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Fred Dunkley

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Fred Dunkley is a tech analyst, writer, and seasoned investor. Fred has years of experience covering global markets and geopolitics. 

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Is This The Next Netflix?


Television as we know it is dead…

And it’s being replaced with a new multi-billion-dollar phenomenon.

The biggest names in media are already scrambling to secure their share of this new market.

One small company is capitalizing on an even bigger trend that could transform media as we know it.

Torque Esports Corp. (TSXV:GAME, OTCMKTS:MLLLF) has cornered a niche in one of the fastest-growing segments of today’s entertainment industry - live sports. 

Esports, in particular.

With one of the fastest-growing fan bases in the entire entertainment industry…

A global audience that’s already bigger than many traditional sports leagues…

And players that are becoming overnight millionaires…

Esports has officially arrived.

With fans already spending more time watching gamers than HBO, Netflix and Hulu – combined. 

And this is only the beginning.

Here are four things about the business of Torque Esports Corp. (TSXV:GAME, OTCMKTS:MLLLF) that you may not know:

#1 Esports: The New Kid on The Block

Ever heard of Fortnite?

It’s that game that your son, or nephew, or the kid next door plays for hours every day.

And people don’t just love to play Fortnite: they watch it.

The streaming service Twitch broadcasts Fornite matches, and in October more than 7 million people tuned in to watch just one match.

The Fortnite 2018 World Cup was the biggest event in esports history. 40 million players competed to enter into the final competition, where prizes ranged from $50,000 to $3 million.

The total prize pool was $30 million.

And that’s just one piece of the esports puzzle. This new and rising sports industry has the potential to top $1 billion in revenue by 2022.

As an industry, video games have surpassed nearly every other form of entertainment. Revenue has tripled since 2000—rising from less than $50 billion to more than $120 billion per year.

Estimates have the industry doubling again, to $300 billion by 2025.

It’s literally bigger than Hollywood.

Torque Esports (TSXV:GAME, OTCMKTS:MLLLF) is taking note.

And it’s not the only one. Comcast has invested $50 million into a new esports arena, while Twitch signed a $90 million deal to broadcast the Overwatch World Cup, another international esports event.

And esports is still in its infancy.

#2 Data is What Matters

Torque Esports Corp. (TSXV:GAME, OTCMKTS:MLLLF) is a small company, with a number of different assets.

They’ve got a video game developer, Eden Games, which specializes in racing simulators.

Then there’s AllInSports, a state-of-the-art racing simulator maker which is partnered with Formula 1 and Ferrari and which Torque is set to acquire.

But the real secret to Torque’s success isn’t games, or even racing…it’s data.

Right now, the Achilles’ Heel for companies entering the esports market is a lack of good data.

Specifically, user data—information tied to a specific individual’s online habits, from shopping patterns to viewing habits to personal information.

Advertisers and brands want to sign on to esports events, but don’t have good information to use when it comes to advertising.

Advertising and brand investment will make up the biggest chunk of revenue from esports. This year, esports will bring in $906 million in revenue, and advertising for esports events was the centerpiece of Advertising Week, a gathering of thousands of advertising professionals.

Companies are very, very interested in the esports demographics.

According to one market research firm, esports fans tend to be well-off, professionals with purchasing power, with high levels of enthusiasm.

They’re drawn to the video game events out of strong interest, which means they’re likely to not click away out of boredom—it also means they won’t skip the ads, for fear of losing a moment of the esports excitement.

The user data for esports attendees is priceless for advertisers.

But ad buyers are in a pickle. They can’t get access to accurate data—the industry is in its infancy, and advertisers are having trouble finding the right metrics.

Companies that are joining the esports circuit haven’t figured out how to satisfy advertisers’ concerns. They’ve stalled at the starting line.

But Torque Esports (TSXV:GAME, OTCMKTS:MLLLF) has a secret: it’s figured out the data problem, and developed a service that could make it the “Nielsen of Gaming.”

#3 Torque’s Secret

It’s called StreamHatchet, and it’s Torque’s little secret.

Here’s how it works:


StreamHatchet is a data analytics service that focuses on gathering data sets on esports events, users, and economics, which it can then package in reports for clients.

These reports highlight trends, point out opportunities…basically, they give interested companies a peek under the hood.

All of the biggest names in tech—Twitch, Youtube, Facebook, the gaming platform Steam—desperately need data from within the esports market.

They are desperate for is because it offers the secret to unlocking revenue streams throughout the entire esports market.

That puts Torque in a superb position to take advantage of esports’ meteoric rise. 

#4 Scale Up

With StreamHatchet, Torque has the opportunity to ride the wave of esports and scale up quickly.

Torque Esports (TSXV:GAME, OTCMKTS:MLLLF) is pretty small— but its attracting big attention.

So far, professional racers have come forward with endorsements, the company has expanded its YouTube channel, and made major presentations of its software and services at esports conferences.

Right now, esports is a tiny piece of the video game landscape…but it’s growing.

The four biggest esports events of 2018 generated 190.1 million viewing hours. The potential audience for esports in 2019 could be as high as 438 million people.

And all those users generate huge amounts of precious data advertisers need to maximize customer potential.

The only service out there catering to this need is StreamHatchet, owned by Torque Esports Corp.

The company lies at the intersection: between the streaming wars, the rise of video games as an entertainment super-sector, the slow ascent of esports.

“This space is at the intersection of a $140 billion gaming industry and a $640 billion sports industry,” according to CEO Darren Cox.

And Cox is confident Torque will be able to scale up quickly, as demand grows and more companies sign on to esports events.

Remember Netflix: the giant of the streaming sector.

It went from a little company renting DVDs in the mail to a behemoth worth more than $120 billion.

The streaming wars means opportunities are popping up for new services and business strategies, and have created huge opportunities for companies that find the next big trend in 2020’s hottest tech sector.

By. Nick Hawes


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