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The Top 25 Mobile eSports Cities in the U.S.

Zoltan Tundik

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Photo by Jamie McInall from Pexels
Reading Time: 2 minutes

 

Skillz Releases Data on Where the Most Skilled Players Live & Compete Across America

Skillz, the worldwide leader in mobile eSports, today released data on where the most skilled players live in the United States. The study shows which cities’ residents rule over the top of the mobile eSports ecosystem, with Jacksonville, FL claiming the number one spot, followed by Chicago, IL and Nashville, TN rounding out the top three.

All 4 major U.S. regions were represented in the list, with 3 of the top 5 cities located in Florida alone, and the South claiming 14 of the top 25 rankings. The Midwest had a total of eight cities on the list, followed by the West with two cities and the Northeast with one.

Top players by eSports genre came from diverse areas of the country. The best Puzzle, Sports, and Match Three players hailed from Minneapolis, MNDallas, TX and Ninnescah, KS, respectively. Both the best Bubble Shooter and best Card players are from the state of New York.

“Skillz has a fantastic user base, and the games really allow you to show off your skills against other competitors,” says Travis Wood, a player hailing from the #26 ranked city of Appleton, Wisconsin. “The Ticketz system also has some great prizes to work toward, on top of the prize money I’ve won so far.”

The rankings for the top cities were calculated using the company’s patented skill rating systems, designed to provide players with fun, fair competition. The unique and comprehensive rating technology differentiates Skillz by collecting and analyzing over 50 data points per minute in real time during live gameplay. The Skillz platform has been built to enable a balanced tournament environment for players at every skill level.

“Exceptional athletes can come from any geography, and eSports competitors are no exception,” says Andrew Paradise, CEO and founder of Skillz. “Skillz empowers anyone to demonstrate that they are a champion, through the democratizing power of mobile gaming.”

With over four billion smartphones now in the hands of consumers and gamers currently spending half their playtime on phones, mobile has rapidly become the world’s primary gaming platform. Skillz has harnessed this trend and now runs more than two million tournaments a day. The company’s first mover advantage on mobile has established Skillz as the clear leader in the mobile gaming industry, which analysts now value at more than PC and console gaming combined. For more information on Skillz-enabled games and implementing mobile eSports competitions, visit www.skillz.com or email launch@skillz.com.

 

After starting out as an affiliate in 2009 and developing some recognized review portals, I have moved deeper into journalism and media. My experience has lead me to move into the B2B sector and write about compliance updates and report around the happenings of the online and land based gaming sector.

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eSports

Luckbox partners with sportsbook solution OddsMatrix powered by EveryMatrix

George Miller

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Luckbox partners with sportsbook solution OddsMatrix powered by EveryMatrix
Reading Time: 2 minutes

 

Esports betting platform Luckbox has announced a partnership with OddsMatrix, the fully managed solution powered by EveryMatrix. Luckbox is now accepting its first players and will use the OddsMatrix Sportsbook, a platform with an architecture designed for horizontal scalability and high-availability.

Luckbox offers comprehensive betting on CSGO, Dota 2, League of Legends, with other major esports to follow.

The company is based in Isle of Man, where it holds a full licence under the Online Gambling Regulation Act (OGRA), issued by the Gaming Supervision Commission.

Chief Operating Officer Quentin Martin said: “OddsMatrix’s risk management and well-automated trading tools help reduce the demands on our team in the early stages of our company’s growth and its sportsbook software is specially tailored to meet the dynamic nature of esports market.

“Luckbox has been built by our in-house development team to be modular, agile and scalable meaning we are able to cherry-pick the best partners for the various elements of the business and we’re delighted to be working with OddsMatrix.”

Ebbe Groes, CEO of EveryMatrix, commented: “EveryMatrix salutes Luckbox’s dedication to the esports community and we’re pleased to be their choice for a sportsbook solution. Our team strongly believes that Luckbox is an exciting project that’s worth watching on the long run and we’re confident that their innovative perspective brings added value to the iGaming arena. ”

 

About Luckbox:

Luckbox was founded by former PokerStars colleagues Lars Lien and Mike Stevens. Preparing for launch in April 2019, it is being built by a team combining vast experience in the igaming industry and a passion for esports to offer players unique and highly social platform to bet on CSGO, Dota 2 and League of Legends. Real Time Games Holding Limited – the company behind the Luckbox brand – holds a full licence under the Online Gambling Regulation Act (OGRA), issued by the Gaming Supervision Commission.

 

About EveryMatrix:

EveryMatrix delivers a modular and API driven product suite including a market leading one-stop shop casino content aggregator and integration platform, a cross-product bonusing engine, a fully managed sportsbook and sport data services, a stand-alone payment processing product, and a multi-brand affiliate/agent management system.

To offer the services required by operators, the EveryMatrix products work together as an entire platform or independently and can be easily integrated with existing platforms to accommodate different types of clients from bookmakers to lotteries and, from existing large operations to newcomers. Learn more at https://everymatrix.com/.

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Esports Tournaments and Viewership is on the Rise, but Payment Solutions Lag Behind

George Miller

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Esports Tournaments and Viewership is on the Rise, but Payment Solutions Lag Behind
Reading Time: 7 minutes

 

As the landscape of thematic investments continues evolving and shifting, it is becoming apparent that many of the technological themes of tomorrow share practical applications. Some companies are acknowledging as much and are positioning themselves for leverage to multiple, fast-growing themes. Leading the charge to ameliorate some of the payment issues associated with Esports platforms, LiteLink Technologies Inc. is encroaching on territory dominated by the likes of PayPal Holdings Inc.Tencent Holdings Inc.Huya Inc. and Amazon.com Inc.‘s  Twitch platform

Harnessing the power of artificial intelligence (AI), itself a booming theme, LiteLink Technologies Inc. has roots in developing AI and predictive analytics technologies aimed at improving the fragmented logistics industry’s problem with antiquated technology. Tapping its expertise in AI, blockchain and cloud computing, the company is expanding into fast-growing digital and mobile payments arena.

Mobile payments –  a market dominated by the likes of PayPal Holdings Inc. and Tencent Holdings Inc. via its WeChat Pay business, is growing at an exponential rate.

“The transaction value of the Mobile Payments Market was about USD 718.49 billion in 2017, and is expected to reach a transaction value of about USD 2,732.89 billion by 2023, recording a CAGR of 24.5%, over the forecast period of 2018-2023,” according to Research And Markets.

LiteLink Technologies Inc. is establishing a digital/mobile payments footprint of its own via its wholly-owned subsidiary, uBUCK Technologies SEZC business. uBUCK Tech is a fintech enterprise that has built uBUCK Pay, an online digital wallet and payments platform using pin vouchers and utility tokens to serve as a payment alternative for consumers, businesses and merchants. That venture could solidify LiteLink’s foray into other arenas where digital payments are increasingly relevant, including Esports.

Evaluating The Esports Opportunity

A slew of fundamental factors bodes well for the burgeoning Esports industry, potentially spelling significant opportunity for payment providers, such as LiteLink Technologies Inc., that are building Esports exposure.

Gamers that stream on a variety of platforms, including Amazon.com Inc.’s  Twitch, can accept donations and tips from followers via digital payments processors, such as PayPal. In China, the world’s largest Internet market, Huya Inc. provides one of that country’s most popular game streaming platforms where TencentHoldings Inc. via its WeChat Pay business can process digital payments. Rongjie Dong, CEO of Huya Inc. recently had an interview with CNBC where he spoke about the company’s future growth strategies. He specifically went on to state that Huya will focus on growing in AsiaAfrica, and Latin America before competing in the U.S. market. With over 100 million users, China remains the top Esports country in the world in terms of size.

LiteLink Technologies Inc., through the uBUCK Tech business, and Enthusiast Gaming Holdings Inc. are among the companies leveraging the intersection of digital payments and Esports.

LiteLink’s uBUCK is working on Streambucks, a digital payments solution dedicated to the Esports industry. Streambucks is ideal for gamers that are looking to efficiently get paid for tips or tutoring other players, betting on Esports matches or for players that want to privately play games amongst each other for money. With Streambucks, winners can access their funds immediately, without any of the delays that are customary with bank wires or PayPal transfers.

“Esports continue to drive headlines around the world, as revenues and prize pools grow to new heights,” said VanEck in a recent research note. “According to Newzoo’s recently released 2019 Global Esports Market Report, Esports revenues exceeded $860 million in 2018 and is expected to grow to $1.7 billion by 2022. Newzoo also reports that the total prize pool for Esports matches exceeded $150 million in 2018.”

The opportunity set for LiteLink Technologies Inc. and Enthusiast Gaming Holdings Inc. in the Esports arena could be lucrative for both parties as Enthusiast Gaming Holdings Inc. just announced that they’ve hit 150 million monthly unique users.

On its own, the growth of streaming platforms offers compelling data for investors seeking Esports exposure and profits.

“Online streaming has a low cost of entry, and social media streaming websites allow anyone to create a username and post videos,” said VanEck. “Twitch currently generates 140 million unique viewers per month. On average, there are 15 million people who are considered daily active users (DAU). There are also 2.2 million monthly broadcasters. These are people who are posting their own videos to the website (as opposed to just watching and commenting).”

Making Transfers More Efficient

With prize pools for Esports tournaments swelling, the issue of paying winning players and teams on time is repeatedly cropping up. Players of games such as Fortnite run by Tencent Holdings Ltd. Companies, such as PayPal Holdings Inc., are taking notice and are forming partnerships with other fintech companies to speed Esports digital payments along.

With huge prize pools on the line, players want their winnings as quickly as possible. But some tournament organizers have been skimping on payments, citing administrative issues. In other cases, payments take months due to the payment platform used, misentered data, and a host of other delays. The recent deal between LiteLink Technologies Inc. and Enthusiast Gaming Holdings Inc. aims to solve that pain point. LiteLink’s digital payments platform will act as an escrow agent for the prize pool, enabling instantaneous payment with no administrative hassle. The tournament organizers put the prize pool in escrow with payment. The players enter their user IDs and e-mails. As soon as the tournament is over, the prizes are paid immediately.

What makes Streambucks unique is that it is dedicated to Esports. Payment transfer platforms offered by the likes of Tencent are big, but they are not focused on the Esports market. In 2018, Tencent’s combined smartphone and PC client games revenues amounted to $19.13 billion (¥128.4 billion). The Chinese-based internet service provider and media giant reported a 16% increase in year-over-year revenues. Much of this increase was due to the lingering revenue stream from last years Fortnite, produced by Epic Games, which Tencent Holdings owns a 40 percent stake in.

Streaming payments are another pain point for gamers. Twitch took $1.6 billion in revenue in 2015, prompting Amazon Inc. to buy it for a $970 million all-cash deal. Streamers on the service can accept donations via payment platforms such as PayPal, and Amazon’s in-house payment platform AmazonPay. Delayed payment pain points still  persists, with both payment options requiring bank accounts and user details to be entered exactly, and neither option being instantaneous.

The LiteLink Technologies Inc. and Enthusiast Gaming partnership is practical. LiteLink’s Streambucks could potentially lure more gamers, who are eager to get paid efficiently. That could boost the community growth for the Enthusiast even further. In turn, LiteLink Technologies Inc. gets to unveil Streambucks to a broader audience, providing a runway for Streambucks to become the preferred payment option in the Esports universe.

Data confirm that LiteLink Technologies Inc. could be onto something big with its emphasis on Esports payments.

“If you’re wondering how massive Esports has become, just follow the money,” reports Venture Beat. “The live-streaming platform Twitch paid $90 million for the rights to the Overwatch League. Activision Blizzard, the creator of Overwatch, beat its revenue forecast for Q1 2019, in part because of its Esports initiatives. If you combine fan spend, media rights, and sponsorships, the Esports market is now worth an estimated $922 million.”

LiteLink Technologies Inc. is focusing on a niche (speedier payments) within a niche (Esports). That combination has sizable potential going forward. By 2022, it is expected that Esports television viewership will rival the current level of viewership of the NFL and big-name sponsors are taking note. Revered brands such as Coca-Cola, Kit Kat and more have recently sponsored Esports tournaments. Increased viewership and airtime on networks such as ABC, NBC, ESPN, and TBS, could turn casual gamers into enthusiasts, potentially providing throngs of new users for LiteLink’s Streambucks.

For a FREE research report on LiteLink Technologies Inc. (CSE:LLT) (OTC:LLNKF), visit www.microsmallcap.com

Disclaimer:  Microsmallcap.com (MSC) is the source of the Article and content set forth above. References to any issuer other than the profiled issuer are intended solely to identify industry participants and do not constitute an endorsement of any issuer and do not constitute a comparison to the profiled issuer. FN Media Group (FNM) is a third-party publisher and news dissemination service provider, which disseminates electronic information through multiple online media channels. FNM is NOT affiliated with MSC or any company mentioned herein. The commentary, views and opinions expressed in this release by MSC are solely those of MSC and are not shared by and do not reflect in any manner the views or opinions of FNM. Readers of this Article and content agree that they cannot and will not seek to hold liable MSC and FNM for any investment decisions by their readers or subscribers. MSC and FNM and their respective affiliated companies are a news dissemination and financial marketing solutions provider and are NOT registered broker-dealers/analysts/investment advisers, hold no investment licenses and may NOT sell, offer to sell or offer to buy any security.

The Article and content related to the profiled company represent the personal and subjective views of the Author (MSC), and are subject to change at any time without notice. The information provided in the Article and the content has been obtained from sources which the Author believes to be reliable. However, the Author (MSC) has not independently verified or otherwise investigated all such information. None of the Author, MSC, FNM, or any of their respective affiliates, guarantee the accuracy or completeness of any such information. This Article and content are not, and should not be regarded as investment advice or as a recommendation regarding any particular security or course of action; readers are strongly urged to speak with their own investment advisor and review all of the profiled issuer’s filings made with the Securities and Exchange Commission before making any investment decisions and should understand the risks associated with an investment in the profiled issuer’s securities, including, but not limited to, the complete loss of your investment. FNM was not compensated by any public company mentioned herein to disseminate this press release but was compensated twenty five hundred dollars by MSC, a non-affiliated third party to distribute this release on behalf of LiteLink Technologies Inc.

FNM HOLDS NO SHARES OF ANY COMPANY NAMED IN THIS RELEASE.

This release contains “forward-looking statements” within the meaning of Section 27A of the Securities Act of 1933, as amended, and Section 21E the Securities Exchange Act of 1934, as amended and such forward-looking statements are made pursuant to the safe harbor provisions of the Private Securities Litigation Reform Act of 1995. “Forward-looking statements” describe future expectations, plans, results, or strategies and are generally preceded by words such as “may”, “future”, “plan” or “planned”, “will” or “should”, “expected,” “anticipates”, “draft”, “eventually” or “projected”. You are cautioned that such statements are subject to a multitude of risks and uncertainties that could cause future circumstances, events, or results to differ materially from those projected in the forward-looking statements, including the risks that actual results may differ materially from those projected in the forward-looking statements as a result of various factors, and other risks identified in a company’s annual report on Form 10-K or 10-KSB and other filings made by such company with the Securities and Exchange Commission. You should consider these factors in evaluating the forward-looking statements included herein, and not place undue reliance on such statements. The forward-looking statements in this release are made as of the date hereof and MSC and FNM undertake no obligation to update such statements.

Source: Microsmallcap.com

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How eSports has Created a Multi-Billion Gaming Media Market

George Miller

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How eSports has Created a Multi-Billion Gaming Media Market
Reading Time: 6 minutes

 

FN Media Group Presents Microsmallcap.com Market Commentary

 

Few sectors have seen similar rapid growth as the booming eSports sector. This formerly “niche market” has morphed into a mainstream phenomenon, which is taking the media and technology industries by storm. With some eSports competitions garnering more viewership than traditional sports tournaments, companies are realizing that this eSports trend won’t be losing steam anytime soon. Major gaming and internet media companies such as Apple (NASDAQ:AAPL), Activision-Blizzard Inc. (NASDAQ:ATVI), Electronic Arts Inc. (NASDAQ:EA), Netflix Inc. (NASDAQ:NFLX), and Enthusiast Gaming Holdings Inc. (OTC: EGHIF) (TSX-V:EGLX) are all entering the eSports scene.

Just a few years ago, eSports was barely a blip on the overall video gaming radar. What was once a non-existent sector has morphed into a $1.1 billion industry with dedicated tournaments, professional leagues, and viewership numbers that rival most major sports events. In 2016, more people watched the final match of popular eSports game League of Legends than the NBA finals. With such an explosion in popularity, early adopters and leaders involved in the esports landscape are well positioned to reap the exponential growth in years to come.

Understanding the eSports Phenomenon

Unlike traditional sports, which have seen limited growth over the past few years, eSports has been exploding in popularity at a remarkable rate. According to one Goldman Sachs report, the eSports market is predicted to double in the next three years. Another famous equity guru, Chris Parry, has gone on to say that what eSports in today’s era is in the same place that cannabis was back in 2015.

Companies like Nike, which has endorsement deals with some of the top athletes in the world, are already reaching out to major eSports celebrities with sponsorship offers. Even traditional sports team owners have also dipped into the eSports scene. Francesco Acquilini, the billionaire owner of the Vancouver Canucks, has invested heavily in an eSports Franchise of his own. “eSports has seen extraordinary success and continues to be one of the fastest growing industries in the world,” said Acquilini, who recently raised $18.7 million to acquire Luminosity Gaming.

One of the first games to acquire mainstream eSports popularity was StarCraft 2 from Activision-Blizzard Inc. Since then, the company has created many more successful games such as Overwatch, which currently has 40 million players and 11 million live play stream viewers at any time. Activision-Blizzard Inc. has even hired Steve Bornstein, former president of ESPN, NFL Network, and ACB sports to serve as president of the company’s eSports division.

Another major eSports game, Fortnite, became an instant hit as the studio behind it reported an astonishing $223 million in March 2018 alone. Fortnite creators Epic Games will be giving away US$30 million at the 2019 Fortnite World Cup. Meanwhile, the world’s most popular Fortnite streamer Ninja, brought in nearly $10 million in revenue in 2018.

Other gaming giants, such as Electronic Arts Inc., are also working closely with the eSports community. Their FIFA 18 Global Series saw over 20 million players participate globally in a series of tournaments as the company looks to build a hardcore eSports following.

The Rise of Gaming Media Platforms

Just as major gaming companies are capitalizing on the eSports trend, dedicated eSports media platforms are doing the same. Major streaming companies like Netflix Inc. consider eSports streaming more dangerous competition than HBO, saying “We compete with (and lose to) ‘Fortnite’ more than HBO.” Video streaming services being more concerned about eSports streaming than direct competitors should be a huge indicator of the disruptive nature of this sector.

Another company closely watched by analysts is Enthusiast Gaming Holdings Inc. Having already become the largest publicly traded video game media company in North America, Enthusiast Gaming has already seen an impressive 625% year-over-year revenue growth

With a network of websites and Youtube channels, reaching over 150 million monthly visitors, Enthusiast is comparable in size to major online communities like Reddit, Discord, and Twitch. Having doubled in viewership in the past six months alone, the company is the fastest growing gaming network in North America (according to Comscore). While these companies are valued in the hundreds of millions and have been purchased by conglomerates, Enthusiast’s market cap is small in comparison, at $86 million.

Enthusiast Gaming Holdings Inc. (EGHIF-EGLX) success and rapid growth, is largely due to the company’s aggressive growth strategy through acquisitions. in January, Enthusiast announced the acquisition of The Sims Resource, the world’s largest female video gaming community with 2.5 billion page views per year. The group also generates 10 percent of all views on Twitch, cementing Enthusiast’s foothold on other major platforms as well.

Over the past twenty years, the demographics of gamers have changed. Today, the average video game player is 34 years-old with far more disposable income then they had when they were younger. Instead of “growing out” of the hobby as some guessed would happen years ago, gamers have become more passionate over the years. This means that eSports companies have never been in a better position to enjoy significant growth.

Further Gaming Developments

Apple Inc.’s (NASDAQ:AAPL) gaming revenues from 2018 are estimated to be US$9.45 billion. Their 2017 gaming revenues were an estimated US$8.03 billion, this represents a year-on-year growth of 18% from their gaming portfolio alone, above their total year-on-year of 15.86%. In the 12 month period from March 2018 to March 2019, they actually experienced a total revenue decline of 5.11%. Gaming has become a big business for major conglomerates.

Veteran gamers are looking forward to this summer as Activision-Blizzard Inc. (NASDAQ: ATVI) announced they would be launching an old-school, classic version of their flagship game, World of Warcraft. With the number of active players falling over the past few years, Activision-Blizzard expects player numbers to spike. Specifically, millions of old-time players who’ve left the game or have been playing on private, non-official servers are expected to re-subscribe.

Electronic Arts Inc. (NASDAQ: EA) continues to dominate the sports games market. The company recently announced their Madden NFL 19 Bowl broke a viewership record on twitch with a live audience of 97,000. This was a 650 percent increase from last year’s Madden NFL 18 Bowl.

In a quarterly earnings report, Netflix Inc. (NASDAQ:NFLX) isn’t even focused on direct competitors such as Disney+ and Amazon Prime, saying that they can compete with other streamers based on user experience, whereas eSports require a different approach, one which they haven’t figured out yet, though alternative forms of media, such as the “choose-your-own-adventure” Black Mirror: Bandersnatch, may provide an answer.

For a FREE research report on Enthusiast Gaming Holdings Inc. (OTCQB: EGHIF) (TSXV:EGLX), visit www.microsmallcap.com

Disclaimer:  Microsmallcap.com (MSC) is the source of the Article and content set forth above. References to any issuer other than the profiled issuer are intended solely to identify industry participants and do not constitute an endorsement of any issuer and do not constitute a comparison to the profiled issuer. FN Media Group (FNM) is a third-party publisher and news dissemination service provider, which disseminates electronic information through multiple online media channels. FNM is NOT affiliated with MSC or any company mentioned herein. The commentary, views and opinions expressed in this release by MSC are solely those of MSC and are not shared by and do not reflect in any manner the views or opinions of FNM. Readers of this Article and content agree that they cannot and will not seek to hold liable MSC and FNM for any investment decisions by their readers or subscribers. MSC and FNM and their respective affiliated companies are a news dissemination and financial marketing solutions provider and are NOT registered broker-dealers/analysts/investment advisers, hold no investment licenses and may NOT sell, offer to sell or offer to buy any security.

The Article and content related to the profiled company represent the personal and subjective views of the Author (MSC), and are subject to change at any time without notice. The information provided in the Article and the content has been obtained from sources which the Author believes to be reliable. However, the Author (MSC) has not independently verified or otherwise investigated all such information. None of the Author, MSC, FNM, or any of their respective affiliates, guarantee the accuracy or completeness of any such information. This Article and content are not, and should not be regarded as investment advice or as a recommendation regarding any particular security or course of action; readers are strongly urged to speak with their own investment advisor and review all of the profiled issuer’s filings made with the Securities and Exchange Commission before making any investment decisions and should understand the risks associated with an investment in the profiled issuer’s securities, including, but not limited to, the complete loss of your investment. FNM was not compensated by any public company mentioned herein to disseminate this press release but was compensated twenty five hundred dollars by MSC, a non-affiliated third party to distribute this release on behalf of LiteLink Technologies Inc.

FNM HOLDS NO SHARES OF ANY COMPANY NAMED IN THIS RELEASE.

This release contains “forward-looking statements” within the meaning of Section 27A of the Securities Act of 1933, as amended, and Section 21E the Securities Exchange Act of 1934, as amended and such forward-looking statements are made pursuant to the safe harbor provisions of the Private Securities Litigation Reform Act of 1995. “Forward-looking statements” describe future expectations, plans, results, or strategies and are generally preceded by words such as “may”, “future”, “plan” or “planned”, “will” or “should”, “expected,” “anticipates”, “draft”, “eventually” or “projected”. You are cautioned that such statements are subject to a multitude of risks and uncertainties that could cause future circumstances, events, or results to differ materially from those projected in the forward-looking statements, including the risks that actual results may differ materially from those projected in the forward-looking statements as a result of various factors, and other risks identified in a company’s annual report on Form 10-K or 10-KSB and other filings made by such company with the Securities and Exchange Commission. You should consider these factors in evaluating the forward-looking statements included herein, and not place undue reliance on such statements. The forward-looking statements in this release are made as of the date hereof and MSC and FNM undertake no obligation to update such statements.

Source: Microsmallcap.com

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