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New esports IPO filed https://www.nasdaq.com/markets/ipos/company/super-league-gaming-inc-946593-88729 SUPER LEAGUE GAMING, INC. (SLGG) IPO
Michael Jordan Enters Esports!!!
https://www.forbes.com/sites/mattperez/2018/10/25/michael-jordan-enters-esports-invests-in-team-liquids-parent-company/#78414d1e6025
$GMER
Mark Cuban-Backed ICO Receives eSports Crypto Betting License:
https://finance.yahoo.com/news/mark-cuban-backed-ico-receives-231803238.html
“Unikrn built the most advanced wagering backend in the world, built by incorporating blockchain technologies, and we’re entering a segment of the global games market which exceeds $30 billion. Equally historic for esports, wagering and blockchain, we’re the first company on the planet to launch with a license including crypto and fiat betting from the Isle of Man, which is home to one of the most respected regulators for gambling.”
The World’s Most Valuable Esports Companies 10/24/18:
https://www.forbes.com/sites/mikeozanian/2018/10/23/the-worlds-most-valuable-esports-companies-1/#399c15bb6a6e
Drake is now co-owner of an esports brand:
Drake's commitment to gaming is going well beyond the occasional star-studded Twitch stream. As part of an investment round, the Canadian rap giant (along with entertainment mogul Scooter Braun) now has co-ownership of 100 Thieves, a "lifestyle, apparel and esports" company founded by retired Call of Duty player Matt "Nadeshot" Haag and backed by Cleveland Cavaliers chairman Dan Gilbert. Drake and Braun will serve as strategic advisors while the company expands its competitive gaming to more titles and grows its apparel business.
The partnership isn't coming out of nowhere. Drake had already partnered with 100 Thieves on the gaming stations following him on his tour for Scorpion, and there have been clothing collaborations in the works. This is more about tightening an existing bond than creating one.
Nonetheless, the move is a sign of how big the esports industry has become. There's enough money in it that superstars like Drake (very much a gamer, mind you) see it as a worthwhile business prospect -- it's not just the realm of conventional sports teams and tech entrepreneurs. We wouldn't count on 100 Thieves exploding in popularity as a result of the celebrity link (it's partly dependent on the skill of its players), but it wouldn't be surprising if other big names jump in to esports if there's a whiff of success.
- Good Gaming Retains Professional ESPORTS Team F2K; Enlists Streamers To Facilitate Viral Marketing Strategy
CHICAGO, IL / ACCESSWIRE / July 13, 2016 / Good Gaming, Inc. and CMG Holdings Group, Inc. (OTC PINK: GMER & OTCQB: CMGO): Good Gaming, Inc. ("GG") is pleased to announce that it has retained Fade2Karma ("F2K"), a professional eSports team and online gaming organization, to market its world-class eSports social network and massively scalable tournament system to Fade2Karma's roughly one million followers.
Good Gaming, Inc. is owner/operator of the world's most scalable, automated tournament platform for eSports. Additionally, the company has deployed a social network for the world's over 200 million amateur online gamers, giving them a destination site where they can interact, compete, learn, buy/sell/trade virtual goods and services, and hone their skills as they seek to move to the semi-pro or pro- levels.
"We are thrilled to forge this agreement with F2K, as it promises to promote substantial awareness of our social network for eSports to millions of amateur gamers around the world that yearn for a destination site where they can interact with their fellow eSports enthusiasts. The timing couldn't be better to launch this business, and we think F2K is the right team to enlist to spread awareness of Good Gaming to all corners," said Vik Grover CEO of Good Gaming.
Fade2Karma is a professional gaming organization, founded in 2015, with the aim to recruit individuals with a passion for gaming and who strive to make competitive gaming a career. Being the team with the most players sent to the European Hearthstone Spring Preliminaries 2016, F2K has shown its presence in the world of eSports and will continue to actively improve its roster of streamers and players.
"We are very excited to announce our new partner, Good Gaming. We are looking forward to a long relationship with them. GG has created a tournament-platform unlike any the eSports scene has witnessed and truly gives amateur enthusiasts a chance to win real money, without having to travel! We are planning to let all of the F2K fans and the world know about this amazing platform and hope to see more global participation in a continually growing space. We are confident that if you don't know who Good Gaming is now, you will soon."
"Our goal at Fade2Karma is to help make gaming a viable career for cyber athletes across the globe. Along with Good Gaming, we can actively interact and network with personalities and individuals in the gaming community. Utilizing Good Gaming's flawless tournament system, we can take competitive Hearthstone tournaments to new boundaries. Our players and streamers will market and/or take part in some of the amazing tournaments and events hosted by Good Gaming. Whether you want to participate or just enjoy as a spectator, make sure to stay in touch by following our social media," said F2K management.
As per the terms of the contract, F2K will provide the following deliverables:
- Mention on stream twice per session,
- Have the Good Gaming logo with button link at the top of each streamers panels,
- Stream 450 hours per month (six [6] minimum),
- Logo on stream overlay,
- All streamers mention and tagged on social media platforms (where applicable): two (2) posts per week; one (1) will always need to be the pay-to-play tournament,
- Eight [8] second outro on YouTube videos talking about sponsor,
- GG link on YouTube videos,
- GG link on all articles written.
*All new streamers that join F2K during this contract period will adhere to all of the items agreed on in this contract.
**F2K agrees to have a 1k+ stream followers play in at least one (1) GG event.
Separately, Good Gaming would like to update shareholders regarding its tournament schedule and go-forward plans. The Company is currently rolling out free-to-play tournaments with increasing pots in order to drive traffic and awareness to the site. The first tournament held last weekend ran flawlessly and traction is dramatically improving. Instead of large fixed pot tournaments, GG has now decided to pursue a "jackpot" tournament program, which means the more people play, the more the Company will pay out. This limits the Company's exposure to large pot tournaments while it moves its business model forward. GG's partner F2K has minimum commitments for registrations for these tournaments which should drive traffic significantly. Additionally, GG is enlisting streamers across the Internet to drive registrations, which management believes will help the GG model go viral. Streamers will be paid an increasing amount of commissions for their referrals to the site in a pay for performance model. eSports streamers typically have thousands, and in some cases millions, of followers which is a natural fit for GG's targeted demographic. In due time, management believes this streamer-driven strategy has the potential to fully load the GG system and benefit the business with a network effect that will turn the Company into a substantially larger organization in the near-term. The Company is planning a series of tournaments similar to the Vanquisher format announced this month and will update gamers and shareholders shortly with a full calendar of competitions.
In trying to keep our shareholders informed on how we plan on monetizing the business, a short explanation is in order. When we run a free tournament, the purpose is to drive people to our site. With this model, we begin to get paid by advertisers with whom we are now negotiating, to put up both stationary and video ads. In running the numbers, we have come to the conclusion that on a number of occasions, we can earn as much or more by this method than charging to play, and thus we will use both methods to monetize the GG property. We currently have one deal in place and will be running tests in the very near future. We are working very diligently to complete the site. We have added a number of servers to our program that will allow people to play some of the most popular games out there including Minecraft and Ark. We will be adding them to the menu page very shortly. They are amazingly popular and we have two of the best administrators in the business running them full-time. For Ark alone, we are now in the top 5% of servers in the entire United States. They give us the opportunity to have additional smaller tournaments that can be run on a daily basis. When the site is completed which we expect in the next few weeks, we will be able to charge fees to participate, and that will become a significant cash-flow driver for the Company as well. All in all, we are extremely excited at the prospects and we have a team of 20-strong full-time employees to complete the task. We would like to thank our shareholders for all of their support.
About Good Gaming
Good Gaming, Inc. is a leading tournament gaming platform and online destination targeting the over 205 million eSports players and participants worldwide that want to compete at the high school or college level. Register now to join the Good Gaming community and make sure to sign up to all the awesome events, like the next tournament offering amazing prize pools! https://www.good-gaming.com.
-Good Gaming Obtains Sponsorship from Celsius Holdings for Upcoming Hearthstone Tournament; Provides Shareholder Update
CHICAGO, IL / ACCESSWIRE / August 24, 2016 / Good Gaming, Inc. and CMG Holdings Group, Inc. (OTC PINK: GMER & OTC PINK: CMGO): Good Gaming, Inc. ("GG") is pleased to announce it has obtained a sponsorship from Celsius Holdings, Inc. (www.celsius.com) for its upcoming jackpot Hearthstone tournament slated for August 27-28 (https://twitter.com/GoodGamingInc). Kevin Harrington, a member of Good Gaming's Advisory Board and a Director of Celsius Holdings, made the introduction as part of his commitment to steer the Company towards new relationships for growth. Celsius Holdings provides healthy energy drinks, both carbonated and non-carbonated, that have been scientifically researched and tested. Celsius has received numerous endorsements from celebrities in a variety of fields and is growing its distribution channels and customer base worldwide.
Said Vik Grover, CEO of Good Gaming, "We are thrilled to forge this agreement with Celsius, as we think our targeted demographic of 15-35-year-old gamers are well suited to become customers of their healthy energy beverages and future products. We think it is a win-win for both Companies. We will promote Celsius through our own social media channels and awareness campaigns, such as F2K, which encompass a total of one million gamers worldwide. Additionally, we will offer Celsius products on our e-commerce site to promote awareness of their goods to our own customers. This first sponsorship by Celsius is a step towards what we believe can become a long lasting partnership."
Good Gaming is owner and operator of the world's most scalable, automated tournament platform for eSports. Additionally, the company has deployed a social network for the over 200 million amateur online gamers worldwide, giving them a destination site where they can interact, compete, learn, buy/sell/trade virtual goods and services, and hone their skills as they seek to move to the semi-pro or pro-levels. The tournament platform runs flawlessly, and is now capable of hosting team formats as evidenced by its perfect execution of the KONTROLFREEK-sponsored Overwatch tournament two weekends ago (www.kontrolfreek.com). The Company hired shout casters, who covered the semi-finals and finals of the event and added a level of professionalism typically associated with professional competitions. (
- Good Gaming Engages Shark Tank Investor Kevin Harrington; Hires Consulting Firm to Promote Awareness
http://ih.advfn.com/p.php?pid=nmona&article=72053564
Rapper AKA and Ben “Benson” Bowe join the eSports Summit
http://www.lazygamer.net/esports/rapper-aka-ben-benson-bowe-join-esports-summit/
Celebrities in esports: who's in, what's next and why it matters
http://www.espn.com/esports/story/_/id/17603935/celebrities-esports-next-why-matters
Gamers Are the New Gamblers: Industry-First Conference Spotlights Convergence of Esports & Casinos
http://www.prnewswire.com/news-releases/gamers-are-the-new-gamblers-industry-first-conference-spotlights-convergence-of-esports--casinos-300332128.html
Gamers get paid to fight each other at this weekly e-sports tournament
https://www.cnet.com/news/wednesday-night-fights-gamers-get-paid-to-fight-each-other-weekly-e-sports-tournament/
Overwatch World Cup’s 16-nation tourney could make Blizzard’s shooter an esports power
http://venturebeat.com/2016/09/21/overwatch-world-cups-16-nation-tourney-could-make-blizzards-shooter-an-esports-power/
eSports 2016 Conference June 13th Los Angeles (the day before E3)
Greetings all,
eSports 2016 is rapidly approaching. It is a business to business conference covering everything eSports.
Companies we have attending include Twitch, ESL America, iBUYPOWER, Skillz, World Gaming, and many more.
Topics to be discussed include engaging viewers through gameplay, creating the spectator experience, teams and management, and betting in eSports.
Tickets are still on sale! Visit out website at esports2016.com for more info.
Let me know if you have any other questions. Email me or give me a call at the number below. Thanks!
Nick Martino
eSports 2016 Conference
June 13, 2016
Los Angeles
W: http://esports2016.com
T: +1 (212) 722-1744 ext 123
E: nick@esports2016.com
S: commando367
Shaquille O'Neal, Alex Rodriguez among investors in NRG Esports
http://espn.go.com/esports/story/_/id/15000505/shaquille-oneal-alex-rodriguez-jimmy-rollins-invest-nrg-esports-teams
Alex Rodriguez, Shaquille O'Neal and Jimmy Rollins are among the latest investors in esports.
NRG eSports, which has one five-player team that competes in League of Legends and another team of five focusing on Counter-Strike, announced Thursday that Rodriguez, O'Neal and Rollins contributed to their latest financing round.
The teams are owned by Andy Miller and Mark Mastrov, who along with O'Neal are minority partners of the Sacramento Kings.
Shaquille O'Neal, along with Alex Rodriguez and Jimmy Rollins, became the latest celebrity investors in esports, contributing to NRG eSports' latest financing round. AP Photo/Mark J. Terrill
"Valuations of teams are still small," Miller told ESPN.com. "They wanted to get in super early as they are seeing the giant viewership numbers that are dwarfing pro sports right now."
Miller did not disclose the size of the investment. He said he expects to call on Rodriguez, O'Neal and Rollins to assist the team.
"All know what it's like to be super young and play in front of millions of fans every week," Miller said. "We need that guidance and perspective."
Miller also said he won't be shy on calling on his celebrity owners if he needs to sign a player.
Rick Fox, O'Neal's former Los Angeles Lakers teammate, bought an esports team, Echo Fox, in December. Dallas Mavericks owner Mark Cuban is an investor in esports betting startup Unikrn.
Said Miller: "This is pro sports for the millennial generation. We will see other pro sports owners buying in by the end of the year for sure."
O'Neal's employer, Turner, is co-owner with WME/IMG of an esports league called the ELEAGUE, which will broadcast Counter-Strike competitions.
GOOD GAMING 1.0 VS. 2.0 EVOLUTION – MICHAEL BECKFORD, CO-FOUNDER
With the majority of the critical testing phase complete we spent 2015 building our 2.0 platform. The major difference between 1.0 and 2.0 is what we call “ACES” (automation, consistency, efficiency, and scalability). Platform 2.0 will bring with it automation which will allow Good Gaming to hold tournaments of much greater size and frequency. Platform 2.0 will also see the release of the patent pending “Mercenary System” which will be the starting place for gamers to begin forging those critical labor based interactions in an economically feasible way. Platform 2.0 will also provide more consistent tools and standardized services that amateur gamers will use now and into the future to manage their growing eSports lifestyle. Platform 2.0 will also usher in tools and services for testing and utilizing information concerning data capture, security, time management, anonymity, user feedback, and community driven initiatives. These tools and services will be deployed for the express purpose of future proofing our concept and allowing for the platform to be white labeled in the future.
While the exciting news about our upcoming tournaments is valid, behind the scenes the founders believe what is even more compelling is the first of its kind core systems and features that we are designing. These features will not only satisfy millions of gamers but will allow us to play a critical leadership role in the inevitable breakout of the amateur gaming space that will drive hundreds of billions of dollars in economic activity in the near future.
Q: What makes our platform different from other gaming platforms?
A: Simply put, it’s our approach, proprietary systems, target market, standardization, and structure. All other platforms that have any similar concepts we employ are narrowly focused on a specific game, demographic, or have limited scope in nature. We aim to be the destination site for amateur gamer’s that provide the majority of the tools and services that are necessary for them to become better gamers and in many instances find their path to becoming a professional eSports athlete. We expect that in the future gamers will start their day by accessing our site and interact with our community dozens of times throughout the day. This will allow our site and community to be an indispensable asset for the amateur gamer that will forge deep roots that are critical for a successful platform to grow and expand into the future.
WHY US IS AN ATTRACTIVE MARKET FOR ESPORTS
MARCH 9, 2016
Ourgame CEO Frank Ng shared with CalvinAyre.com details of his company’s eSports ventures outside China and explained why the US is an attractive market for eSports.
Why US is an attractive market for eSportseSports, a growing sector for competitive multiplayer video game competitions, has long been a phenomenon in Asia. Games such as Counter Strike Global Offensive (CSGO), League of Legends, Dota 2, and Hearthstone have gone from being hobbies to arena-filling, seven-figure prize pool events.
But in the last couple of years, eSports’ popularity has surged in the US as Americans have begun to take up the games in both competition and spectator events. And this is why companies are jumping in the eSports bandwagon in the United States. One of these companies is gaming and sports powerhouse Ourgame International Holdings Ltd, which announced last month that it is in the early stages of developing an eSports arena in Las Vegas.
Ourgame operates Wangyu Dianjing eSports Arena , a 14,000-square-foot facility and at its core is a tournament space with theater seating for an audience of 200, which features a broadcast studio, 150 gaming stations and more.
Ourgame also acquired the World Poker Tour (WPT) last year for a price tag of $35 million, aiming to pattern what the tournament series has done for poker—to build an internationally connected set of competitions.
“We plan to utilize the distribution footprint and production skills that WPT has developed over the past 15 years to do for eSports what happened in poker,” Ng told CalvinAyre.com.
eSports market: China vs US
Why US is an attractive market for eSports-02Market researcher Newzoo said that audience-wise, Asia contributes 44% of global eSports enthusiasts while North America chips in 19%.
But in terms of revenue, it’s a different story. This year, North America is expected to strengthen its lead, with an anticipated $175 million generated through merchandise, event tickets, sponsorships, online advertising, and media rights, accounting for 38% of the global esports revenue, while China and South Korea together will contribute $106 million, or about 23%.
According to Ng, China has the largest audience for eSports in the world, accounting for over 100 million out of the globally projected audience of around 225 million.
“From what we see in the local market and the analysis we read, this number is expected to continue growing in the future and we are excited to be creating an offering that will allow the large player base of Chinese players to connect and compete with other players from around the world,” Ng said.
“In addition to that the competitive spirit inherent in the US culture, rapid expansion in eSports happening in the market makes it a target market for us.”
The location of Ougame’s Las Vegas arena is yet to be determined, but Ng said that the company has already checked out several potential locations and spoke with strong potential partners.
“I’m excited by all of the interest we’re receiving and the opportunity of expanding the network to the US. We see Las Vegas as a market that offers huge potential for us and that we compliment well with the eSports demographic that we plan to attract,” Ng said. “Success here would be linking Las Vegas into our global network and making it an eSports capital for serious play as it has become for so many other gaming activities.
Next stop after US
Ourgame would like to build at least a dozen eSports arenas worldwide within the next three to five years.
Beyond the US and China, the company is evaluating regions all over the world with Northern Europe, Russia and Korea on top of its list, primarily because of the eSports interest in these places but also because the company is looking to create a broad geographic footprint for its competitive gaming network.
“Our goal is to connect players and fans via a network of eSports arenas around the world which can serve as tournament venues and content generation hubs,” Ng said. “We see these arenas being designed and operated to meet the needs of their local market but with the added excitement of hosting regularly scheduled global mega-tournaments that provide a structure for teams from different countries to battle one another.”
The eSports Trends that Will Shape 2016
Electronic sports – or eSports – have seen a great deal of growth in 2015 when it comes to the number of games, players and the monetary value of the industry. At the end of 2014, the industry itself had a value of $191 million, and by the end of this year it will surpass $500 million. The number of people interested in the events is also growing – this year it is expected to reach audience numbers comparable to the NFL. Everything is growing, even esports gambling.
So, what can we expect to see on the professional video gaming market this year?
First of all, game publishers seem to seek to take control of their titles. Valve has been organizing and co-sponsoring major CS:GO events, and Activision-Blizzard is also reportedly seeking to take the control of its events from independent organizers. It seems that the value of the eSports market has convinced them that it’s not something to overlook. And, of course, the major events will attract the top teams, the best players – and the biggest attention from the media.
TV networks will try to catch up with the world of eSports – finally. ESPN and BBC were the first to start airing eSports tournaments, and Turner has created its own CS:GO tournament to air on TBS and other of its channels. If for years streaming was the only way for eSports to reach their audiences, now network television seems to want in on a slice of the pie. Perhaps it’s the advertising revenue they expect, or maybe the goal is to attract younger demographics back in front of the screen?
Shooters like CS:GO seem to finally take over, while MOBAs seem to plateau in 2016. According to Toornament, this year will be a record breaker both when it comes to the number of tournaments and the number of active players (over 10 million). Other titles, such as Unreal’s revamped Tournament, and Blizzard’s Overwatch will cause the FPS genre to rise this year. Their supremacy will be attacked by CoD: Black Ops III and its World Leauge on one side, and Halo 5 on the other.
Last, but not least, we’ll most likely see less new MOBAs hit the market this year. Despite its heavy promotion by Blizzard, Heroes of the Storm seems to have issues. Apparently it can’t convert enough DOTA and LoL players in order to survive. No metrics have been released since the launch of the game, which is a strong signal, Toornament writes. The genre has two directions to take: up (like CS:GO) or down (like Starcraft). And the players will decide which way it will turn.
DOES ESPORTS HAVE A DRUG PROBLEM?
https://killscreen.com/articles/does-esports-have-a-drug-problem/
“WE LIVE IN A WIN-AT-ALL-COSTS ERA TODAY”
RICK FOX ESPORTS JOCKS ARE JUST LIKE NBA PLAYERS ... Real Athletes
http://www.tmz.com/2016/03/12/rick-fox-league-of-legends-nba-echo-fox/#ixzz42tYUbgxH
NBA Legend Rick Fox Purchases ‘League of Legends’ Franchise
The League of Legends Championship Series slot formerly owned by Gravity Gaming has been purchased by former Boston Celtics and LA Lakers legend Rick Fox.
The three time NBA champion becomes the most decorated athlete to move into eSports ownership. The team will no longer be known as Gravity Gaming and instead will be rebranded as “Echo Fox” for the upcoming season and beyond.
Fox, who now plies his trade as an actor, is no stranger to gaming, having previously partnered with the official gaming world record authority Twin Galaxies. He even donated his three NBA Championship Rings to the campaign #Right2Game which supports the elevation of video game players throughout the world. Fox has been following the competitive gaming scene for some time and now feels it is right to take the plunge into ownership.
In a formal press release, Fox said: “As a professional athlete, businessman and proud member of the gaming community, I see the way that the eSports world is growing and I know we are on the verge of something massive. The opportunity to parlay my experience in sports, entertainment and gaming into a leadership role with Echo Fox is exciting and humbling. This decision is equal parts business and personal for me.”
“The desire, focus, dedication and work ethic that I have seen from athletes in the eSports space reminds me of the competition I felt as I pursued a career in basketball,” Fox added. “My passion was supported and embraced by society and, as owner of Echo Fox, I plan to be an advocate for our athletes in the same way.”
This purchase represents the latest in a string of high profile acquisitions in eSports, particularly in the LCS. Team Dignitas recently announced selling their spot for in excess of $1 million to Follow Esports, now rebranded as Splyce. The Immortals Franchise is owned by a group of investors that includes Peter Levin, the president of Lionsgate Interactive Venture and Games, Steve Kaplan, a co-owner of the basketball franchise Memphis Grizzlies, and the business arm of the band Linkin Park. An investment group including co-owners from the Sacramento Kings franchise also recently purchased an LCS team, now called NRG Esports.
‘MASSIVE BOOM’ OF ESPORTS INDUSTRY
The appetite for eSports has yet to be quenched. In fact, the thirst for competitive gaming has resulted in a massive explosion of growth that isn’t stopping anytime soon.
And for Newzoo co-founder and CEO Peter Warman, today is the right time for businesses to step into the competitive gaming industry, whose “growth is only going to accelerate from this point onwards.”
“What we did in the last years was research and analyze the complete market in terms of audience, revenues, [and] players to have some sort of a realistic idea about the size of this market… and indeed, the numbers are enormous,” Warman told CalvinAyre.com. “If you take for instance how many people are really eSports enthusiasts like we have sports fans, basketball fans, it’s about 130 million this year. The good news is there’s another group of people, which is of equal size—about 140 million—that are occasional viewers, like tuning in only for the big championships.”
A recent SuperData Research report pegged the global eSports industry’s revenue for 2015E at $748 million, due to the brands and advertisers that entered the market this year and contributed some $579 million in sponsorships and advertising.
Warman said the industry will only get bigger and more visible as traditional broadcasters will try to step into the fray.
“eSports is particularly growing in Western Europe and the U.S.,” Warman explained. “Prize money is doubling every year, sponsorships are getting bigger, so the sheer economy is growing. There’s about $250 million going around, so the venues will become bigger, become more visible, more money going around, even more comparable to the traditional sports.”
In Asia, all eyes will not be on Korea—where it all started—but on China.
“At the moment, China has taken over the leading role in Asia. Korea’s still big, but China… it’s so huge and as with a lot of businesses, also in this case, China is growing like crazy,” Warman noted.
For online gambling operators and sportsbooks, Warman has a piece of advice—treat eSports like sports.
“There’s competition, there’s winners, there’s prize money, so you can build a betting propositiona round that,” he said. “But what I find more interesting is to look at eSports a little bit deeper and the trends that surround it, like the desire of consumers to stream their games, so when people play competitive games they can broadcast it to the world and that is just accelerating the enthusiasm of these eSports people… The whole sort of YouTube generation movement is coming to gaming, so I think there’s more to be learned in addition to simply seeing it as a betting opportunity.”
__What Investors Need to Know About ESports
ESports is big business today, and it’s only just begun.
The eSports ecosystem, a $278 million industry, could surpass $1 billion as early as 2018, according to research firm Newzoo. The firm estimates there are over 205 million eSports fans globally and that number could grow to over 335 million by 2017.
With all of these lofty projections, there are investment opportunities in this global video game landscape for those who know where to look. Ashish Mistry, managing partner at private investment firm BLH Venture Partners, knows eSports. His company, KontrolFreek, makes accessories for Xbox One and PlayStation 4 controllers that pro gamers use to get a competitive edge in games like Halo 5: Guardians and Call of Duty: Black Ops 3.
Mistry points to opportunities beyond the traditional media buys for live-streamed eSports events across Twitch, YouTube, and the upcoming Turner ELeague with Counter-Strike: Global Offensive. It’s becoming increasingly popular to see a product be the official controller or headset of a live event, which he says is a great way to advertise.
“One of the most unique opportunities in the live-streaming eSports space is that brands can sponsor players,” Mistry says. “With the way that eSports operates currently, sometimes it makes sense to sponsor a player instead of their team. We see professionals switch teams all the time, and in some cases their name can carry more weight than the team name. Of course, there is also room in the space for brands to sponsor teams, or even a whole gaming league, as well.”
While eSports has its roots in PC gaming, big companies like Microsoft MSFT -0.54% , Activision Publishing ATVI -2.11% , and Capcom CCOEF 7.36% have been investing in growing the console market with games like Halo 5, Call of Duty: Black Ops 3, and Street Fighter IV. Separately, companies like Super Evil Megacorp and Blizzard Entertainment have introduced eSports to mobile gamers through Vainglory and Hearthstone.
Mistry says these investments in the eSports market are starting to open up to broader audiences. This will make room for more players, teams, and brands.
“The first NASCAR sponsors were car-related brands such as Goodyear, Valvoline, and others,” Mistry says. “Once those blocks were in place and money started coming in, brands like Coke and Sharpie were able to justify investing in the sport to sponsor teams and cars. I see the same thing happen with eSports.”
Coca-Cola KO -0.87% was one of the first nonendemic brands to jump into eSports. Red Bull, Pizza Hut, and American Express KO -0.87% also have explored professional video gaming.
Mistry says this millennial audience has grown up in the real-time, high-touch, live-streamed eSports world, where brands are just starting out.
“Companies need to understand that eSports fans know more than they do about the platforms and channels right now,” Mistry says. “Because of that, these consumers can sniff out a false endorsement or inauthentic sponsorship from a mile away. The best course of action for nonendemic brands in eSports is to respect the sport, be as genuine as possible, and let the fans guide you—they’re the ones who have gotten the industry this far, and you need them on your side.”
From an investment standpoint, Mistry says leagues, teams, and players make up the bulk of the pie, followed by products. But it’s also important to look at platforms and technology to service the eSports marketplace.
“In the future, if it’s not happening already, one of the biggest issues that the eSports industry will face is how to level the connected playing field. When you’re playing competitively, one second of lag can make or break a game. Gaming and platform developers, professional leagues, and players will all be looking for the best solution to ensure that they’re operating at the highest level during a competition.”
Mistry also sees an opportunity with security, since there have been many occasions where a DDoS attack has shut down a team or crushed players when they’re at their peak.
“Technology is going to have to become normalized in the industry—it’s not sexy, but it’s how eSports will get to the next level,” Mistry says. “While other people are looking at games and gamers, investors should be keeping an eye out for the opportunities in tech that are going to drive the market even further.”
It’s also important to keep in mind that eSports is still a new business, and one that continues to evolve and grow with multiple leagues and many different games.
“When you look at the NFL or the NBA, even though we’re talking about different sports, there’s a lot of consistency around the content and rules and quality of the product,” Mistry says. “I’ve seen the eSports industry take strides in that direction, but I’ve also learned that it has a long way to go. And some of that growth will be directly aided by bigger brand players and investors bringing more capital into the market.”
http://fortune.com/2015/12/10/investing-in-esports/
EA Launching eSports Division
Electronic Arts is pushing into eSports with a new branch of the company: the EA Competitive Gaming Division, CEO Andrew Wilson announced today.
The Competitive Gaming Division will be focused on establishing eSports competitions for EA franchises in sports and other genres, including series such as Madden NFL, FIFA and Battlefield. That includes initiatives to create “competitive experiences with our games,” to grow EA’s community and to develop live eSports events, said Wilson.
Peter Moore, who has served as EA’s chief operating officer since August 2011, will move into a new role to lead the Competitive Gaming Division as EA’s executive vice president and chief competition officer.
http://recode.net/2015/12/10/ea-launching-esports-division/
Mark Cuban might be getting into esports, plays League of Legends showmatch at IEM San Jose
Former ESPN, NFL Network head leads new Activision Blizzard eSports division
http://www.polygon.com/2015/10/22/9591804/former-espn-nfl-network-head-leads-new-activision-blizzard-esports
Steve Bornstein, former CEO of ESPN and the NFL Network, and former president of Major League Gaming are joining forces to help Activision Blizzard create a new division dedicated to eSports, the company announced today.
"I've been in the eSports space for a really long time," MLG co-founder and former president Mike Sepso told Polygon. "I've worked with Activision and Blizzard for many, many years and I've always been a big fan of the company. When a senior team presented this opportunity to me, it seemed like a chance to fulfill a lot of big goals."
Sepso, who will serve as the senior vice president of the still-unnamed division, said he started work at Activision Blizzard about a month ago.
The division will sit alongside Activision Publishing and Blizzard Entertainment as a new, third subsidiary of Activision Blizzard. Neither the company nor Sepso were willing to detail how the new division will approach its work in eSports.
Specifically, they declined to say whether the longterm goals for the division are to merely support the company's ongoing eSports activities or to create a league of its own. More details, they said, are coming.
Bornstein, who will be the chairman of the new division, made a name for himself first at ESPN helping to define and expand the network. Under his leadership, ESPN launched a number of new channels, a radio station and a magazine. The channel also won 59 Emmys and 57 Cable Ace Awards, during that time.
In 2003, Bornstein moved on to head up the NFL Network, turning it into the most widely distributed sports network in history. The channel went on to win its first Sports Emmy in the first two months of operation.
"Last year, Activision Blizzard created entertainment that was viewed and played by over 150 million people for more than 13 billion hours — this dwarfs the engagement that fans spend on all other sports," Bornstein said in a prepared statement. "I believe eSports will rival the biggest traditional sports leagues in terms of future opportunities, and between advertising, ticket sales, licensing, sponsorships and merchandising, there are tremendous growth areas for this nascent industry. I'm excited to help Activision Blizzard further its leadership position in this exciting growth area."
The news comes at a time when eSports as a whole continues to grow at a startling rate and mainstream media struggles to define how it fits into the realm of sports. Just last year, the current president of ESPN, John Skipper, told a gathering that eSports is not a sport.
heroes
"It's not a sport — it's a competition. Chess is a competition. Checkers is a competition," Skipper said at Re/code's Code/Media Series: New York conference when asked to comment on Amazon's $1 billion acquisition of Twitch.
Despite that off-handed dismissal, the network teamed up with Valve in July 2014 to broadcast a major eSports event, The International 2014. Earlier this year, ESPN2 televised Blizzard Entertainment's Heroes of the Dorm collegiate eSports event. More than 6,000 players from more than 460 schools competed in the Heroes of the Storm tournament for a chance to win a full ride at the school of their choice.
The day after the Heroes of the Dorm broadcast, ESPN radio personality Colin Cowherd took to the digital air to say that he would quit before covering video games or if a video game tournament were to be aired on ESPN, rather than ESPN2.
I wasn't able to ask Bornstein about this challenge eSports faces from his old stomping grounds, so I asked Sepso if he thinks mainstream media is ready to start embracing the video game sport.
"I think the main sports media already has," he said. "Heroes of the Dorm was on ESPN2, Call of Duty was a medal event in the X-Games and there are more and more examples all of the time.
"Inevitably, individual staff and on-air personalities will resist change, but I think the whole mainstream media sphere is realizing this is an important growth area."
Accepted by the mainstream or not, the growth of eSports seems unstoppable right now, and the inevitability that it will one day be aired alongside football, baseball and basketball seems likely.
LAST YEAR'S LEAGUE OF LEGENDS CHAMPIONSHIP DREW AN AUDIENCE OF 27 MILLION PEOPLE
Last year's League of Legends championship drew an audience of 27 million people, which would make it number 21 in the list of most viewed sporting events of the year, according to Sports Media Watch. And that represented a 15 percent drop in viewership.
Activision Blizzard has a long history in eSports as well.
StarCraft was the forerunner of televised eSports and BlizzCon hosts the global finals for StarCraft 2, World of Warcraft, Heroes of the Storm and Hearthstone. The Call of Duty Championships is the largest console eSports competition in the world and the company just announced plans for the creation of the Call of Duty World League.
"Celebrating our players and their unique skill, dedication and commitment is the essence of our esports initiatives," Bobby Kotick, Chief Executive Officer of Activision Blizzard, said in a prepared statement. "There are no better leaders for this new initiative than Steve and Mike. Steve has unparalleled experience in creating a sports network powerhouse and his groundbreaking leadership at ESPN and the NFL Network shaped how the whole world experiences sports. Mike's entrepreneurial vision helped make ‘esports' a household word and he is uniquely positioned to take the experience to the next level."
Sepso believes that eSports sits on the precipice of breaking through.
"I think we have a tremendous opportunity, based on the history of Blizzard and Activision's eSports activities," he said. "I think our portfolio of games is the best in the world and the senior leadership know that eSports plays an important role in the company moving forward.
"After 13 years of grinding it out in the eSports world ... this new opportunity to lead Activision Blizzard to new, exciting places is thrilling. I think the opportunities that eSports has as a sport has never been brighter."
What Does The Future Hold For eSports:
http://www.cgmagonline.com/articles/features/what-does-the-future-hold-for-esports/
The Business Of eSports Is On Pace To Explode:
http://www.forbes.com/sites/darrenheitner/2015/10/15/the-business-of-esports-is-on-pace-to-explode/
Gambling and fantasy are the ‘biggest esports investment opportunities’
http://venturebeat.com/2015/10/12/gambling-and-fantasy-are-the-biggest-esports-investment-opportunities/
Cineplex invests $15M into eSports gaming plans
http://www.cbc.ca/news/business/cineplex-esports-world-gaming-1.3233364
Global Home Court Advantage: Yes, eSports is a global phenomenon, and no, it’s not going away
http://www.gamasutra.com/blogs/IanSharpe/20150820/251754/Global_Home_Court_Advantage_Yes_eSports_is_a_global_phenomenon_and_no_its_not_going_away.php
The bright lights of eSports' biggest tournaments capture the imaginations of 120 million fans around the world. It's not difficult to understand why--the excitement of these massive events is as contagious as the enthusiasm generated by a Super Bowl or World Cup, and communities of fans and players have sprung up all around the world alongside traditional sports fandom. Instead of why eSports have become such a compelling spectacle, it is much more important to understand how. How has the industry driven this global interest, and how will it be sustained in the long run?
How have eSports exploded?
Recent events like Heroes of the Dorm on ESPN2 and the eSports issue of the ESPN Magazine have thrust eSports into the public eye, but the competitive gaming scene has been growing rapidly since the birth of the professionalStarCraft scene in South Korea in the early 2000s. The story of StarCraft in Korea is a fascinating story of technical, economical, and cultural factors combining at just the right time (and one worth reading in its own right), but it took a global improvement in technical infrastructure and the creation of digital forums for fans to congregate on equal terms to really nurture eSports outside of this crucible.
Stable internet connections and lightweight, yet feature-rich, streaming platforms are the core pillars on which eSports has built its global fan base. Platforms like Azubu and Twitch have opened the doors to competitive gaming for anyone connected to the internet, particularly in countries like Brazil where technical infrastructure is finally available to connect millions of people to the web for the first time or China, which is emulating the Korean model with an almost ideological zeal. Reliable streaming platforms have become the new digital forums--the destination to connect and share their fandom.
An enormous amount of credit for the ongoing interest in eSports also lies with the casters, analysts, and content creators who, over the course of many years of broadly thankless work, have helped contextualize the digital action and create on-ramps for new fans to get involved. That content has hit a critical mass, heavily aided by the growth of community-focused sites like Reddit and the ease of accessing such content via streams, and it’s now easier than ever to learn everything there is to know about the eSport of your choice. When eSports fans from Belgium to Brazil and Bangkok can watch the same match and talk about it on a shared forum at the same time, the game becomes an international shared experience, especially when that experience is localized into their own language.
How will eSports survive?
There is a cloud of doubt that lingers over the long-term staying power of competitive gaming. Games, like fashion, are prone to going out of style, and it is hard to predict (and more importantly invest in) the continued growth of eSports when it is carried by a handful of titles.
In practice, while the games themselves are undoubtedly important to the eSports scene, the experience of being an eSports fan is unique enough to be durable in the long run. A key ingredient is the accessibility of its top players. Watching the best League of Legends player in the world do his thing is no more than a click away, and streaming platforms are designed to bring communities of fans together. Imagine if Lebron James’ practice sessions were broadcast live on ESPN and he interacted with fans around the world between dunks. That kind of accessibility is a dream for NBA fans, but a reality for eSports enthusiasts.
Another big factor will be the games publishers themselves, who are now committing significant marketing dollars to global tournaments and building features into their game roadmaps that will drive eSports for product cycles to come.
The real staying power of eSports, however, rests in the hands of streaming platforms and forums that can facilitate the rapid growth of a community hungry for tighter bonds with the sport they love. Outside of providing the raw technical infrastructure for fans to watch eSports from anywhere on earth, these central hubs provide an opportunity for the first "SportsCenter of eSports" analog to appear.
eSports all over the world
The eSports fan community continues to expand as the internet becomes more accessible around the world. Beyond creating new games to become permanent fixtures in the competitive circuit, the survival of eSports around the world starts with making eSports content--from professional players, to shoutcasters, to broadcasters, and influencers in the space--as easy to obtain as possible. It becomes more than building good technology for fans to watch eSports and for influencers to reach their fans. As the footprint of eSports grows around the world, keeping an eye on its international health will be the strongest outward sign of competitive gaming’s success.
How Coke teamed up with the most popular eSports game in the world
http://fortune.com/2015/08/21/coke-league-of-legends/
eSports - Reddit https://www.reddit.com/r/esports
ESPN is Still Baffled by eSports, but at Least They are Improving
http://attackofthefanboy.com/opinion/espn-is-still-baffled-by-esports-but-at-least-they-are-improving/
eSports: The Future Of Entertainment
http://seekingalpha.com/article/3322995-esports-the-future-of-entertainment
Top eSports league will begin drug testing players
http://www.engadget.com/2015/07/23/esports-league-drug-testing/
Dota 2 tournament prize-pool is the largest in eSports
The International breaks $11 million, on course for $15 million
Valve
When the official Dota 2 tournament, The International, takes place later this year, its participants will be competing for the single largest prize-pool in eSports' history.
Valve generates money for The International's prize-pool through sales of The Compendium, a virtual booklet that offers new ways to engage and interact with the tournament and the game. It also offers stretch goals, which all owners of The Compendium receive when specified amounts are received. This year, for example, reaching $9 million equated to a "Wyvern Hatchling Courier" that can be used in-game.
Last year, those tactics raised a total of $10 million, with $5 million going to just the winning team. For 2015, The International prize-pool has already sailed past $11 million, with two months to go until the tournament.
Valve's target for this year's tournament was $15 million, and it has stretch goals allocated for every million on the way. Based on this momentum, however, it seems that Valve may have underestimated the The International's growing popularity.
Last year, 20 million people watched The International, with 2 million watching concurrently at its peak.
http://www.gamesindustry.biz/articles/2015-06-05-dota-2-tournament-prize-pool-is-already-the-biggest-ever
Samuel J. Schwieters, co-founder of Good Gaming, talks about the role this new site, and its tournaments, will play in the growing eSports field in this exclusive interview.
http://www.alistdaily.com/news/good-gaming-exec-discusses-opportunities-in-video-game-tournaments
October 21 at 10 p.m. ET/PT on HBO - HBO's Real Sports Covers First Scholarship eSports Team in the US
October 19, 2014
Last year, HBO's Real Sports with Bryant Gumbel aired a segment about the rising popularity of eSports, and debated whether or not games like League of Legends qualify as a real sport. The show and co-host Soledad O’Brien will revisit the subject in its next episode, with a segment about Robert Morris University in Chicago, where eSports has become the school's newest varsity sport and the first scholarship eSports team in the country.
Another eSports event on ESPN:
From back row to backstage: impressions of the world of eSports
http://www.eslgaming.com/blog/back-row-backstage-impressions-world-esports
Sony Announces Playstation League eSports Program in Spain;
http://www.hardcoregamer.com/2014/10/14/sony-announces-playstation-league-esports-program-in-spain/111818/
eSports have become a hot topic in gaming since the rise of games like League of Legends and Starcraft, so leave it to Sony to dive into the wide world of electronic athleticism with a league of their own.
Sony announced Liga Oficial Playstation (Official Playstation League) in Spain today, the company’s own eSports platform for Playstation. According to the conference, Playstation League will be free for PS+ users, with a direct link to the player’s PSN account. Matchmaking will be determined through the account’s history. Sony has also introduced individual and team-based prizes, along with seasons (the first season lasts until January 11, 2015).
Sony has confirmed a significant amount of third-party support for Playstation League, with games like Battlefield 4, Call of Duty: Ghosts and FIFA 15 as the proposed launch lineup. Other games like NBA 2K15 and DriveClub will join the lineup in the near future. Sony aims to not only add more competitive games to the lineup, but also “have the support of associations and other partners.”
The Playstation League begins in Spain on October 16, 2015, with expansion to Portugal and Italy in the near future. Full expansion to more European regions is also in the works. No other territories have been confirmed yet.
What the NFL could learn from esports:
http://kernelmag.dailydot.com/issue-sections/staff-editorials/10498/esports-traditional-sports-advantages-streaming/?tw=dd
video: Behind League of Legends, E-Sports’s Main Attraction
http://www.nytimes.com/video/technology/100000003168190/league-of-legends-profitable-world.html
School bets video game scholarship can draw talent
http://www.presstelegram.com/general-news/20141006/school-bets-video-game-scholarship-can-draw-talent
iBUYPOWER Launches eSports Arena, Scholarship Program At RMU
http://www.tomshardware.com/news/ibuypower-robert-morris-university-esports,27817.html
Game Content Streaming Revenue Exceeded $4B
October 2, 2014/0 Comments/in Digital Media, Technology, Video Delivery
2011 was a catalyst year for the competitive gaming - AKA eSports – online video industry. That year, YouTube and newcomer Twitch made streaming live video game content easy and efficient.
A recent U.S. Internet Peak Traffic study by Deepfield found the number four ranking went to the little-known, three-year-old company Twitch, with 1.8 percent of U.S. peak Internet traffic. The number four spot puts Twitch ahead of Hulu and Facebook in terms of Internet traffic generated by U.S. companies’ networks during peak usage hours. Twitch streams game content to more than 55 million users per month, with 106 minutes watched per viewer, per day.
NewZoo, an international, full service market research and consulting firm focused on the games industry, reports the 2013 eSports and game-related video content streaming revenue in North America was $4.38B or 20% of the global market share – easily surpassing the music streaming revenue estimates of $3B in 2014.
Game content video streaming revenue and its predominantly ‘young male’ gamer demographic is so desirable; Amazon bought Twitch last month for an initial price of $970 million with additional incentives that could push the total to over $1billion.
http://visitechprblog.com/game-content-streaming-revenue-exceeded-4b/
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Gamers hungry for fame have always tried their hardest to beat the highscore, they are constantly looking for competition
and clash against one another, increasingly surpassing their limits. With the help of the Internet, unaffected by
geographical boundaries, esports has experienced a massive boom and keeps impressing teenagers and adults alike on a
worldwide scale.
The eSports market is booming, with reportedly more than 71 million people watching competitive gaming last year.
SuperData, a provider of market information on digital gaming, estimated that the total viewership of eSports surpassed
71 million people in 2013, doubling year-over-year. Males account for 70 percent of the viewership, according to the report,
with most of the group falling between the ages of 21 and 34.
Also known as electronic gaming or competitive gaming, eSports is the evolution of competitive gaming that transforms
video games into a spectator sport.
Packed stadiums, adoring crowds, pro-level players from around the world, sponsors, agents, event organizers – the thrill
of victory and the sting of defeat: welcome to the world of competitive gaming, known the world over as eSports.
With the rise of popularity in gaming and abundant access to live streaming, it has become possible for thousands of
viewers from around the world to watch pro-players go head-to-head and compete for cash and prizes in live tournaments.
Question is, is there money to be made?
From EA Sports:
“When we’ve just come off franchise reviews I looked at a number of properties that we’re doing that certainly have an
eSports focus to it,” EA boss Andrew Wilson told Red Bull, who sponsor a number of eSports events, and whose product
keeps many gamers from experience that blissful thing we call sleep.
“As a company, we believe this is something that’s going to continue to grow. We have some ready-made franchises for this
in our sports properties, but we also have a number of other franchises that people may not typically think about as eSports
opportunities, but we think there might be an opportunity in the future, so it’s something that you’re going to see more of
from us.”
Where to watch games:
http://www.twitch.tv/
http://www.azubu.tv/channel/index.do
Good Gaming Inc is a gateway between rookies and professionals
GG WP!
“GG”, better known in the gaming community as “Good Game.” The virtual sportsmanship handshake of gamers. As Gamers, we all have that dream of playing video games and getting paid to do so, right? Well here at Good-Gaming.com we want to give you that chance, to fulfill that dream. So refine your skill, awaken your untapped potential, and cross the bridge into the realm of Professional eSports.
Our Vision
To fully comprehend our vision of eSports, you have to look at other globally televised and revered sports like football, basketball, or baseball. 63% of Americans watch sports, a large portion of that percentile interact somehow with the aforementioned sports. They go tailgating, congregate at a friends’ houses, and the most important part, they connect with each other, they cheer for their team, get excited, etc. Our vision of eSports is very similar. Every year at Blizzcon and other tournaments, we get together on skype, and cheer for our team, we know many of you do the same. 72% percent of American households play PC or console games, that’s more than the overall average of people who watch professional sports. Why not have a venue, where we can bring all our groups together, where we can all cheer together, where we can all interact no matter where we live. Tune in and cheer for your favorites while you watch some of the very best compete in the “GG eSports arena,” where you decide who is the next big thing! THAT… is our vision at Good Gaming. What’s yours?
Once we accept our limits, we go beyond them.
Are you tired of playing with players that have no idea how to play, or are just straight up bad? Here at Good Gaming, we strive to turn everyone from a noob, to a battle tested veteran! At some point in our gaming career, we have all encountered the infamous noob, scrub, baddie, amateur, whatever word you would want to use to describe someone that is lacking in skill or experience in general. Most of the above are Pros who have yet to realize their greatness! However, in our opinion to be good at anything, you must have the drive to become the best. Without that, you will never reach your goal. Motivation… that’s what it all boils down to. You need motivation to succeed. On top of that you need some general knowledge of whatever game you are playing. Not only do you need to know the skills and abilities of the role you’re trying to master, but also those of your opponents. Becoming good isn’t easy, it takes time. For that you will need patience. In the midst of battle it’s also easy to get distracted, infuriated, and scatter brained. You have to learn how to calm your thoughts. In some cases, it even feels like you can slow down time, precisely choose your abilities, take aim, calmly counteract your opponent, and win the game. This is your awareness, and it will take time to hone that skill, but once you get to that point, it will make everything else come together perfectly. The last three things are less about the game and more about yourself; you must play honorably, be polite and patient even when your teammate makes a mistake, and turn each mistake into a learning experience. Lastly, we possess curiosity and creativity, these are the stepping stones to separating yourself from other gamers. Curiosity makes you want to learn new ways of performing and creativity helps you define those ways. This is real, there is honor and respect in being and becoming a pro gamer, and you are at the right place to learn how to do just that. We see that glory in your eyes, and we can help, but it’s up to you to make it a reality.
Respect can’t be bought, it’s earned.
As you interact with the Good-Gaming website, you will be presented with numerous opportunities to gain GG points and rankings. You gain these perks by participating on the forums, making guides, helping other gamers out, etc. As you journey down the road of competitive gaming, wear your GG rank with pride.
Skill doesn’t improve by itself!
If you ask top tier players how they attained their high rankings… 80% of them will tell you that they got it by playing only one character, after they reached their goals for that one character they gave themselves the freedom to play multiple characters. We suggest this to all of you, that you strive to become a top tier player, choose your role and stick to it. Keep in mind not to focus too hard on rating, focus on improving, rating will follow, and don’t let the losses discourage you, the losses are what help you improve. Once you attain your achievement, you will find that more skilled arena partners will be asking you to run arenas with them, which is a good thing, you always want to be running with new players. Doing so will give you more opportunity, help you find teammates that you manage to sync up with, help you learn new tips and tricks from the more experienced players, the list really goes on and on, so don’t be shy, get out there and show them what you’re made of! The best of the best have failed, but they keep their eye on the prize and learn to be better!
We will provide you with insight from Veterans, you will learn from their mistakes and make less of your own. Failure is not the end, it is a new beginning!
Finding equal minded people who want to scale the ranking system
At Good-Gaming, we want to act as a hub, connecting you to other like-minded gamers. In the past, finding solid teammates was a challenge in itself. It ranged from scouting people by dueling them and watching them duel other people, random mashups of friends and friends of friends, the horrid solo queue scenario, etc. At Good-Gaming, we take the headache out of finding competent and skilled people to play and group with. Everyone tries to be the hero, running in by their lonesome. With nothing but glory in your eyes. Until it’s too late… Learn the importance of teamwork, and the best team strategies. Remember, TEAMWORK! Hold the line, and don’t be a hero! Even if you LOVE working alone, slaying your foes, only worrying how much ammo you have left? Well, let us help your solo play by giving you the best loadouts and set ups.
Why Compete?
Today is your lucky day. Prove your skill and test your metal. We are your bridge you need to cross to get to your “Fame and Glory” of being a Pro eSports Player!
PvP
Tournaments are the beating heart of eSports, no matter the game or platform. At Good Gaming we will be hosting tournaments,furnishing the infrastructure to create and host your own tournaments , along with providing sponsorships for multiple teams. As always there will be various cash, merchandise, and other prizes given away at the end of each tournament. So be the first of many amateur gamers to cross into the world of competitive eSports. Are you ready?
PvE
Anytime you speak to an avid PvP competitor about PvE, what is the response? Most times, its “I PvP because PvE is too predictable and the rewards are greater, both in education and prominence. At Good Gaming, we intend to break that stereotype. “How?” you ask. We will be holding and facilitating tournaments where players will play against AI controlled opponents and at the same time each other, making for a sort of PvPvE Tournament. We also intend to take the alleged predictability out of the equation by working with the specific game developers to help design altered, and in some cases, new gameplay situations to test players ability to adapt to brand new mechanics. For those concerned about the prestige, the rewards for participation in these tournaments and events will be equally as lucrative as those for the hardcore PvPer. We’re making PvE a truly competitive, spectator sport. Run your fastest raid, kill the most aliens/zombies, Rest up for that endurance race, or bone up on your old school game knowledge for that speed run, and in doing so………. Prepare for Glory!
Why Contribute?
For so long the medium for attaining game knowledge has been minimal, we have homemade Youtube videos, tired forum posts, and lengthy streams. These are a great way to get to know the gamers that you love, but as far as teaching you skill, it lacks substance… Most people that put out content are hardcore gamers, but not many of them are high ranked players. The few that are high ranking, mostly put out montages for entertainment, that don’t really teach you how to play. We catch ourselves watching their videos 20 or 30 times trying to decipher each little move they make in hopes of learning the “secret.” Here at Good Gaming we take pride in choosing the best of the best Diamonds, Challengers, Gladiators, Rank Ones, Grandmasters, Raid Leaders, and Achievement hunters. Whatever competitive game you play or platform you play it on, whatever skill level you are on, whatever trial you’re fighting to overcome, let our contributors break down gameplay and actually show you the REAL secret of becoming a better player, or be the one to show the world how to conquer their tribulation. True veterans know they will never stop learning, but often see lost knowledge as they impart it! Good Gaming provides Veterans with the platform to teach the next pros.
Final Thoughts
The long and short of the aforementioned points is that eSports, by its very definition and nature, require competence and collaboration. We are the key to generating both in an individual. Our video and written guides provide a multitude of ways to learn from the best. Everyone has been on the raid where an individual’s mechanic recognition brings the entire group to multiple wipes and a hefty repair bill. Comparatively there’s the classic Team Deathmatch where you are dumbfounded by a loss with score of 74-75 and you’ve attained a K/D of 5.00,then the scoreboard comes up and the low man has gone 1 and 30. Never a good feeling if it’s you and infuriating if it isn’t. Our aim is to fix both by fixing one. Instill control and give gamers the tools they need to improve the overall community and intelligence level of your average gamer. Only through practice and competition, can you hone your skills! No matter how good you are, if you are not constantly using your skills, you will not get better! There will be various methods to practice and compete, you will never have to stand idle. Lying in the ground is destined for battle fallen, old and weak men. Standing with sword in hand is fated for forceful, agile and courageous men. Ascending the highest peaks to be endowed with such force and courage is for the men of strong will and bravery, that will one day become… Gladiator’s! We all strive to be the best, no matter the medium, it’s in our genes, survival of the fittest, that trait extends throughout every aspect of our life, including the games that we play. Some are born with talent and skill, others have to work for it. It can be exhausting, infuriating, and at times, make us even want to give up. The staff and contributors at Good-Gaming want to help you topple those peaks, we want to help push you out of those ravines that you sometimes fall into, we want to see you succeed. The best part is that once you’ve reached the highest accolades of your level of gaming skill, we also give you the opportunity to make it a career. We will work diligently to facilitate your ascension to the highest social circles and by extension introducing to world champions so your education may continue and perhaps one day, you may walk in their shoes. We want to be your proverbial fast track to the top.
Who owns Good Gaming?
CMG Holdings Inc.
OTCBB - CMGO
On March 28, 2014, CMG Holdings, Inc. (the “Company” or “CMG”), completed its
acquisition of 100% of the shares of Good Gaming, Inc
http://www.otcmarkets.com/edgar/GetFilingHtml?FilingID=9901719
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