Betting on #Gaming #Stocks #Podcast Episode 1 – News from (TSXV: $BRAG.V), (NASDAQ: $YVR), (NASDAQCM: $GMBL)
Point Roberts WA, Delta BC, October 27, 2020 Investorideas.com, a global investor news source releases today’s edition of the Betting on Gaming Stocks Podcast , featuring gaming, casino and e-sports stock news from TSX, TSXV, CSE, ASX, NASDAQ, NYSE companies plus interviews with CEO's and leading experts.
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Transcript
In our first episode of Investorideas “Betting on Gaming Stocks” Podcast we look at a few public company announcements as well as the gaming and esports industries as a whole.
Oryx Gaming, a Bragg Gaming Group company (TSXV: BRAG) (OTC: BRGGF), has further strengthened its RGS offering by adding up-and-coming games studio Arcadem to its roster of exclusive platform partners.
Evil Elf: The Night Before Christmas will be the first of Arcadem’s games to be launched on Oryx’s RGS in November, with further thrilling titles set to be released early next year.
The Malta-based supplier was founded in 2020 and its unique and fresh content features a futuristic perspective with high-quality design, graphics and sound that stands out in the market. Arcadem is the latest addition to Oryx’s exclusive RGS partners and follows recently added Peter & Sons and CandleBets, as well as long-standing studios GAMOMAT, Kalamba Games, Givme Games and Golden Hero.
Oryx RGS is a premium remote gaming server, at the frontline of technology and industry trends. It provides speed, creativity, control, flexibility and almost limitless development capabilities, including availability for HTML5 gaming in a global marketplace. Oryx RGS aims to be the platform of choice for starter game studios looking to develop games and their brand, as well as established studios aiming to expand their reach to global markets.
Oryx is licensed by the Malta Gaming Authority (MGA) and the Romanian National Gambling Office (ONJN) and its content is certified or approved in 18 major jurisdictions.
Matevz Mazij, Managing Director of Oryx Gaming, said: “Arcadem’s slot games are truly unique and offer players a fantastic player experience with their superb futuristic themes and strong algorithms. We can’t wait to introduce the first titles to our partners and their players and we’re excited to see what the future will bring for this vibrant games studio. We look forward to a strong partnership.”
Christian Hellman, Director of Arcadem, said: "Oryx is one of the leading aggregation platforms in today’s market and it is a privilege to provide our premium content to their client base. Our partnership with Oryx Gaming is an essential step forward and I believe this further reinforces our innovative approach and the quality of our games. The entire Arcadem team is delighted to work with such an established platform provider.”
Liquid Media Group Ltd. (NASDAQ: YVR) has completed emulation of four retro video games, completing the commercialization process and advancing the monetization phase. The games -- Kwirk, Dirt Trax FX, Blast Works: Build, Trade, Destroy, and BlowOut -- are rolling out worldwide on popular PC platforms including Xbox and Steam. To make these titles rapidly available for gamers around the globe, Liquid has joined forces with Throwback Entertainment Inc. (“Throwback”) as publisher, expanding the existing relationship between the two companies. Liquid will also publish Dirt Trax FX via its partnership with Polycade.
“Demand for retro gaming continues to grow worldwide,” said Daniel Cruz, Chief Financial Officer of Liquid. “With the expansion of Switch Online by Nintendo, the Atari VCS and more hardware being produced than ever before, we believe Liquid’s new partnerships with Throwback and Polycade will help us sell and get our titles in front of more gamers than ever before.”
Polycade was invented by Tyler Bushnell, the son of Atari co-founder Nolan Bushnell, and enables retro-enthusiasts to play classic games like Liquid’s Dirt Trax FX in the 21st century.
Throwback has existing relationships with key distribution platforms such as Valve’s Steam, GOG.com (part of the CD Projekt Red group), Nintendo, Sony, Microsoft, Atari and many others.
“We are excited to be working with Liquid to further advance their retro gaming commercialization strategy. Retro is in our DNA and together we believe our companies can offer incredible gaming experiences and capture the imaginations of millions of people around the world,” said Andrew Cowling, IT and Distribution Manager for Throwback. “Fans can purchase BlowOut on Steam and Xbox today, and on other platforms in the coming weeks. The other titles are also scheduled to roll out on other PC platforms with those same Q4 timelines.”
“COVID-19 has pushed the expectation of timing for digital strategies to the present,” adds Cruz. “It takes time to reboot retro games, yet Liquid has successfully delivered titles for mobile devices as well as a diversified slate of PC platforms. We are excited to continue advancing our retro gaming portfolio and to be working with Throwback to unlock more sales from our retro library.”
Esports Entertainment Group, Inc. (NASDAQCM: GMBL), an online esports tournament and gaming company, entered into an agreement to acquire ggCircuit LLC and Helix eSports LLC in a deal valued at approximately $43 million.
"With the acquisition of Helix and ggCircuit, we have created the most diversified, US-listed esports entertainment asset in the entire ecosystem,” stated Grant Johnson, CEO of Esports Entertainment Group. “These acquisitions significantly strengthen our Three Pillar Strategy, adding state-of-the-art esports entertainment centers, an esports-focused vertical enterprise software business, a best-in-class esports analytics platform, and a player-vs-player skill-based wagering platform to our diversified asset base. Together with what we’ve already built and further near-term acquisition opportunities, Esports Entertainment Group is well on its way to becoming a global industry leader.”
ggCircuit is a B2B software company that provides cloud-based management for LAN centers, a tournament platform, and integrated wallet/point-of-sale solutions for enterprise customers. ggCircuit has over 1,000 connected locations and has worked with enterprises such as GameStop, Dell, Best Buy and Lenovo as well as universities such as Ohio State, Syracuse and North Carolina. Their ggLeap product has over 60 million hours of usage by over two million unique gamers on tens of thousands of public gaming screens inside centers worldwide.
Zack Johnson, founder of ggCircuit, commented, “We are excited to join forces with Esports Entertainment Group! With our combined state-of-the-art platform and resources, I am confident that we will rapidly scale growth in the quarters ahead.”
“Esports are already a billion-dollar opportunity and expanding at a CAGR of 24%,” added Murphy Vandervelde, founder of Helix. “With growing mass market appeal and a wealth of untapped opportunities, I am eager for Helix to become part of Esports Entertainment Group, where we can capitalize on the significant macro trends that will help catapult us to global leadership in this dynamic industry.”
Helix eSports owns five esports centers, including two of the five largest centers in the US, where they deliver world-class customer service, esports programming and gaming infrastructure. Helix offers a variety of experiences including casual play, competitive tournaments, STEM programming, high school leagues, large groups and esports bootcamps all with the goal of leveling the playing field in esports and providing equitable access to technology. Their centers have become the destination for social and competitive gamers alike with monthly tournaments and unique experiences.
Helix also owns Genji Analytics (“Genji”), an esports-proven, publisher-trusted analytics provider. Using sophisticated computer vision, natural language processing, and machine learning tools, Genji delivers cutting-edge broadcast optimization and talent scouting analytics. Genji works with leading esports publishers and sports leagues, such as FIFA and the NBA 2K League, to power activities like combines, drafts and data-driven business decisions. Genji has also launched products into Helix eSports Centers that create customized tournament experiences, leveraging both idle computing capacity and unique proprietary data sources. Revenue streams include platform sales to publishers and leagues with plans to expand to all competitive players looking to enhance their gameplay through analysis, fair competition, and roster optimization.
“Some of the best publishers and leagues already rely on Genji as the trusted analytics provider,” commented William Collis, founder of Genji. “I am thrilled with the opportunity to work together with the Esports Entertainment Group team to build on our extensive successes as we seek to become the dominant player in the global market.”
The acquisition also includes LANduel, Helix’s proprietary player-vs-player wagering platform, built in Unity, that allows for skill-based wagering on third-party video games. LANduel’s consumer facing application enforces strict four-factor authentication to ensure fair play and ID verification. LANduel also holds close relationships with several major game publishers to ensure events and wagering follow community guidelines. LANduel is currently working alongside the New Jersey Department of Gaming Enforcement on a pilot program. Once the model is proven at the Helix eSports locations, LANduel can easily be scaled to other centers throughout the US across the ggCircuit network, and eventually into the homes of gamers through ggCircuit’s proprietary at home product suite.
Lastly, in a recent article from The Chronicle Herald titled, “As student athletics get cancelled by COVID-19, esports leagues are on the rise on campus” discussed the new rise of Esports as regular season University athletics are cancelled.
Due to the COVID 19 Pandemic, many student athletes at Canadian universities have seen their 2020-21 season disappear overnight. This void in competitive play has now allowed Esports to step in and fill the gap.
Garrett Holmes, founder of the Canadian Student-Athlete Association, says the decision to cancel competitive athletics at schools could not be avoided. There’s no way, for example, to wrestle safely. Fall athletics were a write-off, and U Sports, Canada West and Ontario University Athletics have cancelled winter sports competitions.
“We support this decision, but there’s also no input from student athletes,” Holmes said. “Schools can’t actually play games or anything against other schools, so in reality, there’s no season.”
There is currently enough interest on campus in Esports that 17 Ontario universities have joined for the inaugural season of the Ontario Post-Secondary Esports league, which organizes competitions between teams that are affiliated with universities.
James Fitzgerald, the league commissioner, and a Carleton University alum, said the league started preparing for the pilot season last spring when it became clear that regular athletics would be interrupted by COVID-19, and a very different year on campus overall, with many students going to school and classes online.
“We had an opportunity here, a vacuum,” Fitzgerald said.
The new league in Ontario is offering scholarship prizes valued at $24,000.
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