Space Invaders Forever Received Special Edition, for Nintendo Switch, from ININ Games
EKSA Rolls-Out The E910 5.8GHz Wireless Gaming & Music Headset
Project SEED Announces Huobi Ventures Investment
EKSA Announces The Release Of GT1 Cobra True Wireless Gaming Earbuds
The first-ever virtual venue! TGSVR is open
TGS2021 2nd Announcement 'Keynote Speakers Unveiled'
Codashop Unveils Its Epic New Look
The ‘Sakura Wars acoustic music concert, gathering for its 25th anniversary’
Experimental and Creative Game Design and Ideas Get Together Under One Roof
HUYA Inc. Announces Management Change
Celebrating Pinball Milestones - Pinball Expo 2021
Pinball enthusiasts from around the world are set to flock to this year’s Pinball Expo for a special celebration. Currently slated to take place October 27th through October 30th, at the Schaumburg Illinois Convention Center, this year’s event coincides with two significant milestones in the game’s history. Not only does 2021 mark the 150th anniversary of the game, but also the 45th anniversary of New York City and Chicago lifting long-standing legal prohibitions against pinball. “The anniversaries of these two significant dates in pinball history is very exciting,” said Rob Berk, Pinball Expo’s founder. “It will give showgoers an opportunity to reflect on the long history of the game, from its very start through some of the tough times and triumphs.” As Berk is quick to point out, Montague Redgrave, was a British immigrant to New Jersey. It was there that he started to build bagatelle tables based on the French parlor game. Redgrave made changes in his design with the end result resembling a pool-like game that used an instrument similar to a cue stick. The player would aim a ball up a side channel of a slanted table which would then make its way back down through a series of posts and holes to score points. So popular was the game that a Parlor Bagatelle, a much smaller home version for children and adults was introduced. However, Redgrave’s 1871 patent, No. 115357, included the innovation of a spring-loaded plunger to propel the ball up the side channel to the inclined playfield. As with today’s modern pinball machines, the spring-loaded plunger allowed players to easily adjust the speed and force with which the ball traveled to the playfield and eliminated the need for a cue stick. The rest, as they say, is history. With the success of Montague’s home version – called a “parlor game,” the concept was eventually adapted for public spaces with electronics, automated score keeping, flippers, drop targets, and a host of innovations following over the last century and a half. “I suspect we’re going to see a great deal of discussion about the evolution of pinball,” Berk said. “As a general rule the game has been very quick to adapt to technological innovations, such as the addition of computer chips for lighting and sound. It’s difficult to believe today, but the old games had actual bells in the cabinet that a striker would hit when a point was scored. And there were literally dozens of electro-mechanical switches to keep score and turn on lights.” The second anniversary marked by 2021 is the legalization of pinball in New York City and Chicago. For decades the game was seen as a gambling device with ties to the underworld and sometimes featured lurid scenes on the backglass. The effect was that many communities and city governments moved to outlaw the machines. In New York City, the fight was led by the beloved Mayor Fiorello La Guardia, who was famously photographed destroying a number of machines in the 1940s. The so-called “nickel-stealers” were blamed for leading to gambling, juvenile delinquency, and all manner of social ills. They were proclaimed to be urban evils that stole the lunch money from the pockets of innocent school children. That is not to say pinball vanished from New York City. Demand to play the games remained high, and players searched out the illegal devices in all manner of less than reputable establishments or traveled across the Hudson River to New Jersey. Roger Sharpe, one of those dedicated players, led the campaign to legalize pinball in Gotham. Taking on City Hall, he provided testimony and a demonstration of pinball as a game of skill until the City Council was finally convinced. “What we had in New York City was an outdated law applied to updated equipment,” Sharpe explained. “The addition of flippers and other innovations not only improved game play but also placed pinball squarely in the realm of a skill game.” And too, the demand for pinball, both as a home and out of home entertainment attraction is as strong today as in the past. As Sharpe explained, there are more pinball manufacturers around the world currently turning out machines than at any time in the last three decades. These include such well-known names as Stern Pinball as well as Jersey Jack, Chicago Gaming, American Pinball and international entries including Pinball Brothers (U.K.); Haggis (Australia); Dutch Pinball (Netherlands) Pinball Adventures (Canada). “The success of pinball today can be credited with the quality of the games. The pinball companies in operation today are making really first rate games,” said Berk. “These games are as good as any time in history, and I’m proud to say, most of the manufacturers will be at this year’s Pinball Expo.” The longest running event of its kind in the world, Pinball Expo celebrates its 37th anniversary this coming October 27th through October 30th. Set to take place at the Schaumburg Illinois Convention Center, this year’s show will feature some 60,000 square feet of exhibit space and nearly 100 booths featuring a wide range of pinball machines from the past and present as well as classic arcade games and favorite hand held video games.
Challengermode expands women in esports drive with organizer partnerships
Leading esports platform Challengermode today announced its partnership with the Super Girl Gamer Series to host tournaments across a range of esports. This forms part of Challengermode’s initiative to support more female-led esports initiatives to its grassroots esports platform. The Super Girl Gamer Series joins other female-focused esports organisations using Challengermode, such as Girls' House, a girls focused space for players interested in participating in women’s-only VALORANT events, and The Goose House which has received funding from Challengermode and Opera GX’s grassroots esports fund for its Birds of Prey: Episode One tournament’s prize pool. Philip Hübner, Chief Business Development Officer of Challengermode said: “We’re incredibly happy to be hosting Supergirl Gamer’s tournaments across League of Legends, Valorant, Fortnite, and CS:GO for the 2021 series and beyond. We see this as a natural progression to our previous work with the Women’s Esports League in making esports more inclusive and equal at the grassroots level. Women make up 30% of the esports viewing population, and 35% of the esports playing population, so vitally important to provide the tools and dedicated space for female esports organisations to host tournaments at the amateur level all the way up to the pro.” “There is still much more that the industry can do to encourage women in esports, from closing the gender pay gap at the highest end of esports earners to establishing dedicated grassroots organizations that are welcoming to female gamers. We would like to encourage any female-led esports organisations to reach out to Challengermode through the Challengermode Opera GX Grassroots Esports Fund where they can apply for funding for prize pools.” Organizers can register their interest in the Challengermode / Opera GX esports fund via the website here, which also provides external platform support provided by Challengermode to streamline setting up tournaments and competitions. Super Girl Gamer Pro esports director Amanda Ball said: “Over the last five years, the Super Girl Gamer Series has expanded to provide opportunities for women all across North America in a variety of different titles and we hope to continue that expansion into the EU scene as well. We have been extremely happy working with Challengermode and look forward to continuing that partnership in being a driving force in changing the narrative for women in esports.” You can catch the Super Girl Gamer - Summer Season - League of Legends Championships on September 18th 2021 at 1:30p EST through Challengermode and streaming live to Twitch.tv/SuperGirlGP. The Super Girl Gamer - Fall Season kicks off on October 16th, across both VALORANT and Fortnite.
TOKYO GAME SHOW 2021 ONLINE Official Website Released Today
Computer Entertainment Supplier’s Association (“CESA”, Chairman: Hideki Hayakawa) announced today the content of TOKYO GAME SHOW 2021 ONLINE (“TGS2021 ONLINE”) which will be held from September 30 (Thursday) to October 3 (Sunday) and published it on the official website https://tgs.cesa.or.jp TOKYO GAME SHOW delivers new titles for various platforms including game consoles, smartphones, and PCs as well as wide range of game-related information. This year again, it will distribute official programs (organizer programs / official exhibitor programs, etc.) and set up the Amazon Special Site to offer game products and goods. In addition, TGS2021 ONLINE will conduct various new projects this year, such as Free Trial Play that game fans can enjoy trial version of new titles, etc. by free downloading, TGSVR2021 where TGS can be experienced in virtual space, and TOKYO GAME MUSIC FES which is an online concert of game music. Targeting the press and influencers, the offline venue will be set up for them to be able to cover the event and try playing new games. There will be also an online tour (fee-paid) that game fans can enjoy simulated experience of being in the venue. The number of exhibitors in TGS 2021 ONLINE is 339 as of September 1. It is recognized as a global event having many international exhibitors, with 157 exhibitors from Japan and 182 from overseas. There are 33 exhibitors participated in Official Exhibitor Program that will be distributed during four days of the event, of which eight are from overseas.Today, the timetable was released and further details of each exhibition and program will be updated toward the event. A comedy duo, Magical Lovely has been selected as an official supporter who joins to liven up TGS2021 ONLINE. They will broadly communicate information on TGS by appearing on the official programs, trying new titles, and guiding experience tours. TGS2021 ONLINE is organized with the theme “We’ll always have games”. Amid restricted everyday life and activities, TGS2021 ONLINE communicates charms of games and experiences realized only by games, via online and offline. Please enjoy TOKYO GAME SHOW in the new format that is only unique to this age.
Nifty Games Raises $38M to Redefine Mobile Sports Games as NFL Clash and NBA Clash Move Towards Worldwide Release
Nifty Games Inc., a videogame developer and publisher focused on quick-session, head-to-head sports games for mobile, has raised $26M in a Series B round of equity funding led by Vulcan Capital. In addition, the company has secured $12M in connected debt financing. Attracting investors globally, Nifty Games has raised over $50M since the company was founded in 2018 by gaming industry veterans Jon Middleton and Pete Wanat. The Company’s Series B round is led by current backers Vulcan Capital. Supported by ongoing investors March Gaming, Defy Partners and Courtside Ventures, as well as a strategic group of new investors, including Korea-based funds Woori Capital, K-NET and Hansae Yes24. Other new investors include Steve Pagliuca, managing owner of the Boston Celtics, Speedwagon Capital, and Gaingels, a global network of LGBT/Ally investors. With this additional funding, Nifty Games is now one of the industry’s most well-funded mobile gaming startups. Nifty Games is focused on delivering quick-session competitive mobile games with licenses from the National Football League (NFL), National Football League Players Association (NFLPA), National Basketball Association (NBA), and National Basketball Player Association (NBPA). Nifty Games aims to build out a slate of titles with the world’s largest sports licenses to deliver gameplay tailored for mobile first. The company’s premier game NFL Clash, already available in select markets worldwide, launches in the United States this year. The latest round of funding will be used to further grow the Company’s sports games line-up as well as investing in top-tier development staff to deliver state-of-the-art gameplay for global sports fans. Jon Middleton, CEO of Nifty Games, said “With Nifty Games Series B, we’ve been fortunate to add further investments from partners that are true supporters with each believing in our team and the larger opportunity ahead. We’ve purpose-built Nifty Games to deliver a new slate of sports games for mobile gamers worldwide. We’re proud of the team we’ve assembled, our incredible partnerships with the NFL, NFLPA, NBA, and the NBPA, as well as our family of financial backers committed to seeing Nifty Games win big. We’re excited to grow Nifty Games as NFL Clash and NBA Clash lead the way!” “We see an incredible commercial opportunity in bringing premium sports games to casual mobile game fans, in which they get to build a roster with favorite pro players and call the shots as their team competes all season long,” said YB Choi, Partner at Vulcan Capital. “Given our early involvement with Nifty Games, we’re excited to step up our support as they head towards making their first games, NFL Clash and NBA Clash, available to sports fans worldwide.” Stephen Pagliuca, Co-Owner of the Boston Celtics and Co-Chair of Bain Capital, said “Nifty Games sits at the exciting intersection of sports fandoms, mobile gaming, and IP-driven business models. I’ve been impressed with the team’s vision and execution to date, and believe their approach will redefine the mobile sports game sector. And as a fan myself, can’t wait to play their games and see them top the charts!”
"Captain Tsubasa: Dream Team" Dream Championship 2021 Worldwide Tournament Begins Online Friday, September 17!
TOKYO, Aug.31, 2021 /PRNewswire/ -- KLab Inc., a leader in online mobile games, announced that its head-to-head football simulation game Captain Tsubasa: Dream Team will hold the worldwide Dream Championship 2021 tournament starting Friday, September 17. Additionally, the official website (https://www.tsubasa-dreamteam.com/dcs/en/) is now open. For full details please see the original press release (https://www.klab.com/en/press/release/2021/0831/ctdt_dcs2021.html). KLab Inc., a leader in online mobile games, announced that its head-to-head football simulation game Captain Tsubasa: Dream Team will hold the worldwide Dream Championship 2021 tournament starting Friday, September 17. Additionally, the official Dream Championship 2021 website (https://www.tsubasa-dreamteam.com/dcs/en/) is now open. The Dream Championship is an official tournament for Captain Tsubasa: Dream Team hosted by KLab Inc. for players 20 years old and above. The tournament will use the mobile game Captain Tsubasa: Dream Team, which is available on the App Store and Google Play Store. The first Dream Championship was held in 2019 and this year marks its third installment which will be held exclusively online. The tournament was created as the ultimate chance for players to face off against strong opponents from all over the world to decide who is number one. Competition Format The Online Qualifiers will be held in game from Friday, September 17. After that, the Final Regional Qualifiers will be held online and will consist of 5 blocks representing different regions of the world. The tournament will be streamed live on YouTube. The top 3 players from the Online Final Regional Qualifiers from each of the 5 regions held and "FX|Daigo", the winner of Dream Championship 2020, make up the 16 players who will compete in the Finals to decide this year's champion. The finals will also be streamed live on YouTube. Official Tournament Websitehttps://www.tsubasa-dreamteam.com/dcs/en/ Overview of Captain Tsubasa: Dream Team Supported OSes: Android™ 4.4+, iOS 10.0+ (*Not available on some devices)Genre: Head-to-head football simulation gamePrice: Free-to-play (In-app purchases available)Supported Regions: Global (Excludes Japan and Mainland China)Official Website: https://www.tsubasa-dreamteam.com/enOfficial Twitter Account: @tsubasaDT_enOfficial Facebook Page: https://www.facebook.com/tsubasaDTenOfficial YouTube Channel: https://www.youtube.com/channel/UCTgOPO7kIQ35YzB7SBIQoWQ/Official Discord Channel: https://discord.gg/6tyEs48Copyright: ©Yoichi Takahashi/SHUEISHA; ©Yoichi Takahashi/SHUEISHA/TV TOKYO/ENOKIFILM; ©KLabGames Download here!App Store: https://itunes.apple.com/app/id1293738123Google Play: https://play.google.com/store/apps/details?id=com.klab.captain283.global Related Links :https://www.klab.com
Skater XL Announced as Exclusive Game Partner of Street League Skateboarding Championship Tour
Easy Day Studios announced that Skater XL will be the exclusive console/PC video game sponsor of the Street League Skateboarding (SLS) 2021 Championship Tour. The world’s largest street skate competition for over a decade, SLS will began the first leg of its highly-anticipated 2021 tour in Salt Lake City, Utah over the past weekend. In celebration of the partnership, the team at Easy Day Studios has released a new map of skate icon Paul “PRod” Rodriguez’s Primitive Skatepark available now. The updated map is based on Primitive Skateboarding’s brand new indoor training facility which hosted the SLS Tour Qualifier in late July, setting the stage for the return of street skateboarding’s premier annual competition. “The SLS Championship Tour is an iconic brand in street skateboarding and one that we felt made a lot of sense for Skater XL,” states Jeff Goforth, Marketing Director for Easy Day Studios. “Coming out of the excitement and broad visibility of the Olympics, the tour is well-timed to build on that momentum as street skateboarding’s most long-standing competition that shows off the talents of some of the best pros in skateboarding today.” “We are thrilled to partner with Skater XL as excitement builds for the 2021 SLS Championship Tour,” says Joe Carr, CEO of Thrill One Sports and Entertainment – SLS’ parent company. “Gaming has been a key element of skateboarding culture for decades. Now Skater XL is leading a resurgence in the space with innovation and authenticity, qualities that will also be front and center when the world’s best face off for street skateboarding’s ultimate prize.” The 2021 SLS Championship Tour is a three stop series taking place at the following U.S. cities: Salt Lake City, Utah - August 27 – 28 (Utah State Fairgrounds) Miami, Florida - October 29 – 30 (SkateBird Miami) Jacksonville, Florida (SLS Super Crown World Championship) - November 13 - 14 (Jacksonville Landing) For tickets and more information on the Street League Skateboarding 2021 Championship series, visit the official website, streetleague.com. Skater XL is now available for $39.99 USD on PS4, Xbox One, and PC via Steam, and at brick and mortar retailers for PS4 and Xbox One. For the latest news and updates on Skater XL, follow the game on Instagram and Twitter, “Like” us on Facebook, and visit the official website, SkaterXL.com
"Utano Princesama Shining Live" 4th Anniversary Begins & Special Livestream Starring Takuma Terashima and Kohsuke Toriumi on Friday, September 3
TOKYO, Aug. 30, 2021 /PRNewswire/ -- KLab Inc., a leader in online mobile games, together with BROCCOLI Co., Ltd., announced that its smartphone rhythm game Utano Princesama Shining Live celebrated its 4th anniversary on Saturday, August 28. Enjoy the newly added content and campaigns. See the official press release (https://www.klab.com/en/press/release/2021/0830/shining_live_4anniv.html) for more details. KLab Inc., a leader in online mobile games, together with BROCCOLI Co., Ltd., announced that its smartphone rhythm game Utano☆Princesama Shining Live celebrated its 4th anniversary on Saturday, August 28. Enjoy the newly added content and campaigns. In addition, the Utano☆Princesama Shining Live 4th Anniversary Special Livestream is scheduled for Friday, September 3. In addition, the Utano Princesama Shining Live 4th Anniversary Special Livestream is scheduled for Friday, September 3. The livestream will feature special information on future updates and stars Takuma Terashima (voice of Otoya Ittoki) and Kohsuke Toriumi (voice of Cecil Aijima). The livestream will have realtime English commentary. Livestream LinksEnglish Commentary: https://www.youtube.com/watch?v=ayoLGfc0z_wJapanese: https://www.youtube.com/watch?v=k2pTd16JoSs 4th Anniversary Website: https://www.utapri-shining-live.com/en/4th_anniversary/ New UR Photos "My Dearest Flower" debut including special Live2D outfits that can be unlocked. Four types of Sets are also on sale including one UR "My Dearest Flower" Guaranteed 11-Shot Photo Shoot Pass. Other campaigns include Event Story Voting: Round 3, a special login bonus, and the Live Show Support Campaign with various bonuses. There are new contents including limited show backgrounds, idol voice clips, additions to the voice log, and Shining Live 101. Learn how to play Shining Live in 12 different articles where we break it all down for new and returning players. Shining Live 101 Website:https://www.utapri-shining-live.com/en/howto/ About Utano Princesama Shining Live Utano☆Princesama Shining Live is a rhythm game for Android™ and iOS mobile devices based on BROCCOLI's Utano☆Princesama series. ©SAOTOME GAKUEN © KLabGames Utano Princesama Shining Live Overview Supported OSes: Android™ 4.4+, iOS 9.0+(* Not available on some devices.)Genre: Rhythm gamePrice: Free-to-play (In-app purchases available)Supported Languages: English and Traditional ChineseOfficial Website: https://www.utapri-shining-live.com/en/Official Twitter Account: @shininglive_enOfficial Facebook Page: https://www.facebook.com/ShiningLiveENCopyright: ©SAOTOME GAKUEN © KLabGames Download the Game App Store: https://itunes.apple.com/app/id1284790977 Google Play: https://play.google.com/store/apps/details?id=com.klab.utapri.shininglive.global Related Links :https://www.klab.com
DouYu International Holdings Limited Announces Share Repurchase Program
WUHAN, China, Aug. 30, 2021 /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 that its board of directors has authorized a share repurchase program under which the Company may repurchase up to US$100 million of its ordinary shares in the form of American depositary shares during a period of up to 12 months commencing on August 30, 2021, subject to the relevant rules under the Securities Exchange Act of 1934, as amended (the"Exchange Act"), and the Company's insider trading policy. The Company's share repurchases may be made from time to time on the open market at prevailing market prices, in open-market transactions, privately negotiated transactions or block trades, and/or through other legally permissible means, depending on market conditions and in accordance with the applicable rules and regulations. The timing and conditions of the share repurchases will be subject to various factors including the requirements under Rule 10b-18 and Rule 10b5-1 of the Exchange Act. The Company's board of directors or such authorized person(s) designated by the board of directors will review the share repurchase program periodically and may authorize adjustments to its terms and size or suspend or discontinue the program. The Company expects to utilize its existing funds to fund repurchases made under this program. 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 Doris LiDouYu International Holdings LimitedEmail: firstname.lastname@example.org Phone: +1 (646) 224-6934 Robin YangICR, LLCEmail: DouYu.IR@icrinc.com Phone: +1 (646) 224-6934 Media Relations Contact Doris LiDouYu International Holdings LimitedEmail: email@example.com Phone: +1 (646) 308-1475 Edmond LococoICR, LLCEmail: DouYu.PR@icrinc.com Phone: +1 (646) 308-1475
Team17 reveals new games and release dates at gamescom
Team17 has confirmed a series of release dates and games at gamescom. Revealed during the Future Games Show was Trepang2, a fast-paced horror first-person shooter heading to Steam in 2022; further highlights included confirmation that adventure roguelike Crown Trick is launching on 7th September for PlayStation®4 and Xbox One, adding to its current availability on Nintendo Switch™ and Steam; the indie games label also revealed kooky culinary adventure Epic Chef would be arriving in November together with dwaven mining sim Hammerting, which is full launching onto PC on 16th November. The announcement continued a flurry of news from Team17, which this week also announced it has added Australian studio Drop Bear Bytes’ isometic role-playing game Broken Roads to its 2022 release schedule alongside Stormind Games’ Batora: Lost Haven. Today’s reveal also confirmed two titles – Honey, I Joined A Cult and The Unliving – will be launching into Steam Early Access on 14th September and 26th October respectively. Also featured was online strategic World War II shooter Hell Let Loose, which will be expanding onto new-generation platforms this autumn, adding to its recent launch on PC. The announcements were made days after the recent launch of Navegante Games’ platformer, Greak: Memories of Azur, on PlayStation 5, Xbox Series X|S, as well as PC and Nintendo Switch. [Team17 Presents… full list] Greak: Memories of Azur – Navegante Games – Out Now Sheltered 2 – Unicube Games – Coming 21st September 2021 Crown Trick – Next Studios – Out Now (PC & Nintendo Switch), Coming 7th September 2021 (PlayStation 4, Xbox One) Honey, I Joined A Cult – Sole Survivor Games – Steam Early Access, 14th September 2021 The Unliving – RocketBrush Studio – Steam Early Access, 26th October 2021 Hammerting – Warpzone Studios – Coming 16th November 2021 Epic Chef – Infinigon Games – Coming November 2021 Hell Let Loose – Black Matter – Out Now (PC), Coming Soon 2021 (PlayStation 5, Xbox Series X|S) Batora: Lost Haven – Stormind Games – Coming 2022 Broken Roads – Drop Bear Bytes – Coming 2022 Trepang2 – Trepang Studios – Coming 2022
Fintropolis uses Minecraft to teach students about money - Over 1M Downloads in First 25 Days
In the summer of 2019, Ally Financial Inc. (NYSE: ALLY) gave four interns from historically black colleges and universities (HBCUs) a challenge: devise a way to teach middle school kids about money so they can be prepared to lead financially healthy lives. On August 2nd Ally launched their answer to that challenge – Fintropolis, allyfintropolis.com/, a new world in the megahit video game Minecraft, designed to teach financial concepts. Fintropolis is available for both Minecraft and Minecraft: Education Edition. To date, the world has been downloaded over 1M times! Financial literacy rates in the U.S. have been dropping since 2009. Less than one-third of adults ages 18-54 can answer basic questions related to personal finance, creating urgency for new approaches to early financial education. This critical issue became the focus of four interns hired through Ally’s 2019 Moguls in the Making, www.ally.com/moguls, student pitch competition: Erin Martin from Alabama A&M, Earl Perry and Keishon Smith from Florida A&M, and DeMari Tyner from North Carolina A&T. After research and field study, the four created the concept and design for Fintropolis, which Ally then brought to market. “Students who don’t learn how to handle money and make smart financial choices will have a tougher time throughout their lives,” said Smith, who was hired by Ally after he graduated. “Ally challenged us to find a solution, so we dug in and did our homework. We quickly realized to get middle schoolers to pay attention and learn, we had to make it fun and hands-on. I played Minecraft throughout school and knew how much kids of all backgrounds loved it. When we tested our concept on students, I wasn’t surprised to see how quickly they took to it.” Martin, Perry, Smith and Tyner worked with Ally’s concept development lab, TM Studio, and video game developer, Blockworks, to create Fintropolis. As players explore the Fintropolis world, they learn about earning money, paying taxes, budgeting, building credit and managing debt, as well as investing. They also are introduced to different careers and how early financial decisions can impact their futures. Minecraft: Education Edition also comes with lesson plans to connect the money concepts in Fintropolis to the classroom curriculum. Minecraft users can access Fintropolis for free. Watch this brief video at www.allyfintropolis.com to tour Fintropolis. “When Erin, Earl, Keishon and DeMari presented their idea, we knew then and there we had to pursue it,” said Diane Morais, president, Consumer and Commercial Banking at Ally Bank. “We have been experimenting with fun, interactive games as a powerful way to teach financial lessons and saw this as a possible cornerstone in that strategy. Now, Fintropolis has the potential to give millions of students the knowledge and confidence needed to make better money decisions, which can affect their lives in profound ways.” Ally’s Executive Director of Customer Strategy and Innovation Emily Shallal added, “The entire journey to launch Fintropolis demonstrates how injecting diverse experiences and perspectives leads to innovative and impactful problem solving. If we want to promote financial and social inclusion, it starts by bringing a wider spectrum of people to the creation table.” [From Detroit to Fintropolis] The four intern creators of Fintropolis first met in Detroit as competitors at the 2019 Moguls in the Making, a business pitch competition hosted by Ally, entertainer Big Sean’s The Sean Anderson Foundation and the Thurgood Marshall College Fund. The annual weekend-long competition helps young, up-and-coming entrepreneurs from HBCUs bring their ideas to life. Fifty HBCU students are selected from a pool of more than 500 applicants, grouped into collaborative teams, and mentored by coaches from Ally and other industry leaders. The goal: develop and pitch a business plan that furthers economic mobility and enhances financial and social inclusion. Impressed by Martin, Perry, Smith and Tyner’s creative thinking and presentation skills during the competition, Ally invited the four to join its TM Studio team as interns for the summer. Using a human-centered design methodology, the students conducted in-person and phone interviews with middle school teachers, parents, principals and students. Their primary and secondary research confirmed their solutions had to be fun, and preferably game-based, to drive engagement. The result was Fintropolis. “They came up with a boss solution,” Big Sean said. “Fintropolis is just one example of what HBCU students can do when given the resources and platform to support their dreams.” The 2021 Moguls in the Making competition will take place on Sept. 16 – 19. Students from ten HBCUs will compete for scholarships and Ally internships. [Bringing the lessons full-circle] In conjunction with the launch of Fintropolis, Martin, Perry, Smith and Tyner are returning to their own middle schools in Florida, North Carolina and Michigan to demonstrate the world in Minecraft they helped create and share lessons they learned along their journey from middle schooler to “Mogul” to financial education innovator. In addition to visiting with the students and teachers, the four each will present a $10,000 donation to their schools from Ally to support critical technology and curriculum needs. Three of the interns – Tyner, Smith and Perry - have been hired by Ally as full-time employees. Tyner works as a data analytics analyst while Smith is a technology operations associate analyst and Perry is a quality assurance analyst. Martin was a Marketing intern with Ally this summer after finishing her junior year.
Lemmings documentary will celebrate 30 years of a games icon
A new documentary will shine a light on the iconic video game Lemmings, which is celebrating its 30th birthday this year. Lemmings is a stalwart of the Britsoft establishment. Originally developed by DMA Design in Dundee, it was first published for the Commodore Amiga by Liverpool-based Psygnosis in 1991 and has made its way to many other platforms since, including Sony’s PlayStation and, most recently, mobile. The documentary, Lemmings 30th: Can You Dig It?, celebrates this icon of Scottish and UK games culture by speaking to the people behind its original success, while also celebrating its legacy in gameplay. The documentary was commissioned by Lemmings Mobile publisher Exient and is directed by leading video game film producer Richard Wilcox of That Video Company. It will be released online in Q4 2021. Among the DMA team members, industry folk, media and superfans to be featured in the documentary so far are:- Adrian Powell (original Lemmings cover artist), Chris Scullion (journalist), Chris van der Kuyl (developer & Kingsway Club alumni), Eli Mouawad (streamer), Enrique Hervas (Lead Designer at Exient), Gary Penn (ex-DMA & journalist), Gary Timmons (ex-DMA), Gary Whitta (screen writer & journalist), Ian Hetherington (ex-Psygnosis), Jake Montanarini (Norwich University), James Roadley-Battin (Art Director at Exient), Kish Hirani (BAME In Games, ex-PlayStation), Larry Bundy Jr (TV presenter, YouTuber), Nia Wearn (Staffordshire University), Nick Gorse (Coventry University), Paul Farley (ex-DMA), Peter Molyneux (games industry legend), Robin Gray (Gayming Magazine), Russell Kay (ex-DMA), Ryan Locke (Abertay University), Silvio Micalef (Lead Artist at Exient), Tim Wright (ex-DMA), Trista Bytes (superfan, YouTuber) and more. Players of Lemmings can already celebrate the game’s 30th year with amazing new content available every month for the mobile game, available for iOS and Android devices – including retro graphics, ‘90s inspired Lemmings tribes and an ‘old skool’ soundtrack. Lemmings Mobile, first published Exient in December 2018, refreshes the classic ‘90s platform experience for smartphones and tablets, tasking players with saving the adorable critters once again as they search for a new home in the face of environmental catastrophe. Since its release, players of Lemmings Mobile have saved more than 25bn of our furry friends. “We’re excited to help to celebrate the 30th birthday of Lemmings, which has to be one of the most-loved games ever made,” said Jamie Wotton, Creative Marketing Manager at Exient. “It’s a game that has touched the hearts of so many fans, old and new, so with the documentary we want to give them something special in recognition of the impact Lemmings has had on global games and games culture.”
AdColony Debuts 'Social Ads' For Gaming Campaigns
AdColony's newest product allows advertisers in Japan to seamlessly integrate social media ads into gaming environmentsTOKYO, Aug. 25, 2021 /PRNewswire/ -- AdColony, the world's leading gaming mobile advertising company, today launched its latest product - Social Ads. The product enables advertisers across Japan to take existing campaigns that run on social media, such as image, carousel and video posts, and seamlessly place them within the mobile gaming environment. AdColony Social Ads The solution is designed with two objectives in mind: to offer a greater reach into Japan's wide and diverse mobile audiences, and to maximise potential incremental reach of the gaming audience that might not be active in social media, while minimizing brand safety risk. 85% of consumers in Japan follow an influencer, and 71% of marketers plan to include influencer marketing in their campaigns this year. AdColony's latest product allows brands to enhance their impact by combining the reach of influencers for their social media campaigns, extending this reach to 62 million gamers in Japan. Daisuke Niwa, Director, AdColony, said, "Gaming was perceived to only appeal to young males, yet the reality is that gamers are a diverse group with their own characteristics: they are older, 47% are female, and more affluent than you might think. Gaming also contains the majority of social media users. In fact, advertisers who traditionally engage on social media are at a disadvantage when attempting to reach 'social media dark audiences' as many users also use ad blockers. At the same time, much of users' data is confined to the individual social media platform. Gaming provides a brand-safe platform for advertisers to reach these consumers. Game environments offer advertisers greater insights into players' behavioural data and prioritise viewability of the ads." AdColony is already gearing up to launch a second phase, which brings shopability into these gaming ad units. About AdColony AdColony, a fully-owned subsidiary of Digital Turbine, Inc., drives business outcomes that matter for brands & agencies expanding their reach with the power of mobile, and helping app publishers grow via monetization and user acquisition tools. AdColony has a reach of more than 1.5 billion monthly users across the globe and is known for its award-winning video creative, with cutting-edge ad engagement innovations like Instant-Play™, Aurora™ HD Video, Playables, and more.
CMGE: Both Revenue and Net Profit Attributable to the Parent Increased, Overseas Business Increased by 60 Times, Exceeding Expectations
HONG KONG, Aug. 24, 2021 /PRNewswire/ -- Aug 23rd, CMGE Technology Group Limited (Stock code: 0302.HK) is pleased to announce the interim results of the Group for the six months ended 30 June 2021. For the six months ended 30 June 2021, the Group's revenue reached RMB2,180.1 million, representing a period-on-period increase of approximately 27.2%; gross profit reached RMB839.6 million, representing a period-on-period increase of 58.0%; our profit margin increased from 31.0% to 38.5%; profit for the period attributable to owners of the parent amounted to RMB 393.5 million, representing a period-on- period increase of 36.8%; and adjusted net profit amounted to RMB401.8 million, representing a period-on-period increase of approximately 17.6%. Leveraging the Group's highly competitive intellectual property ("IP") based game ecosystem, the Group has achieved impressive results in terms of global publishing and self-development of IP-based games in the first half of 2021. During the six months ended 30 June 2021, the Group's revenue from its game development business amounted to RMB567.0 million, representing a period-on- period increase of approximately 156.8%; the Group's revenue from overseas regions amounted to RMB219.7 million, representing a period-on-period increase of approximately 6,250.4%. Gross profit margin increased from 31.0% in the same period to 38.5%. With the development of the IP based game ecosystem, the key data of CMGE users has also increased significantly. For the six months ended 30 June 2021, the average monthly active users ("MAU") amounted to 19,084 thousands, representing a period-on-period increase of approximately 26.78%; the average monthly paying users ("MPU") amounted to 1,442 thousands，representing a period-on-period increase of approximately 27.05%. In the first half of 2021, players under 18 accounted for approximately 0.026% of the Group's game revenue in the PRC. New product games performed well, and overseas and R&D revenue increased period-on-period In the first half of the year, CMGE performed well in many business sectors.During the six months ended 30 June 2021, the Group's revenue from its publishing business amounted to RMB1,525.3 million, representing a period- on-period increase of approximately 2.4%. Unlike the steady growth of the publishing business, the R&D business has shown full growth potential in the first half of this year, the Group's revenue from its game development business amounted to RMB567.0 million, representing a period-on- period increase of approximately 156.8%. An increase in the Group's IP licensing revenue by approximately 2,012.6% of RMB87.8 million for the six months ended 30 June 2021. It is worth mentioning that during the six months ended 30 June 2021, the Group's revenue from overseas regions amounted to RMB219.7 million, representing a period-on-period increase of approximately 6,250.4%. The outstanding performance on the financial side benefited from the brilliant performance of the mobile game on the product side. In the first half of this year, CMGE launched a number of key new games through independent publishing, research and development, and joint publishing with major platforms, many of which are blockbuster games. In particular, One Piece: The Voyage was jointly produced by the Group and Beijing Nuverse Information Technology Co., Ltd. ("Nuverse") under ByteDance Ltd ("ByteDance"). The game was launched on 22 April 2021 and topped the Top Free Games List of Apple's App Store in Mainland China, and ranked third on the Best Selling Games List of Apple's App Store in the first month of its launch. After the launch of Soul Land: God of Battle Arise on 28 April 2021, the game ranked first on the Top Free Games List of Apple's App Store in Mainland China, and was recommended by Apple's App Store Today as a special featured recommendation and current best-selling recommendation several times. The Group's self-developed mobile game Legend of Sword and Fairy - the Magnificence and web game Blood Legend achieved outstanding performance upon their launch in the first half of 2021. Capitalising on its game operation experience accumulated over the years, through continuous and iterative upgrades of game versions, game characters and in-game activities, the Group maintained stable income and revenue contributions from the operation of its self-developed games The World of Legend–Thunder Empire, Legend of Dragon City, its card and board games, its self-published games The New Legend Of The Condor Heroes: Iron Blood and Loyal Heart, as well as other games already launched and under operation before 2020. In the first half of 2021, the Group's overseas publishing business achieved significant breakthroughs. The New Legend Of The Condor Heroes: Iron Blood and Loyal Heart ranked first on the Top Free Games List of Apple's App Store on the first day of its launch in January 2021 in Hong Kong, Macau and Taiwan. The game ranked first on the Best Selling Games List of both Apple's App Store and Google Play Store in the first month of its launch in Hong Kong, Macau and Taiwan. Subsequently, The New Legend Of The Condor Heroes: Iron Blood and Loyal Heart was introduced to Singapore and Malaysia in June 2021, and ranked first on the Top Free Games List of Apple's App Store and Google Play Store in the first month of its launch in Singapore and Malaysia. The mobile game Reborn! was launched in Southeast Asian regions in June 2021, and this game ranked third on the Top Free Games List of both Apple's App Store and Google Play Store in the first month of its launch in Southeast Asian regions. Games launched overseas in 2020 also obtained outstanding performance in the first half of 2021. The R&D layout continues to develop, the IP based game ecosystem is further deepened In terms of the Group's investment in quality game developers, the Group completed its investment in Shenzhen Heyao Network Technology Co., Ltd. ("Shenzhen Heyao"), Beijing Xinrui Mutual Entertainment Technology Co., Ltd.("Xinrui Mutual Entertainment"), and Fuzhou Tornado Network Technology Co., Ltd. ("Tornado Network") in the first half of 2021 and became their minority shareholders. Leveraging these investments, the Group has formulated a detailed cooperation plan with these three game developers. Pursuant to the cooperation plan, the Group will exclusively publish a MMORPG mobile game with an oriental fantasy world background Code: Mountainous and Seas developed by Shenzhen Heyao. Also, the Group will exclusively publish a role-playing game (RPG) card game adapted from a popular novel IP, Cultivation Chat Group licensed by China Literature Limited and developed by Xinrui Mutual Entertainment; the Group and Tornado Network jointly commenced testing a European-American themed simulation development + SLG mobile game developed by them in multiple overseas countries. The Group also jointly developed a tactical mobile game with Shanghai Bantu Network Technology Co., Ltd. ("Bantu Network"), a company invested by us in the second half of 2020. At the same time, CMGE formally established R&D studios Man Tian Xing Workshop, Ling Dian Workshop and Da Yu Workshop in the first half of the year. A new mobile game developed by the original team which developed The New Legend Of The Condor Heroes: Iron Blood and Loyal Heart, and Code: World, an open world RPG cross- platform game jointly developed by the self-owned Man Tian Xing Workshop under the Group and Softstar Technology, which will be launched in the second half of 2021 and 2023 respectively. Ling Dian Workshop is currently developing a 3D asymmetrical and competitive mini-games Code: EM, which is expected to launch officially in 2022. Da Yu Workshop which mainly focuses on the development of casual and mobile card games, its project Code: DF, which is under development currently, is expected to launch officially in the second half of 2021. The active layout of CMGE on the R&D side also continued into the second half of the year. On 5 August 2021, the Group conditionally agreed to acquire from Softstar Entertainment Inc. its 49% indirect equity interest in Beijing Softstar and all IP rights relating to Legend of Sword and Fairy registered, licensed or used in China at a total consideration of HK$641.8 million. Upon completion, the Group will become the sole owner of the IP Legend of Sword and Fairy's registration, license and right-to-use in Mainland China. This acquisition will strengthen the Group's competitiveness in the IP game ecosystem, supporting and securing the stable advancement of the Group's IP game strategy in the long term. In terms of IP operation, the Group continued to increase the influence of its proprietary IPs, with a continued focus on enriching its IP universes and developing the merchandise of its IPs. In the first half of 2021, IP Legend of Sword and Fairy of the Group participated in the Nanjing, Wuhan, Nanning, Chongqing, Beijing offline animation festivals respectively, with over a hundred thousand guests participated in the festivals. In terms of IP monetization, figure and toy products are becoming an important way to monetize IP in CMGE. The Group and Beijing Pop Mart Cultural & Creative Corp., Ltd. commenced a series of cooperations regarding the IP Legend of Sword and Fairy, for the joint development of blind box series products. Meanwhile, the Group cooperated with various outstanding partners to develop different figure and toy products, including a variety of high-quality Chinese-trend figures and toys, such as blind boxes of Super Kami, female character weapons from Legend of Sword and Fairy, statues of Xiao Ya Ji Lin Yueru, and handicrafts of Tang Xuejian. Through various channels, the Group will be able to penetrate the young consumer base to enhance the influence of Legend of Sword and Fairy among the young generation. In the first half of 2021, the Group established a strategic cooperation with Riot Games Merchandise, Inc. regarding the world leading game IP League of Legends. The Group was granted the license to develop including 11 categories of almost a hundred of League of Legends related cultural and creative products, creating a new trend of culture and entertainment consumer products. From the current point of view, the exploration of IP peripheral products in CMGE has achieved good results. For the six months ended 30 June 2021, the Group's Legend of Sword and Fairy Tmall shop had five major categories of products, including cultural and creative items and handicrafts, the sales of which exceeded RMB8.0 million as at 30 June 2021. With the continuous extension of the IP boundary, IP derivative income is expected to become the company's new growth point. Various business lines are ready to go, the future performance of CMGE can be expected Looking forward to the second half of the year, the various business lines of the CMGE can be described as many highlights. The Group will continue to increase its investment in its game development business, expand its research and development team, and will continue its strategic deployments in various game genres, covering mobile games, web games, personal computer (PC) games and other terminals to build a strong research and development team. In terms of self-developed new games, the PC game Sword and Fairy 7, self-developed by Softstar Technology (Beijing) Co., Ltd. ("Beijing Softstar"), a subsidiary of the Group, started pre-orders in July 2021 and will be officially launched on October 2021 with its cloud version being launched soon after that. Beijing Wenmai Hudong Technology Company Limited ("Wenmai Hudong"), a wholly-owned subsidiary of the Group, will also launch a self-developed card+SLG mobile game, Code: World of Castellan, the third-generation mobile game The World of Legend - Thunder Empire, and several H5 games and web games in the second half of 2021. In terms of its publishing business, in the second half of 2021, the Group will launch several major games in the Mainland China market. Among which, Dynasty Warriors: Hegemony, developed by Shenzhen EZfun Interactive Technology Co., Ltd., a developer invested by the Group, and exclusively published by Tencent Games, was officially launched on 10 August 2021 as an action role-playing game (ARPG) game. In the first month of its launch, the game topped the Top Free Games List of Apple's App Store in Mainland China. The new mobile game Sword and Fairy: Wen Qing, which was developed by the original research and development team of The New Legend Of The Condor Heroes: Iron Blood and Loyal Heart with huge success in 2020, is expected to be launched in the second half of 2021. Cultivation Fantasy, developed by Love Games (Shanghai) Internet Technology Co., Ltd., which is invested by the Group, together with many other massive or popular IPs adapted mobile games, including Drawing Swords: My Individual Team and Rakshasa Street: Chosen One, have entered the final testing stage, and are expected to launch in the second half of 2021. While new products in the domestic market are frequently coming out, CMGE will continue its strong momentum in the first half of this year in overseas markets. In the second half of 2021, The New Legend Of The Condor Heroes: Iron Blood and Loyal Heart will be launched in Vietnam, South Korea and Thailand, and Reborn! will also be launched in South Korea. In the second half of 2021, the Group will launch various new games in Hong Kong, Macau, and Taiwan regions and Southeast Asia, Europe and the United States of America, including, among others, Soul Land: God of Battle Arise, Runaway of the Hominids, Code: DF, Code: World of Castellan, Legend of Sword and Fairy – the Magnificence, Doomsday Chariots, Valonia & Puzzles and Hua Jiang Hu: Bei Mo Ting. Self-developed PC game Sword and Fairy 7 will also be launched in overseas markets simultaneously with its launch in Mainland China. In addition, Dynasty Warriors: Hegemony will be launched in Hong Kong, Macau and Taiwan regions in the first half of 2022 and in Japan and South Korea subsequently. The King of Fighters: All Stars, another large- scale IP adaptation mobile game jointly developed by the Group and Nuverse under ByteDance, will also be launched in overseas regions in the first half of 2022. Other games, such as Drawing Swords: My Individual Team, Bao Qingtian, Doomsday Chariots, will also be launched in overseas market in 2022. In addition to the game business, the IP operation business of CMGE will also have a breakthrough in the second half of the year. Focusing on the future, the Group will create more high quality content and further enrich the user's interactive experience. In the second half of 2021, the Group will jointly produce TV dramas and animations of Legend of Sword and Fairy 1 with Tencent Penguin Pictures, jointly produce TV dramas such as Legend of Sword and Fairy 4 and Legend of Sword and Fairy 5 Prequel with iQiyi, and launch several movies, animation, movies internet films, internet short dramas, and etc., based on Legend of Sword and Fairy, among others with Tencent Video, Wanda Media, Boxing Culture. The literary products based on Legend of Sword and Fairy 1, Legend of Sword and Fairy 2, Legend of Sword and Fairy 4, Xian Xia Zhuan, Yao Tai Xue, and Qiong Hua Hou Zhuan are in progress, and are expected to be launched in 2021. On the premise of traditional cultural heritage, the Group will dig deeper into the excellent cultural value of the Group's IP, and convey positive values to the outside world, building Legend of Sword and Fairy into the world's top influential Chinese game brand, and creating a new high for the influence of IP Legend of Sword and Fairy, so that the Chinese story and Chinese culture will go further and deeper into people's hearts. It is foreseeable that with the release of more and more new games and the continuous release of the IP based game ecosystem, the performance of CMGE in the second half of the year is worth looking forward to.
Homebrew Pinball Wizards highlighted at Pinball Expo 2021
There has been a revolution in the world of pinball in recent years. The reason is the emergence of a new generation of individual designers who are creating unique machines for themselves and close friends. And what might be seen as a hobby has actually resulted in a number of these “home brew” wizards transitioning their careers into becoming full time pinball designers, programmers, artists and engineers at the major manufacturers across the globe. Among the highlights of this year’s Pinball Expo 2021 will be a record breaking number of enthusiasts showing off their personally created games. The handmade games, the vast majority of them built from scratch, have been gaining steady prominence at the annual show over the past several years. At present, show organizers expect more than 20 hobbyists displaying their handiwork. “What has been coined “home brew” games have been gaining in popularity every year,” said Rob Berk, Pinball Expo’s founder. “I believe it has to do with the overall increased interest in pinball but also the availability of some new technologies which provide tools for actually programming the games. There is plenty of romance surrounding the older games and these hobbyists are trying to capture some of that for themselves.“ The games, as Berk pointed out, are not as difficult to fabricate as might be imagined. Old time electro-mechanical pinballs included an enormous amount of wiring and circuitry to control playfield targets and scoring. Today, not only has the circuitry been much reduced but a thriving after market for the industry includes a full range of flippers, drop targets, ramps, and other playfield components. Aaron Davis, a home brew pin enthusiast from Seattle, sees the trend as an offshoot of the maker and maker space community. “I started getting into it around 2013, but it’s been steadily growing since then,” Davis explained. “It’s a diverse community, but you have guys who designed systems to land the Rover on Mars and build rides for Disney getting into it. The desire to build and create things is strong in so many of us.” As Davis explained, the themes of the home brew pins range from something called “fan pins“ paying homage to such classic video game themes as Sonic the Hedgehog, to movies like the Nightmare Before Christmas, and even more personal themes. The pins, which can take a year or more to complete, are unique in that they require multiple disciplines, including electronics, coding, art, music, wood working, and basic mechanical engineering knowledge. Davis has also turned the hobby into a cottage industry, founding the company Fast Pinball. Together with his partner, Dave Beecher, he designed and markets a brand of circuit boards for the hobbyist market. “Anything you see on the playfield, our products can control it,” he said. As Davis also noted, an offshoot of the home brew systems is a small group of players who rebuild machines with better play features. Some of the popular games from the past were rushed to market, fell short in terms of rules or gameplay, or simply require a modernization. And we are seeing the results of these efforts in increasing numbers. For enthusiasts attending Pinball Expo, the home brew games represents a value added bonus. Although there are more pinball companies today than at any time in the recent history, the hobbyists games offer a look into a niche that is not often on display outside of a family rec room or website.
TOKYO GAME SHOW 2021 Online Business Matching Event to be Held from Sep. 29 (Wed.) to Oct. 3 (Sun.)
Computer Entertainment Supplier’s Association (CESA, Chairman: Hideki Hayakawa) will hold an online business matching event during the period of TOKYO GAME SHOW 2021 ONLINE (TGS2021 ONLINE) held for five days from September 29 (Wed.) to October 3 (Sun.), 2021 on the official TGS website ( https://tgs.cesa.or.jp/ ). Calls for participation with a fee, user registration and appointment scheduling : start from August 20 (Fri.) TOKYO GAME SHOW is not only a showcase for promoting the latest games, products and services to attract game fans. Many companies participate in TGS to seek for new business partners and solutions. TGS2021 ONLINE will also provide an online platform to foster active B-to-B meetings between exhibitors and stakeholders in the game industry. If you are a game industry professional and wish to participate in B-to-B matching, you can purchase either "GOLD Pass" or "General Pass" to register your information in TGS Business Matching System and make meeting appointments with TGS2021 ONLINE exhibitors and other stakeholders. Through TGS Business Matching System, you can view the profiles of exhibitors, their technologies, products and services on offer. You can check the technologies, products and services that you are looking for and make contact with a representative of the company you are interested in to hold an online meeting within the system. Same as the last year’s event, a number of exhibitors from Asia and other parts of the world are scheduled to participate in TGS2021 ONLINE. As game industries in Japan and other parts of the world going global more than ever, don’t miss this opportunity supporting cross-border business negotiations at TOKYO GAME SHOW. [Paid Participation Passes for Business Purpose] You can choose from two types of passes depending on with whom you can request an appointment. "GOLD Pass": "GOLD Pass" holders can request for a meeting with exhibitors (over 300 companies from Japan and overseas) and other visitors of TOKYO GAME SHOW 2021 Online. Registration fee: JPY27,500 (per account, tax inclusive) For registration and application: https://tgs.cesa.or.jp/tgsmatch2021/bms2/ "General Pass": "General Pass" holders can request for a meeting with exhibitors (over 300 ompanies from Japan and overseas) of TOKYO GAME SHOW 2021 Online. Registration fee: JPY11,000 (per account, tax inclusive) For registration and application: https://tgs.cesa.or.jp/tgsmatch2021/bms2/ *We are inviting a wide range of participants from those already in the game industry to aspiring new entrants. *Please register with each participant’s own email address for purchasing the pass. We do not accept a group application. *Each registration is valid for one person with a registered name only. *Business matching meetings can be held during the period of five days: Sep. 29 (Wed.), 30 (Thu.), Oct. 1 (Fri.), 2 (Sat.), and 3 (Sun.). *We only accept credit card payment for the passes. Please note that the payment cannot be canceled after the transaction has been authorized.
Women in Games Awards to be broadcast via GINX Esports TV - Shortlists announced
Women in Games are delighted to announce the shortlisted candidates for the 2021 Women in Games Global Awards. To mark our larger suite of awards we have secured a fantastic partnership with GINX Esports TV to broadcast our awards ceremony at 7pm on Saturday September 18th. The awards ceremony will be the final event of the Women in Games Global Festival this year which will include a Conference, Games Jam and Esports Tournament alongside Satellite Events across the globe. The Festival [https://www.womeningamesfestival.org] takes place from September 6th to 18th. GINX Esports are also joining the Women in Games Corporate Partnership programme – further demonstrating their commitment to championing diversity in gaming and esports. The Women In Games Awards will be broadcast live on GINX Esports TV (Sky Channel 433) and online, celebrating those shortlisted and the winners of 20 award categories across video games and esports. A selection of awards will be opened up to a public vote this week through the awards website, allowing for the fantastic Women in Games community to have their voices heard on who should win an award this year. To view the Shortlists, and to find out more on how to vote, https://www.womeningamesfestival.org/awards/ Marie-Claire Isaaman, CEO of Women in Games, said: “GINX Esports TV is the latest in a growing number of organisations joining the Women In Games Corporate Ambassadorship Programme, demonstrating their commitment to putting diversity and inclusion front and centre of their business. “We are excited to work with them on broadcasting the Women in Games Global Awards Ceremony to our largest audience ever, celebrating games and gaming talent from right across the world”. GINX Esports TV is the largest esports TV network in the world; available in 45 million homes, across more than 50 territories globally. In addition, they also operate industry leading digital destination GINX.TV. With a production studio in London’s King’s Cross, GINX create original esports & gaming content for its own platforms as well as for 3rd party brands & media outlets. Kieran Darwin, Head of Content Partnerships at GINX Esports, said: “We’re delighted to be partnering with Women in Games, and look forward to working together on a number of great initiatives, starting with the broadcast of the Women in Games Global Awards Ceremony in September. GINX Esports are committed to putting diversity & inclusion at the forefront of our business and we’re excited join forces with Women in Games to further amplify this message.”
Malaysia Esports League 2021 (MEL21) Nationals Teams, Schedule and Where to Watch
KUALA LUMPUR, Malaysia, Aug. 19, 2021 /PRNewswire/ -- Esukan.gg, a centralized National Esports Management platform jointly developed by Impact Integrated and Techninier Sdn Bhd ("Techninier"), has successfully completed the Malaysia Esports League 2021 (MEL21) at the state level, which took place from July 10 to August 8. It brings together the best 64 teams to represent their respective states at the MEL21 Nationals, from August 14 to September 1, to battle for a prize pool of RM20,000 for each category. The categories to be competed at MEL21 Nationals involve PlayerUnknown's Mobile Battlegrounds (PUBGM), Mobile Legends: Bang Bang (MLBB), EA Sports FIFA21 and Dota 2. MEL21, organized by ESI in collaboration with Esukan.gg and Techninier, is a premier State and National Esports League and involves the participation of amateur and semi-professional players from 13 states and 3 federal territories of Malaysia. This league-based tournament started on July 10 and boasted a massive prize pool of RM200,000. A total of 288 players from 64 teams were crowned state champions for PUBG Mobile, DOTA 2, FIFA21 and MLBB are as follows: State PUBG Mobile DOTA 2 FIFA 21 Mobile Legends: Bang Bang Johor VXM FANX RTZ Slurpee_Crack IdonTKnow Melaka C4 Thirst Esports Domo Magnus Convallis Negeri Sembilan ESDK Sanguine Team Nemesis Draco ESDK Leora Perlis Agent Seven Bad Bunny Nazadidas Baekdowh Pika Kedah RMC Glazer Team Highground Orangefavlain Revitalize Pulau Pinang TY Saviour Dragon Spirit Hafidz94 Cyduken Perak YSX Esport (X) Sitiawan Esport Maxnevis Perak Pride Kelantan Pandark Red Warrior Ya Kin Mookata Leemaestro29_ Kespoc Gold Terengganu Hastalavista Esports Durian King Playerqnvn1 Mikey Pahang LX Hashira FPX_Neqi Undercover Kuala Lumpur The Gringos Xtoxic Petala Langit Halowake Team HAQ Selangor Farang Guerilla Animals Phoencia24 Richie eSport Sabah STP Alpha Team Plus+ Punkyz RHG Esport Sarawak Dejavu New Era Team Thanks FVP_Cruyffism- Bountee Esports Putrajaya TFES Ciao Team Cheah Zthaqif Zeo Eksdi Labuan Violence Ares Fate of Vengeances VEC_Taufikyakup Kingzone Revo The MEL21 Nationals will be broadcast live together with the popular casters and host on Esukan.gg portal (https://www.esukan.gg/mel/video) and Facebook page (https://www.facebook.com/esukan.gg) from August 14 to September 1. All viewers can join the Giveaway session and stand a chance to win attractive goodies. Esukan.gg and Techninier will keep a steady pipeline of eSports events in Malaysia and other countries throughout the year. Related Links :http://www.techninier.com