Esports belongs to the top Swedish teams as it all comes into the new episode of Riot Games

Joining the Valorant community is an ideal move for the guild and we look forward to expanding into new exciting and emerging sports spaces, “said Carlton Curtis, chairman of the sports group.

Guild Esports PLC (LON: GILD) revealed the signing of its newest, top team that will compete in Valorant, a shooting game launched by Riot Games in June.

Sure Lagmari “Jacin”, Malcolm Rench “Boncar”, Leo Jannesson “Leo”, William Sundin “Draken” and Philip Gaufin “Goff” left the successful Swedish “Team Bonk”.

You will join guild teams that compete against each other in the Rocket League and FIFA.

“Joining the Valorant community is an ideal step for the guild and we look forward to expanding into new exciting and emerging sports fields,” said Carlton Curtis, chairman of the sports group.

“Valorant is destined to become a major export item with a global reach and a large fan base, and has the prestige developed by world-class publisher Riot Games.”

“With this signature, the Guild has established itself as a multidisciplinary export business and we look forward to sending players into new games as we continue to improve and invest in our business using the military crates we collected during our IPO.”

The IPO rewards the company, which has former England captain David Beckham as a brand ambassador and shareholder, more than £ 41 million and generates £ 20 million to be invested in new signatures like Bonk.

With strong support from Manchester United and the great Beckham from Real Madrid, the Guild is bringing talented talents to become the best academic models in the Premier League.

Fergus Purcell, known for his work with the Palace Skate and Streetwear brands, was tasked with developing the company’s branding.

Within 12 months of traveling, the company tried to win over sponsorships, a loyal fan base and its own line of products.

On Monday, the Guild announced its first major commercial deal since going public, a £ 3.6 million sponsored deal with an unnamed European fintech company that caters to esports fans.

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Great Britain experienced an annual growth of 8.5% between 2016 and 2019.

The UK export sector saw an average increase of 8.5% per year between 2016 and 2019, according to Olsberg • SPI’s “The Value of Exports to the UK” report with Nordicity.

The report, commissioned by British video game organization Ukie, also highlighted that the sector has supported more than 1,200 jobs over the past year.

However, a gradual increase in the UK’s export sector accounts for just under 8% of the world market.

As a result, Ukie submitted eight proposals to the government to ensure the UK sports sector continues to grow. These recommendations include ensuring regular engagement, promoting the UK sports industry and having experience securing international events.

Ukie also urged the government to cooperate with industry to support export of export products such as linear broadcast content.

In addition, trade organizations have proposed government proposals to work with esports companies to buy advertising space and run campaigns to connect with a young and highly engaged demographic in the sector.

Other recommendations, such as providing clarity on visas, how athletes and talents should apply for entry to the UK, funding technological innovation and maintaining regulatory stability, are part of efforts to sustain and strengthen sector growth.

Regarding the results of the report, Dr. Joe Twist OBE, CEO Ukie: “Esports is a global sector at the crossroads of technology, creativity, broadcasting and entertainment – all areas of real national strength for Great Britain. This report shows us that the UK has a strong and growing sports industry, nevertheless. much remains to be done to realize the full potential of this exciting and fast growing sector. “”

The report also shows that the UK sports sector supports a Gross Value Added (GVA) of £ 111.5 million in 2019, with the country’s main competition potentially creating full-time equivalent (FTE) in employment. and £ 12 million in GVA for the economy.

Leon Forde, Managing Director of Olsberg • SPI said: “The report highlights the scale and breadth of a very innovative sector in the UK with very strong future potential.”

Dustin Chodorovich, Partner at Nordicity, added: “A first look at the economic impact of the UK eSports sector shows that it creates jobs and ESPE not only in eSports companies but also in streaming platforms and game makers. as well as in the tourism and hospitality sector. “”

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Esports, the leading online gaming provider

Esports Entertainment is well positioned to capture the growing market. The company has online gambling licenses in nearly 150 countries, a world-class betting platform, hundreds of partner partnerships, and a strong management team.

Advertisers and sponsors are quick to choose sports because of their attractive demographic characteristics.

Sports fans are, on average, young (about 26 years), relatively wealthy (one-third earn more than $ 90.00).

Eports has tremendous global appeal.

Esports Entertainment (GMBL)

Recently, Public Esports Entertainment (GMBL) offered the most flexible and transparent online gaming platform for $ 3.6 billion. We started the coverage with a long-term buy recommendation and a price of USD 7.00.

Numbers cannot be added because of rounding.
Investment thesis

The eSports fan base is growing rapidly and is expected to reach 590 million by 2022. Global gross sales are estimated at US $ 3.6 billion.
The company added gambling licenses to Britain and Ireland via acquisitions in July and obtained its first US licenses in August through partnerships with casino operators in New Jersey.
Esports Entertainment has nearly $ 12 million in acquisitions, platform development, and tournament hosting. Management is the benchmark for FG: 21 sales of $ 13 million.
We started the coverage with a long-term buy rating and a price of $ 7.00, which is a multiple of FG’s estimated sales: 21.
Risk

The company has accumulated a net loss and perhaps a few years from continuing operating profit.
INVESTMENT TEST

Esports Entertainment Group is an emerging leader in online gambling and the fast growing multi-billion dollar sports betting market. Esports is a relatively new segment of online gambling consisting of competitive video games played by individuals and / or cash prize teams. The company has developed an innovative betting platform that offers betting enthusiasts better odds and greater transparency in a secure online environment and, through the acquisition of Argyll Entertainment in July, offers a first-class customer loyalty program. Esports Entertainment has accepted online betting from fans from Canada, Japan, Germany and South Africa and recently acquired a gaming license in Malta which has been expanded to nearly 150 jurisdictions including a number of EU member states.

Through the acquisition of Argyll Entertainment, Esports Entertainment also received game licenses in the UK and Ireland as well as around 200,000 registered online players. The New Jersey gambling license is granted through a corporate partnership with Twin Rivers Worldwide Holdings (TRWH). This partnership provides the US with initial support that Esports Entertainment plans to expand to other countries.

Massive cyber audience and cheap demographics. The sports fan base is growing rapidly and is projected to reach 590 million by 2022. Audience growth has been particularly strong this year due to the Coronavirus blockade, which halted traditional sports and attracted millions of new fans to online sports tournaments and events. Advertisers and sponsors are rapidly adopting exports, not only because of audience size, but also because of compelling demographic data. Sports fans are on average young (around 26 years old), relatively wealthy (1/3 have an income of over $ 90.00), and diverse geographically. Even non-endemic brands (i.e., products or services not related to exports) started sponsoring these events. Previous Esports Entertainment sponsors include Red Bull, KFC, Microsoft, Lenovo, Activision, and Konami.


Highly qualified management team. The company’s management team has extensive experience in online gambling, IT and sports. CEO Grant Johnson has led the company since 2013, and CFO Daniel Marx was previously CFO of Argyll Entertainment for five years.


The advantages of the betting platform. Esports Entertainment has developed its own online betting platform that offers better odds and more transparency than competing platforms as well as an intuitive gaming experience that feels fairer. The company plans to move the recently acquired Argyll business to its own platform, resulting in annual cost savings of over $ 1.0 million.


Worldwide game license, the first license secured in the US. The company received a gaming license from the Malta Gaming Authority in May which allows it to accept bets from residents of nearly 150 countries on its website. Malta’s online pool betting license is valid for 10 years and is renewable. The recent acquisition of Argyll Entertainment licensed Esports Entertainment games in the UK and Ireland and more than 200,000 registered users.

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