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Optic Gaming Wins Call of Duty® MLG Orlando Open
August 8, 2016 Optic Gaming Wins Call of Duty® MLG Orlando Open NEW YORK--(BUSINESS WIRE)-- The road to the 2016 Call of Duty® World League Championship, Presented by PlayStation® 4 finished its last live qualifying competition yesterday with an epic showdown in Orlando as Optic Gaming won the Call of Duty® MLG Orlando Open. Yesterday's finals completed a thrilling weekend of competition, as eager fans in attendance, online at MLG.tv and other livestreams, and those tuning-in directly through an in-game (BOIII PS4) Live Event Viewer, watched 72 hours of compelling action. Optic Gaming took home the top prize after besting Team Envyus to be the top of more than 100 teams from around the world. Yesterday's exciting tournament also served as the final CWL Pro Points event of the season, as competition now moves to the North American online qualifier as the final stop before the highly anticipated CWL Championship at Call of Duty® XP. At the CWL Championship, 32 teams will play for their share of the biggest single event prize pool in Call of Duty® history, $2 million. With the growth of the Call of Duty World League, Call of Duty esports viewership has increased by more than five times year-over-year to 33 million views of the Stage 1 events this year. The Call of Duty World League Championships at Call of Duty XP is expected to be our most viewed Call of Duty esports event in history by a wide margin. After the dust settled, over 1.4 million cumulative viewers across distribution platforms, including MLG.tv, generated over 8 million video views during the event, consuming over 2 million hours of content throughout the weekend, and peaking at 164,000 concurrent viewers during the thrilling finals match.1 Here are the top eight teams from the Call of Duty MLG Orlando Open: Optic Gaming Team Envyus Team Elevate Faze Clan Rise Nation Luminosity Gaming Cloud9 Complexity Gaming On August 15, 2016, a live broadcast on youtube.com/callofduty will determine the grouping for all the qualified teams. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
E-SPORTS Case Study
E-SPORTS Case Study How E-Sports is a booming global industry ? c x c r u x . c o m INTRODUCTION Esports is a booming global industry where skilled video gamers play competitively. Contrary to common perception, Esports is not simply a phenomenon occurring in the basements of unemployed twentysomethings the industry is real, growing globally, and investable. In fact, over 380 million people watch esports worldwide both online and in person. More people watched the 2016 world finals of popular esports game League of Legends (43 million viewers) than the NBA Finals Game 7 that year (31 million viewers). www.cxcrux.com Page 2 WHICH ESPORTS GAMES ARE MOST POPULAR? Though the actual rankings of the most popular esports games change slightly month-to-month, the ten most-watched games on dominant streaming site Twitch remain consistent. As of right now, League of Legends remains the most-watched eSport in the world. It’s also worth noting, for those less familiar with esports, that the most popular games are not traditional sports-related video games such as Madden or FIFA. www.cxcrux.com Page 3 INVOLVED PARTIES PLAYERS Becoming a top Esports player is no simple achievement. To rise through the ranks, players specialize in a specific game, developing their skills through extensive, competitive play. Streaming: Gamers who Livestream themselves as they play video games are referred to as "streamers." This is typically done in casual play. While streaming can be incredibly profitable, many streamers have to decide whether they want to stream for a living or try and play professionally and run the risk of making less money. -
Download Research
GFINITY (LON:GFIN) Garry Cook, Executive Chairman Gfinity - Game on Garry Cook has served as head of Global Brand for the Ultimate Global leader in esports Fighting Championship (UFC), as chief executive officer for Manchester City Football Club, and as president of Gfinity (LON:GFIN) is a world leader in the fast-growing Nike’s “Brand Jordan” market for esports. The company provides full end to end esports solutions, including bespoke content, tournament and event solutions for commercial partners via its proprietary online platform and live broadcasting studio, Digital entertainment plus it is building its owned Elite Series brand and hosting its proprietary Elite Series tournament format. Revenues are 52-WEEK HIGH 22.3p derived from managed services fees for third-party events, and advertising and sponsorship. In the near future, we 52-WEEK LOW 5.7p expect significant growth from revenue sharing on content derived from partner solutions. PRICE £5.46 Maintaining the growth trajectory MARKET CAP MLN 19.78 Gfinity reported full-year (FY) June 2018 results (released 27 November) showing year-on-year revenue growth of 82%, NET CASH (MLN) £3.70 and significantly reduced operating losses in the second half. The company also confirmed strong progress in signing additional commercial deals to propel growth in FY 2019. Revenues doubled purely from growing with its existing Major Shareholders partners. New premium partners such as Premier League and new publisher partners have been added and will drive Charles Street Int Holding 29.66% further growth. Nigel Wray 8.83% Hargreave Hale 5.97% We believe that the company will deliver continued strong revenue growth in FY 2019, and significantly improved Primary Index AIM operating losses. -
Esports Marketer's Training Mode
ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently. -
YOLO Leisure and Technology Plc ("YOLO" Or the "Company
YOLO Leisure and Technology plc ("YOLO" or the "Company") Unaudited Interim Results for the period ended 31 March 2016 Introduction I am pleased to report that the Company has had an active six month period ending 31 March 2016. During the period the Company placed 40,000,000 shares at 1.5p each raising a total of £600,000 before costs. Having monitored the development of the Simplestream business carefully since YOLO's original investment in January 2015, your Board took up its right to advance a further £257,384 to Simplestream by way of a convertible loan note. The Company continues to actively look for further investment opportunities in pursuit of its investment strategy. Our stated aim is to be a successful and profitable investment company by focussing on technology, travel, leisure and media businesses. We will achieve this by identifying early stage or turnaround opportunities that require investment and / or have potential for a reverse takeover. We will invest into businesses with content and delivery capability that engage customers, monetise the user experience and have potential to scale. Our philosophy is to find attractive businesses and projects that will create value for shareholders and utilise our expertise and network contacts. Financial review The Board has been selective in the transactions made and our growing investment portfolio now consists of businesses with strong technology and content themes. Each of the businesses are pioneers and innovators in their sectors and are disrupting the space that they are in, being consistent with YOLO's investment criteria. The current portfolio of investments consists of: Gfinity Plc - total investment at cost of £364,650 Gfinity is an end to end eSports (also known as competitive gaming or electronic sports) solution, founded in 2012. -
OP Live Program
C E T A C E O R L C LA E B ET O P RA M T CO E C E O AT MP R ET BO E C LLA REA E CO TE CO REAT LLABORATE COMPETE C POWERED BY POWERED GENERAL INFORMATION OP Live Dallas is a collaborative effort between eGency Global and SMU Guildhall, powered by Team Envy and the Dallas Fuel. Event technology provided by Reaction Audio Visual. ABOUT EGENCY GLOBAL: ABOUT SMU GUILDHALL: eGency Global is one of the most experienced esports SMU Guildhall is ranked the #1 Graduate Program for firms in North America, offering a full suite of services Game Design in the world. The program has graduated from event production, customer/fan engagement, over 700 students, who now work at more than 250 game sponsorship and talent marketing to data analytics, media studios internationally. SMU Guildhall offers a Master of and strategic marketing. eGency Global is the leading Interactive Technology in Digital Game Development degree strategic partner in helping brands, event and media and a Professional Certificate of Interactive Technology properties, and teams looking to navigate and capitalize in Digital Game Development, with specializations in Art, on the rapidly expanding esports ecosystem. Design, Production, and Programming. REGISTRATION & REENTRY: INFORMATION BOOTH: Registration and tickets are available through our event The Info Center is located in the Irving Convention Center app, OP Live Dallas, which is available on Google Play lobby and is open at all times during OP Live. Here, you and iTunes. You can also visit oplivedallas.com or stop can find details about the show, available services, get by the registration area in the Irving Convention Center assistance, and more. -
An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
GFINITY Confidential Deck 19TH OCTOBER 2019
A World Leading Esports Solution Provider Company Presentation October 2018 1. IMPORTANT NOTICE The information contained in these slides and the presentation made to you verbally has been prepared by Gfinity plc (Company) solely for your information in connection with the proposed placing (Placing) of ordinary shares in the capital of the Company (Ordinary Shares). The information in these slides and the presentation made to you verbally is confidential and is supplied to you solely for your information and may not be redistributed or passed in whole or in part to any other person or published in whole or in part in any form, for any reason or purpose, and is subject to updating, completion, revision, further verification and amendment without notice. These slides and this presentation have not been approved by the United Kingdom Listing Authority as a prospectus under the Prospectus Rules (made under part VI of the Financial Services and Markets Act 2000 (FSMA 2000)) or by the London Stock Exchange. These slides and this presentation do not constitute or form part of any prospectus, invitation or offer for sale or solicitation or any offer to buy or subscribe for, underwrite, otherwise acquire, or dispose of any securities nor will they or any part of them form the basis of, or be relied on in connection with, or act as any inducement to enter into, any contract or commitment. Recipients of these slides who are considering acquiring Ordinary Shares are reminded that in relation to any such purchase or subscription no reliance may be placed for any purpose on the information or opinions contained in these slides or the presentation or on their completeness, accuracy or fairness. -
Linux Journal 23 FOSS Project Spotlight: Nitrux, a Linux Distribution with a Focus on Appimages and Atomic Upgrades by Nitrux Latinoamerican S.C
ModSecurity Globbing Edit PDFs and nginx and Regex with Xournal Since 1994: The original magazine of the Linux community Linux Gaming A Talk with Linux Game Developers | Review: Thrones of Britannia Two Portable DIY Retro Console Projects | Survey of Native Linux Games TASBot the Linux-Powered Robot Plays Games for Charity ISSUE 290 | SEPTEMBER 2018 www.linuxjournal.com SEPTEMBER 2018 CONTENTS ISSUE 290 86 DEEP DIVE: Gaming 87 Crossing Platforms: a Talk with the Developers Building Games for Linux By K.G. Orphanides Games for Linux are booming like never before. The revolution comes courtesy of cross-platform dev tools, passionate programmers and community support. 105 Would You Like to Play a Linux Game? By Marcel Gagné A look at several games native to Linux. 117 Meet TASBot, a Linux-Powered Robot Playing Video Games for Charity By Allan Cecil Can a Linux-powered robot play video games faster than you? Only if he . takes a hint from piano rolls...and the game for Linux in November 2016. Enix. Feral Interactive released and published by Square , developed by Eidos Montréal doesn’t desync. 135 Review: Thrones Shroud of the Avatar Shroud of Britannia Deus Ex: Mankind Divided By Marcel Gagné from from A look at the recent game from the Total War series on the Linux desktop Image from Portalarium’s Portalarium’s Image from thanks to Steam and Feral Interactive. Cover image 2 | September 2018 | http://www.linuxjournal.com CONTENTS 6 Letters UPFRONT 14 Clearing Out /boot By Adam McPartlan 17 VCs Are Investing Big into a New Cryptocurrency: Introducing Handshake By Petros Koutoupis 20 Edit PDFs with Xournal By Kyle Rankin 22 Patreon and Linux Journal 23 FOSS Project Spotlight: Nitrux, a Linux Distribution with a Focus on AppImages and Atomic Upgrades By Nitrux Latinoamerican S.C. -
REACH 1 June 2021 Gfinity Plc ("Gfinity" Or the "Company") Gfinity
RNS Number : 3007A Gfinity PLC 01 June 2021 REACH 1 June 2021 Gfinity plc ("Gfinity" or the "Company") Gfinity launches Only Mobile Gaming (OMG!) website and social channels Gfinity (AIM: GFIN), a world-leading esports and gaming solutions provider, today announces the launch of Only Mobile Gaming! (OMG!), a dedicated mobile gaming website and the latest addition to the Gfinity Digital Media group (GDM). OMG! will cover the latest news, features and entertainment-based content across the mobile gaming sector, including some of the world's biggest games such as Clash of Clans, Pokémon Go and Call of Duty. GDM has deployed a new in-house team dedicated to integrating and growing the website within the wider group network, leveraging Gfinityesports.com's strong domain authority and existing user base including one million users who read about mobile gaming every month. The site will benefit from GDM's recent series of strategic advertising partnerships, including the expansion of its relationship with Venatus, aimed at promoting user numbers and monetising GDM's web platforms via on-site advertising and branded deals. Mobile gaming has proven particularly resilient over the past year, seeing revenue grow over 25% in 2020 - the biggest increase across all gaming segments. It is expected to continue to be the fastest-growing segment over the coming years. John Clarke, Gfinity Chief Executive said: "GDM is a key strategic pillar of growth for Gfinity. Having a strengthened and dedicated position in the popular mobile gaming space is key to accelerating its expansion. With mobile forecasted to generate $90 billion in 2021 - over half the global games market - we expect OMG! to become one of GDM's fastest growing sites, providing strong commercial opportunities. -
ESPORTS a Guide for Public Libraries
ESPORTS A Guide for Public Libraries 1 Contents Introduction…………….….……….………….…………3 Esports 101….……….….……….………….….….…….4 What Are Esports? Why Are Esports a Good Fit for Libraries? Esports & the Public Library……….…….…….………6 Making a Library Team Other Ways Libraries Can Interact with Video Games Partnerships….……………..…….……………….….….9 Local Partners North America Scholastic Esports Federation Technical Requirements…….………..….……….……10 Creating Internet Videos….…………….……….……12 Recording Editing Uploading IP & Privacy Considerations…………….…………….15 IP Considerations for Video Sharing Privacy A Note on ESRB Ratings Glossary………….……….……….……….……………18 Acknowledgements…….……….………..……………28 Further Reading….….……….…..………….……….…29 URLs……..……….….….……….……………………….30 2 Introduction In September 2019, Pottsboro Area Library in Pottsboro, TX, began an esports program funded by a IMLS grant. With ten new gaming computers and a vastly improved internet connection, Pottsboro Library has acted as a staging location for an esports team in association with Pottsboro High School, opening new hours on Saturdays for the team to practice in private. This collaboration also includes the esports club of nearby Austin College, whose students serve as mentors for the library’s club, and the North America Scholastic Esports Federation (NASEF), which has provided information and assistance in setting up the team to play in its high school league. In addition to being used by the team, four of the gaming computers are open for public use, which has attracted younger patrons to the library and provides new options for children and young adults in an area where internet access is otherwise extremely limited. This guide is intended for public libraries that are interested in esports or video games for any reason—to increase participation of young adults in library programming, to encourage technological skills and literacy, to provide a space for young people to gather and practice teamwork, etc.