Is This The Netflix Of Video Games?

January 03, 2020 - Safehaven


They’re calling it “the streaming wars.”

A bitter fight over market share between media giants.

First, there was Netflix.

But now, there’s Disney, AT&T, Comcast, Apple…the list goes on.

Companies are laying down big bucks to buy up chunks of the streaming market.

Competition has gotten fierce.


And that’s where Torque Esports Corp. (TSXV: GAME) comes in.

Torque is a little company disrupting a corner of the hottest new market in the streaming scene — esports.

Esports are video game sports tournaments that are attracting big audiences, with investors, advertisers, and the streaming giants paying attention.

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.

It’s a sector that has only just begun to attract real attention - and Torque esports Corp. is taking advantage of esports’ rise in a way that no other company has mastered yet…using the ability to cull data from across the industry for advertisers and sponsors.

Here are four things you may not know about Torque:

#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 it’s probably the biggest cultural sensation to sweep the globe since Pokemon.

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

The streaming service Twitch broadcasts Fornite matches, and in October more than 7 million people tuned in to watch a “Black Hole” match.

It’s the Fortnite 2018 World Cup, the biggest event in esports. 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.


Fortnite is 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.

And millions are tuning in to watch professional gamers duke it out for big prizes.

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.

Across the board, traditional sports are down.

And esports is still in its infancy.

But that just makes the timing better: companies like Torque are positioning themselves strategically.

And here’s how they’ll do it.

#2 How Torque is Winning

Torque Esports Corp. is a small company, with a number of very promising assets.

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

Then there’s AllInSports, a company which Torque is set to acquire a majority stake that makes state-of-the-art racing simulators and which is partnered with Formula 1 and Ferrari.

But the 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 in catering advertisements.

Advertising and brand investment will make up the biggest chunk of revenue from esports. This year, esports is expected to 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 esport 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 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 peak under the hood.

But StreamHatchet is the leading service like this that exists for the esports industry.

Big companies are desperate for this data, which offers the secret to unlocking revenue streams attached to the entire esports market.


#4 Scale Up

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

And it’s 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 leading service 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.

Other companies that will play a pivotal role in the new gaming boom:

ePlay Digital Inc. (CSE:EPY) creates technology that helps TV networks, esports teams and leagues and even venues cut through the noise to reach their target audience. The company brings together multiple platforms to create engagement across social media, traditional media, streaming, and more. With a team built from sports, esports, and gaming experts, ePlay knows the video game industry inside and out. That’s why they’ve secured partnerships with companies including Time Warner Cable, ESPN, Sony Pictures, AXS TV, Intel, AXN, Fiat, CBS, Cineplex, and others.

Kuuhubb Inc. (TSXV: KUU) is a company active in the development and acquisition of lifestyle and mobile video game applications. Its strategy is to create sustainable shareholder value through its groundbreaking AI and big data applications suggest that its stock is currently undervalued, but it’s not likely this opportunity will last for much longer.

Though it’s focus is on mobile video games, Kuuhubb’s innovative technology makes it a likely target of acquisition and could be a key player in the mobile industry.

Kinaxis Inc (TSX:KXS) is a provider of cloud-based subscription software for supply chain operations. The Company offers RapidResponse as a collection of cloud-based configurable applications. The Company's RapidResponse product provides supply chain planning and analytics capabilities that create the foundation for managing multiple, interconnected supply chain management processes, including demand planning, supply planning, inventory management, order fulfillment and capacity planning.

Kinaxis is a growing company, but the company has already carved out a significant piece of the pie. As a leader in its field, Kinaxis is a force which investors are keeping an eye on.

Jackpot Digital Inc. (TSXV:JP) is at the forefront of the digital gaming revolution, providing cutting-edge tech features, industry breaking mini-games, a wide variety of payment optionas and more. Additionally, Jackpot takes its regulatory responsibility seriously, and is fully compliant with all necessary regulations.

In addition to its online offerings, Jackpot Digital also offers a physical kiosk for casinos around the globe, allowing users to refill their accounts, fund gift cards, register for tournaments, and even allow casinos to add customized marketing displays.

Pivot Technology Solutions Inc. (TSX:PTG) focuses on the strategy to acquire and integrate technology solution providers, primarily in North America. It sells and supports integrated computer hardware, software and networking products for business databases, networks and network security systems.

Pivot has seen explosive growth so far, and with the acceleration of the fintech movement and the mobile tech industry, the company is sure to continue drawing investor interest.

Pivot is a standout of the bunch because it is not quite a gaming company, but provides tech that is absolutely essential in dealing with growing regulatory challenges, increasingly complicated IT issues and security of funds.

By. Meredith Taylor

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