Esports Entertainment Group Inc. (OTCQB: GMBL) is a licensed online-gambling company specializing in e-sports wagering and 18+ gaming. The Company offers bet-exchange-style wagering on e-sports events through a licensed, regulated, and secured platform to the global e-sports audience, currently excluding the US and EU, but with recent US SCOTUS decision, the market in the US could open rapidly. The Company also plans to offer users from around the world the ability to participate in multi-player mobile and PC video-game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online-gambling and video-game industries.
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Esports entertainment Group ppt 092019
1. Esports Entertainment Group, Inc.
OTCQB:GMBL
Esports Gaming and Wagering Company
www.esportsentertainmentgroup.com - www.vie.gg
2. What is Esports?
• Esports is the Professionalization of Video Gaming
• Teams, Leagues & Tournaments Play The Same As Traditional Sports
• Teams Compete In Leagues, Tournaments Or Head-to-Head
• Online Broadcasting Creates A Massive, Fast Growing Global Fan Base
• The Biggest Stadiums In The World Sell-Out In Minutes For Major Tournaments
• Global Esports Audience Is Projected To Hit 590M Annual Viewers by 2020
• Esports Tournament Prize Purses Are Bigger Than Any Traditional Sports Purses In
The World
• Global Esports Wagering Has Already Surpassed $5 Billion Per Year
• Global Esports Wagering Is Projected To Hit $23 Billion By 2020
3. Esports Is A Global Paradigm Shift
• Youth Once Ridiculed For Playing Video Games Are Now…
• Earning Millions of Dollars From Tournaments
• Earning Millions of Dollars From Sponsorships
• Command A Global Fan Base Just As Traditional Sports Athletes
• 80 US Colleges Now Offer Esports Scholarships
• A National US High School Esports League Received $45 VC Funding In 2018
• 50% Of All Millennials Are Choosing Esports Over Traditional Sports
• Every Tier-1 Global Brand and Sports Team Is Investing In Esports
• Tier-1 Athletes and Celebrities Are Investing In Esports
4. NBA launched esports league replicating actual NBA teams in 2018
NFL began broadcasting Madden Football on ESPN in 2018
NHL launched gaming championship in 2018
NCAA: 80+ colleges have esports teams / programs
Esports Adoption By Traditional Sports
5. How Big Is The Esports Wagering Market?
”Esports bookmaking? Globally, it’s already a billion-dollar
gambling industry.”
- The Washington Post
6. OUR ESPORTS WAGERING PLATFORM
VIE.GG
The World’s Most Transparent Esports Wagering
Platform
DESKTOP Mobile Tablets
7. • Dignitas - The Esports Organization Of Harris Blitzer Sports and Entertainment (HBSE). An
International esports team with one of the most iconic and recognizable brands in esports
• HBSE - Portfolio includes
• Josh Harris, Co-Founder and Senior Managing Director of Apollo Global Management, LLC
• David Blitzer, Global Head of Blackstone’s Tactical Opportunities group
VIE Is Trusted By Tier-1 Esports Teams
9. • Early Esports Wagering Platforms Have Been Plagued By Scandals, Improper
Licensing and Lack Of Ownership Transparency.
• VIE Is The World’s First And Most Transparent Esports Betting Exchange
1. Fully Reporting SEC Issuer (GMBL) = Full Transparency and Trust
2. P2P Model = A Fan Always Wins, As Opposed To “House” Odds Model
3. Player Safety Features = Fun But Responsible Betting Experience
• No Other Esports Betting Provider On The Planet Can Match Our Transparency
• Result = Esports Teams Desire An Affiliate Partnership With VIE Due To The
Incomparable Combination Of A Great Betting Experience For Fans + Revenue
Sharing For Their Respective Clubs
Our Big 3 Competitive Advantages
10. • Business Model
• Person To Person wagering (P2P)
• P2P allows players to set their own odds against each other
• Company collects a rake from all P2P bets (5-10%)
• P2P eliminates all risk of major betting losses by VIE
• P2P significantly reduces VIE cash reserve requirements
• P2P is Esports friendly because a player always wins
• Traditional sports books offering Esports as a “line extension” are not
popular with Esports fans (opportunists)
Business Model
11. • Growth Model – Affiliate Marketing Thanks To Industry Acceptance
• Affiliate Marketing Is A Proven Growth Model For Online Gambling
• Affiliates Include Esports Teams, Streamers, Leagues & Super Affiliates
• Demonstrates across the board industry acceptance of VIE
• Esports team affiliate agreements are historical as they have never been
done before. These help Vie.gg build grass roots branding.
• Esports streamers broadcast to massive, global esports audiences
• Super Affiliates Market To Tens of Millions Of Gamblers
• Esports Leagues Schedule Matches and Now Add Gambling Component
Growth Model
12. • Engaged Partis Solutions For iGaming M&A Advisory
• Partis is a global leader in interactive gaming & gambling industry
• Goal - To acquire successful iGaming operators
• Goal - To acquire leading B2C iGaming brands
• iGaming market is huge but highly fragmented
• We are well positioned to take advantage of opportunities
Growth Model – Merger & Acquisitions
13. • Target Markets
• Global legal sports betting jurisdictions
• 2018 US Supreme Court decision opens up MASSIVE unexpected US market
Target Markets
14. • Esports wagering is very real.
• Estimates $5B + in 2017
• Much of it taking place through unregulated betting sites
• Esports fans want to wager just like traditional sports fans
• Esports wagering growing faster than the Esports industry
• Sports betting is bigger than sports media rights, sponsorship and consumer
revenues together.
• NFL generated $13 billion in revenue last year
• NFL betting and fantasy leagues generated more than $50 billion.
• Global Esports betting is larger than the Esports economy itself
• projected to exceed $23 billion by 2020.
How Big Is The Esports Wagering Market?
15. "Approximately 350 million people worldwide tune in to Esports
today, and that number is growing rapidly. By 2020, that number
will be closer to 500 million. These fans watch billions of hours a
month of Esports programing.”
- Business Insider
Esports Is Not A Fad. It Is A Tsunami
16. Traditional Sports Teams Investing In Esports
• New Global Esports League Owners
• Patriots, Mets, Flyers, Rams, Grizzlies, Nuggets, Avalanche, Arsenal
• Owners & Investors of Esports Teams
• Dallas Cowboys, New York Yankees, Cavaliers, Warriors, Rockets
• Madison Square Garden, Comcast, Red Bull, Coca-Cola, Tencent, Asus
• Shaq, Magic, JLo, Kutcher, Strahan, Lynch, Durant, Beckham
• Paris 2024 Olympics is considering esports as a MEDAL event
17. “Owners of traditional sports teams are investing in Esports early. Esports is booming, and
team values will almost certainly increase with time, allowing owners to get in at a lower
price point now. No one knows the true potential of Esports at this point, but many owners
of professional sports franchises have the capital to invest now. Doing so is much more cost
effective than waiting for the sport to mature. Owners realize the time to get in is now to be
among the early adopters of organized Esports.”
- Venture Beat
Traditional Team Owners Moving Into Esports
18. Wall Street Is Waking Up To Esports
"Multiplayer games are now universal, and Esports is evolving rapidly,
allowing competitive and professional gaming to develop. Game usage
is growing globally, and all segments of the Industry are prospering.
Your fund has heavy exposure to this area.”
- The Gabelli Multimedia Trust Inc. Shareholder Commentary
“Billionaire Mario Gabelli believes now is the right time to be buying stock in sports,
esports, and gambling companies.”
- CNBC
19. Appointment of Esports Industry Leader Alex Lim as Director
• From 2010 until recently, Mr. Lim was the Secretary General of the International e-
Sports Federation (IeSF) based in Seoul, South Korea.
• He was responsible for relations with 47 national federations, international sports
authorities, and global partners
• Additionally , Alex organized and operated the World Championship and other
international level Esports tournaments.
• Founded in 2008, the IeSF is a global Esports organization
We Are Attracting World Class Esports Influencers
20. Appointment of Remote Gaming Leader Alan Alden as Director
• Since 2008, Mr. Alden has served as the General Secretary of the Malta Remote
Gaming Council .
• Has been a key figure in Malta’s IGaming industry.
• Since 2006, he has specialized in assisting remote gaming companies locate to
Malta.
• In 2004, Malta became first EU member to regulate remote gaming. One of the
best jurisdictions in which to obtain a gambling license.
We Are Attracting World Class Esports Influencers
21. • Grant Johnson, B.A., Chief Executive Officer and Chairman, is a business development professional with extensive
experience in the online gambling industry as an officer and director of publicly listed technology companies.
• Alan Alden, Independent Director, has been a specialist in advising remote gaming companies located in Malta since 2000,
when he advised the first remote gaming companies as the Senior Manager of Enterprise Risk Services at Deloitte & Touche
(Malta). In 2006 Alan set up Kyte Consultants Ltd, a company that specialized in the remote gaming and payment card
sectors, to assist companies located in Malta.
• Magnus Leppäniemi, EEG Advisor/Dreamhack Sales Director Brand Partnerships. manages and supervises third party
sales channels for Dreamhack, which includes synchronizing external sales through the likes of ESL, the world’s largest
Esports company.
• Christopher Malone, CPA/CMA, Chief Financial Officer, is the founding Director of PrOasis, a professional consulting firm,
where he has spent the past 26 years managing the firm which focuses on executive management, corporate finance,
strategic planning and governance for major Canadian SME organizations.
• John Brackens, CIO/CTO and Director, is a tech and gaming industry expert with experience in Esports having led up
Network Operations at Activision Blizzard and was COO of Sparkjumpers Game Studios.
• Randy Greenback, Head of Creative, is a designer and creative leader with over 25 years of professional video game
development experience and Senior Creative Director at Riot Games.
• Brian Cordry , Head of Esports, Is the founder and former owner of Team Winterfox. Winterfox had teams in League of
Legends, Halo, Counter-Strike Global Offensive, Smash Bros Melee, and Street Fighter.
Key Personnel
22. • We intend to offer video game tournaments to global amateur players
• Massive multi-billion dollar market
• Skillz.com has raised $58M to date
• Most game developers are not viable on downloads & in-app purchases
• Developers incentivized to drive their audiences to use our tournament platform
• Developers upload their games, share in the tournament revenue
• Low customer acquisition costs for Esports Entertainment Group
• Significant additional and diverse revenue stream
• Allows us to capture US Esports and video game players
Upcoming Expansion: Tournament Play
23. 1. Esports audience is 350M, growing to 590M
2. Esports wagering is projected at $23 BILLION by 2020
3. VIE.GG is the most trusted and transparent Esports betting exchange
4. 190 Esports teams (and counting) have partnered with us
5. 60 Esports streamers (and counting) have partnered with us
6. $1.9 million financing secured in November 2018
7. Traditional sports teams owners are investing
8. Athletes and celebrities are investing
9. Wall Street is starting to invest
10. Biggest paradigm shift ever seen on the internet
Top 10 Summary
24. Contact
Esports Entertainment Group, Inc.
[INSERT ADDRESS]
Birkirkara, Malta
www.esportsentertainmentgroup.com
Grant Johnson, CEO
Phone: 1-268-562-9111
Email: Grant@esportsentertainmentgroup.com
OTCQB:GMBL
Dave Gentry, CEO - Red Chip
Phone: 1-407.491.4498
Email: dave@redchip.com