into the future, extrapolating the data two decades out to 2036, the average fans would be a decade or two from average life expectancy in the US. These are challenging demographics to say the least, and it’s not clear what could reverse the trend in the coming years.
Actual (2000, 2006, 2016) and extrapolated average ages of MLB, NHL and NFL fans © Sports Business Journal/ Tomi
Ageing will continue taking its toll on the number of traditional sports fans as they pass away from old age, with many fewer children born today replacing them at the other end of the user funnel. The change is driven by weakening participation rates and interest in traditional sports among young children, who by and large tend to favour video games over sports. The dynamics are probably the reason sports team owners have started to invest in esports — either to act as a hedge, or to use the esports assets as potential customer acquisition vehicles with a view to cross-selling.
You’d be hard-pressed to find many children who do not play video games today. One can argue over the conversion rate from gaming to esports, but the mechanics are likely to resemble those in traditional sports, with various strata of amateur and professional players. Esports audience growth should not slow until today’s young adults are retired and replaced by children born in the mid-century, because the eldest age groups will remain under-represented until then — 79% of esports fans today are still under 35 years old.
Second, many of the consumer preferences that led to the popularity of sports apply directly to esports. People play sports for fun and for the thrill of competition. They watch professional athletes in awe of their skills, to learn from them and to try to mimic their play. Parents take their children to games to spend time together, preferring organised sports for personal development, and many children end up dreaming of becoming professional athletes themselves. We are seeing all of this already in esports. Take for example Robin Kool, a 20-year-old Estonian who grew up an avid Counter-Strike fan and was last year ranked the 10th best player in the world, ahead of many of the big names he looked up to in his mid-teens.
The benefits of playing video games are also becoming better understood. They teach children logical thinking, strategy, and problem-solving, and those playing multiplayer games learn to communicate and work together in teams. Of course, one thing that esports does not offer is the health benefits from exercise. So we’re unlikely to see the same enthusiasm from authorities for the practice as we currently do for organised sports. Yet, with the rise of other forms of exercise — from Pelotons to gym culture — that may not be such a challenge in the future.
Third is accessibility. Like soccer, gaming is already accessible to most people on the planet, and the barriers continue to fall. Newzoo estimated there were 2.5bn gamers last year, and as millions more escape poverty and the price of technology decreases, many more will join each year.
Video games are also a great equaliser. One’s height, race, gender, religious beliefs and sexuality do not, by and large, matter to performance. While gaming has suffered from a spat of problems that also beset live sports, everyone competes on an equal footing.
The most overlooked change in gaming has been the surge in voice communication. Gaming is no longer antisocial. In fact, many play video games specifically to spend time with their friends particularly with those across country borders or time zones. In esports, the integration of a live-chat function and voice communication on platforms such as Twitch and Discord has extended the interactivity to viewers. If this is starting to sound a bit like The Matrix, it’s because some version of a virtual world — often called the metaverse — is where we’re probably headed long-term, at least as far as gaming goes.
Some of the most popular traditional sports may too, over time, shift to simulated versions of themselves. For example, given the concerns over climate change today, it’s hard to see all motor sports remaining in their current form for the next century if an online NASCAR race can garner more than a million viewers with limited promotion. Moving away from real-world racing would undoubtedly take away some of the excitement, but one should not forget what’s gained in safety. After all, who would not prefer a version of American football that did not carry the risk of life-changing head injuries as a hobby for their children? (A counterpoint might be that the implicit danger to human life is what makes some sports exciting in the first place. Sorry NASCAR.)
While perhaps slower than those invested in the space (including, of course, me) would like, these generational changes mean esports doesn’t require a global pandemic for it to become a larger commercial opportunity than the reality it simulates. All it needs is for children to continue enjoying video games, for their parents not to be too allergic about that, and time.
Why is Mobile Esport booming like crazy?:
https://esportsjunkie.com/2020/05/14/why-is-mobile-esport-booming-like-crazy/
Esports proving a viable option for competition-starved fans:
https://english.kyodonews.net/news/2020/05/7600889760b6-feature-esports-proving-a-viable-option-for-competition-starved-fans.html
Look at where we were a year ago-GMGI is growing & growing, and soon we'll have the big money crowd investing in this great company. $$$$$
No doubt about that-the good thing is GMGI has consistent 50% profit margins, so the more they expand, the more profits they generate.
I don't think we'll see much increase in operating expenses on their pre-existing business; GMGI's content is highly scalable without much added cost.
Yup, looking forward to the big plans for this company. :)
Not here, must be another stock you own.
gm tg, yes we are! :)
gm DPS-agree, no worries with GMGI.
gm GMGI shareholders
Not Just Fun And Games: How Esports Could Offer Potential Investment Opportunities
Like to play Fortnite or League of Legends? You’re in good company, because esports have become hugely popular. And esports investing and esports stocks have benefited.
Gaming and esports have grown rapidly—driven by consumer demand, new distribution strategies, and new technology, according to research firm GlobalData. Gaming has transformed into a service model rather than just a product model. As that interest has grown, so has interest in esports investing.
Like everything else, esports have been affected by the sudden, global spread of the novel coronavirus. ESPN.com reported that dozens of live esports tournaments, such as Dota Pro Circuit, have been canceled or postponed indefinitely. Some events that were supposed to be held in stadiums, such as League of Legends, have moved online to support social distancing guidelines.
The Meteoric Rise of Esports
Before the global outbreak of COVID-19, games and esports analytics firm Newzoo forecast that global esports would top $1 billion in 2020 for the first time, with China being the top market and North America close behind. That’s an estimated year-on-year growth of 15.7% for 2020. The firm has yet to update those figures, but they’ll likely change.
At the time, China was expected to be the largest market by revenue, with total revenues of $385.1 million in 2020, followed by North America, with total revenues of $252.8 million, the firm estimated.
Industry watchers will wait and see how the cancellations of some games and the move to put other tournaments online will affect the business.
, are making it easier for people to consume esports videos and events by allowing esports streamers to broadcast gameplay, according to Influencer Marketing Hub. The firm cited data from TwitchTracker, which shows Twitch has seen an increase in the number of people who watch live streams on the platform—rising to 1.28 million in 2019 from 591,809 in 2016.
Before the virus outbreak, consulting group McKinsey & Co. noted that brands such as The Coca-Cola Company were getting into core sponsorship. Advertisers have discovered that esports could be an even more attractive branding medium than traditional sports thanks to the interactivity of livestreaming. McKinsey noted that so far, there are few ads, so there’s not too much competition. Streamers are willing to wear, consume, and endorse sponsors’ products while broadcasting.
Depending on how long the pandemic lasts, it’s possible that the media rights these platforms buy from organizers could rise sharply in coming years. So these platforms may try to strike long-term deals with event organizers, GlobalData explained.
How to Invest in Esports
Even though COVID-19 has upended the sector, gaming doesn’t appear to be going away anytime soon. There are a few ways to invest in esports, whether directly in esports stocks or ETFs, or indirectly through technology firms or brands big in the space.
Citing data from the third quarter of 2019, Newzoo said that the top 10 public companies by games revenue made a combined $21.5 billion, which is a year-on-year growth of 7.5%, slightly higher than the growth rate in the first half of 2019. However, it was under the 11% growth rate seen year-over-year.
GlobalData reported that much of the innovation is coming through companies involved in 5G, cloud gaming, and the artificial reality/virtual reality space.
In the March report reflecting the pandemic’s impact, GlobalData pointed out that online viewership of esports tournaments has grown significantly. The research firm cited information supplied by Gen.G that it saw an 18% increase in viewership for its PlayerUnknown’s Battlegrounds and League of Legends teams on Chinese streaming platforms in early 2020, when the Chinese government locked down most of the country.
https://www.benzinga.com/general/education/20/05/16008509/not-just-fun-and-games-how-esports-could-offer-potential-investment-opportunities
Esports Are Big Business, And Online Training Is Giving High School Students A Head Start
The business of esports is booming so much that its revenue totals are projected to be on par with other sports in a normal year when games are occurring on regular basis.
According to NewZoo, a top provider of esports analytics, business in that relatively new business channel of sports will see significant growth in revenue and participants.
Global esports revenues are projected to reach $1.1 billion this year, a one-year growth of 15.7 percent from 2019. And within that realm are the fact that $822.4 million of the revenue stream will come from media rights and sponsorship partially due to an increase of 11.7 percent to 495 million.
Recently to help fans deal with the loss of games due to the coronavirus pandemic, ESPN ran an NBA2K tournament that was won by Phoenix Suns star Devon Booker and MLB Network showed a Player’s Tournament of MLB The Show won by Tampa Bay Rays left-handed Blake Snell.
Today In: SportsMoney
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NBA2K League Playoffs
A giant monitor shows play as Warriors Gaming Squad teammates Charles "CB13" Bostwick, center, from ... [+] ASSOCIATED PRESS
Against that backdrop comes the Destinations Coding camp, a free online summer camp for high schoolers nationwide that provides the tools and guidance on developing their own sports video games and simulations while using code to develop those games and scenarios within the game.
PROMOTED
According to program manager Brad Christopherson, the program and esports leagues are designed with the purpose of getting interested students into sports via a different route besides becoming professional players.
“There's a huge industry that’s growing with esports,” Christopherson said in a phone interview last week. “What we want to do with esports is beyond just the games and playing — which you have your own values in that — you can learn the team and everything. We’re also creating programs around it where we are teaching networking and business management and there is even a realm for health in the fact that we have sports psychologists, the same you would need for an NBA team, you need that for competitive teams. There are tons of industry built around this.”
In other words, there are ways to build teams like a real-life front office might build in one of the major sports leagues. Though this is not taking place within the framework of Madden football games of NBA2K.
Instead it’s taking place within leagues for games such as Fortnite, which is extremely popular among major leaguers. It also is occurring in leagues for other games such as League of Legends, Super Smash Brothers and Rocket League.
A typical league will consist of 10 to 12 teams, and then these teams will do things like a sports team does such as honing their skills through practices and leadership meetings. A typical game can take as little as 10 minutes.
Getting to be involved in a league also comes after a normal process for a high school team with tryouts, and one outcome can be full scholarships for college. At the collegiate level there are over 130 college esports programs, mostly through the National Association of Collegiate Esports that was founded in 2016 and among the Division One football schools with an esports program are Boise State, Florida State, Kent State, Miami (Ohio), Air Force, Cal-Berkeley, Missouri, Oregon, Oklahoma, Southern California and Utah.
Besides the gaming aspect is what goes into making those games happen and that’s where the more technical aspect comes into play such as the code languages that make the games run.
“Coding is a part of the esports industry,” said Ben Leskovansky, an information technology instructor at the K-12 powered Insight Pennsylvania Cyber Charter School. “It’s not all of it, but it’s a great segue for students who may be interested in a career in coding and kind of seeing how they can integrate that into the esports industry, especially if they're passionate about comp video gaming and that's sort of our hope for this summer camp.”
The coding involved in games can be as basic as HTML for less complex games to JavaScript and CSS. After those languages as part of the basics, the codes involved in the game engine which make the plays unfold come into play and students learn languages such as C-sharp and C-++.
“The biggest message is that's it’s an industry with a lot of opportunity. The way I compare it is to the NFL,” Leskovansky said. “Not every kid out there is going to be a professional football player but they can get involved in the sport as a statistician, commentator, coach and manager. If you're passionate about it, there's definitely a career out there for you.”
https://www.forbes.com/sites/larryfleisher/2020/05/13/e-sports-are-big-business-and-online-training-gives-high-school-students-a-head-start/#6d6be2882344
40x growth for esports betting:
https://esportsinsider.com/2020/05/everymatrix-esports-betting-report/
It doesn't really matter, imo. If you believe in the long term outlook for online gaming/gambling/e-sports and the ability of management to continue to execute their strategy (which I believe they will), then I believe GMGI is a buy & hold stock.
When the RS was first announced, I was a little disappointed, but after I thought about it, I realized this was the best way forward for GMGI. How many times have we heard "the o/s is too high" "this is a bloated pig, it will never go anywhere" (claims that have since been proven false). So the biggest objection to GMGI is now being fixed. Not many investors were taking this company seriously, and certainly not many of the big money crowd. Now we will have a BEAUTIFUL s/s and a low trading float. For those investors who want to wait till after the RS to buy (because they think the price is going to tank-think again. There is much more in the works here)-good luck with that ;)
Remember this press release?:
Golden Matrix to Provide Company’s GM-X System to One of Asia’s Largest B2B Gaming Distributors https://www.goldenmatrix.com/News3.html
Dadof3 sent an e-mail to Goodman and asked why wasn't the name of the large company mentioned in the PR? Goodman said something to the effect that the large company didn't think its shareholders would like to be associated with a penny stock.
It was clear that GMGI was not getting noticed by the right investors. GMGI does not belong down here in the otc cesspool. It belongs on a higher exchange. Do you think Caesar's or any of the large players in the gaming industry would even give GMGI the time of day at .004 or .008/share? What about when GMGI is $2, $3, $4/share? The "optics" are much more favorable for GMGI to be acquired or partner with the big boys with a share price in dollars, not pennies.
Even this high profile investor was skeptical:
https://investorshub.advfn.com/boards/read_msg.aspx?message_id=140488593
Pretty good day in GMGI land, close at the hod, still hanging near 52w high-bullish uptrend intact. gn GMGI shareholders
Amen brother, congrats-one day at a time :)
GMGI is much more than just online gambling with a focus on the Asia-Pacific region. Their financials are bullet-proof: revenues, profits cash in the bank, no toxic debt.
Golden Matrix Group pioneers highly modular, configurable and scalable social gaming platforms for its international customers in an effort to promote user acquisition, engagement, retention and monetization. The provided white label social gaming platform is unparalleled in both mobile and desktop website deployment, proving compatible throughout all major operating systems and web browsers. In addition, Golden Matrix’s platform enhances their client’s ability to cater to various gaming scenarios including but not limited to transaction management and a range of loyalty/reward programs. Moreover, user engagement is optimized through our ability to accommodate both free and cost to play games.
https://www.otcmarkets.com/filing/html?id=13974930&guid=pfEHUHwbZmnaP3h
Some are starting to come around to GMGI-we're still in the early stages of growth here-lots more to come, imo.
Same here, but most don't listen, lol.
I got the same responses when I posted GMGI on other "top" trading boards. Whatever stocks were being hyped is what I was told to buy. Funny, all those stocks are either down 90% or suspended. But here we are with GMGI with a very bright future-hmmmm, I'll stick to my own DD $$$$$$$
Week is not over yet ;)
Wow, a year & a half ago, look at what this knucklehead posted, lol!:
nbketz4 Tuesday, 12/18/18 01:40:40 PM
Re: LittleBambi post# 20866 0
Post #
20867
of 40166
I am holding for the long term, if it takes 2 years, or 5 years. I believe in the short term .003-.005 (3 to 6 months) is a realistic target, longer term .01-.05 is my target & I will take profits on the way up.
Whichever way someone wants to arrive at a valuation, I agree-it's crazy cheap at these prices, imo.
Wow, what a turn of events:
roger wilco Member Level Tuesday, 02/12/19 11:28:51 AM
Re: zino post# 21586 0
Post #
21591
of 40165
$GMGI always disappoints. This will somehow figure a way to fall down the steps to the trips again.
I tried to tell 'em!!
Yup, stocks go up, stocks go down, there are buyers, there are sellers- what happens in 10 minutes or 1 hour or 1 day of trading is meaningless in the long run. GMGI growth just getting started, imo-gn GMGI shareholders.
Last post of the day.
GMGI's the only one
But not at this price range ;)