Point Roberts, WA and Delta, BC - April 28, 2021 (Investorideas.com Newswire) 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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In today's episode of Investorideas "Betting on Gaming Stocks" Podcast we look at a few public and private company announcements.
GameSquare Esports Inc. (CSE: GSQ), an international gaming and esports company, announced that the Gaming Community Network ("GCN") has agreed to an expanded commercial agreement with Dexerto, a leading esports internet property. Dexerto will add to GCN marketing and content coverage support for the upcoming Collegiate Esports series debuting in late May 2021.
"GCN is firing on all cylinders as it continues to put up contract wins and build the foundation necessary for ongoing success," said Justin Kenna, CEO of GameSquare. "In the short period of time since acquiring GCN, the team has landed several contracts which are expected to make a meaningful contribution to GameSquare's consolidated revenue and profitability. Today's news builds on last week's announcement of Chris Kindt and Drew Brunson joining the GCN team, which highlights the quality of people we are attracting and the expectations we have for revenue growth. Our sales pipeline is significant, and I look forward to sharing more announcements as GCN and Code Red convert their substantial opportunities into meaningful, and profitable, sales."
Dexerto is a long-time preferred partner to GCN. Its industry leading site provides award-winning esports, gaming and influencer coverage, including news, interviews, reviews, opinions, guides and tournament coverage. The expanded relationship with Dexerto provides GCN with both expanded marketing resources and content support around the Collegiate Esports series and the 100+ universities and colleges that will be competing. GameSquare management believes that this positions GCN in an enviable industry position as it continues to grow the breadth, and quality, of its reach as it bridges the gap between global brands and the large gaming and esports communities.
Troika Media Group, Inc. (NASDAQ: TRKA), a brand identity and communications agency that provides integrated branding and advertising solutions for global brands, primarily in entertainment and sports, today announced it has teamed up with Devlin Design Group to create the new broadcast experience for the League Championship Series (LCS). The LCS is North America's largest professional esports league in the world's most watched esport, League of Legends.
The state-of-the-art graphics and set design, including the construction of a new set complete with the State Farm Analyst Desk and leading edge display technology, seamlessly convey tournament and match information, LCS branding, and paid sponsorships in a versatile environment. The dynamic stage allows LCS expert analysts to easily move between and interact with different staging areas for a more engaging broadcast presentation.
"We're so excited to finally be able to share this new design and State Farm Analyst Desk with our fans," said Justin Restaino, Creative Technology Producer for the LCS. "It's beautiful and perfectly captures the spirit and new branding of the LCS, but it also achieves the flexibility and function needed for both in-person and remote broadcasts, as we gradually ease back into live events."
The goal of the project was to bring competitive gaming and the fan experience to a new level for esports fans, and signal a page turned for the LCS. As esports continues to attract a larger audience and big brand sponsors, and following the LCS's recent rebranding, the new design needed to capture the league's fresh and vibrant spirit, and push the boundaries of a traditional sports broadcast. To achieve this, Troika and Devlin Design Group brought design and technology together to re-imagine a dynamic new LCS experience.
Troika, an agency known for their anthropological research in fandom and extensive work with blue-chip entertainment and sports clients, took a fan-centric approach to the brand design and animation.
"Esports fans are a very avid community," said Troika Creative Director Josh Lynne. "To meet their needs, we built a package that delivers on different viewing experiences-a scalable system that has emotional and informational range, allows focus to be placed on any of the brand drivers, and celebrates the individual player, team or league as needed."
The set and graphics were designed to give LCS expert analysts an array of weapons in their arsenal for presenting compelling tournament and match information, with more than 4,100 square feet of display technology spread across a variety of presentation areas. LED walls give the broadcast a dynamic feel and let analysts interact and move easily between the different venues, with more intimate areas carved out for discussions and interviews. Graphic displays drawn from the broadcast package and color-changing lighting ability allow for a variety of mood and tone to be dialed in to the environment.
Kartik Dakshinamoorthy, DDG's VP and Scenic Design Director, added, "Both players and fans will feel an elevated experience on the new set. It is a welcoming and flexible space, with areas for a quick and casual chat and others designed for an in-depth discussion, creating a perfect environment to connect with fans with their favorite esports heroes."
TGS Esports Inc. (TSXV: TGS) (OTC: TGSEF) announced that it continues to execute on its Esports Roll Up Initiative by signing a letter of intent dated April 21, 2021 to acquire Even Matchup Gaming Inc., a leading esports tournament organizer. EMG owns and operates major esports events, including Get On My Level ("GOML"), the largest fighting game tournament in Canada and Let's Make Moves, the largest Super Smash Bros. event in the New York Area (the "Acquisition").
EMG, as a leading esports event organization, is involved in the largest fighting game esports events in North America. EMG has hosted and broadcast 100+ events in the last two years. Since 2019, EMG has enjoyed 100+ million social interactions, and interacted with 18+ million viewers, with 50+ million minutes of their content consumed.
GOML, EMG's premier Super Smash Bros. tournament is the largest fighting game event in Canada and the only Canadian tournament that is officially licensed by Nintendo. In 2019, GOML had over 1,700 competitors compete in their events, and 1.7 million total live views. In 2020, GOML Online had 3,000+ competitors compete and over 10 million total minutes watched.
Outsourced staff and production costs make up over 30% of EMG's event costs, the acquisition will allow EMG to leverage TGS' team and technology to scale the business into new cities and countries while drastically reducing the cost of running events.
"We have seen incredible growth over the last few years, and joining the TGS family will enable us to leverage the TGS team and infrastructure to offer more exciting events at a lower cost." said Joseph Cribari, CEO of EMG. "With the backing of TGS, we are looking forward to expanding into new markets, developing key partnerships, and continuing to grow our player base."
"EMG is a property that is synonymous with esports. I have been a big fan for a long time and am excited to work with Joe and his team to help EMG get to the next level " Spiro Khouri, CEO of TGS. "TGS works with many brands that are always looking for additional value in this space. We can now open up EMG events to our partners which creates more value while also driving expanded revenue opportunities to TGS."
Real Luck Group Ltd. (TSXV: LUCK) (OTCQB: LUKEF) and its subsidiary companies doing business as "Luckbox", a leading provider of licensed, real money esports betting, welcomed the announcement by the International Olympic Committee (IOC) to launch the Olympic Virtual Series.
The IOC announced that it has partnered with five international sports federations for the first-ever, Olympic-licensed event for physical and non-physical virtual sports. Taking place ahead of the Olympic Games Tokyo 2020, the Olympic Virtual Series ("OVS") will begin on May 13, 2021 through June 23, 2021. The OVS will mobilize virtual sport, esports and gaming enthusiasts from around the world in order to reach new Olympic audiences and meet the objectives of the IOC's Olympic Agenda 2020+5, while also encouraging the development of physical and non-physical forms of sports.
The following International Federations and gaming publishers will be part of the Olympic Virtual Series:
"It's fantastic to see the IOC recognize esports," said Real Luck Group CEO Martin. "We strongly believe that esports deserve to be regarded and respected alongside all traditional sports. This move not only serves to underline the credibility and growing mainstream acceptance of esports but also provides increased global exposure, particularly in front of a more mainstream audience."
The company also welcomed the passing of Bill C-218 (The Safe and Regulated Sports Betting Act) by the House of Commons.
Bill C-218, which proposes to make it lawful to bet on a single sports or athletics event, now moves to the Senate for reading and adoption.
"Canadian esports and sports fans are now on the cusp to being able to wager on their favourite events," commented Quentin Martin, CEO of Real Luck Group, a member of the Canadian Gaming Association. "In our view, legalization, regulation and working with responsible operators is the best means to keep fans safe and offer them the best possible experience. We know that esports is a large and growing market in Canada, and fans are demanding betting on matches. Luckbox's proprietary award-winning platform is well positioned, offering wagering on 14 major esports as well as sports betting. We will be following the outcome of Bill C-218 very closely and look forward to Senate adoption in what are exciting times for fans of esports, sports and the gaming industry in Canada."
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