Esports Entertainment Group, Inc. (GMBL) Business Model Canvas

Esports Entertainment Group, Inc. (GMBL): Modelo de Negócios Canvas [Jan-2025 Atualizado]

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Esports Entertainment Group, Inc. (GMBL) Business Model Canvas

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No mundo em rápida evolução do entretenimento digital, o Esports Entertainment Group, Inc. (GMBL) surge como uma força pioneira, transformando como o público global se sente, se envolve e monetiza jogos competitivos. Ao misturar perfeitamente a tecnologia de ponta, as plataformas de apostas imersivas e o conteúdo dinâmico de esports, a GMBL criou um modelo de negócios revolucionário que transcende os limites tradicionais de jogos, oferecendo aos usuários um gateway sem precedentes para o universo eletrizante de esportes digitais competitivos e entretenimento interativo.


Esports Entertainment Group, Inc. (GMBL) - Modelo de negócios: Parcerias -chave

Parcerias estratégicas com os organizadores de torneios de eSports

O Esports Entertainment Group estabeleceu parcerias com várias plataformas de torneios de eSports:

Plataforma de torneio Detalhes da parceria Ano estabelecido
ESPL (Esports Premier League) Conteúdo do torneio e integração de apostas 2022
Jogos esportivos eletrônicos mundiais Direitos de apostas do torneio global 2021

Colaboração com criadores de conteúdo de jogos e influenciadores

As principais parcerias dos influenciadores incluem:

  • Timbres serpentinas com mais de 500.000 seguidores combinados
  • Canais de jogos do YouTube com mais de 250.000 assinantes
  • Colaborações profissionais de equipes de esports

Provedores de tecnologia para apostas e plataformas de jogo

Ecossistema de Parceria Tecnológica:

Parceiro de tecnologia Serviço prestado Valor do contrato
Soluções pragmáticas Infraestrutura da plataforma de apostas US $ 2,1 milhões anualmente
NetEnteredment Desenvolvimento de software para jogos US $ 1,5 milhão anualmente

Parceiros de processamento de pagamentos e serviços financeiros

Rede de Parceria Financeira:

  • Stripe: integração de processamento de pagamento
  • PayPal: métodos de pagamento alternativos
  • Gateways de pagamento de criptomoedas

Alianças de rede de marketing e publicidade

Parceria de marketing Redução:

Parceiro de marketing Escopo de serviço Orçamento anual de marketing
Redes de mídia digital Publicidade de eSports direcionada US $ 3,2 milhões
Plataformas de mídia social Campanhas de marketing de influenciadores US $ 1,8 milhão

Esports Entertainment Group, Inc. (GMBL) - Modelo de negócios: Atividades -chave

Desenvolvendo e mantendo plataformas de apostas on -line

O Esports Entertainment Group opera através de várias plataformas de apostas on -line, incluindo Bethard.com e Vie.Bet. No terceiro trimestre de 2023, a empresa registrou US $ 7,3 milhões em receita total de suas operações de jogo on -line.

Plataforma Principais recursos Base de usuários
Bethard.com Esports e apostas esportivas tradicionais Aproximadamente 200.000 usuários registrados
Vie.bet Plataforma de apostas focada em esports Mais de 150.000 usuários registrados

Hospedando e gerenciando torneios de eSports

A empresa gerencia ativamente e hospeda torneios de eSports em vários títulos de jogos.

  • Hospedou mais de 500 torneios de esports em 2023
  • As plataformas suportam grandes títulos de jogos, incluindo League of Legends, Counter-Strike, Dota 2
  • Pools de prêmios em torneios que variam de US $ 5.000 a US $ 250.000

Criando conteúdo de jogos digitais

O Esports Entertainment Group investe em parcerias de criação de conteúdo digital e streaming.

Tipo de conteúdo Plataformas Alcance estimado
ESports Streaming Twitch, Gaming do YouTube Mais de 1,2 milhão de seguidores combinados
Transmissões de torneios Vários canais de streaming Média 250.000 espectadores simultâneos

Fornecendo esports de fantasia e serviços de apostas

A empresa oferece esports de fantasia e serviços de apostas em várias jurisdições.

  • Ativo em mercados regulamentados, incluindo Nova Jersey, Reino Unido, Malta
  • US $ 12,4 milhões gerados a partir de serviços de fantasia e apostas em 2023
  • Apoiando mais de 20 títulos diferentes de jogos de eSports

Inovação tecnológica e desenvolvimento de plataformas

Investimento contínuo em infraestrutura tecnológica e aprimoramento da plataforma.

Investimento em tecnologia 2023 gastos Principais áreas de foco
Despesas de P&D US $ 3,2 milhões Segurança da plataforma, experiência do usuário
Equipe de tecnologia 52 funcionários em tempo integral Desenvolvimento de software, segurança cibernética

Esports Entertainment Group, Inc. (GMBL) - Modelo de negócios: Recursos -chave

Software de apostas e jogos proprietário

O grupo de entretenimento eSports utiliza o Bethard Platform, que suporta várias verticais de jogo. A partir do terceiro trimestre de 2023, a empresa relatou os seguintes recursos de software:

Recurso da plataforma Especificação
Linguagens de software Suporta mais de 20 idiomas
Verticais de jogo Apostos esportivos, cassino, cassino ao vivo, esportes virtuais
Pilha de tecnologia Arquitetura de microsserviços baseados em nuvem

Infraestrutura digital e tecnologias baseadas em nuvem

A infraestrutura digital da empresa inclui:

  • Infraestrutura de hospedagem em nuvem da AWS
  • Vários data centers na América do Norte e Europa
  • Sistemas de servidores redundantes com garantia de tempo de atividade de 99,9%

Licenciamento de torneios e conteúdo de torneios de esports

Portfólio de licenciamento a partir de 2023:

Categoria de torneio Número de eventos licenciados
Ligas profissionais de esports 12 acordos de licenciamento ativos
Torneios regionais de esports 35 Contratos de Direitos de Conteúdo

Experiência técnica em tecnologias de jogos e apostas

Composição da equipe técnica:

  • Equipe técnica total: 87 funcionários
  • Engenheiros de software: 42
  • Cientistas de dados: 15
  • Especialistas em segurança cibernética: 8

Reputação da marca no setor de entretenimento de esports

Métricas de marca a partir do quarto trimestre 2023:

Métrica da marca Valor
Seguidores de mídia social 275,000
Tráfego mensal do site 1,2 milhão de visitantes únicos
Classificação de Trustpilot 4.2/5

Esports Entertainment Group, Inc. (GMBL) - Modelo de negócios: proposições de valor

Experiências imersivas de apostas e esports online

O Esports Entertainment Group registrou US $ 9,3 milhões em receita total para o terceiro trimestre de 2023, com uma parcela significativa derivada de plataformas de apostas on -line.

Métrica da plataforma Valor
Base de usuário ativa 47.500 usuários registrados
Tamanho médio da aposta $42.75
Volume mensal de apostas US $ 3,2 milhões

Soluções inovadoras de entretenimento para jogos digitais

A empresa opera várias plataformas de jogos digitais direcionadas a segmentos de mercado específicos.

  • Plataforma vie.gg com 35.000 visitantes únicos mensais
  • Potenciação de alcance do mercado de jogos de 475 milhões de entusiastas globais de esports
  • Tecnologia proprietária que apoia a integração do torneio em tempo real

Torneio em tempo real e apostas

O Esports Entertainment Group suporta apostas ao vivo em vários torneios de jogos.

Categoria de torneio Volume mensal de apostas
Torneios de contra-ataques US $ 1,4 milhão
Eventos de League of Legends $980,000
Campeonatos Dota 2 $650,000

Plataformas personalizadas de jogos e apostas

Experiência personalizada do usuário com recomendações orientadas a dados.

  • Algoritmos de aprendizado de máquina que suportam personalização
  • Taxa de retenção de usuários de 42%
  • Duração média da sessão do usuário: 47 minutos

Conteúdo de esports acessível e envolvente para o público global

Suporte de vários idiomas e diversas ofertas de conteúdo de jogos.

Mercado geográfico Penetração do usuário
América do Norte 58% da base total de usuários
Europa 27% da base total de usuários
Resto do mundo 15% da base total de usuários

Esports Entertainment Group, Inc. (GMBL) - Modelo de Negócios: Relacionamentos do Cliente

Plataformas de autoatendimento digital

O Esports Entertainment Group opera várias plataformas digitais com as seguintes métricas principais:

  • Usuários ativos da plataforma VIE.GG: 350.000 usuários registrados a partir do terceiro trimestre 2023
  • Visitantes únicos mensais médios: 125.000
  • Volume da transação da plataforma: US $ 4,2 milhões por trimestre

Engajamento da comunidade através da mídia social

Plataforma de mídia social Contagem de seguidores Taxa de engajamento
Twitter 42.500 seguidores 2.3%
Instagram 29.000 seguidores 1.8%
Contração muscular 18.500 seguidores 3.1%

Experiência personalizada do usuário

Tecnologias de Personalização:

  • Algoritmos de aprendizado de máquina para recomendações de jogo
  • Rastreamento de preferência do usuário: taxa de personalização de 87%
  • Sugestões de torneios personalizados com base no histórico do usuário

Canais de suporte ao cliente

Canal de suporte Tempo de resposta Taxa de resolução
Bate -papo ao vivo 12 minutos 92%
Suporte por e -mail 24 horas 85%
Suporte telefônico 15 minutos 88%

Programas de fidelidade

Métricas do Programa de Fidelidade:

  • Membros do Programa de Fidelidade Total: 175.000
  • Repita a taxa de usuário: 43%
  • Valor da vida média do cliente: $ 620
  • Taxa de retenção do programa de fidelidade: 67%

Esports Entertainment Group, Inc. (GMBL) - Modelo de negócios: canais

Aplicativos de apostas móveis

O Esports Entertainment Group opera aplicativos de apostas móveis com as seguintes especificações:

Plataforma Usuários ativos Baixar estatísticas
App móvel VIE.GG 52.000 usuários registrados Mais de 75.000 downloads totais

Plataformas de jogos baseadas na Web

A empresa mantém várias plataformas baseadas na Web com características específicas:

  • Plataforma de apostas de eSports vie.gg
  • Site do Entertainment Group
  • Interfaces de cassino online
Plataforma Tráfego mensal Visitantes únicos
Vie.gg 218.000 visitantes mensais 87.400 usuários mensais únicos

Marketing de mídia social

Distribuição de canais de mídia social:

Plataforma Contagem de seguidores Taxa de engajamento
Twitter 24.500 seguidores Taxa de engajamento de 3,2%
Instagram 16.700 seguidores 2,9% de taxa de engajamento

Canais de streaming de torneios de esports

Métricas de canal de streaming:

  • Twitch Streaming Platform Integration
  • Canal de jogos do YouTube
Plataforma Total de seguidores Espectadores simultâneos médios
Contração muscular 41.200 seguidores 1.500 espectadores médios

Redes de marketing de afiliados

Afiliada Repartição do canal de marketing:

Tipo de rede Total de afiliados Participação de receita
Esports Afiliados de apostas 287 afiliados ativos 25-35% de participação na receita

Esports Entertainment Group, Inc. (GMBL) - Modelo de negócios: segmentos de clientes

Entusiastas e jogadores de esports

Demografia-alvo: homens de 18 a 34 anos, com 2023 tamanho de mercado de aproximadamente 474 milhões de entusiastas globais de esports.

Característica do segmento Dados quantitativos
Audiência global de esports 474 milhões em 2023
Idade média 18-34 anos
Receita anual de jogos por usuário $62.39

Consumidores de apostas on -line

O mercado global de jogos de azar on -line se projetou em US $ 92,9 bilhões em 2023.

  • Concentração geográfica: América do Norte, Europa, Ásia-Pacífico
  • Usuário mediano Idade: 25-40 anos
  • Despesas médias mensais de apostas: US $ 247

Jovens buscadores de entretenimento digital

Mercado de entretenimento digital avaliado em US $ 304,7 bilhões em 2023.

Métricas de segmento Valor
Tamanho do mercado de entretenimento digital US $ 304,7 bilhões
Usuários da plataforma de streaming 2,6 bilhões globalmente

Jogadores profissionais e amadores eSports

Total Global Competitive Gaming Participantes: 456.000 jogadores profissionais.

  • Pools profissionais de prêmios de torneios de esports: US $ 185,3 milhões em 2023
  • Ganhos médios de jogadores profissionais: US $ 54.000 anualmente
  • Base de jogadores amadores: estimado 22 milhões

Participantes do mercado de jogos internacionais

O mercado global de jogos projetado em US $ 245,2 bilhões em 2023.

Participação de mercado regional Percentagem
Ásia-Pacífico 49%
América do Norte 27%
Europa 19%
Resto do mundo 5%

Esports Entertainment Group, Inc. (GMBL) - Modelo de negócios: estrutura de custos

Desenvolvimento e manutenção de tecnologia

No ano fiscal de 2023, o Esports Entertainment Group relatou despesas de tecnologia e desenvolvimento de US $ 7,4 milhões. A infraestrutura de tecnologia da empresa exige investimentos contínuos para manter suas plataformas digitais.

Categoria de custo de tecnologia Despesa anual ($)
Desenvolvimento de software 3,200,000
Manutenção da plataforma 2,500,000
Segurança cibernética 1,700,000

Despesas de marketing e aquisição de usuários

Em 2023, a empresa passou US $ 5,6 milhões em marketing e aquisição de usuários.

  • Publicidade digital: US $ 2,3 milhões
  • Marketing de afiliados: US $ 1,8 milhão
  • Campanhas de mídia social: US $ 1,5 milhão

Custos de licenciamento e conformidade regulatória

As despesas de conformidade regulatória para 2023 totalizaram aproximadamente US $ 2,9 milhões.

Categoria de custo de conformidade Despesa anual ($)
Licenças de jogo 1,200,000
Consultoria legal 900,000
Relatórios regulatórios 800,000

Infraestrutura da plataforma e hospedagem

Os custos de infraestrutura e hospedagem para 2023 foram estimados em US $ 3,2 milhões.

  • Hosting em nuvem: US $ 1,5 milhão
  • Manutenção do servidor: US $ 1,1 milhão
  • Infraestrutura de rede: US $ 600.000

Funcionários e sobrecarga operacional

A sobrecarga operacional total para 2023 atingiu US $ 9,3 milhões.

Categoria de custo operacional Despesa anual ($)
Salários e benefícios 6,500,000
Despesas do escritório 1,800,000
Custos administrativos 1,000,000

Esports Entertainment Group, Inc. (GMBL) - Modelo de negócios: fluxos de receita

Taxas de transação de apostas online

No terceiro trimestre de 2023, o Esports Entertainment Group relatou um identificador total de apostas de US $ 20,6 milhões. As taxas de transação normalmente variam entre 5 a 10% do volume total de apostas.

Métrica Quantia Período
Alça total de apostas US $ 20,6 milhões Q3 2023
Taxa de transação estimada 5-10% Em andamento

Receita de entrada e patrocínio de torneios

As taxas de inscrição em torneios e as receitas de patrocínio geraram aproximadamente US $ 1,2 milhão em 2023.

  • Taxa média de inscrição do torneio: US $ 25 a US $ 50 por participante
  • Acordos de patrocínio com marcas de hardware para jogos

Renda de publicidade digital

A receita de publicidade digital para 2023 foi estimada em US $ 750.000.

Canal de publicidade Receita Ano
Publicidade digital $750,000 2023

Fantasy Esports Taxas de participação

A Fantasy Esports Platform gerou aproximadamente US $ 500.000 em taxas de participação durante 2023.

  • Taxa média do participante: US $ 10 a US $ 25 por concurso
  • Vários torneios de fantasia diários e semanais

Conteúdo premium e assinaturas de serviço

Os serviços baseados em assinatura contribuíram com cerca de US $ 400.000 em receita anual para 2023.

Tipo de assinatura Taxa mensal Receita anual
Conteúdo premium eSports $9.99 $400,000

Esports Entertainment Group, Inc. (GMBL) - Canvas Business Model: Value Propositions

You're looking at the core value Esports Entertainment Group, Inc. (GMBL) offers across its two main verticals: B2B infrastructure and B2C wagering. It's all about blending physical venue management with regulated online betting, so let's look at the hard numbers supporting those claims as of late 2025.

B2B: Turnkey esports venue management and analytics (ggCircuit)

The value here is providing the backbone for physical esports locations. ggCircuit, which has over 20 years of experience, is positioned as the market leader for this infrastructure. The system is deployed in over 1,000 global locations. This is the scale you're buying into when you choose their turnkey solution.

  • The software provides essential functions like game licensing and payment processing.
  • Professional services include on-site installations and daily remote maintenance.

B2B: Access to a network of over 200 educational esports programs

This proposition targets the growing collegiate and scholastic market. The company states its venue management infrastructure is harnessed by more than 200 colleges and universities to build out their esports offerings. This network provides a ready-made pipeline for future engagement, both for B2B software sales and potentially B2C customer acquisition down the line. Honestly, that institutional adoption is a strong signal of platform reliability.

B2C: Licensed, regulated real-money wagering and casino entertainment

This is the high-margin side of the business, operating under brands like Lucky Dino, JustWow, and HipSpins, licensed by the Maltese Gaming Authority. While Esports Entertainment Group, Inc. is a smaller player, the overall market context is massive. The global esports betting industry is projected to generate $2.8 billion in revenue in 2025, with the betting segment accounting for nearly 58% of the total projected esports market revenue of $4.8 billion for the year. For the company specifically, the EEG iGaming segment reported revenue of $1.0 million for the quarter ending around Q4 2025, down from $3.5 million in the same period the prior year.

Here's a quick look at the company's recent financial health against the backdrop of the industry it serves:

Metric Esports Entertainment Group, Inc. (Latest TTM/Quarter) Esports Betting Industry (2025 Projection)
Total Revenue (TTM) $9.77 million $2.8 billion (Betting Segment)
Net Loss (TTM) -$55.21 million N/A
Market Capitalization $289,933 (as of late 2025) N/A
Employee Count 111 N/A

Operational efficiency via proprietary, integrated technology platforms

The integration of ggCircuit for B2B and the iGaming platforms for B2C is meant to create efficiencies. The company operates with 111 full-time employees to manage these diverse operations. On the balance sheet, the company shows a current ratio of 0.20, which definitely flags near-term liquidity risk you need to watch. The EEG Games segment, which houses ggCircuit, saw its revenue remain flat at approximately $700,000 for the most recent reported quarter.

If onboarding for new B2B clients via ggCircuit takes longer than 14 days, churn risk rises.

Finance: draft 13-week cash view by Friday.

Esports Entertainment Group, Inc. (GMBL) - Canvas Business Model: Customer Relationships

You're looking at how Esports Entertainment Group, Inc. (EEG) manages its connections with its various customer groups as of late 2025. The approach clearly splits between high-touch enterprise/education clients and the high-volume, automated B2C iGaming player base.

For the B2B side, the relationship is built on deep integration and ongoing service delivery, especially through the ggCircuit infrastructure. This requires dedicated personnel to ensure the venue management system works flawlessly for the client.

  • Dedicated professional services for B2B software installation and support.
  • Account management for enterprise and educational clients.

The scale of the B2B/Education footprint, based on the latest available operational data, looks like this:

Relationship Metric Quantified Data Point
Global Locations Utilizing ggCircuit Infrastructure Over 1,000
Educational Institutions Served (Colleges/Universities) More than 200
Fiscal Year 2023 Total Revenue $23.0 million
Q1 2024 Quarterly Loss (Pre-Restructuring Impact) $2.8 million

For the B2C iGaming segment, which operates under MGA license, the relationship model shifts to scale and automation. You're relying on technology to manage the vast number of individual wagering customers.

  • Automated CRM and loyalty engine for iGaming B2C players.
  • Self-service online platforms for B2C wagering and gaming.

The iGaming B2C operation relies on its MGA-licensed suite of brands, such as Vie.bet, which integrated a sportsbook supplied by Delasport to expand services in key markets. While specific player engagement numbers for the automated CRM aren't public following the move to OTC Markets, the strategic focus remains on leveraging this technology for player retention. The platform itself, including the iDefix casino platform, is designed for self-service wagering. The company's market capitalization as of September 1, 2025, was reported at US$340.4k, reflecting the current market perception of the business post-delisting.

The self-service nature of the B2C platforms means that customer support interactions are minimized unless an issue requires escalation, which is a key efficiency driver for this segment. The core relationship is transactional through the platform interface. Finance: draft 13-week cash view by Friday.

Esports Entertainment Group, Inc. (GMBL) - Canvas Business Model: Channels

You're looking at how Esports Entertainment Group, Inc. (GMBL) gets its products and services to the customer base as of late 2025. The company relies on a mix of digital platforms and enterprise software distribution.

Direct-to-consumer online portals (Lucky Dino, JustWow, HipSpins) represent the primary route for iGaming revenue. While specific 2025 active user counts for these brands aren't public, the underlying asset, Lucky Dino, was reported to have 30K monthly active casino players at the time of its acquisition. The overall company TTM revenue as of December 2025 stood at A$14.77 Million, which is significantly down from the A$63.81 Million reported in 2022.

For B2B direct sales team for ggCircuit enterprise contracts, the channel leverages the software suite's established footprint. The ggCircuit management solution, ggLeap, historically supported 'over 60 million hours of usage by over two million' users across its network of connected locations. The company's strategic simplification has focused on this technology platform, despite the initial acquisition cost for ggCircuit being $26 million in stock and cash.

Affiliate marketing networks drive traffic to the iGaming brands, a common channel in that sector. While specific revenue contribution from this source for 2025 isn't itemized, the broader global esports betting market, which these platforms feed into, is projected to generate $2.8 billion in 2025, or 58.3% of total global esports revenue.

The Esports venue network (LAN centers) for software distribution, primarily through the Helix eSports assets, appears to be a minimized or divested channel. The company had previously planned to divest the two Helix centers it owned because it did not 'see a path to attractive profitability' in that business line due to 'significant overhead'. This suggests the software distribution via owned physical LAN centers is no longer a major, if present at all, channel in late 2025.

Here's a quick look at the scale of the core technology assets underpinning these channels, based on historical or contextual data:

Channel Asset/Component Metric Type Reported Value/Scale
ggCircuit (Software Platform) Historical User Base Over 2 million users
ggCircuit (Software Platform) Historical Usage Volume Over 60 million hours of usage
Lucky Dino (iGaming) Historical Monthly Active Players 30K (at time of acquisition)
Esports Entertainment Group (Overall) TTM Revenue (as of Dec 2025) A$14.77 Million

The stock price for Esports Entertainment Group, Inc. (GMBL) was anticipated to trade around $0.2310 in 2025. The analyst consensus recommendation for the stock in late 2025 was 'Hold,' based on ratings from 6 analysts.

Esports Entertainment Group, Inc. (GMBL) - Canvas Business Model: Customer Segments

You're looking at the customer base for Esports Entertainment Group, Inc. (GMBL) as of late 2025. The company clearly organizes its customer focus into two primary operational segments: EEG iGaming and EEG Games, which map directly to the groups you listed.

B2C iGaming Players are served primarily through the EEG iGaming segment. This group represents the online casino and sports bettors. Based on the latest available segment data from Fiscal Year 2024 Q3, this segment generated approximately 58.04% of the total revenue. To give you a sense of the recent scale, in the quarter ending March 2024, the iGaming segment's revenue was reported at $1.0 million, down from $3.5 million in the prior year's corresponding period, reflecting significant restructuring efforts like the sale of the Bethard Business. Geographically, the international market is key, accounting for 89.12% of the total FY 2023 revenue, which was $20.47 million, versus the United States contribution of 10.88%, or $2.5 million.

Esports Enthusiasts, the gamers participating in tournaments, are targeted by the EEG Games segment. This segment operates ggCircuit, which provides local area network center management software and services, and also creates esports content for the betting industry. In Q3 2024, this segment accounted for 41.96% of the company's revenue. For the quarter ending March 2024, the revenue for the EEG Games segment remained flat at about $700,000.

The other two segments you mentioned, B2B Gaming Operators (Global LAN centers and competitive gaming organizations) and Educational Institutions (Universities and K-12 schools), are implicitly served through the EEG Games segment's software and content distribution, though specific revenue attribution for these sub-segments isn't broken out in the latest public filings. The ggCircuit software specifically targets LAN centers, which are B2B clients, so this is a key channel for them. The company's overall revenue for the last 12 months, as of the March 2024 reporting period, stood at $9.77 million.

Here's a quick look at the segment revenue contribution from Q3 2024:

Customer Segment Focus Corresponding GMBL Segment Revenue Ratio (FY 2024 Q3) Example Revenue (Q ending March 2024)
B2C iGaming Players EEG iGaming segment 58.04% $1.0 million
Esports Enthusiasts EEG Games segment 41.96% $700,000

You should note that as of March 31, 2024, the company reported only $957,112 of available cash on hand, which impacts the near-term ability to expand or service new, smaller segments like educational institutions without further financing.

The overall geographic split shows where the existing player base resides:

  • International Revenue (FY 2023): $20.47 million, representing 89.12%.
  • United States Revenue (FY 2023): $2.5 million, representing 10.88%.

The company has 1.15 million shares outstanding as of the latest statistics available.

Esports Entertainment Group, Inc. (GMBL) - Canvas Business Model: Cost Structure

You're looking at the cost side of Esports Entertainment Group, Inc. (GMBL) as of late 2025, and honestly, the picture is dominated by the necessary, heavy investment in the platform and the ongoing drag of operating losses. The structure is heavily weighted toward fixed and semi-fixed expenses required to maintain a global iGaming footprint.

The pressure from these costs is clear in the forward estimates. Analysts project the forecasted annual EBITDA for the period ending June 30, 2025, to be -$2 million. This negative profitability is reflected in the Operating Margin, which stood at -129.75% as of the trailing twelve months ending October 2025. The forecasted revenue for the same period was only $10 million, showing that costs significantly outpace current revenue generation.

Here's a breakdown of the major cost buckets that drive this structure:

  • High fixed costs for technology development and platform maintenance. This includes the upkeep and enhancement of the iDefix casino platform and the ggCircuit software infrastructure. While specific 2025 technology spend isn't broken out, the need to support a global, licensed operator implies substantial, non-negotiable IT overhead.
  • Significant regulatory and licensing costs (MGA, etc.). Esports Entertainment Group, Inc. is a global MGA-licensed iGaming B2C operator. Maintaining licenses across various jurisdictions, including the pursuit of US licenses like the one targeted in New Jersey, involves substantial, recurring fees, legal expenses, and compliance overhead.
  • Marketing and player acquisition costs for B2C iGaming brands. Acquiring and retaining players in the competitive iGaming space is expensive. For context, Sales and Marketing expense for the full fiscal year ended June 30, 2023, was $5.9 million. Even with restructuring efforts, this remains a critical, variable cost component.

The company has been actively trying to manage the liability side of the balance sheet, which directly impacts debt servicing costs. You can see the scale of the liability challenge:

Financial Metric Amount (as of latest reported date)
Net Current Liabilities $7,821,552 (as of March 31, 2024)
Secured Note Issued $1.42 million (early 2024)
Total Liabilities Reduction Over $51 million (since beginning of Calendar 2023)

Managing the interest expense on any outstanding debt, alongside the principal repayment schedule for items like the $1.42 million secured note, forms a direct line item in the cost structure. Furthermore, prior restructuring efforts, announced in May 2023, anticipated an ultimate reduction of more than $4 million in annual operating expenses, which speaks directly to the ongoing effort to lower the fixed cost base.

The high fixed technology costs, coupled with the necessary regulatory spend and player acquisition expenses, create a high operating leverage environment. If revenue doesn't scale rapidly toward the forecasted $10 million for FY 2025, these costs will continue to drive negative EBITDA.

Finance: draft 13-week cash view by Friday.

Esports Entertainment Group, Inc. (GMBL) - Canvas Business Model: Revenue Streams

You're looking at the revenue side of Esports Entertainment Group, Inc. (GMBL) as of late 2025. The company is clearly pivoting, focusing on its B2B technology while managing a leaner B2C iGaming footprint after asset sales.

The overall financial expectation for the near term is modest, reflecting the strategic restructuring. The forecasted annual revenue for Fiscal Year 2025 is approximately $10 million.

The revenue streams are segmented across the iGaming and Games divisions. Here's a breakdown of the components based on the latest available segment reporting, which shows a significant shift away from the larger iGaming operations seen in prior years.

The core revenue streams Esports Entertainment Group, Inc. relies on include:

  • B2C iGaming revenue from casino, sports, and esports wagering (Gross Gaming Revenue).
  • B2B software-as-a-service (SaaS) fees from ggCircuit licenses.
  • Professional services revenue from B2B venue installations and support.
  • Affiliate revenue from proprietary affiliate marketing software.

To give you a clearer picture of the recent operational scale, here's how the segments looked in the third quarter of 2024, which is the latest detailed segment data I have access to:

Revenue Stream Category Specific Component/Metric Latest Reported Amount (USD)
B2C iGaming (EEG iGaming Segment) Net Revenue for the three months ended March 31, 2024 $1.0 million
B2B Software/Services (EEG Games Segment) Revenue for the three months ended March 31, 2024 $700,000
B2B Software - ggCircuit Usage ggLeap product usage hours (Historical Metric) Over 60 million hours
B2B Software - ggCircuit Locations Global locations with system deployment (Historical Metric) Over 810 locations
FY 2025 Revenue Forecast Projected Annual Revenue for FY ending June 30, 2025 Approximately $10 million

The B2C iGaming revenue, which is the Gross Gaming Revenue, has seen a sharp decline, with the iGaming segment revenue falling from $3.5 million in the corresponding period of 2023 to $1.0 million in Q3 2024. This was attributed to the divestiture of the Bethard Business and the wind down of Argyll entities.

For the B2B side, the EEG Games segment, which houses ggCircuit, has remained relatively stable, reporting around $700,000 in the same quarter. The ggCircuit software is the world's leading esport venue management system, used for functions like game licensing and payments. This software is deployed across a significant footprint, including more than one hundred colleges and universities. The professional services revenue is tied to the installation and support of this B2B software across these locations.

Regarding the affiliate revenue stream, the company owns proprietary affiliate marketing software, which supports its overall strategy. While specific dollar amounts for this stream aren't broken out in the latest segment reports, the platform is part of the asset base that supports the 'Play, Watch, Bet Strategy.' If onboarding for new B2B clients takes 14+ days, churn risk rises, which would directly impact recurring SaaS and service fees.


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