Monday, November 15, 2021

An Intro to ESE Entertainment Inc. (TSXV: ESE) (OTCQB: ENTEF)

ESE Entertainment Inc. (TSXV: ESE) (OTCQB: ENTEF) (the "Company” or “ESE”)  ESE is a European-based media and technology company that provides the infrastructure and expertise for esports publishers to reach their intended audiences.

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The Company currently operates four main business lines and is actively pursuing additional opportunities to build out further its portfolio of assets in the rapidly growing global esports industry. Cannacord Genuity

“ESE is considering selective acquisitions that align with its objective of becoming a dominant global player in esports technology and infrastructure."

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What does ESE provide?

· Software for events and tournaments

· Physical infrastructure & broadcasting capabilities

· Existing global distribution for esports-related content

· Growing gaming franchise that includes professional teams

· Tier-1 advertising, sponsorship, and business partners

ESE addresses the technical and distribution challenges of bringing esports to millions of global fans. The Company's most recent production gives legs to the compelling nature of this unique growth story.

Stay with me.

ESE’s pending acquisition target, Frenzy, a polish company that creates and executes esports and gaming events, broadcasts, and media content, is part of a group producing November 2021’s massive League of Legends tournament in Poland.

League of Legends is a team-based strategy game where two teams of five powerful champions face to destroy the other’s base. Choose from over 140 winners to make epic plays, secure kills, and takedown towers as you battle your way to victory.

Once the groups are whittled down to the finalists, Frenzy will produce up to 43 hours of broadcasts from the event, with experts and ciommentators operating from the studio. The playoffs will take place from November 12 to November 14 and broadcast on Polsat Games channels.

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Third Quarter 2021 Financial and Key Operating Highlights:

· Revenue of $4.23 million for the three months ended July 31, 2021, vs. Q3 2020 revenue of $0.14 million.

· The cash balance increased to $9.17 million and zero debt.

· Contract with Bitcoin Vault for a significant roll-out of an esports and gaming talent show, strengthening ESE's presence in the global esports and gaming markets and expanding its production and media rights capabilities globally.

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· Raised gross proceeds of $8.6 million in a bought deal public offering of units

· LOA to acquire Digital Motorsports, an Ireland-based advanced simulation racing infrastructure, technology, and support. This acquisition was subsequently completed on September 14, 2021.

· Improvement in the bottom line, a net loss of $1.26 million vs. a net loss of $3.81 million in the previous quarter.

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Bottom Line

Here’s a great piece on the Esports industry in Canada by Miller Thompson.

Interestingly, there is a fair amount of rhetoric on the perceived effect of Covid on Esports. Be that as it may, it is apparent that the growth is solid and underway. Stats show that the adult player/audience stats are reliable as well as the teenage viewer market. The audience market is growing, fast, and the lines are blurring against traditional sports, and the CAGR seems an impressive 8 percent. And advertisers’ are noticing. Player winnings can exceed USD 15 million.

ESE has buttons in pretty well all areas in this sector, and it’s still early or those who wish to participate.

‘From young gamers, adult players and consumers grow.’

Lots more to come.

Time to dig further into this impressive Company. This 28-minute YOUTUBE video gives voice to the ESE Entertainment opportunity. Play on!


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