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.
Listen to the podcast:
https://www.investorideas.com/Audio/Podcasts/2020/121120-Gaming.mp3
Read
this in full at https://www.investorideas.com/news/2020/gaming-podcasts/12111GAME-MLLLF-SLGG-TGS-BTHR.asp
Listen to Investor Ideas podcasts on Spotify
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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