Betting on #Gaming #Stocks #Podcast Episode 5 – News from (TSXV: $GAME.V) (OTCQB: $MLLLF), (Nasdaq: $SLGG), (TSXV: $TGS.V) and (OTC: $BTHR)
Point Roberts WA, Delta BC, December 11, 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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News from Engine Media (TSX-V: GAME) (OTCQB: MLLLF), Super League Gaming (Nasdaq: SLGG), TGS Esports Inc. (TSXV: TGS) and Sports Venues of Florida, Inc., (OTC: BTHR )
Transcript
In today’s episode of Investorideas “Betting on Gaming Stocks” Podcast we look at a few public company announcements.
Super League Gaming (Nasdaq: SLGG), a global leader in competitive video gaming and esports entertainment for everyday players, announced today the launch of Virtualis Studios, a fully virtual production studio providing proprietary, state-of-the-art, scalable solutions for video, television, and branded content. Production companies in need of experienced teams with a deep understanding of remote production technologies and systems can rely on Virtualis Studios’ expertise, developed through years of broadcasting multi-location esports events. Whether for the creation and broadcast of premium content, or for monitoring productions from remote locations, Virtualis Studios supports a broad spectrum of critical needs in today’s production environment.
Born from cloud-based esports broadcast solutions designed to enable thousands of simultaneous gameplay and player cam feeds to be live streamed across dozens of endpoints, Virtualis Studios specializes in integrating multiple technology solutions to ensure any given project can be produced and monitored successfully on a partially- or fully-remote basis. The proprietary infrastructure already supports multiple, concurrent virtual control rooms that are fully operational at any given time, with limitless scalability compared to what is possible within a physical studio and on-site control room.
“We created Virtualis Studios based on the rapidly increasing demand for premium video across the pandemic-beleaguered production landscape,” says Matt Edelman, Chief Commercial Officer at Super League. “While there are individual off-the-shelf software products that address certain aspects of remote production quite well, we have found that production companies need a solution that can do everything well, with flexibility and creativity that applies across production types. That’s what we’ve built - our expertise is as important as our technology systems, and both will bring immense value to our partners for years to come.”
The Woo, a leading commercial production agency, recently tapped Virtualis Studios to support an upcoming national campaign for a well-known household brand.
“The Virtualis Studios solution went beyond our expectations for remote monitoring of an important commercial shoot,” says Lorna Paul, Head of Production at The Woo. “Our client was able to provide real-time input throughout the production with ease, which helped ensure we were meeting their core objectives.”
With a sophisticated and proprietary approach, Virtualis’ team of broadcast professionals makes it possible to manage everything from on-camera talent internet connections (and possible latency issues) to real-time single or multi-party communications, broadcast-grade graphics packages, integration of data and social media feeds, simultaneous international video sources, and more, all without a physical control room.
“Virtualis Studios already had a vast amount of experience evaluating, testing, and integrating dozens of technologies for both traditional and REMI workflows well before COVID-19 hit,” says Brian Gramo, Head of Virtualis Studios and SuperLeagueTV. “Our success has come from designing the right mix of solutions for each project, and building proprietary workflows that inspire confidence among every member of the production crew, any executive who needs oversight via our remote multi-views, and all on-camera talent, from wherever they may be located.”
Sports Venues of Florida, Inc., (OTC: BTHR), an emerging leader in the youth sports, family sports entertainment, and eSports markets, wholly owned subsidiary Shadow Gaming, Inc., announced its past weekend Minion Masters Xbox event results.
GGtoor and our friends at TEAM MANA FRENZY produced XBOX SHOWDOWN #13 this weekend, an Invitational event for the best players in the Minion Masters XBOX community. The event format was double-elimination Best-of-3 brackets, with a cut to Top 3 for Best of 5 action!
The top seeds were Tyylsker(1), Shadow4306(2), and MatrinnAntraxxx(3). It quickly became clear that the entire field came ready to play. In a shocking turn of events, the number one seed lost the first AND second round matches, and Tyylsker was quickly eliminated! The carnage continued with the number 2 seed, Shadow4306, losing his second and third round matches, joining Tyylsker on the sidelines. MatrinnAntraxxx was the only one to survive the gauntlet and make it to the top 3 cut – before having to drop because he could not continue to compete, forfeiting his chance at the Grand Finals!
The Grand Finals featured 2 players with impressive performances. Dooly438, a regular competitor in the XBOX SHOWDOWN series, had not dropped a single match the entire day, versus Proximal Paladin, who was responsible for handing the second loss to both of the top 2 seeds (Tyylsker and Shadow4306) earlier in the tournament. Dooly buckled down and proved he was not to be stopped in the Best of 5 series, defeating his foe 3-1, to take home the top prize without losing a single match the entire day!
The XBOX invitational event proved that any player who practices and performs can find success and make it all the way to the trophy, which should inspire the Minion Masters community to get excited about GGtoor's first Premium event, open to EVERYONE on the PC platform for Minion Masters; the MEGA-SBI #1, scheduled to be held the weekend of December 19th, which will feature a $2,000 Prize Pool – we hope you join us! We are Pleased to announce to everyone our plans for the Chill TCG Cup#2, coming on December 26th 2020, with a $3,000 prize pool at stake – promoting to take the competition to the next level this Holiday Season!
Luis A. Arce, Shadow Gaming president, said, “This was our first Xbox event; thanks to TEAM MANA FRENZY for all their help putting this event together. We’re looking forward to more events like this one.”
TGS Esports Inc. (TSXV: TGS) has teamed up with NorQuest College to create an all encompassing esports partnership which includes the launch of an all new esports series. The partnership will run from January to June with the option for both parties to extend the agreement.
As part of the partnership NorQuest will be launching a monthly online tournament featuring popular titles such as Rocket League and Valorant. These tournaments will be free to enter and have multiple divisions so players of all skill levels can participate for a cash prize. TGS will be handling the tournament registration, facilitation, and broadcasting for NorQuest.
"The team at NorQuest have been phenomenal to deal with. Their goals in launching this esports initiative are fantastic and align with everything we are doing at TGS. We can't wait for our first event in January to present these events to the community," said Spiro Khouri, founder and CEO of TGS Esports. "Not only does this drive revenue for TGS but showcases that esports are a regular part of student life in Secondary and Post-Secondary schools more and more. For NorQuest to recognize that is amazing and a huge win for anyone engaging with their institution."
To amplify the partnership NorQuest will also be title sponsor for one TGS event each month allowing NorQuest to connect with the TGS community both in tournaments and on live streams. This will also provide additional exposure to promote their monthly events, truly making this an all-encompassing partnership.
"The partnership with The Gaming Stadium means exciting, monthly online tournaments for gamers starting in January 2021, but it also represents a first in the province and marks the next step in NorQuest's esports strategy," said Ahmed Kamar, Director of Business Enterprise at NorQuest College. "The Gaming Stadium's strategic and operational expertise is truly best-in-class, and we look forward to our partnership evolving as we continue to build upon our foundation in esports at the college."
NorQuest's esports strategy focuses on three key pillars: community gaming and entertainment, competitive gaming through online and in-person tournaments and events, and academic research, programming that helps shape the inter-collegiate landscape for post-secondary institutions in Alberta and beyond.
Engine Media's (TSX-V: GAME) (OTCQB: MLLLF) esports streaming data analytics experts Stream Hatchet announced teaming up with Riot Games to analyze global audience results from Riot's annual League of Legends World Championship Final.
LoL Esports today revealed viewership numbers for the event, which took place at Shanghai's SAIC Motor Pudong Arena on October 31, 2020 with a live audience of 6,312 fans and millions more online.
Riot Games works with Stream Hatchet to analyze global viewership data. This year's Finals match achieved an Average Minute Audience (AMA) of 23.04 million and 45.95 million Peak Concurrent Viewers (PCU). There were 1+ billion hours of competition watched (Live+24) over the course of the tournament.
This viewership sets a new record for Worlds and is an indicator of esports' increasing appeal.
"What the esports team at Riot Games achieved this year continues to set the standard for cultivating massive audiences in esports and entertainment," says Eduard Montserrat, CEO of Stream Hatchet.
"With the record-breaking Finals AMA of 23.04 million, Riot's leadership within the Western esports market this year continues to boost the growth of esports' footprint. This year, for example, esports watch time on Western streaming platforms increased by 10 percent, with leagues and tournaments organized by the Riot Esports team accounting for one-third of the watch time."
The 2020 World Championship, which consisted of 114 games played in Shanghai over five weeks, kicked off with the most-watched Play-Ins stage in its history. Over the course of 38 Play-In matches, fans watched 160.92 million hours of play, a 61.76 percent increase from the same period in 2019, and the AMA increased 87.18 percent YOY to 3.6 million – no doubt a reflection of the pent-up demand for top-tier esports competition after a season impacted by the global pandemic.
Broadcast from the Shanghai Media Tech Center, LOL matches featured extended reality (XR) production on a scale that had never been achieved before. The tournament used a modified version of the Unreal Engine rendering mixed-reality environments at 32K resolutions and 60 frames per second in real-time.
"The road to Worlds this year was full of unexpected challenges, from our pivot to a single-city tournament to navigating team travel and quarantines," said John Needham, Global Head of Esports at Riot Games.
"We're extremely proud that we succeeded in our promise to our players and fans to put on the safest and best show possible, and thrilled that our fans responded, allowing us to post record-breaking Play-Ins viewership through the most viewed Worlds Final ever in our tenth year."
Broadcast in 16 languages and across 21 platforms, the much-anticipated final match featured a historic face-off between Suning from China's LPL and DAMWON Gaming from Korea's LCK. DAWMON emerged victorious in three matches to one, staving off a home turf upset from Suning and reclaiming the title for Korea after one of the most unique and challenging seasons in esports history.
Part of the Engine Media group of companies, Stream Hatchet, is the market leader in live-streaming viewership data across gaming platforms around the world, providing deep insights and analysis to leading brands, esports teams, leagues, publishers, and sponsors.
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