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Strictly Limited Games, 3 Titles Are Ready for Preorder
The Plan G Launched a Story-based Coding Game 'Odinga Adventure'
- Launched the mobile ver. of 'Odinga Adventure' to develop computing and logical thinking skills- COVID-19 has increased untact education…. spending free time with a coding gameSEONGNAM, South Korea, Oct. 22, 2020 /PRNewswire/ -- The Plan G (CEO Kyeong-ah Lee), a company in ICT-Cultural Convergence Center run by the Ministry of Science and ICT and the National IT Industry Promotion Agency, announced on Monday, October 19 that it launched story-based coding game 'Odinga Adventure' on Google Store and iOS AppStore. In 'Odinga Adventure,' extraterrestrial duck brothers 'Odinga' and 'Oringa' from the Rainbow Planet try to float the rainbow by collecting flowers on the earth. Players will explore various maps to learn the basic functions of programming such as patterns, sequence, binary system, repetitions, and debugging while developing problem-solving skills through logical thinking. Created for lower grades of elementary school students, educational game 'Odinga Adventure' was designed with more detailed learning stages than coding curriculum in elementary schools. Students can naturally get familiarized with basic coding knowledge and mathematical thinking through games and to understand the essential concepts of difficult coding after finishing each stage of learning. The game consists of 5 stages: Stage 1, 'Climbing the Ladder' to understand direction, location and conditions, signals, and debugging; Stage 2, 'Finding Patterns' to understand patterns, sequence, and flow chart; Stage 3, 'Food Vending Machine' to experience the binary system and debugging; Stage 4, 'Completing Diagrams' to combine information by organizing conditions and data; and Stage 5, 'Coding Game' to understand the algorithm containing conditions and repetitions. CEO Kyeong-ah Lee of The Plan G said, "In the end, coding is a tool that helps children develop logical and computing thinking skills. We created an educational game called Odinga Adventure for children to make good use of their extra leisure time for their benefit through untact classes." She said, "The Plan G's coding products are presently used by some elementary schools, and we are continuously developing online education contents that are linked to offline." Related Links :http://www.theplang.com/
Subscriptions in the console market – is this the future of the video game industry?
Gaming consoles have traditionally been launched in Q4 to benefit from holiday season spending -- this year is no different with both Microsoft and Sony set to launch not one, but two consoles each in November. While the new consoles may be at the top of every gamers‘ wish list this holiday season, our recent Global Gaming Study* confirms that game producers should also be prioritizing another lucrative monetization opportunity this holiday season and beyond: subscriptions. What we know about the consoles – Xbox’s offer is a more complex choice for consumers Both Microsoft and Sony created a high-end premium version and a cheaper option, indicating they understand there are different market segments to target. Microsoft is releasing the Series X for $499 and a cheaper, lower specification, disk-less Series S for $299, while Sony’s premium offer is $499, and $399 without the disk drive, but with no difference in specifications. Microsoft is betting on more price-sensitive gamers not being as concerned with technical specs nor a need for a disk drive, while Sony’s play is differentiating against digital vs. physical only. From a customer perspective where complexity in choice can be a barrier to purchase, Sony’s strategy is better – when compared to Microsoft’s options, Sony’s simple disk or digital choices are more straightforward for customers to grasp. However, lack of a hardware subscription payment plan is Sony’s Achilles heel Consumers are increasingly used to subscription models for purchases -- from the mainstream, such as Netflix, to the less common, like home furniture. Like for most media industries, subscription models are poised to dominate the future of the video game industry, so it only makes sense that as providers launch their new consoles, they’ll also be unveiling new and more extensive subscription offerings. Microsoft now combines new hardware with a strong subscription by offering another highly attractive monetization model, the “all access model.” In this model, consumers pay $24.99/month for the Series S and $34.99/month for the Series X, which gives them access to the console of their choice and Xbox Game Pass Ultimate. The subscription runs for 24 months, and after this time frame, gamers will own the hardware. Is this a smart move? The answer is yes (assuming they can pull it off smoothly), thanks to multiple strategic levers: 1. Differentiation – By offering more price points and ways to pay, Microsoft can access segments of the market that Sony cannot, due to the low upfront cost of their subscription. According to our study, the COVID-19 crisis has led to more gamers spending more time and money compared to pre-pandemic. Therefore, we can surmise that gamers are potentially also more willing to purchase a console to support their new hobby, but not willing to pay the upfront costs. Microsoft may even be able to more easily capture loyal PlayStation gamers by offering a way for them to purchase both consoles without requiring more than $800 to do so. Overall, Microsoft is expanding their addressable market through price and product differentiation. 2. Behavior habituation - By bundling the game subscription with the hardware over a 24-month contract, Microsoft is making it more likely that customers will continue to use their console over this period, giving more opportunities for upsell and a stronger install base of dedicated and active customers that will be attractive to developers. Customer Lifetime Value (CLTV) could be a good payoff from this strategy. 3. Purchase habituation - Once the hardware component is paid off, Microsoft can also more easily upsell buyers with their newly freed-up budget, through introducing a more premium subscription tier, other add-ons, or a price increase, for example. Interestingly, Microsoft tries to lure more consumers with making the sum of monthly spending of the “all access model” lower than the combination of buying a separate console upfront and getting the Xbox Game Pass Ultimate for 24 months. Typically, we find that consumers are willing to pay more over time, as opposed to a substantial upfront payment, which indicates that either Microsoft is leaving money on the table, or has calculated that the CLTV impact of a more dedicated gamer committed to 24 months to their new console, is worth the $20 difference in price. Given many console buyers quickly abandon their new hobby, we’re betting on the latter. Sony, for their part, recently announced that they will not offer a hardware subscription payment offer for the PlayStation 5. They will continue to rely on the high-priced single sales in order to monetize the games and cover the development cost. This may not necessarily be a losing strategy -- our study showed that PlayStation gamers lean more towards story-based, high-quality gaming experiences, whereas Xbox gamers lean more towards multiplayer and re-playability. Given this information and development costs of high quality games, a subscription model does not make as much sense for Sony as it clearly does for Microsoft. Whether this makes sense longer term, as they compete for market share, is debatable, as we have seen with increasingly ambitious programming budgets from Netflix and AppleTV. In the battle for the best console…is cloud gaming the true winner? Overall, there is no clear indicator who is going to win the game of the new console generation just yet. Sony’s PlayStation has an advantage of in terms of loyalty and exclusivity – it continues to have some of the most anticipated games being released over the next few years and is pushing the technical boundaries with its hardware. However, Microsoft is competing on a different dimension, offering a payment structure that is incredibly attractive to more casual or moderate gamers, and those on the fence of getting into this new generation of consoles. Given Nintendo’s success with casual gamers, Apple’s entry into this market, and our study findings around increased gaming during the pandemic, all signs indicate this market is big, growing, and attractive, and it may be a mistake for Sony to not have a pricing strategy that courts them…particularly when the future of gaming is likely in the cloud and this may be the last hardware-based console war. One thing is certain: Sony will have to step up to the plate with a very compelling way of fighting the cloud gaming platforms to stay relevant over the next five to 10 years, and it will be exciting to see how they do that.
Cloud Gaming Positioned for Strong Future Growth According to New Research From Clarivate
More than four in five gamers who do not currently play cloud games say they will start cloud gaming in the next twelve monthsLONDON, Oct. 20, 2020 /PRNewswire/ -- Clarivate Plc (NYSE: CCC), a global leader in providing trusted information and insights to accelerate the pace of innovation, today released a new market report on intellectual property and innovations for gaming businesses, supported by research on gaming trends in the U.K. and U.S. In its new report 'Cowboys, combat and candy: cloud gaming through the lens of IP' on levels of innovation and brand creation in the $146 billion gaming industry as evidenced by patent, trademark and domain name activity, Clarivate explores the drivers of change both in terms of technical transformation and also the companies behind it. "In a world that now sees video gaming as its favorite, or at least most lucrative, pastime, cloud gaming represents a huge leap forward," said Jeff Roy, President, IP, Clarivate. "By using the behind-the-scenes power of patent, trademark and domain name data to see trends before they hit the market, we have the ability to imagine how this multi-billion-dollar creative industry will shift. Looking at the trends around intellectual property on the business side, we can see that cloud gaming is poised for huge growth over the next 12 months." The report looks at the dynamics and direction of the global online and cloud gaming market, analyzing the new commercial models in the gaming industry, how and where gamers are spending money and the potential growth of the industry over the next years. Strong future growthThe research indicates that cloud gaming is set for significant growth. Most cloud gamers surveyed say they will play a lot (48 percent) or a bit more (28 percent) cloud games in the next year. As many as 81 percent of gamers who do not currently play cloud games believe they will start cloud gaming in the next year. In the U.S., the number of cloud gamers surveyed who think they will play a lot more is 58 percent compared to 24 percent of U.K. cloud gamers, which hints at differences in maturity between these markets. Almost 20 percent more respondents in the U.S. (37 percent) are cloud gamers than in the U.K. (18 percent). How much are gamers spending?As gaming businesses evolve and player experiences continue to rapidly shift - we see revenue being increasingly generated from in-game purchases, advertising and monthly subscription fees. The report from Clarivate finds that the gaming industry is innovating to respond to the users' demands, focusing over a third of their patent activity on commercial revenue model technology - in-game payments, advertising and microtransactions. According to the research, cloud gamers spend more on in-game purchases per week than non-cloud gamers, with 93 percent of cloud gamers making in-game payments compared to 75 percent of non-cloud gamers. 21 percent of cloud gamers spend between £21- £50 per week compared to only nine percent of non-cloud gamers. More than half (52 percent) of all cloud gamers prefer paid gaming through a subscription model. The influence of social media on gamer spend As millions of gamers from across the globe come together on different platforms to engage - social media has an increasing impact on player buying activity. The research found that gaming spend is closely correlated to social media. Compelling insights include: One in two (51 percent) of cloud gamers are greatly influenced by social media when it comes to gaming purchases (compared to 17 percent of non-cloud gamers). 21 percent often make purchases via social media (compared to just three percent of non-cloud gamers). U.S. gamers are much more likely to be greatly influenced by social media when it comes to gaming purchases (41 percent compared to 11 percent). One in three males (33 percent) are much more likely to be greatly influenced by social media when deciding to make an in-app purchase than females (17 percent). Developer and platform advancementsThe report, 'Cowboys, combat and candy: cloud gaming through the lens of IP', found that improving the user experience through innovations in cloud infrastructure has seen the most patent activity. On average, we recognized 300 to 500 inventions annually year-on-year over the past decade. The report uses data and insights from Derwent Innovation™, Derwent Data Analyzer™, Derwent World Patents Index™ (DWPI), CompuMark™, and MarkMonitor™, to gather insights and analyze trends around patents, trademarks and domain registrations in the gaming industry. Jeff Roy, President, IP Group, Clarivate, added, "The future of cloud gaming is tremendously exciting. Clarivate has the unique opportunity to help customers throughout the innovation lifecycle from idea creation to commercialization. With cloud gaming poised for huge growth over the next 12 months it's an incredibly exciting time to be a gamer - not just for us here at Clarivate, but for all passionate and ambitious cloud gaming enthusiasts across the world." Clarivate is offering an exclusive webinar invitation to any media or potential partners interested in learning more. You can sign up here to attend. REPORT METHODOLOGY:Intellectual property forms the bedrock on which companies build their offering. In the report 'Cowboys, combat and candy: cloud gaming through the lens of IP', Clarivate picks apart the IP dynamics of the gaming industry to understand the development strategies of the companies behind the disruption. The report uses data from Derwent Innovation™, Derwent Data Analyzer™, Derwent World Patents Index™ (DWPI), CompuMark™, and MarkMonitor™, to gather insights and analyze trends around patents, trademarks and domain registrations in the gaming industry. By combining trademark and patent data together, Clarivate lays out not just the technologies companies are developing, but also how they are bringing them to market while minimizing risk. SURVEY METHODOLOGY:The survey was conducted among 2001 video gamers in the US (1001) and UK (1000) who have an interest in cloud gaming. The interviews were conducted online by Sapio Research in September 2020 using an email invitation and an online survey. About ClarivateClarivate™ is a global leader in providing solutions to accelerate the lifecycle of innovation. Our bold mission is to help customers solve some of the world's most complex problems by providing actionable information and insights that reduce the time from new ideas to life-changing inventions. Covering scientific and academic research, pharmaceutical, biotech and healthcare intelligence and intellectual property services, we help customers discover, protect and commercialize their inventions using our trusted subscription and technology-based solutions coupled with deep domain expertise. For more information, please visit clarivate.com. Clarivate media contact: Sofia Nogués Senior Manager, External Communications firstname.lastname@example.org  Newzoo - 2020 Global Games Market Report Logo - https://mma.prnasia.com/media2/1159266/clarivate_analytics.jpg?p=medium600
JetSynthesys acquires 100% of Nautilus Mobile to become the #1 cricket gaming franchise in the world with 100 Mn+ downloads and 10 Mn+ monthly active
- Nautilus Mobile is known for the widely popular, award-winning Real Cricket™ franchise - The acquisition combines both the players' prowess in offering authentic cricket action and real time competitions, and puts JetSynthesys at the helm of the largest and most loved skill-based cricket gamer community in the world PUNE, India, Oct. 19, 2020 /PRNewswire/ -- JetSynthesys, a new age digital entertainment and technology company with a global foray in gaming, digital entertainment, and interest-based social community platforms, has announced the 100% acquisition of mobile game development studio Nautilus Mobile. A Pune based company committed to developing and publishing high-quality cricket games, Nautilus Mobile is the creator of the widely popular, award-winning Real Cricket™ franchise. With this acquisition, JetSynthesys cements its position as the #1 skill-based cricket gaming franchise in the world with 100 Mn+ downloads and a highly engaged community of over 10 Mn monthly active users (MAUs). JetSynthesys comes with a robust foothold in the cricket community globally. Through an exclusive joint venture with Sachin Tendulkar, the company is behind the creation of popular properties like Sachin Saga Cricket Champions, an immersive mobile game, also available in a VR version, that lets users play as the legendary Master Blaster; and 100MB, a first-of-its-kind digital destination with a vibrant and captive social community that brings Sachin fans together on a common platform. The acquisition of Nautilus Mobile sets the company on track to expand this audience significantly over the next 24 months. This also brings together JetSynthesys' strong celebrity cricket ecosystem of over 200 Mn cricket fans on our interest based communities, as well as the combined prowess of both companies in offering authentic cricket action and real time competitions, and puts JetSynthesys at the helm of the way cricket is played across gaming platforms. Commenting on the acquisition, Mr. Rajan Navani, Vice Chairman & Managing Director, JetSynthesys, said, "At JetSynthesys, we have introduced some of the most immersive and engaging gaming experiences for consumers. Coming specifically to sports, cricket enjoys widespread popularity in the country and remains a key focus for us. The acquisition of Nautilus Mobile expands our community further and solidifies our position at the forefront of skill-based cricket gaming across the world. And, this is just the beginning. With the online gaming industry skyrocketing, the acquisition also sets the ball rolling on our plan to deepen our foray into cricket e-Sports. We will be announcing a host of exciting tournaments over the next 12 months leading up to the much-awaited T20 Cricket World Cup to engage with this expansive community of 100 Mn gamers that we've brought together." Since its inception, JetSynthesys has introduced numerous innovations in games that has revolutionized the gaming industry in the country. The company's gaming arm has created games like Sachin Saga Cricket Champions, Sachin Saga VR, Being Salman, and Super Ludo, and publishing partnerships with the likes of Hollywood film Passengers and Floyd Mayweather. The company also recently announced an exclusive partnership with WWE to launch WWE Racing Showdown, a one-of-its-kind, high-octane, vehicular combat game featuring the best of mobile action, sports, and racing. In addition to developing cutting edge and popular games in-house, JetSynthesys co-founded India's most successful e-sports company Nodwin Gaming. Nodwin has scaled up with massive expansion in the e-sports space over the past few years and has successfully grown to about INR 100 crore revenues in just 4 years. For more details, please visit the website - https://www.jetsynthesys.com/ About JetSynthesys: JetSynthesys is a new age digital entertainment and technology company with a portfolio of world class products, platforms, and services, aiming to touch the digital lives of billions of consumers in India and around the globe. Leveraging advanced capabilities in Artificial Intelligence, Machine Learning, blockchain and AR/VR, JetSynthesys through its diversified business divisions spanning across gaming, wellness, fintech, music, digital & social entertainment currently serves millions of users globally and 100+ clients worldwide. Headquartered in Pune and with offices in Japan, UK, EU, US and India, JetSynthesys boasts of the best-in-class technical and creative talent, striving to create and connect digital ecosystems globally. Logo: https://mma.prnasia.com/media2/1315039/JetSynthesys_Logo.jpg?p=medium600
Brook Launches Wingman XB Converter, The Best Solution for Xbox One/ Xbox 360
The Controller of Your Choice for Unlimited Cross-Platform PossibilitiesTAIPEI, Oct. 16, 2020 /PRNewswire/ -- Brook is announcing its newest product for the gaming console converter Wingman series: The Wingman XB, which supports as many as 125 different types of Switch and PS4 controllers on the market , as well as joysticks for Xbox One and Xbox 360 platforms. Brook Wingman XB Converter It has been five years since Brook announced its first product in the super converter series. As consoles undergo technological breakthroughs throughout the years, Brook released 3 console converters for the Xbox series, with a custom PS3/PS4 to Xbox360 converter made in 2016 for the Evolution Championship Series. Not only was the product certified by EVO officials, it also provides gamers and contestants with a convenient, low-latency, high-quality controller configuration option. As a new generation product for the Xbox platform, the Wingman XB converter supports Xbox360 (a feature long anticipated by gamers) as well as Xbox One, compatible with as many as 125 different types of controllers. Moreover, it works on Xbox 360 wireless converters, allowing almost every Switch, PS4, PS3 and Xbox controllers or joystick control on the market to be used on Xbox One and Xbox 360. Brook has once again achieved technological breakthrough. Not only does their latest product provide higher connection stability and lower wireless latency, they are also dedicated to offering the best possible services by pursuing firmware upgrades and enhancement. In the future, They plan to come up with innovative products for handheld controllers, joysticks, or maybe even console platforms! "We Back You UP" is their long-term commitment to gamers. Brook Wingman XB converter is available worldwide now for USD $44.99 [Wingman XB] -- Super Converter for Xbox One/ Xbox 360 [https://youtu.be/RWDNxW9IJ88] Brook Website: https://www.brookaccessory.com/detail/59327520/ US Retail Site: https://www.amazon.com/Brook-Wingman-Support-Controller-Converter/dp/B08H1SYGWV?ref_=ast_sto_dp https://focusattack.com/brook-wingman-xb-multi-console-to-xbox-one-xbox-360-converter/ UK Retail Site: https://masteredgaming.co.uk/product/brook-wingman-xb/ https://www.arcadeworlduk.com/products/brook-wingman-xb-controller-adapter-ps3-4-xone-360-switch-pro-to-xone-360.html AU Retail Site: https://www.gamory.com.au/collections/brook About Brook Design, LLC. The Taiwanese gaming accessory brand Brook has more than 20 years of experience in designing and manufacturing gaming hardware, with super converters for gaming consoles released in 2015, allowing your older gamepads, joysticks, and steering wheels to adapt seamlessly to new consoles. We help you find new joy in ordinary life as well as cut down on costs. With extraordinary flexibility, adaptability and variety, we will continue to dedicate ourselves to creaking more ground-breaking and diverse gaming console accessories for use at home to let you play till your heart's content. www.brookaccessory.com #WeBackYouUp Press Correspondent Brook Design, LLC.JJ ChiehJJChieh@zeroplus.com.tw+886-2-66202225#206 Related Links :http://www.brookaccessory.com
YouTrip Launches Dedicated Group to Take On The Rise of Online Gaming
With Singapore's First SEA Games Esports Medalist Onboard SINGAPORE, Oct. 15, 2020 /PRNewswire/ -- YouTrip, Singapore's leading multi-currency mobile wallet announces the launch of 'YouTrip Gaming', an online gaming community tailored for Singaporean gamers. As a consumer past time, gaming has grown significantly during the pandemic. With the launch of YouTrip Gaming, YouTrip hopes to provide a platform to connect like-minded users and strengthen the love for gaming that spans beyond the pandemic. With restrictions still in place for group sizes and public gatherings, many Singaporeans are still opting to stay home to play video and online games instead. In 2020 (January to September), YouTrip has noted a 260% increase in online transactions of games and accessories compared to the same period in 2019. YouTrip Gaming Community With COVID-19 social distancing measures increasing the demand for gaming as a form of entertainment, YouTrip has noticed a similar trend in users making more online purchases from gaming-related sites like Nintendo, Twitch, and Steam. Based on a survey of 2,000 YouTrip users, the top five most popular games are Dota 2, Valorant, Among Us, League of Legends, Counter-Strike: Global Offensive. To provide a platform for passionate gamers to connect, YouTrip Gaming is hosted on Discord, a server-based instant messaging platform. On the dedicated server, users can chat with others who enjoy the same type of games, discuss tactics and initiate gaming sessions together. Since the launch, YouTrip Gaming members have spent 3,620 minutes on Valorant and 2,735 minutes on Dota 2. One of the prominent features of the community group is the interest-based chat groups where users can discuss with others who share the same interest. For example, in the "Recommend Gears" discussion group, users can recommend their gaming equipment purchases to others who might be new to this area. Offering the unique proposition to pay at the best foreign currency exchange rates at no mark-ups and fees, the use case of YouTrip to pay for games and accessories from overseas sites was highly popular. YouTrip has seen a 98% quarterly increase in transactions made in foreign currencies from April to June, compared to January to March. Similarly, online transactions on gaming accessories like computer monitors, which boasts a dual-use for remote work arrangement have also been on the increasing trend. YouTrip Gaming Ambassadors To represent YouTrip's unique extension into gaming, prominent names in the local gaming community are onboard as YouTrip's gaming ambassadors. They include content creator and Singapore's first silver medalist for e-sports in 2019's SEA Games, Thomas Kopankiewicz, and Megan Soh, a full-time gaming and lifestyle streamer on Twitch with over 10,000 followers. Till date, YouTrip has amassed close to 5,000 active users in various community groups with interest in shopping, beauty and travel. YouTrip Gaming Community is open to anyone with an interest in gaming. To join, please visit http://go.you.co/Gaming. In the coming weeks, YouTrip will be launching mini gaming tournaments and curated rewards for the gaming community. ABOUT YOUTRIP YouTrip is a regional financial technology startup, dedicated to creating the best mobile financial services for travellers across Southeast Asia by simplifying overseas spending and creating a fuss-free travel experience. YouTrip first launched in Singapore in 2018 and subsequently in Thailand in 2019. For more information, please visit www.you.co Logo - https://photos.prnasia.com/prnh/20200514/2804174-1LOGO?lang=0Related Links :http://www.you.co
FIFAe tournament season kicks off with new structure and total prize money of USD 4.35 million
With the new competitive FIFA season set to kick off, FIFA has today announced the introduction of three dedicated narratives and also released qualification dates and information for FIFA’s esports events played on EA SPORTS FIFA 21. The new FIFAe tournament structurehas been created to unify and highlight three clear and distinct narratives of competitive FIFA: players, clubs and nations. New qualification opportunities will arise with the new stand-alone narratives, with each leading up to the respective FIFA pinnacle event. Competitors will have the chance to represent their club in the FIFAe Club Series, compete for national pride and for their country in the FIFAe Nations Series or create their own legacy in the EA SPORTS FIFA 21 Global Series on the Road to the FIFAe World Cup™. “With our FIFAe tournaments, we aim to get closer to pros, gamers and fans. In times of digital acceleration, we see a strong shift in media consumption, social values and entertainment narratives. To engage deeper with football’s next generation, we have to step up now,” said Christian Volk, Director of eFootball & Gaming at FIFA. “Our ambition is to seed the movement for what might become a new football category in the ecosystem of FIFA. We want to create the biggest stage for the best players and teams of the community to shine brighter, while growing access for new up- and-comers to FIFAe tournaments. All of us at FIFA are excited for what the future holds!” The FIFAe World Cup™ and the FIFAe Nations Series™ both now feature a USD 500,000 prize pool, with the FIFAe Club Series™ putting USD 350,000 on the line. Another USD 3 million in prizes will be distributed by EA across Qualifiers, Regional Playoffs, the eChampions League, and CONMEBOL eLibertadores as part of the EA SPORTS FIFA 21 Global Series. “This is an exciting time for EA and FIFA as we continue to bring engaging competitions and entertainment to fans around the world,” said Brent Koning, EA’s FIFA Competitive Gaming Commissioner & Group Director. “In partnership with FIFA, these narratives will bring fans closer to the action, give players more opportunities to compete, and help find the next big FIFA esports star. In these unprecedented times, we are dedicated to bringing people together to celebrate club, country, and personal glory.” Players do not have to wait long to start competing. In addition to the new FIFAe tournament brand, FIFA has also announced today that registration for the FIFAe Club Series™ is now open. Teams and players can now sign-up on FIFA.gg/registration. The FIFAe Club Series will kick off online in November, with the best perfoming teams of the qualification competing at the FIFAe Club World Cup™ in 2021. Over the coming weeks, FIFA’s participating member associations will also announce further details in regard to their selection processes on the Road to the FIFAe Nations Cup™ to kickstart the new ‘nations’ narrative under the FIFAe tournament brand.
In-app Game Purchases Rise by 23.5% as US eSports Digital Ad Revenue Increases by 12%
According to the research data analyzed and published by SafeBettingSites.com, the eSports sponsorship segment, which includes ad revenue, is projected to grow at 7.5% year-over-year (YoY). Comparatively, other segments like digital revenue and streaming will grow at 60.9% and 44.9%, respectively. Based on a study by AppsFlyer, there was a 15% increase in in-app purchase revenue in H1 2020, compared to an 11% decline in ad revenue. In-app Game Purchase Revenue Grows by 23.4% in H1 2020 The global eSports market is expected to rake in $973.9 million in revenue in 2020. Of this amount, sponsorships (including ads) will account for more than half, $584.1 million despite its slow growth rate. On the other hand, US eSports digital ad revenue will grow at 12% in 2020 to $196 million. That will be nearly half its growth rate of 23% which was recorded in 2019. Revenue from video ads in gaming content will grow at a faster rate of 18% to surpass $1.56 billion. According to Sensor Tower, global mobile app revenue from purchases rose by 23.4% in H1 2020. From a total of $50.1 billion, games accounted for $36.6 billion marking a 21.2% growth YoY. However, due to the drop in ad revenue, games using the hybrid monetization model also declined. These games that combine in-app purchases and ads for monetization declined by 8% YoY according to AppsFlyer. For casual and mid-core games using the model, there was a 30% drop in ad revenue. Despite this, in-app purchase revenue was able to grow by 130% during the same period. According to Unity, in-app purchase spending spiked by 24% at the peak of the pandemic. At the same time though, the price game publishers pay for ads (average cost per install) fell by 33%.
'ABRACADABREW' Launches October 14 on Steam
Miju Games announce its 1-4 player potion-brewing memory game Abracadabrew is now available on Steam for $11.99. Abracadabrew is a fun and chaotic, memory based, local couch co-op game for 1 to 4 players. Cooperate with your friends while using your memory skills to brew as many potions as you can before dawn. Gather ingredients hidden across the place, communicate and stay focused to unlock new brain-racking potions combinations! Features • Fun, intense and chaotic potion brewing -- start with simple recipes and over time challenge your memory skills to master more complex concoctions! • Play single-player or together with up to 4-player local couch co-op multiplayer -- or try online multiplayer with Steam Remote Play or Parsec! • Battle spooky/scary monsters and unlock 20 different characters across dozens of randomly generated levels -- each session different from the last! • Leaderboards support! • Magic, potions, witches, bat wings and spider webs! Family friendly, but still challenging. Abracadabrew is available on Windows and Mac platforms.
TGS2020 ONLINE Official Programs Attracted 31.6 million views in total
Computer Entertainment Supplier’s Association of Japan (CESA, Chairman: Hideki Hayakawa) held Tokyo Game Show 2020 Online (TGS2020 ONLINE) for five days from September 23 (Wed.) to 27 (Sun.), 2020. Kicking off with online business matching from September 23, TGS2020 ONLINE hosted 35 Official Exhibitor Programs delivering the latest information from Sep. 24 to 27. The events held as part of the Organizer’s Projects included Keynote Speech under the theme of The Future Touches Gaming First., the Opening and Closing Programs with the appearance of Official Supporter Hajime Syacho, the e-sports championships e-Sports X and the presentation event for indie game developers SENSE OF WONDER NIGHT (SOWN). Together with the announcement ceremonies of the category winners of Japan Game Awards, a total of 51 programs were streamed on the official channels of TGS2020 ONLINE. To reach global audience, Keynote Speech, Japan Game Awards: 2020 Games of the Year Division, SENSE OF WONDER NIGHT and some other programs held in Japanese were live streamed with English voiceover, while some exhibitors streaming their programs in Chinese. The total number of views of the official programs counted over 31.6 million across Japan and overseas (For the period from Sep. 24 to Oct. 4.) As the first-ever collaboration with Amazon Japan, the official programs were also streamed at the Amazon Japan Special Venue which introduced selected items of official exhibitors on sale via Amazon.co.jp. During the event period, many online business matching meetings were scheduled via the updated TGS Business Matching System. Companies and organizations from 40 countries and regions accessed the System over the five-day period, and some 6,500 requests were made for meeting appointments, up 36% over the previous year. International opportunities accounted for 73% of the total requests. The users increased notably from Latin America, with 36 companies from four countries accessing the System as compared to 17 companies from three countries last year. Although TGS2020 ONLINE was held as a fully-virtual event, the internationally-known exhibition played its role successfully as a hub of game business through delivering the latest updates to the world. Tokyo Game Show 2021 is planned to be held at Makuhari Messe, Japan from Sep. 30 (Thu.) to Oct. 3 (Sun.), 2021. Make sure to mark your calendar. ●Number of Views on TGS 2020 ONLINE Official Channels (From Sep. 24 to Oct. 4) Total Number of Views: 31,606,942 views - YouTube：4,050,963 (incl. Japanese, English and Chinese) - Twitter：7,511,301 (incl. Japanese, English and Chinese) - niconico (Japanese)：1,726,014 - Twitch：875,350 (incl. Japanese and English) - TikTok LIVE (Japanese)：98,012 - Douyu (China)：1,069,377 - Bilibili (China)：2,315,761 - Douyin, Xigua, Toutiao (China)：10,590,828 - IGN：3,369,336 (incl. Japanese and English)
Strategic Partnership Between GammaStack and LSports to Redefine Sports Betting Standards Globally
ASHKELON, Israel, Oct. 13, 2020 /PRNewswire/ -- GammaStack, the leading sportsbook platform provider, has announced a collaboration with the world-leading provider of real-time sports data, LSports. This marks the beginning of a promising partnership. GammaStack is an iGaming Technology company offering solutions and services to clients spread across the USA, Europe & Africa. Their core offerings include ready to launch platforms and custom software development services for sportsbooks, fantasy sports and online casino operators. The sportsbooks delivered by GammaStack are GLI certified and licensed by Curaçao Gaming Control Board. High-end customizations, robust backend, and unique engagement models along with a strong team of 270+ developers differentiate GammaStack from others in the market. Following this new agreement, they can now offer their customers the most comprehensive sports data feeds in the business. LSports has quickly positioned itself as a top odds feed supplier next to generating innovative solutions to ease the bookmakers' work and offer them a variety of services to increase fan engagement and user retention. Their comprehensive feed covers a monthly average of more than 35,000 in-play fixtures, 105,000 prematch fixtures, and more than 1,400 markets across 60 different sports (Soccer, Basketball, Tennis, Cricket, Esports, Horse Racing, and more). "Our collaboration with GammaStack sets us on a new and exciting road," says LSports VP Sales Yoav Ziv. "As we continue to produce the most efficient and comprehensive solutions for the sports betting industry, we believe that our joint efforts will support both us and GammaStack with our continuous strive to supply our customers with the best possible products." GammaStack's CEO Mr. Gaurav Soni says, "We are excited with this deal and are looking forward to working closely with LSports team. With this collaboration, we are committed to achieving higher standards of services to our sportsbook operators and exceptional betting experiences for the end-users." Combined with GammaStack's platform and LSports API, the new platform proves to be an unstoppable machine. Media Contact:Manoj TrivediPhone: 302.231.1373 Email: email@example.com Related Images gammastack-partners-lsports-for.png GammaStack Partners LSports for create best sports betting solutions for businesses A Strategic Partnership Between GammaStack & LSports to Create World-Class Sports Betting Solutions for Businesses Related Links :https://www.gammastack.com
DouYu International Holdings Limited Updates its Financial Guidance
WUHAN, China, Oct. 12, 2020 /PRNewswire/ -- DouYu International Holdings Limited ("DouYu" or the "Company") (Nasdaq: DOYU), a leading game-centric live streaming platform in China and a pioneer in the eSports value chain, today announced updated financial guidance for the third quarter of 2020. The Company expects its total net revenue for the third quarter of 2020 to be in the range of RMB2,520 million to RMB2,550 million, representing a year-over-year growth between 35.6% and 37.2%, as compared to its previous guidance in the range of RMB2,640 million to RMB2,680 million. The primary reason for the updated guidance was the fact that the revenues generated from certain major fans events in this period were lower than expected. Although maintaining a year-over-year growth as compared to the third quarter of 2019, the Company expects its net income in the third quarter of 2020 to decrease significantly from the second quarter of 2020 due to increased revenue sharing fees and content cost. While the increased revenue sharing fees and content cost affected its profitability in the third quarter of 2020, the Company believes it will benefit from such increased spending in the long run. All these data are preliminary and the Company plans to announce its financial results for the third quarter of 2020 in due course. The Company remains confident in the sector prospect and its business model, operating fundamentals and long-term strategy. About DouYu International Holdings Limited Headquartered in Wuhan, China, DouYu International Holdings Limited (Nasdaq: DOYU) is a leading game-centric live streaming platform in China and a pioneer in the eSports value chain. DouYu operates its platform on both PC and mobile apps, through which users can enjoy immersive and interactive games and entertainment live streaming. DouYu's platform brings together a deep pool of top live streamers. By providing a sustainable streamer development system built on advanced technology infrastructure and capabilities, DouYu helps ensure a consistent supply of quality content. Through collaborations with a variety of participants across the eSports value chain, the Company has gained coveted access to a wide variety of premium eSports content, which further attracts viewers and enhances user experience. For more information, please see http://ir.douyu.com/. Safe Harbor Statement This press release contains forward-looking statements. These statements are made under the "safe harbor" provisions of the U.S. Private Securities Litigation Reform Act of 1995. Statements that are not historical facts, including statements about the Company's beliefs and expectations, are forward-looking statements. Forward-looking statements involve inherent risks and uncertainties, and a number of factors could cause actual results to differ materially from those contained in any forward-looking statement. In some cases, forward-looking statements can be identified by words or phrases such as "may," "will," "expect," "anticipate," "target," "aim," "estimate," "intend," "plan," "believe," "potential," "continue," "is/are likely to" or other similar expressions. Further information regarding these and other risks, uncertainties or factors is included in the Company's filings with the Securities Exchange Commission. All information provided in this press release is as of the date of this press release, and the Company does not undertake any duty to update such information, except as required under applicable law. Investor Relations Contact Mao MaoDouYu International Holdings LimitedEmail: firstname.lastname@example.org Phone: +1 (646) 224-6934 Xinran RaoICR, Inc.Email: DouYu.IR@icrinc.com Phone: +1 (646) 224-6934 Media Relations Contact Iris DingDouYu International Holdings LimitedEmail: email@example.com Phone: +1 (646) 308-1475 Edmond LococoICR, Inc.Email: DouYu.PR@icrinc.com Phone: +1 (646) 308-1475 Related Links :https://www.douyu.com/
Developer Q&A Video for Shadow Arena Now Available
SEOUL, South Korea, Oct. 9, 2020 /PRNewswire/ -- Pearl Abyss announced today that Shadow Arena's Ask the Devs: Video Responses is now available. Players can now find the answers to their questions that they previously submitted for the recent "Ask the Devs Anything" video. Developer Q&A Video for Shadow Arena Now Available The video responses were made to answer players' questions and explain the direction that the developers are taking with future updates and content. In the video, Lead Producer Kwangsam Kim and Director of Live Services Kwangbae Jeon covered many topics that were brought up by the players including matchmaking and tournaments. Lead Producer Kim also announced that the console version of Shadow Arena is currently under development, which is also planned to support cross-play. For the new Hero updates that take place every three weeks, Kim said a total of 20 Heroes will be released by the end of this year. Moreover, the Trio Mode will be revived and revamped shortly, allowing players to enjoy the game more as a team. Updates focusing on improving items and matchmaking system are also in progress to enhance Shadow Arena's overall gameplay. Furthermore, Director Jeon unveiled the future plans for Shadow Arena tournaments, explaining that the team behind Shadow Arena is currently testing and refining the rules and regulations for tournaments. They are also developing systems to host tournaments for various modes. The Shadow Arena Developer Q&A video can be found on the official YouTube channel. About Pearl Abyss Best known for the MMORPG franchise Black Desert, Pearl Abyss is a leading developer in the game industry. Established in 2010, Pearl Abyss has since developed Black Desert for PC, mobile, and console, and is developing Shadow Arena for PC and console. All of Pearl Abyss' games are built on the company's own proprietary engine and are renowned for their cutting-edge graphics. The company is also developing Crimson Desert, DokeV, and PLAN 8 and is poised to continue its growth through 2020 and maintain its position as one of Asia's leaders in game development. More information about Pearl Abyss is available at: www.pearlabyss.com Photo - https://photos.prnasia.com/prnh/20201008/2944293-1?lang=0Related Links :http://www.pearlabyss.com
Blue Hat Announces its JV's Partnership with Tongsheng Education to Deliver Augmented Reality Immersive Classes to 320 Preschools in Guangzhou, C
XIAMEN, China, Oct. 7, 2020 /PRNewswire/ -- Blue Hat Interactive Entertainment Technology ("Blue Hat" or the "Company") (NASDAQ: BHAT), a leading producer, developer and operator of augmented reality ("AR") interactive entertainment games, toys and educational materials in China, today announced Fujian Youth Hand in Hand Educational Technology Co., Ltd, a joint venture the Company formed with a third party ("Fujian Youth" or the "JV") and Guangzhou Tongsheng Education Technology Ltd. ("Tongsheng Education") have reached an agreement to provide Augmented Reality Immersive Classes ("ARIC") in Guangzhou over a three-year period. The JV will collaborate with Tongsheng Education to launch ARIC aiming in a total of 320 preschools (with the goal of 20 first year, 100 the second year and 200 the third year) in Guangzhou over a course of three years and begin Blue Hat's strategic expansion in the Guangdong-Hong Kong-Macao Greater Bay Area (the "Greater Bay Area"). Blue Hat previously delivered ARIC course demonstrations and teaching experiments in eight preschools in Guangzhou, with a favorable reaction by teachers and students for a proactive interaction between entertaining and teaching. At present, the Greater Bay Area in China is deeply implementing the innovation-driven development strategy, and Blue Hat is working to build market share in the region. The Company expects to benefit from the area's further development of educational informatization and the construction of a national informatization of a teaching experimental zone, and is driving an enhanced marketing campaign of Blue Hat's ARIC products. Based on a three-year agency distribution agreement, the JV and Tongsheng Education have reached three flexible market cooperation and sharing models that incorporates the following unit economics for different schools: (1) A monthly course fee of RMB4,000 (about USD 580) will be eared by Fujian Youth; or (2) A basic service fee of RMB2,000 (about USD 295) per month and an additional tuition fee RMB200 (about USD 30) per month for class hours to be shared equally between Fujian Youth and Tongsheng Education; or (3) A deposit of RMB10,000 (about USD 1,472) will be collected and escrowed by Fujian Youth, and a monthly tuition fee of RMB200 (about USD 29.50) will be shared equally by Fujian Youth and Tongsheng Education. Management Comments Mr. Xiaodong Chen, Blue Hat's Chief Executive Officer, noted, "This agreement allows us to further strengthen our market presence in the education sector, which along with augmented reality toys and games, are the three main pillars of Blue Hat's business model. Our ARIC products have been well received since they were introduced to the market. At present, we have actively promoted them in Guangxi, Guangdong and other provinces and continue to build market share and expand our markets geographically. This cooperation provides a solid foundation for continued marketing efforts in the Greater Bay area. With the continued development of education informatization in the Greater Bay Area and the growing demand for innovative teaching, we are confident to complete the goal of delivering ARIC services 320 Guangzhou preschools in three years." Mr. Chen continued, "We are continuing to seek further collaborative measures to maximize the benefits of the Tongsheng Education relationship. We expect that Blue Hat will not only work closely with Tongsheng Education, but also actively build an educational alliance around teacher resources, continuously optimizing system technology, curriculum content and expression forms, and combining different teaching needs in Guangzhou and the Greater Bay Area." About Blue Hat Blue Hat Interactive Entertainment Technology is a producer, developer and operator of AR interactive entertainment games and toys in China, including interactive educational materials, mobile games, and toys with mobile game features. The Company's interactive entertainment platform creates unique user experiences by connecting physical items to mobile devices, which creates a rich visual and interactive environment for users through the integration of real objects and virtual scenery. Distinguished by its own proprietary technology, Blue Hat aims to create an engaging, interactive and immersive community for its users. For more information, please visit the Company's investor relations website at https://ir.bluehatgroup.com/investor-relations. The Company routinely provides important information on its website. Forward-Looking Statements This release contains forward-looking statements within the meaning of Section 27A of the Securities Act of 1933, as amended and Section 21E of the Securities Exchange Act of 1934, as amended. All forward-looking statements are inherently uncertain as they are based on current expectations and assumptions concerning future events or future performance of the Company. Readers are cautioned not to place undue reliance on these forward-looking statements, which are only predictions and speak only as of the date hereof. In evaluating such statements, prospective investors should review carefully various risks and uncertainties identified in this release and matters set in the Company's SEC filings. These risks and uncertainties could cause the Company's actual results to differ materially from those indicated in the forward-looking statements. Contacts: Lexie ZhangBlue Hat Interactive Entertainment TechnologyPhone: +86 (592) 228-0010Email: firstname.lastname@example.org Investor Relations: The Equity Group Inc. In ChinaAdam Prior, Senior Vice President Lucy Ma, Associate(212) 836-9606 +86 10 5661 email@example.com firstname.lastname@example.org Related Links :http://www.bluehatgroup.net
Tampa Bay Company Attracts Top Gamer in World, 2 Super Bowl Champs In Its Third Week
Super Squares, the family-friendly live mobile game show that allows users to play for free, had some super famous faces on the Super Squares Twitch channel this past Sunday during the NFL games. Super Bowl Champions Matt Birk and Tom Crabtree joined Super Squares host, Jonathan “Bearded” Blevins on Twitch last Sunday during the 11 hours of continuous coverage. Crabtree is known for his time with the Green Bay Packers, while Birk is known for his time with the Minnesota Vikings and the Baltimore Ravens. Additionally, during the 4 p.m. game, which featured the Detroit Lions versus the Arizona Cardinals, Jonathan Blevins was joined by his brothers Tyler “Ninja” Blevins and Chris “Invictus” Blevins. The event called the Blevins Brothers Brawl I, marked the first time the three Blevins brothers have competed against each other in a game live on Twitch. In addition to being devoted Lions fans, the Blevins brothers are all accomplished streamers. Jonathan Blevins was selected as host of the Super Squares Twitch Channel on September 10th, having previously created one of the most positive gamer communities on Twitch. Younger brother Chris “Invictus” streams Pokémon and Star Wars as a compliment to his career as a science teacher. The youngest brother Tyler “Ninja” is arguably one of the most famous gamers in the world with more than 6.4 million Twitter followers and 14.8 million Instagram followers. Ninja also has the #1 channel on Twitch with nearly 16 million followers, and more than 24 million YouTube subscribers. “This past week was incredible and it is great to see people taking such an interest in this game, which we have spent years working to develop,” said Frank Maggio, founder of React, LLC, creators of the patented Super Squares platform. “We had more than 5,000 people play last week from all 50 states, and we’re just getting started. We are hoping to have a major announcement next week and expecting a VERY famous guest on Sunday.” Super Squares is a free score matching quiz show app with a new take on the old classic game called “squares,” which is often played at football parties. Unlike traditional squares, there is no cost to play, but players can still win significant prizes. In fact, more than $240,000 is currently up for grabs over the 8-week rollout, with greater prizes slated later in the season. Users play the Super Squares app five times over the course of a live football game, in brief 3-minute Game Breaks at the end of each quarter. Users watching or streaming live football earn points by matching their Super Square to the score each quarter, and earn extra points by answering quiz show questions about game they are watching and the brands that sponsor the app. Additionally, players earn tie–breaker points by predicting the outcome of the game. In addition to players being able to compete against celebrities like Birk, Crabtree and the Blevins brothers, Super Squares recently announced that they had partnered with radio stations. Listeners of WRNW in Milwaukee and KJR in Seattle can now join listeners from KFAN in Minneapolis in playing against their favorite local radio jock for a chance to win more than the $240,000 in cash and prizes.
Japan Game Awards 2020, Game of the Year Division
Japan Game Awards 2020 (JGA2020), organized by Computer Entertainment Supplier’s Association (CESA; Chairman: Hideki Hayakawa), has selected the winners of the Award for Excellence and the Grand Award in the Games of the Year Division of the Japan Game Awards 2020, which is for appropriate products representing this year. Animal Crossing: New Horizons (Nintendo Co., Ltd) has received the most prestigious Grand Award as the best game. Titles released from April 2019 to the end of March 2020 in Japan are eligible for the Japan Game Awards 2020. The following are the Games of the Year Division Award winners of the Japan Game Awards 2020.
The9 and Voodoo Signed Cooperation and Publishing Agreement
SHANGHAI, Sept. 21, 2020 /PRNewswire/ -- The9 Limited (Nasdaq: NCTY) ("The9"), an established Internet company, today announced that it has signed an Agreement with Voodoo, a French game developer and publisher. The9 and Voodoo will collaborate on the publishing and operation of casual games in mainland China. The9 will publish and operate under this agreement two, with an option for a third, casual games with strong IAP (In App Purchase) licensed by Voodoo. Voodoo is one of the world's largest developers and publishers of casual games and hyper-casual games. Voodoo's games have been downloaded 3.7 billion times on iOS and Android phones cumulatively up-to-date, with monthly active users of 300 million. Voodoo has released more than 100 games, which are widely welcomed by players, many of which have become successful intellectual properties ("IPs"). Chris Shen, the President of The9 said, "With the expansion of the game user base, casual games have shown rapid development prospects in China and worldwide. Through our strategic cooperation with Voodoo to jointly publish and operate a variety of casual games in China, we can leverage the popularity of high-profile game IPs in the Chinese market to grow our casual game market share. Based on Voodoo's rich experience in data-driven game optimization, and its ownership of a large number of famous game IPs, we believe that Voodoo together with The9 have a great advantage in the field of casual game publishing in the mainland China market. I believe that players will be fascinated by the new look and richer game play of these well-known hyper-causal games, which will bring a new trend to the casual game market." Hubert Larenaudie, COO of Voodoo commented, "Voodoo sees tremendous growth opportunity in China. Collaborating with The9 to adapt two upcoming casual titles will be our first effort on having In App Purchase focused games in China. Voodoo will build up the core of its business in China through the partnership with Tencent to bring our hyper-casual games to Chinese players." About The9 Limited The9 Limited (The9) is an Internet company based in China listed on Nasdaq in 2004. The9 aims to become a diversified Internet company. Safe Harbor Statement This announcement contains forward-looking statements. These statements are made under the "safe harbor" provisions of the United States Private Securities Litigation Reform Act of 1995. These forward-looking statements can be identified by terminology such as "will," "expects," "anticipates," "future," "intends," "plans," "believes," "estimates" and similar statements. Such statements are based upon management's current expectations and current market and operating conditions and relate to events that involve known or unknown risks, uncertainties and other factors, all of which are difficult to predict and many of which are beyond The9's control. The9 may also make written or oral forward-looking statements in its periodic reports to the SEC, in its annual report to shareholders, in press releases and other written materials and in oral statements made by its officers, directors or employees to third parties. Statements that are not historical facts, including statements about The9's beliefs and expectations, are forward-looking statements. Forward-looking statements involve inherent risks and uncertainties. A number of factors could cause actual results to differ materially from those contained in any forward-looking statement, including but not limited to the following: The9's goal and strategies; The9's expansion plans; The9's future business development, financial condition and results of operations; The9's expectations regarding demand for, and market acceptance of, its products and services; The9's expectations regarding keeping and strengthening its relationships with business partners it collaborates with; general economic and business conditions; and assumptions underlying or related to any of the foregoing. Further information regarding these and other risks is included in The9's filings with the SEC. All information provided in this press release and in the attachments is as of the date of this press release, and The9 does not undertake any obligation to update any forward-looking statement, except as required under applicable law.