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Dou Yu International Holdings Limited Reports Fourth Quarter and Full Year 2024 Unaudited Financial Results
WUHAN, China, March 14, 2025 /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 its unaudited financial results for the fourth quarter and the full year ended December 31, 2024. Fourth Quarter 2024 Financial and Operational Highlights Total net revenues in the fourth quarter of 2024 were RMB1,136.0 million (US$155.6 million), compared with RMB1,296.0 million in the same period of 2023. Gross profit in the fourth quarter of 2024 was RMB69.8 million (US$9.6 million), compared with RMB126.2 million in the same period of 2023. Net loss in the fourth quarter of 2024 was RMB163.7 million (US$22.4 million), compared with net loss of RMB62.2 million in the same period of 2023. Adjusted net loss (non-GAAP)[1] in the fourth quarter of 2024 was RMB68.8 million (US$9.4 million), compared with RMB5.0 million in the same period of 2023. Average mobile MAUs[2] in the fourth quarter of 2024 were 44.5 million, compared with 51.7 million in the same period of 2023. The number of quarterly average paying users[3] in the fourth quarter of 2024 was 3.3 million, compared with 3.7 million in the same period of 2023. Full Year 2024 Financial Highlights Total net revenues for the full year of 2024 were RMB4,270.8 million (US$585.1 million), compared with RMB5,530.4 million for the full year of 2023. Gross profit for the full year of 2024 was RMB323.8 million (US$44.4 million), compared with RMB684.0 million for the full year of 2023. Net loss for the full year of 2024 was RMB297.4 million (US$40.8 million), compared with net income of RMB35.5 million for the full year of 2023. Adjusted net loss (non-GAAP) for the full year of 2024 was RMB239.9 million (US$32.9 million), compared with adjusted net income (non-GAAP) of RMB154.0 million for the full year of 2023. Ms. Simin Ren, Co-Chief Executive Officer of DouYu, commented, "Our business and financial position remained stable in the fourth quarter of 2024. Quarter-over-quarter, our mobile MAUs rose 5.9% to 44.5 million, and our total net revenues showed a steady increase led by advancements in our innovative business. Navigating the ongoing macroeconomic headwinds, we focused on optimizing resource allocation while further diversifying our revenue streams. We also scaled back inefficient investments, prioritizing resources that strengthen our platform's core game-centric content ecosystem and business fundamentals. This year, we plan to emphasize advancing our strategic revenue diversification and cost-efficiency initiatives. We also plan to optimize the cost structure of our traditional businesses, use AI to boost our operational efficiency and accelerate the commercialization of our innovative business. Although these cost adjustments may lead to significant declines in platform traffic and revenues for a period of time, we believe they will improve our overall financial health and lay a solid foundation for the Company's long-term, sustainable growth." Mr. Hao Cao, Vice President of DouYu, commented, "Our revenue diversification strategy yielded strong results in 2024, showing a substantial shift in our revenue mix. Revenues from our innovative business, advertising and others grew by 63.6% for the year to RMB1.2 billion, accounting for 28% of our total revenues in 2024. Despite current profitability pressure, we expect that our planned structural cost optimizations and operating expense controls will improve our gross margin and narrow our net loss in 2025. Reinforcing our commitment to financial stability and shareholder returns, we declared our second US$300 million special cash dividend in January 2025. Moving forward, we will further strengthen our fundamentals and business resilience while pursuing growth opportunities to drive sustainable, long-term shareholder value." Fourth Quarter 2024 Financial Results Total net revenues in the fourth quarter of 2024 decreased by 12.3% to RMB1,136.0 million (US$155.6 million), compared with RMB1,296.0 million in the same period of 2023. Livestreaming revenues in the fourth quarter of 2024 decreased by 28.4% to RMB730.9 million (US$100.1 million) from RMB1,020.8 million in the same period of 2023. The decrease was primarily due to decreases in both the number of total paying users and average revenue per paying user, as a result of continued macroeconomic softness and evolving user spending patterns. Innovative business, advertising and other revenues (formerly known as advertising and other revenues) in the fourth quarter of 2024 increased by 47.2% to RMB405.1 million (US$55.5 million) from RMB275.2 million in the same period of 2023. The increase was primarily driven by higher revenues from our voice-based social networking service and game membership service. Cost of revenues in the fourth quarter of 2024 decreased by 8.8% to RMB1,066.2 million (US$ 146.1 million) from RMB1,169.7 million in the same period of 2023. Revenue-sharing fees and content costs in the fourth quarter of 2024 decreased by 9.3% to RMB896.2 million (US$122.8 million) from RMB988.6 million in the same period of 2023. For comparison purpose, we reclassified certain costs related to our innovative business from other costs to revenue-sharing fees for the fourth quarter of 2023. The decrease was primarily driven by a reduction in content costs, as well as a decrease in revenue-sharing fees due to lower livestreaming revenues. The decrease was partially offset by increased revenue-sharing fees related to revenue growth in our innovative business. Bandwidth costs in the fourth quarter of 2024 decreased by 30.0% to RMB70.3 million (US$9.6 million) from RMB100.5 million in the same period of 2023. The decline was primarily due to a year-over-year decrease in peak bandwidth usage. Gross profit in the fourth quarter of 2024 was RMB69.8 million (US$9.6 million), compared with RMB126.2 million in the same period of 2023. The decline in gross profit was primarily driven by a faster decrease in livestreaming revenues relative to the cost of revenues. Gross margin in the fourth quarter of 2024 was 6.1%, compared with 9.7% in the same period of 2023. Sales and marketing expenses in the fourth quarter of 2024 decreased by 5.5% to RMB79.3 million (US$10.9 million) from RMB84.0 million in the same period of 2023. The decrease was mainly attributable to a decrease in staff-related expenses. Research and development expenses in the fourth quarter of 2024 decreased by 42.2% to RMB34.2 million (US$4.7 million) from RMB59.1 million in the same period of 2023. The decrease was mainly attributable to a decrease in staff-related expenses. General and administrative expenses in the fourth quarter of 2024 decreased by 10.4% to RMB71.7 million (US$9.8 million) from RMB80.0 million in the same period of 2023. The decrease was mainly attributable to decreases in staff-related expenses and provision for receivables. The decrease was partially offset by an expense related to our ongoing employee streamlining initiatives. Loss from operations in the fourth quarter of 2024 was RMB183.5 million (US$25.1 million), compared with RMB120.4 million in the same period of 2023. Adjusted loss from operations (non-GAAP), which excludes impairment loss of goodwill and intangible assets, was RMB108.1 million (US$14.8 million) in the fourth quarter of 2024, compared with RMB86.4 million in the same period of 2023. Net loss in the fourth quarter of 2024 was RMB163.7 million (US$22.4 million), compared with RMB62.2 million in the same period of 2023. Adjusted net loss (non-GAAP), which excludes net loss excluding share of (income) loss in equity method investments, impairment losses and fair value adjustments on investments and impairment loss of goodwill and intangible assets, was RMB68.8 million (US$9.4 million) in the fourth quarter of 2024, compared with RMB5.0 million in the same period of 2023. Basic and diluted net loss per ADS[4] in the fourth quarter of 2024 were both RMB5.43 (US$0.74). Adjusted basic and diluted net loss per ADS (non-GAAP) in the fourth quarter of 2024 were both RMB2.28 (US$0.31). Full Year 2024 Financial Results Total net revenues for the full year of 2024 were RMB4,270.8 million (US$585.1 million), compared with RMB5,530.4 million in the same period of 2023. The decrease was primarily driven by the year-over-year decrease in livestreaming revenues, which was partially offset by the increase in innovative business, advertising and other revenues. Gross profit for the full year of 2024 was RMB323.8 million (US$44.4 million), compared with RMB684.0 million in the same period of 2023. Adjusted loss from operations (non-GAAP), which excludes impairment loss of goodwill and intangible assets, was RMB488.7 million (US$67.0 million) for the full year of 2024, compared with RMB130.0 million in the same period of 2023. Adjusted net loss (non-GAAP) for the full year of 2024, which excludes net loss excluding share of income (loss) in equity method investments, gain on disposal of investment, impairment losses and fair value adjustments on investments, and impairment loss of goodwill and intangible assets, was RMB239.9 million (US$32.9 million), compared with an adjusted net income (non-GAAP) of RMB154.0 million in the same period of 2023. Basic and diluted net loss per ADS for the full year of 2024 were both RMB9.65 (US$1.32). Adjusted basic and diluted net loss per ADS (non-GAAP) for the full year 2024 were both RMB7.78 (US$1.07). Cash and cash equivalents, restricted cash and bank deposits As of December 31, 2024, the Company had cash and cash equivalents, restricted cash, restricted cash in other non-current assets, and short-term and long-term bank deposits of RMB4,467.8 million (US$612.1 million), compared with RMB6,855.5 million as of December 31, 2023. The decrease was primarily due to a special cash dividend distribution of US$300 million and a US$20 million allocated to the share repurchase program. Conference Call Information The Company will hold a conference call on March 14, 2025, at 7:00 a.m. Eastern Time (or 7:00 p.m. Beijing Time on the same day) to discuss the financial results. Listeners may access the call by dialing the following numbers: International: +1-412-317-6061 United States Toll-Free: +1-888-317-6003 Mainland China Toll-Free: 4001-206115 Hong Kong Toll-Free: 800-963976 Singapore Toll-Free: 800-120-5863 Conference ID: 7678857 The replay will be accessible through March 21, 2025, by dialing the following numbers: International: +1-412-317-0088 United States Toll-Free: +1-877-344-7529 Conference ID: 2353891 A live and archived webcast of the conference call will also be available on the Company's investor relations website at http://ir.douyu.com. [1] "Adjusted net loss (non-GAAP)" is defined as net loss excluding share of loss (income) in equity method investments, gain on disposal of investment, impairment losses and fair value adjustments on investments, and impairment of goodwill and intangible assets. For more information, please refer to "Use of Non-GAAP Financial Measures" and "Reconciliations of GAAP and Non-GAAP Results" at the end of this press release. [2] Refers to the number of mobile devices that launched our mobile apps in a given period. Average mobile MAUs for a given period is calculated by dividing (i) the sum of active mobile users for each month of such period, by (ii) the number of months in such period. [3] "Quarterly average paying users" refers to the average paying users for each quarter during a given period of time calculated by dividing (i) the sum of paying users for each quarter of such period, by (ii) the number of quarters in such period. "Paying user" refers to a registered user that has purchased virtual gifts on our platform at least once during the relevant period. [4] Every one ADS represents one ordinary share for the relevant period and calendar year. 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 to bring users access to immersive and interactive games and entertainment livestreaming, a wide array of video and graphic contents, as well as opportunities to participate in community events and discussions. By nurturing a sustainable technology-based talent development system and relentlessly producing high-quality content, DouYu consistently delivers premium content through the integration of livestreaming, video, graphics, and virtual communities with a primary focus on games, especially on eSports. This enables DouYu to continuously enhance its user experience and pursue long-term healthy development. For more information, please see http://ir.douyu.com. Use of Non-GAAP Financial Measures Adjusted loss from operations is calculated as net income (loss) adjusted for Impairment of goodwill and intangible assets. Adjusted net income (loss) is calculated as net income (loss) adjusted for share of loss (income) in equity method investments, gain on disposal of investment, impairment losses and fair value adjustments on investments, and impairment loss of goodwill and intangible assets. Adjusted net income (loss) attributable to DouYu is calculated as net income (loss) attributable to DouYu adjusted for share of loss (income) in equity method investments, gain on disposal of investment, impairment losses and fair value adjustments on investments, and impairment loss of goodwill and intangible assets. Adjusted basic and diluted net income per ordinary share is non-GAAP net income attributable to ordinary shareholders divided by weighted average number of ordinary shares used in the calculation of non-GAAP basic and diluted net income per ordinary share. The Company adjusted the impact of (i) share of loss (income) in equity method investments, (ii) gain on disposal of investment, (iii) impairment losses and fair value adjustments on investments, and (iv) impairment of goodwill and intangible assets to understand and evaluate the Company's core operating performance. The non-GAAP financial measures are presented to enhance investors' overall understanding of the Company's financial performance and should not be considered a substitute for, or superior to, the financial information prepared and presented in accordance with U.S. GAAP. Investors are encouraged to review the reconciliation of the historical non-GAAP financial measures to its most directly comparable GAAP financial measures. As non-GAAP financial measures have material limitations as analytical metrics and may not be calculated in the same manner by all companies, they may not be comparable to other similarly titled measures used by other companies. In light of the foregoing limitations, you should not consider non-GAAP financial measures as a substitute for, or superior to, such metrics in accordance with U.S. GAAP. For more information on these non-GAAP financial measures, please see the table captioned "Reconciliations of Non-GAAP Results" near the end of this release. Exchange Rate Information This announcement contains translations of certain RMB amounts into U.S. dollars at a specified rate solely for the convenience of the reader. Unless otherwise noted, all translations from RMB to U.S. dollars are made at a rate of RMB7.2993 to US$1.00, the noon buying rate in effect on December 31, 2024, in the H.10 statistical release of the Federal Reserve Board. The Company makes no representation that the RMB amounts could have been, or could be, converted, realized, or settled in U.S. dollars, at that rate on December 31, 2024, or at any other rate. 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, including but not limited to the following: the Company's results of operations and financial condition; the Company's business strategies and plans; general market conditions, in particular, the game live streaming market; the ability of the Company to retain and grow active and paying users; changes in general economic and business conditions in China; the impact of the COVID-19 to the Company's business operations and the economy in China and globally; any adverse changes in laws, regulations, rules, policies or guidelines applicable to the Company; and assumptions underlying or related to any of the foregoing. 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. The announced results of the fourth quarter and full year 2024 are preliminary and unaudited. 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 In China: Lingling Kong DouYu International Holdings Limited Email: ir@douyu.tv Tel: +86 (10) 6508-0677 Andrea Guo Piacente Financial Communications Email: douyu@tpg-ir.com Tel: +86 (10) 6508-0677 In the United States: Brandi Piacente Piacente Financial Communications Email: douyu@tpg-ir.com Tel: +1-212-481-2050 Media Relations Contact In China: Lingling Kong DouYu International Holdings Limited Email: pr_douyu@douyu.tv Tel: +86 (10) 6508-0677 UNAUDITED CONDENSED CONSOLIDATED BALANCE SHEETS (All amounts in thousands, except share, ADS, per share and per ADS data) As of December 31 As of December 31 2023 2024 2024 ASSETS RMB RMB US$ (1) Current assets: Cash and cash equivalents 4,440,131 1,017,148 139,349 Restricted cash - 83 11 Short-term bank deposits 1,716,540 3,070,374 420,640 Accounts receivable, net 73,453 49,057 6,721 Prepayments 38,181 26,885 3,683 Amounts due from related parties 68,994 74,175 10,162 Other current assets 348,129 231,354 31,695 Total current assets 6,685,428 4,469,076 612,261 Property and equipment, net 13,808 7,093 972 Intangible assets, net 120,694 60,917 8,346 Long-term bank deposits 630,000 360,000 49,320 Investments 436,197 456,815 62,583 Right-of-use assets, net 22,792 15,816 2,167 Other non-current assets 163,184 76,616 10,496 Total non-current assets 1,386,675 977,257 133,884 TOTAL ASSETS 8,072,103 5,446,333 746,145 LIABILITIES AND SHAREHOLDERS' EQUITY LIABILITIES Current liabilities: Accounts payable 534,428 498,667 68,317 Advances from customers 12,911 4,444 609 Deferred revenue 315,969 252,346 34,571 Accrued expenses and other current liabilities 246,601 233,150 31,941 Amounts due to related parties 251,392 222,589 30,495 Lease liabilities due within one year 14,768 11,458 1,570 Total current liabilities 1,376,069 1,222,654 167,503 Lease liabilities 6,701 4,223 579 Total non-current liabilities 6,701 4,223 579 TOTAL LIABILITIES 1,382,770 1,226,877 168,082 (1) Translations of certain RMB amounts into U.S. dollars at a specified rate are solely for the convenience of the reader. Unless otherwise noted, all translations from RMB to U.S. dollars are made at a rate of RMB7.2993 to US$1.0000, the noon buying rate in effect on December 31, 2024, in the H.10 statistical release of the Federal Reserve Board. UNAUDITED CONDENSED CONSOLIDATED BALANCE SHEETS (CONTINUED) (All amounts in thousands, except share, ADS, per share and per ADS data) As of December 31 As of December 31 2023 2024 2024 RMB RMB US$ (1) SHAREHOLDERS' EQUITY Ordinary shares 23 20 3 Treasury shares (911,217) - - Additional paid-in capital 10,670,287 7,514,498 1,029,482 Accumulated deficit (3,485,007) (3,782,450) (518,194) Accumulated other comprehensive income 415,247 487,388 66,772 Total DouYu Shareholders' Equity 6,689,333 4,219,456 578,063 Total Shareholders' Equity 6,689,333 4,219,456 578,063 TOTAL LIABILITIES AND SHAREHOLDERS' EQUITY 8,072,103 5,446,333 746,145 (1) Translations of certain RMB amounts into U.S. dollars at a specified rate are solely for the convenience of the reader. Unless otherwise noted, all translations from RMB to U.S. dollars are made at a rate of RMB7.2993 to US$1.0000, the noon buying rate in effect on December 31, 2024, in the H.10 statistical release of the Federal Reserve Board. UNAUDITED CONDENSED CONSOLIDATED STATEMENTS OF INCOME (LOSS) (All amounts in thousands, except share, ADS, per share and per ADS data) Three Months Ended Year Ended Dec 31, 2023 Sep 30, 2024 Dec 31, 2024 Dec 31, 2024 Dec 31, 2023 Dec 31, 2024 Dec 31, 2024 RMB RMB RMB US$ (1)
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Experience the Future of Gaming: Tencent Games Brings Innovative Game Technologies to GDC 2025
SAN FRANCISCO, March 13, 2025 /PRNewswire/ -- In anticipation of the 2025 Game Developers Conference (GDC), Tencent Games, the world's leading platform for game development, publishing and operations, today announced it will showcase its innovative game development technologies and closed-door game demonstration of TiMi Studio Group's yet-to-be-released multi-player adventure RPG - Honor of Kings: World, at the GDC Expo Hall. Alongside these launches are 13 expert-led sessions and a feature-rich booth, spotlighting next-generation innovations shaping the future of player experiences and game development. Tencent Games at GDC 2025 At Tencent Games' booth, Anti-Cheat Expert (ACE) will present their 20 years of experience in safeguarding game integrity. With an industry-leading AI-driven anti-cheat technology, ACE is equipped to counter both prevalent and evolving threats, including AI cheats. Visitors can also learn about GiiNEX AI, the revolutionary gaming platform launched at GDC 2024, now supporting 150 million daily active users across top global game titles. Additionally, WeTest, Tencent's official one-stop game quality service platform, will showcase a suite of AI-powered testing solutions spanning the entire game lifecycle which is adopted by over 1,000 leading global game companies, supporting this dynamic industry's growth. Attendees can also expect an engaging exploration of advancements in gaming technology and operational insights. With AI leading the change into the future of gaming, Elvis Liu, Principal Engineer of Tencent Games, Morefun Studios will be delving into human-AI communication in his panel, "F.A.C.U.L.: The First FPS AI Companion Who Understands Human Language." Elvis will discuss the advancements in gaming AI technology that allows players to interact with F.A.C.U.L., an AI companion in the first-person shooter game "Arena Breakout", to undertake complex commands and perform a series of tasks that were hitherto impossible. Another exciting highlight is "Delta Force': Performant High-Quality Terrain and Biome Technology for PC and Mobile" with Hang Jiao, Engine Team Lead and Lichuan Wang, Technical Art Team Lead at Team Jade, TiMi Studio Group, that will dive into creating expansive and immersive environments across platforms while achieving industry leading performance on a wide range of devices.. The Tencent Games Developer Summit will be held on March 17, from 9:30 a.m. to 6:00 p.m. (PST), offering a series of nine expert-led sessions on a range of topics, including advanced graphic techniques such as Inline Ray Tracing for enhanced shadows and ambient occlusion. In a deep dive into Delta Force over three sessions, Team Jade will share strategies for designing expansive PvP levels, essential elements that define a tactical shooter, and the process of delivering high-quality visuals across platforms, providing actionable insights for developers optimizing game development. The summit will also explore how community feedback and developer passion drive innovation, with sessions on AI-driven conversational solutions for deeper player engagement, and techniques to gather genuine player insights during playtesting phases. Additional sessions will explore evolving cloud strategies, and key user acquisition technologies for sustaining Games-as-a-Service success. With insights into both technical and creative aspects, the summit promises to equip developers with the insights and tools to push the boundaries of game creation. As the global gaming workforce evolves, Tencent remains committed to nurturing emerging talent through its "Future Innovators: Tencent Campus Drive," which connects passionate students with hands-on experience, mentorship, and global perspectives. At this dedicated space, attendees can engage directly with recruiters and gain insights into Tencent's business, talent philosophy, and career opportunities across Canada, China, Dubai, Japan, the Netherlands, Singapore, the United Kingdom, and the United States. With roles available in game engineering, design, marketing, and research, graduating students can explore career paths that align with their aspirations while developing the skills needed to thrive in the dynamic gaming industry. Media who schedule appointments at GDC will be one of the first in the world to get an exclusive hands-on preview of Honor of Kings: World, an epic new multi-player adventure RPG set in the same universe as the world's most popular mobile MOBA, Honor of Kings. Led by Simen Lv, Lead Game Designer for Honor of Kings: World, media will be immersed in gameplay demonstrations highlighting mechanics and combat styles while gaining insights into compelling narratives and the proprietary technologies bringing this adventure to life. As part of its ongoing commitment to innovation in the gaming industry, Anti-Cheat Expert (ACE) and WeTest are taking a part in the Thriving in Games Group (TIGG) Developer Summit at GDC 2025 along with other global video game companies in TIGG. ACE and WeTest will contribute to several insightful sessions focused on cutting-edge technology, security, and game quality assurance. WeTest will systematically demonstrate Tencent Games' quality assurance system, presenting comprehensive solutions from functional testing, performance optimization, and security protection to global localization testing. It will detail how to address challenges across multiple platforms, regions, and international markets, while introducing IEEE P3391, the first international standard for mobile game quality, which aims to establish unified game quality evaluation criteria and enhance the overall quality standards of the global gaming industry. Additionally, ACE will share insights on AI-powered solutions for mobile game anti-cheating, detailing the innovative behavioral detection systems that go beyond traditional methods. Tencent Games is excited to contribute to these discussions, which aims to collaborate with the industry to enhance game quality, security, and player experience. For more information, please visit Tencent Games on X, Facebook, and LinkedIn. Tencent Games Core Concepts, March 21 – Friday F.A.C.U.L.: The First FPS AI Companion Who Understands Human LanguageElvis Liu | Principal Engineer, Tencent Games1:30 pm – 2:30 pm | Room 2016, West Hall 'Delta Force': Performant High-Quality Terrain and Biome Technology for PC and MobileHang Jiao | Engine Team Lead, TiMi Studio Group, Tencent GamesLichuan Wang | Technical Art Team Lead, TiMi Studio Group, Tencent Games3:00 pm – 4:00 pm | Room 2018, West Hall Tencent Games Developer Summit, March 17 – Monday Noise or Insight? Five Tips to Get Real Insights in Playtests!Joe Yu I Senior Insights Manager, Tencent GamesKristy Zheng I Senior Lead of Market & User Research, Tencent Games9:30 am - 10:30 am| Room 2024, West Hall The Procedural Way : Reconstruct Mega City of Qin DynastyYuqing Chen I Tech Artist, TiMi Studio Group, Tencent GamesGuo Yu I Tech Artist, Efficiency Product Department, Tencent Games10:50 am - 11:50 am | Room 2024, West Hall Conversational AI Gaming SolutionJiayi Chen I Senior Product Architect, Tencent12:00 pm - 1:00 pm | Room 2024, West Hall Large Scale PvP Level Design in DELTA FORCEHenry Dong | Lead Level Designer, TiMi Studio Group, Tencent Games1:20 pm - 1:50 ppm | Room 2024, West Hall Delta Force: Become A Hero, Rebuild the Extraction GameplayOlio Yang I Lead Combat Designer, TiMi Studio Group, Tencent Games2:10 pm - 2:40 pm| Room 2024, West Hall The Creation of Delta Force Art Style: Cross-Platform Visual and Style Development William Liu I Art Director, TiMi Studio Group, Tencent Games3:00 pm-3:30 pm | Room 2024, West Hall The Inline RayTracing practice for Shadow and AO on MobileAron Lu I Game Engine Engineer, Ecosystem Group, Tencent GamesWei Yao I Senior Game Engine Engineer, Ecosystem Group, Tencent Games3:50 pm - 4:20 pm| Room 2024, West Hall Innovation of pLTV in GaaS User AcqusitionFeyman Wang I Lead of Machine Learning, IEG Growth Platform, Tencent GamesHannah Han I Growth Partnership Senior Operation Manager, IEG Growth Platform, Tencent Games4:40 pm - 5:10 pm| Room 2024, West Hall Evolving Cloud Strategies for DevelopersLiam Deane I Principal Analyst, Omdia5:30 pm - 6:00 pm | Room 2024, West Hall Tencent Games GDC 2025 – Booth Details March 19 to 21Booth No. S741, South Hall, Moscone Center
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Ninjas in Pyjamas Take Flight with Renewed Red Bull Partnership
STOCKHOLM, March 12, 2025 /PRNewswire/ -- NIP Group (Nasdaq: NIPG) subsidiary Ninjas in Pyjamas (NIP), a legendary esports organization founded in Sweden in 2000, has officially renewed their partnership with iconic energy drink brand Red Bull. Originally teaming up in November 2022, NIP and Red Bull will strengthen operations, drive growth, and expand their reach in esports. Red Bull's global reputation opens new doors across content creation, fan engagement, and operational stability for NIP, whilst Red Bull can reach NIP's young and engaged audience as part of their continued commitment to the esports industry. This renewed agreement will engage esports fans through exclusive player content - such as behind-the-scenes tournament footage - alongside the integration of Red Bull branding in Ninjas in Pyjamas' social media, streams, player jerseys across multiple teams, and events. NIP and Red Bull will also work together on various activations, including the annual [SWE] CS Summit held at Red Bull Gaming Sphere in Stockholm, which sees leaders in the Swedish Counter-Strike scene come together to discuss and shape the future of their national scene. Supporting the Swedish esports scene and driving positive change at a national level is a key pillar of this partnership, which both will take steps to achieve through various activations. Commenting on the announcement, Hicham Chahine, Co-CEO of NIP Group said the following, 'It has been a pleasure working with Red Bull over the past two years, collaborating on a series of highly successful projects. The more we work together, the clearer it has become that we align strongly on values and how to create meaningful experiences for our fans. We are truly delighted to continue this journey with them. Their passion for innovation and excellence aligns perfectly with our vision, and together, we look forward to pushing the boundaries of this industry even further'. About NIP Group NIP Group (NASDAQ: NIPG) is a digital entertainment company created for a growing global audience of gaming and esports fans. The business was formed in 2023 through a merger between legendary esports organization Ninjas in Pyjamas and digital sports group ESV5, which includes eStar Gaming, a world-leader in mobile esports. Building on the success of its competitive teams with an innovative mix of business ventures, including talent management, event production, hospitality and game publishing, NIP Group is developing transformational experiences that entertain, inspire and connect fans worldwide, to expand its global footprint and engage digital-first gamers where they are. NIP Group currently has operations in Sweden, China, Abu Dhabi and Brazil, and its esports rosters participate across multiple game titles at the biggest events around the world.
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Tencent Cloud, Anti-Cheat Expert (ACE) and Asphere Join Forces to Ensure Fair Game Play
HONG KONG, March 11, 2025 /PRNewswire/ -- Tencent Cloud, the cloud business of global leading technology company Tencent, and Anti-Cheat Expert (ACE), Tencent's professional game security solution, announced the partnership with Asphere, an influential digital technology company in Southeast Asia (SEA). Under the collaboration, Asphere will integrate the security services provided by ACE to enhance the user experience of their popular games, including Nine Dragon Ultimate, YG Mobile, and Rakion. Tencent Cloud, Anti-Cheat Expert (ACE) and Asphere Join Forces to Ensure Fair Game Play As a listed company in SEA with over 20 years of operation, Asphere is dedicated to enhancing its business capabilities and creating new consumer experiences in the Web 3.0 era. In regions where in-game cheating has long been a significant concern, Asphere aims to leverage the ACE solution to effectively combat game cheating by collaborating with Tencent Cloud. ACE offers a comprehensive range of game security services, safeguarding players across various scenarios throughout the lifecycle of both PC and mobile games. It provides multi-dimensional protection and detection capabilities. Leveraging 20 years of anti-cheat experience and a vast database of cheat samples, ACE employs AI and big data technologies to develop industry-leading solutions. These solutions effectively detect various types of threats and cheating, including emerging cheats such as DMA (Direct Memory Access) and AI-based cheats. Aside from ACE, this partnership also leverages Tencent Cloud's Global Content Delivery Network (CDN), which enhances user experience by ensuring fast and reliable access to Asphere's content across different regions. Currently, Tencent Cloud International operates 58 availability zones across 21 regions globally. With over 3200 cache nodes around the globe, content is distributed to acceleration nodes across the network to ensure a safe and seamless experience. Jimmy Chen, Vice President of Tencent Cloud International and Managing Director of Southeast Asia, said, "Tencent Cloud and ACE are thrilled to collaborate with Asphere to ensure a fair gaming environment for players. With our extensive experience in supporting gaming companies, we are well-equipped to detect the latest types of cheats swiftly and effectively, and strive to prevent malicious players from disrupting the game. Looking ahead, we are eager to expand our services internationally and explore further collaborations with global partners." Asa Piwkhum, Chief Marketing Officer at Asphere, said, "We are excited to join forces with Tencent Cloud to develop and share best practices for nurturing healthy gaming communities and promoting positive player interactions. Our aim is to create a safe and enjoyable gaming environment where players can connect and engage with each other. This partnership represents a major step forward in achieving this goal. We look forward to further enhancing our user experience and ensuring a fair gaming environment for all players." ### About Tencent Cloud: Tencent Cloud, one of the world's leading cloud companies, is committed to creating innovative solutions to resolve real-world issues and enabling digital transformation for smart industries. Through our extensive global infrastructure, Tencent Cloud provides businesses across the globe with stable and secure industry-leading cloud products and services, leveraging technological advancements such as cloud computing, Big Data analytics, AI, IoT, and network security. It is our constant mission to meet the needs of industries across the board, including the fields of gaming, media and entertainment, finance, healthcare, property, retail, travel, and transportation. About Anti-Cheat Expert (ACE): Since 2005, Anti-Cheat Expert (ACE) has strived to protect games and players from a broad range of game security threats, offering developers a one-stop game security solution. From basic game protection strategies to industry-leading technologies, ACE offers safeguarding for all games, empowering game developers to preserve the integrity of their game environments. ACE is steadfast in its dedication to partnering with global gaming professionals, contributing to the flourishing of the digital gaming landscape but also to uphold a fair playing field for gamers worldwide. About Asphere: As a leading online game publisher in Southeast Asia under the PlayPark name, our core mission is to deliver world-class entertainment and immersive gaming experiences. With a diverse portfolio of high-quality PC and mobile games, spanning genres such as MMORPG, Casual, SRPG, FPS, and MOBA, we continue to redefine the gaming landscape. Operating in Thailand, Singapore, Malaysia, the Philippines, Indonesia, and Vietnam, PlayPark has cultivated a deep understanding of the region's dynamic gaming community. By embracing the rich diversity of languages, cultures, and lifestyles, we have cemented our position as a leading force in the online gaming industry. Through innovation, community engagement, and a commitment to excellence, PlayPark continues to shape the future of gaming, bringing players together for unforgettable experiences.
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Vietnam strengthens Esports industry with national TV involvement
HANOI, Vietnam, March 11, 2025 /PRNewswire/ -- Vietnam's esports industry is experiencing unprecedented growth, and with the involvement of national TV stepping into the arena, the country is making a bold statement: Esports is no longer a niche, but a mainstream industry with government backing. Leading this movement is ON Live Esports (OLE) by Vietnam Television Cable (VTVCab), which has rapidly become Vietnam's leading esports organizer, distributor and broadcaster. With strong government support and strategic partnerships with global industry leaders like Riot Games, SOOP, VNGGames, Garena, and VIRESA, Vietnam is emerging as a global esports powerhouse. Unlike many countries where esports struggles for recognition, Vietnam's government actively supports it as part of its digital economy strategy, accelerating investment, policies, and infrastructure. This backing has allowed pioneers like OLE to drive the industry forward. "Broadcasting the National Championship of League of Legends, Valorant & Arena of Valor on VTVcab platforms. ON Live Esports aims to become a leading entity in owning, organizing, producing, and broadcasting top-tier esports tournaments" - The Vietnamese Government. "Broadcasting the National Championship of League of Legends, Valorant & Arena of Valor on VTVcab platforms. OLE aims to become a leading entity in owning, organizing, producing, and broadcasting top-tier esports tournaments" - The Vietnamese Government. As Vietnam's top owner, producer, and distributor of esports broadcasting rights, OLE has expanded esports access through major international partnerships. VTVcab's support, OLE has forged strong partnerships with international industry companies such as Riot Games and SOOP, growing its reach. In 2025, OLE became the title sponsor of Vietnam's premier League of Legends tournament. Now rebranded as the ON Live Vietnam Championship Series 2025, marking a major milestone in the collaboration of television broadcasting and esports. Organized by the Vietnam Recreational and Electronic Sports Association (VIRESA) and VNGGames, the tournament will commence on February 28, 2025. VCS has the new title sponsor - ON Live Esports by VTVCab. VCS has the new title sponsor - OLE by VTVCab. Besides, OLE has secured an exclusive media rights partnership with Garena, becoming the official distributor for Vietnam's entire Arena of Valor tournament system. Not only is OLE a leading distributor of esports content, but it is also actively shaping its future to become Vietnam's largest owner and producer of esports content. After the success of ON Live Valorant Series (OVS) Season 1, OLE quickly launched Season 2, reaffirming its commitment to expanding Vietnam's esports ecosystem. These partnerships are a game-changer, further integrating traditional television with the rapidly evolving esports landscape. OLE is actively bringing esports to television, making esports more accessible to the public than ever before. By expanding its broadcast reach, OLE ensures that esports content reaches the widest possible audience, bridging the gap between digital platforms and mainstream media. ON Live Valorant series (OVS) has been to Season 2 with many expectations from the audiences. OVS has been to Season 2 with many expectations from the audiences. With government support, corporate investment, and international partnerships, Vietnam is not just catching up—it is setting new industry standards. As OLE continues its expansion, the world is watching. The question is no longer whether Vietnam will be a major esports player, but how far it will go.
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TECNO's MEGA MINI Gaming G1 Shines at GLOMO Awards 2025 during MWC 2025
BARCELONA, Spain, March 7, 2025 /PRNewswire/ -- TECNO, an innovative, AI-driven technology brand, is thrilled to announce its success at the Global Mobile (GLOMO) Awards during the MWC 2025 in Barcelona. The TECNO MEGA MINI Gaming G1, the world's smallest water-cooled gaming mini PC, was recognized for its exceptional innovation in the Best Connected Consumer Device category of GLOMO Awards 2025. Under the theme "Create the AI Future," TECNO displayed its AI product ecosystem, including latest smartphones, laptops, pad, smart wearable devices, and advancing imaging and material technologies at MWC 2025. The products showcased at the show have won multiple global awards and recognitions, as well as being named Best of MWC by influential tech media. TECNO MEGA MINI Gaming G1 was recognized for their exceptional innovation in the Best Connected Consumer Device category of GLOMO Awards 2025. TECNO MEGA MINI Gaming G1 debuted at MWC 2024 and was exhibited at IFA 2024, where it was recognized with Best of MWC and IFA award, includes the 2024 Global Product Technology Innovation Awards Gold at IFA 2024. This time, recognition from the GLOMO Awards once again underscores TECNO's commitment to pushing the boundaries of innovation in mobile and smart technology. Presented at MWC, the GLOMO Awards are regarded as one of the most prestigious recognitions in the global tech industry. In its 30th anniversary, the award continues to celebrate excellence in mobile and connected technologies, honoring the best of the best. Selected by over 200 independent judges, TECNO's win represents the highest honor, acknowledging unparalleled achievement across the entire digital landscape. The TECNO MEGA MINI Gaming G1 is celebrated as the world's smallest water-cooled gaming PC with a discrete graphics card. Powered by an Intel® Core™ i9-13900H processor and NVIDIA GeForce RTX™ 4060 GPU, the device delivers exceptional performance in a highly portable form. Despite its ultra-compact size, it boasts powerful cooling capabilities, with a dual-fan system and a 6888 mm² pure copper heatsink, ensuring optimal performance even during high-intensity gaming. The MEGA MINI Gaming G1 also features 15 diverse ports for connectivity, including Thunderbolt 4 support, offering fast data transfer and multi-display capabilities. TECNO launched its Kickstarter crowdfunding campaign in September 2024, receiving overwhelming support from tech enthusiasts and gaming fans, surpassing 400% of its funding goal. The product is currently available online in the European market, including retailers such as Carrefour and MediaMarkt in Spain, as well as ElectroDepot and Amazon in France. This year, the G1 will be expanding to more markets across Europe. Apart from the GLOMO award-winning MEGA MINI Gaming G1 at the booth, TECNO is also showcasing how its practical TECNO AI is now integrated throughout its interconnected AI ecosystem. This ecosystem has been newly upgraded during MWC 2025, includes the latest CAMON 40 Series flagship imaging smartphone, debut AI Glasses, MEGABOOK S14 laptop, MEGABOOK K15S laptop, MEGABOOK T14 Air laptop, MEGAPAD 11, TECNO Watch GT 1, and the TECNO True 2 earbuds.
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Discover World of Japanese Arcades and Many Ways to Enjoy Them on SEGA Fave's New Website
TOKYO, March 6, 2025 /PRNewswire/ -- SEGA FAVE CORPORATION, headquartered in Tokyo and a group company of SEGA CORPORATION, is thrilled to announce the release of the Japanese Game Centers Guide, a website covering everything visitors need to know about Japan's unique arcades. Please visit: https://gamecenter-guide.sega.com/*The website is available in English, Simplified Chinese, Traditional Chinese and Korean. Image1:https://cdn.kyodonewsprwire.jp/prwfile/release/M108578/202502284939/_prw_PI1fl_62EmVqZa.jpg What are Japanese game centers?Game centers are amusement facilities in Japan that offer fun for people of all ages. They feature iconic video games, eye-catching token games, prize-filled crane games, stylish photo booths, and more. Uncover a rich collection of arcade games and learn how to play themThe Japanese Game Centers Guide highlights over 10 arcade games from 6 different genres. On top of that, each game has its own step-by-step instructions available. Image2:https://cdn.kyodonewsprwire.jp/prwfile/release/M108578/202502284939/_prw_PI2fl_D7oL1NOR.jpg Improve crane game skills and win fabulous prizesJapan's crane games offer various prizes from beloved anime, manga, films and more. The site also includes tutorials on how to win figures, plush toys, and other goodies. Image3:https://cdn.kyodonewsprwire.jp/prwfile/release/M108578/202502284939/_prw_PI3fl_vU929ZCR.jpg Familiarize with Japanese arcade rules and etiquetteThe website also covers accepted payment methods, how to use e-money, and correct etiquette. Read up before visiting game centers for a worry-free experience. Image4:https://cdn.kyodonewsprwire.jp/prwfile/release/M108578/202502284939/_prw_PI4fl_24Bzi0Yk.jpg Japanese game centers offer a fun-filled experience for all. Whether alone, with friends or family, everyone is bound to have a great time. It is highly recommended for those who plan a trip to Japan to use the website as their guide to have a blast at the arcades. (C) Shuichi Shigeno/KODANSHA All Rights Reserved.Manufactured and produced by SEGA under license from Kodansha Ltd.(C) SEGAAll manufacturers, cars, names, brands and associated imagery featured in this game are trademarks and/or copyrighted materials of their respective owners. All rights reserved.The trademarks Porsche, Porsche Crest, Porsche Logotype, Carrera, 911, 718 and Cayman are used under license of Porsche AG.
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KOCCA Brings the Future of Entertainment to SXSW 2025 - AI, XR, and K-Content Innovation Take Center Stage
AUSTIN, Texas, March 5, 2025 /PRNewswire/ -- At SXSW 2025, the Korea Creative Content Agency (KOCCA) is set to showcase the next frontier of entertainment and technology, bringing 12 cutting-edge Korean companies to Austin. From AI-powered media to immersive experiences in XR and the metaverse, KOCCA Pavilion will be the hub for the latest innovations reshaping global content trends. KOCCA Brings the Future of Entertainment to SXSW 2025 – AI, XR, and K-Content Innovation Take Center Stage KOCCA will host three major events at SXSW 2025: KOCCA Pavilion (March 9-12, Booth No. 1007, Austin Convention Center, Hall 3) – Experience firsthand how AI, virtual humans, immersive art, and game-tech are redefining storytelling and audience engagement. KOCCA NEXT STAGE (March 10, 10 AM, Hall 4) – Industry leaders discuss the convergence of AI and entertainment, the rise of digital humans, and the future of interactive storytelling. K-Content Night (March 10, 6-9 PM, Parlor & Yard, Downtown Austin) – An exclusive networking event where investors, creators, and tech pioneers connect over K-content's impact on the global entertainment landscape. Meet the Innovators at KOCCA PavilionTwelve visionary companies will present game-changing solutions in AI-driven media, metaverse experiences, immersive art, and next-gen music & gaming solutions. These companies include DATUMO, BRUSH Theatre, BEAM Studio, ShiningLab, Cuz Global, KAI, Minimap, GiiOii Immersive Studio, apoc, Stela, Neutune, and Gaudio Lab. Visitors can expect to engage with groundbreaking advancements such as AI-generated storytelling, virtual human interactions, and next-gen music tech that is redefining how audiences consume content worldwide. KOCCA NEXT STAGE – The Future of AI in Entertainment (March 10, 10 AM, Hall 4)Beyond the exhibition, KOCCA will host NEXT STAGE, a must-attend panel exploring how AI, XR, and emerging tech are revolutionizing content creation and audience experiences. Featuring industry experts Michael Hwang (DATUMO), Youngbeom Jeong (BEAM Studio), Ellie Lee (apoc), and Sylvia Yang (BRUSH Theatre), this session will dive into the challenges and opportunities of integrating AI in storytelling and the lessons global industries can learn from Korea's rapid innovation. K-Content Night – Where Business Meets Creativity (March 10, 6-9 PM, Parlor & Yard, Austin)KOCCA's K-Content Night is an exclusive gathering that brings together investors, startups, and industry leaders to explore how Korean content is shaping the next wave of entertainment. Attendees will enjoy a high-impact networking session, speed pitches from innovative startups, and exclusive insights into one of the fastest-growing creative industries in the world. This is more than just a networking event—it's an opportunity to connect with visionaries redefining the future of media and entertainment. Register Now: KOCCA Pavilion: https://m.site.naver.com/1BCHG KOCCA NEXT STAGE: https://forms.gle/ZGedEyUEAjxKsH4X8 K-Content Night: https://www.eventbrite.com/e/k-content-night-2025-sxsw-free-dinner-drinks-tickets-1238084777899?aff=oddtdtcreator Join KOCCA at SXSW 2025 and witness the future of entertainment unfold.
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Submissions open for Indie Arena Booth 2025 at gamescom
Following an extremely successful showcase at gamescom 2024, Indie Arena Booth is once again opening up its submissions for the 2025 iteration at gamescom - growing from the previous 1,537.5 square meters to an astonishing 2,037.5. Not only will this allow more developers to have a shot at showcasing their game, but it will also help in diversifying the line-up even further. In addition to the more spacious booth concept, developers can apply for established booth types as well as for several free or discounted showcasing opportunities thanks to a mix of returning and new partners. As such, Indie Arena Booth is thrilled to announce the continuation of its valued partnership with Nintendo Switch™. As part of this collaboration, Nintendo Switch is offering eight curated showcasing spots at Indie Arena Booth - completely free of charge. Developers working on Nintendo Switch™ titles can apply for one of these exclusive spots through the Indie Arena Booth backend. In other fantastic news, the German bpb – Bundeszentrale für politische Bildung/bpb (Federal Agency of Civic Education) will host a booth at Indie Arena Booth and invites developers worldwide to submit their games that explore the theme of democracy. A jury will select the most compelling entries, and the chosen teams will receive free booth space at the bpb booth at Indie Arena Booth. In order to be considered, developers must include the word “Democracy” in their application title and provide an overview of their game’s relevance to the topic. Moreover, indie developers can submit their game(s) for a number of free and discounted region-based booth spaces including established industry partners Catalan Arts for games from Catalonia (Spain), Swiss Games for talent based in Switzerland, Northern Ireland Screen for titles stemming from Northern Ireland as well as Flanders Audiovisual Fund who are joining for the first time to support projects from Flanders and Brussels. Alongside the physical booth experience, Indie Arena Booth will once again feature its popular Twitch live stream, highlighting standout games from this year’s lineup. Additionally, all games showcased at Indie Arena Booth will be included in the official gamescom Steam event to amplify each title’s digital reach throughout the convention. The submissions for 2025 are officially open and can be found here. Developers can apply for several booth types, including the Small Booth (€ 3,000), Arcade Booth (€ 3,000), Big Booth (€ 5,000), as well as the free Nintendo Switch Booths and the other mentioned showcasing opportunities. A full overview of the free and discounted booth options as well as their application requirements can be found on this page. Participants can look forward to an all-inclusive package regardless of the booth they select. All included services can be found here. Submissions for the curated showcase will be open until 09 April and will be reviewed by a jury consisting of over 60 renowned industry experts from around the world.
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Ragnarok Landverse Genesis Closed Beta 2 Begins
SINGAPORE, Feb. 28, 2025 /PRNewswire/ -- Ragnarok Landverse Genesis Closed Beta Test 2 (CBT2) is scheduled to take place from March 17 to 23, 2025. This announcement has ignited excitement among Ragnarok Online fans, gamers, and web3 enthusiasts. Close Beta 2 is coming! Ragnarok Landverse Genesis is the Web3 version of the iconic Ragnarok Online PC version, a partnership between GRAVITY (IP holder for Ragnarok Online) with MAXION, SKY MAVIS, and ZENTRY. Ragnarok Landverse Genesis aims to rejuvenate this classic MMORPG experience featuring collectible NFTs and Play To Earn elements through the RONIN ecosystem. MAXION, which introduced Ragnarok Landverse in September 2023, has seen significant success, with over 500,000 downloads worldwide. The transition to Ronin will enhance scalability and security for Ragnarok Landverse. Players can look forward to a seamless immersive experience that bridges the gap with decentralized gaming. "While we are building towards web3, the future for Ragnarok Landverse Genesis should be community-inclusive. The Closed Beta will mark an important development milestone as we progress forward. We want all players to feel secure participating the game activities." said Mr. Shotiwan Wattanalarp, CEO of MAXION. The Closed Beta 2 provides a more polished game build, web3 features and access to a wider decentralized economy succeeding the current Ragnarok Landverse service. Players can look forward to a series of events and rewards exclusive to this CBT2 phase, including;- Marketplace will be opened. - Pre-sales campaign offering several package deals including a premium random box.- Look out for an air drop app launch. Sign up today at https://rolg.maxion.gg/ Ragnarok Landverse Genesis Core Features Automated System Mode- Stay productive even while AFK! This feature lets your character continue adventuring, battling, and storing loot automatically. War of Emperium- Engage in epic Guild vs. Guild battles where victorious guilds claim castles as their headquarters, cementing their legacy. Web3 & Blockchain Integration- Enjoy a secure marketplace to trade in-game assets, items, and tokens with real-world value, powered by blockchain technology. About Ragnarok Landverse Genesis Genre: MMORPGPlatform: PC WindowsWebsite: https://rolg.maxion.gg/X: https://x.com/ROL_Genesis About Maxion Maxion: Leading the Future of Web3 Gaming At Maxion, we're bringing the biggest IPs to the blockchain, connecting millions of gamers worldwide through the Zentry Universe. Our mission is to empower players with true ownership of in-game assets.By leveraging MAX infrastructure, wallets, and marketplaces, we're transforming Web3 gaming into a fun, accessible, and sustainable experience for mass adoption. As the flagship studio of Zentry, we're at the heart of the metagame ecosystem—an interconnected world of Web3 games. In partnership with Gravity, we're launching a new Ragnarok Landverse server on Ronin. This collaboration goes beyond gaming, with Zentry also securing a node validator role on Ronin, cementing our presence in the blockchain space.
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Gravity Sets to Strengthen Ragnarok IP's Dominance in Southeast Asia in 2025
- Four Ragnarok Titles Poised to Captivate Gamers Across the Region! SINGAPORE, Feb. 27, 2025 /PRNewswire/ -- Global gaming company Gravity is set to expand its presence in Southeast Asia by introducing four new Ragnarok IP titles in 2025, further energizing the region's gaming market and reinforcing the franchise's lasting popularity. Gravity first entered the Southeast Asian market in 2003 with the launch of its flagship PC online game, Ragnarok Online, in Thailand, the Philippines, and Indonesia. The success continued in 2018 with the introduction of the mobile MMORPG Ragnarok M: Eternal Love, which quickly soared to the top of sales charts across multiple regions, sparking a renewed Ragnarok phenomenon. Since 2021, every Ragnarok title released—including Ragnarok X: Next Generation, Ragnarok Origin, Ragnarok: Rebirth, and The Ragnarok—has been met with overwhelming enthusiasm, further solidifying the franchise's legacy in Southeast Asia. In the first half of 2025, Gravity and its overseas branches will captivate players once again by introducing four highly anticipated Ragnarok IP titles, each offering unique gameplay experiences: Ragnarok M: Classic, Ragnarok Idle Adventure Plus, Ragnarok V: Returns, and Ragnarok: Back to Glory. 'Ragnarok M: Classic' Supports Character Growth and Delivering Classic Fun First, 'Ragnarok M: Classic', which was released on February 14, encouraged fair competition among users through a play style that allowed self-sufficiency in equipment and items without purchasing from stores, using only the in-game currency, Zeny. Players can continuously earn rewards through automatic hunting 24 hours a day even when offline. To further enhance character progression, the game offers a free monthly pass packed with 17 exclusive benefits. Following the pre-download launch in Southeast Asia, it achieved the top 1 in popular games in the Apple App Store in Thailand, Philippines, and Malaysia, while ranked 2nd in Singapore and 3rd in Indonesia. Upon its official launch, the game ranked 2nd and 4th in the top sales rankings on the Apple App Store in Thailand and the Philippines, respectively. It continues to perform strongly, maintaining the No.2 spot in popular games in Thailand and No.5 in Singapore on Google Play, reflecting its growing popularity in the region. 'Ragnarok Idle Adventure Plus' Delivers Efficient Idle Play with Exciting New Content Gravity has officially launched Ragnarok Idle Adventure Plus, a vertical idle RPG, on February 20th across global markets, excluding select regions. It combines automatic battle and an idle growth system, allowing you to grow your character and acquire resources even when offline. Featuring modern graphics, the game's UI and UX have been optimized for an enhanced user experience. Various contents such as 5 job groups, team composition system, various dungeons, seasons, and theme events were also planned to double the fun of the game. Following the pre-download launch in global regions, it ranked 4th in popular games on the Singapore Apple App Store, 5th in the Philippines and Malaysia, and 6th in Thailand, reflecting strong user interest even before the official release. After the official launch, it ranked 1st in popular games on Google Play in Brazil and Singapore, 2nd in Thailand and the Philippines, and 5th in Malaysia, achieving initial success and raising expectations for future performance. 'Ragnarok V: Returns'—A Multi-Platform MMORPG Unveiling a Valkyrie's Unique Story 'Ragnarok V: Returns' is an MMORPG that is the official sequel to 'Ragnarok Valkyrie Uprising' that has captivated over 5 million users worldwide. The game captures the cute and adorable charm unique to Ragnarok in its graphics, and offers a variety of content such as a solid story, various occupations and character customization, battle support mercenaries, and a pet system to provide a unique kind of fun. Notably, players can set up their personal stores, similar to Ragnarok Online, with a secure transaction system using passwords. Ragnarok V: Returns enhances accessibility by supporting multiple platforms, allowing players to seamlessly enjoy the adventure on both PC and mobile. 'Ragnarok: Back to Glory'—A Next-Generation 3D Ragnarok Fantasy Adventure Gravity is set to elevate the Ragnarok experience with Ragnarok: Back to Glory, an upgraded 3D MMORPG that builds upon the success of Ragnarok: Rebirth, which launched in Southeast Asia in June 2024. It has all the advantages of existing adventure game production, graphics implemented with 3D backgrounds of various colors, and horizontal and vertical play methods, and has optimized tutorials, character balance, interface, and UI. It offers diverse content with varying difficulty levels, equipment training, and a pet system. One of Ragnarok: Back to Glory's most exciting innovations is its new server exchange system, which unites players from Korea, Southeast Asia, Taiwan, Hong Kong, and Macau, allowing seamless item trading across regions. Gravity Business Director Kim Jin-hwan said, "In the first half of 2025, we are introducing four distinct Ragnarok IP titles to Southeast Asia, each offering a unique experience. We are confident that players will enjoy the variety and excitement of exploring multiple titles at once, as each title has its own charm." He added, "We ask for your interest and love for the four attractive Ragnarok IP titles that will be launched in the first half of the year. We have also prepared generous benefits for each title, so we hope you enjoy all four games and immerse yourself in the world of Ragnarok." For more details on the four Ragnarok IP titles launching in Southeast Asia in the first half of 2025, visit the official introduction pages: (https://www.ragnarokland.com/sea). 4 new Ragnarok IP titles in 2025 [Gravity official website] http://www.gravity.co.kr [Introduction page for 4 Southeast Asia region launch titles] https://www.ragnarokland.com/sea [About Gravity] Founded in April 2000, Gravity is a South Korean game company and a global gaming leader listed on NASDAQ. Its flagship Ragnarok IP has surpassed 203 million global accounts as of August 31, 2024, and has ranked as the second most preferred Korean game in the global Hallyu trend for five consecutive years. Ragnarok Online has also demonstrated its worldwide popularity, securing the No. 1 spot in the "'Korean Game Users in Overseas Market'" category across multiple regions, including Brazil, Indonesia, the UK, and the US. Gravity currently has a strong global network with its subsidiary 'Gravity Neocyon (Korea)' and overseas branches 'Gravity Communications (Taiwan), Gravity Game Link (Indonesia), Gravity Interactive (USA), Gravity Game Arise (Japan), Gravity Game Tech (Thailand), Gravity Game Hub (Singapore), and Gravity Game Vision (Hong Kong).' Together with the subsidiaries, Gravity is carrying out global publishing business that discovers and distributes not only Ragnarok IP games but also games on various platforms and genres such as PC, mobile, console, and IPTV, thereby expanding awareness and influence worldwide. In addition, along with the expansion into MD, animation, and screen golf business using the Ragnarok IP, content business is also currently being develop, including webtoon production and brand collaboration to discover new IP. -. Representative title MMORPG 'Ragnarok Online' (launched in 2002), 'Ragnarok M', 'Ragnarok Origin', 'Ragnarok X: Next Generation', 'THE Ragnarok', etc.
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Tencent Cloud Recognized as a Leader in Omdia Market Radar for Games in Asia & Oceania, Solidifying its Position as a Global Gaming Industry Innovator
HONG KONG, Feb. 27, 2025 /PRNewswire/ -- Tencent Cloud, the cloud business of global leading technology company Tencent, has been named as a leader among cloud platforms for games in the latest report by Omdia, a premier technology research and advisory firm. The report highlights Tencent Cloud's exceptional capabilities in supporting the gaming industry, showcasing its cutting-edge infrastructure and innovative, gaming-specific solutions, which solidify its position as an innovator in the global gaming sector. According to the “Omdia Market Radar: Cloud Platforms for Games, Asia & Oceania – 2025”, Tencent Cloud is the top cloud platform for game developers in China – one of the largest and fastest-growing markets globally. According to the "Omdia Market Radar: Cloud Platforms for Games, Asia & Oceania – 2025", Tencent Cloud is the top cloud platform for game developers in China – one of the largest and fastest-growing markets globally. It is also expanding its influence internationally, establishing a significant presence in Asia and Oceania, where it is positioned as one of the leading cloud service providers and is the only Asian vendor in the leader quadrant. As China's largest gaming company, Tencent's scale is reflected in its deep expertise and sustained focus in the gaming sector, with a sustained focus on gaming, which drives the development of its cloud platform. This emphasis is evident in Tencent Cloud's robust suite of tools for game developers, including game servers, multiplayer services, and LiveOps. The platform's offerings reflect the advanced adoption of live service business models in the Chinese market, distinguishing Tencent Cloud as a leader in the industry. Poshu Yeung, Senior Vice President, Tencent Cloud International, said, "It is an honor for us at Tencent Cloud to be recognized as a leader in the Omdia Market Radar. This acknowledgment is a testament to our commitment to innovation and excellence in supporting the gaming industry. As the demand for cloud-based gaming solutions continues to grow, Tencent Cloud becomes even more well positioned to drive innovation and deliver greater value to developers and players all over the world." Innovative Solutions for the Gaming Industry Tencent Cloud has developed a range of solutions to address the unique challenges of the gaming industry, enabling developers to deliver seamless, secure, and engaging experiences to players worldwide, including key offerings such as Game Multimedia Engine (GME), Tencent EdgeOne, Anti-Cheat Expert (ACE) and WeTest. With these mature solutions for the gaming industry, Tencent Cloud has already powered some of the most successful games in the world. Taking EdgeOne, one of Tencent Cloud's flagship products for instance, in the gaming sector, EdgeOne's global nodes, combined with innovative architecture, have accelerated game server access by over 30%, improved download speeds for game developers by an average of 50%, and increased first-day user activity by 20%. Today, EdgeOne serves over 500 gaming clients globally, providing services for Tencent's self-developed strategic games like Honor of Kings. Additionally, EdgeOne supports global operations for companies such as Kuro Games' "Wuthering Waves" and BluePoch's "Reverse 1999", ensuring both security and performance. Anti-Cheat Expert, another popular gaming solution, offers a comprehensive range of game security services, safeguarding players across various scenarios throughout the lifecycle of both PC and mobile games. It provides multi-dimensional protection and detection capabilities. Leveraging 20 years of anti-cheat experience and a vast database of cheat samples, ACE employs AI and big data technologies to effectively detect various types of threats and cheating, including emerging cheats such as DMA (Direct Memory Access) and AI-based cheats. ACE is now serving millions of players across hundreds of games. For example, The Bornless, a PC action horror First Person Shooter (FPS) game developed by Cathedral Studios, is utilizing ACE to address diverse security challenges and ensure a fair and competitive gaming environment for players. Leveraging its cost-effective solutions and deep expertise in the gaming industry, Tencent Cloud has become the leading partner for global gaming companies seeking scalable, high-performance cloud infrastructure. The company has strategically expanded its global server footprint beyond mainland China, building a robust, high-performance network across Asia-Pacific and Oceania to meet rising regional demand. Tencent Cloud further differentiates itself through unmatched compatibility with Chinese-developed software ecosystems, offering enterprises a seamless transition to cloud environments. As part of its accelerated global growth strategy, Tencent Cloud is prioritizing investments in key international markets, with Asia-Pacific and Oceania seeing accelerated adoption of its services. The gaming sector, a core pillar of this expansion, is positioned as a cornerstone of Tencent Cloud's future growth, reinforcing its leadership in the global cloud computing arena. ### About Tencent Cloud: Tencent Cloud, one of the world's leading cloud companies, is committed to creating innovative solutions to resolve real-world issues and enabling digital transformation for smart industries. Through our extensive global infrastructure, Tencent Cloud provides businesses across the globe with stable and secure industry-leading cloud products and services, leveraging technological advancements such as cloud computing, Big Data analytics, AI, IoT, and network security. It is our constant mission to meet the needs of industries across the board, including the fields of gaming, media and entertainment, finance, healthcare, property, retail, travel, and transportation.
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Indie Game Developers Can Exhibit for Free "SELECTED INDIE 80" Entry Applications Now Open
The Computer Entertainment Supplier’s Association (CESA), chaired by Haruhiro Tsujimoto, is pleased to announce the launch of the entry process for "SELECTED INDIE 80," a program allowing indie game developers to exhibit for free at Tokyo Game Show 2025 (TGS2025), co- hosted by Nikkei BP and Sony Music Solutions. The initiative aims to provide a platform for indie game developers to showcase their work and contribute to the growth of the global gaming industry. Applications are open starting today via the dedicated web entry form. The deadline for submission is 23:59, Friday, May 16, 2025 (JST). *For details, visit(https://events.nikkeibp.co.jp/tgs/2025/jp/exhibitor/indie/) From the submitted entries, 80 titles will be selected through a review process to be featured as "SELECTED INDIE 80" at Makuhari Messe. These titles will also receive various promotional opportunities, including exposure on the official TGS website. Additionally, all selected titles will be automatically entered into the “Sense of Wonder Night (SOWN),” a game idea presentation contest. Be sure to review the eligibility requirements and conditions before applying! ◾Benefits for "SELECTED INDIE 80" Participants Booth space, PC, and monitor equipment for exhibiting will be provided free of charge. A dedicated promotional page on the official TGS website will be created. Various promotional activities will be conducted leading up to TGS2025. For details, visit( https://events.nikkeibp.co.jp/tgs/2025/jp/exhibitor/indie/index.html) ◾"SELECTED INDIE 80" Application Overview Event Name : SELECTED INDIE 80 Exhibition Dates : Thu, September 25 – Sun, September 28, 2025 Venue : Makuhari Messe (Physical Exhibition) Exhibition Fee : Free Application Process: Submit via the "SELECTED INDIE 80" web entry form. Deadline : 23:59, Fri, May 16, 2025 (JST) Selection Process : Results to be announced in late May 2025. ● Eligibility Criteria ・ Must be able to exhibit at Makuhari Messe for all four days. ・ Annual revenue must be Corporations: Less than 50 million JPY (approx. 500,000 USD) Individuals: Less than 10 million JPY (approx. 100,000 USD) ・ If the exhibitor is a corporation, it must be fully independent in terms of capital. ● Eligible Games ・ Must be an original game (Derivative works, even with permission, are not allowed). ・ Must be developed for platforms where the applicant holds the rights. ・ Must comply with CESA and CERO ethical guidelines. ◉ CESA「G lobal Event Compliance Policy」 ◉ About CERO ・ And does not fall under any of the following conditions: 1) Contains expressions that violate or may potentially violate the "prohibited expressions" listed in the CERO Ethics Guidelines "Appendix 3". 2) The work has received a "Z" rating in CERO's examination, or may contain expressions equivalent to the "Z" rating. 3) The work has already been released overseas and has been rated "17+" (MATURE) by an overseas rating organization (such as ESRB). 4) The work is scheduled for release overseas and may be rated "17+" (MATURE) by an overseas rating organization (such as ESRB) due to its strong violence, which makes it unlikely to be classified as "13+" (TEEN). 【Contact for "SELECTED INDIE 80" Inquiries】 Tokyo Game Show Indie Game Office (Nikkei BP Reader Service Center): https://posting.nikkeibp.co.jp/form-cgi/formhtml.cgi?form=tgs_indie/index.html ◾Sponsorship applications for indie game projects are now open At the Tokyo Game Show, through "SELECTED INDIE 80," we aim to support indie game developers by providing a platform for them to showcase their work and reduce the burden of participation. We are seeking sponsors who will assist in conveying the fun of these games to fans worldwide. Sponsors will receive various benefits, including logo placement, exhibition booths, and business negotiation tables, to enhance the presence of the indie game industry. We encourage platform holders, publishers, hardware manufacturers, and others who support indie game developers to consider sponsoring. The application deadline is Monday, March 31. For more details, visit( https://bit.ly/3QnHtxa) The 18th edition of Sense of Wonder Night (SOWN) will be held this year. SOWN is a pitch contest for outstanding game ideas that evoke the "Sense of Wonder"—a feeling of something changing in one's world the moment one sees or hears the concept.Eight excellent ideas will be selected, and the finalists of "Sense of Wonder Night 2025" will be given the opportunity to present their works. Starting this year, in addition to the "SELECTED INDIE 80" exhibitors, exhibitors from the regular indie game section can also apply. Presentations will be held on the second day of the event, and after judging, the Grand Prize winner will receive $3,000 USD, while other awards will receive $500 USD each. ◾ “Sense of Wonder Night (SOWN) 2025” Application Details Event Date: Fri, September 26, 2025 at Makuhari Messe Eligibility: SELECTED INDIE 80 exhibitors, Indie Game Corner exhibitors (excluding online exhibitors) *If selected for SELECTED INDIE 80, automatic entry will apply. *Regular Indie Game Corner exhibitors have a different application process. Please check the "Sense of Wonder Night Information" for details. ◾Tokyo Game Show 2025 Overview Event Name : Tokyo Game Show 2025 (TOKYO GAME SHOW 2025) Organizer : Computer Entertainment Supplier's Association (CESA) Co-organizers : Nikkei BP, Sony Music Solutions Inc. Event Dates(JST) : Thurs, September 25, 2025 Business Day 10:00 - 17:00 Fri, September 26, 2025 Business Day 10:00 - 17:00 Sat, September 27, 2025 Public Day 9:30 - 17:00 Sun, September 28, 2025 Public Day 9:30 - 16:30 *Opening hours differ between Business Days and Public Days. *Opening time on Public Days may be advanced by 30 minutes, depending on the situation. Venue : Makuhari Messe (Mihama-ku, Chiba City) Exhibition Halls 1-11 / International Conference Hall / Event Halls Expected Attendance: 250,000 people Number of Booths : 2,500 booths Official Website : https://tgs.cesa.or.jp
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TOKYO GAME SHOW 2025 is set to take place at Makuhari Messe from September 25 (Thu) to 28 (Sun), 2025
Computer Entertainment Supplier's Association (CESA, President: Haruhiro Tsujimoto), in collaboration with Nikkei BP, Inc. (President and CEO: Tetsuya Iguchi) and Sony Music Solutions Inc. (President and Executive Officer: Hidehiko Otani), has decided to hold Tokyo Game Show 2025 (TGS2025) and has officially opened exhibition applications today. TGS2025 will be held in a hybrid format, with both an on-site main venue and online events such as official programs. The on-site event will take place at Makuhari Messe (Chiba) over four days, from Thursday, September 25 to Sunday, September 28, 2025. The Business Days will be held on September 25 and 26 (Thursday and Friday), and the Public Days will be on September 27 and 28 (Saturday and Sunday). The event will offer a diverse experience for everyone, from business professionals to families, at the on-site venue, while online programs will provide a wide range of information and experiences that transcend geographical and time limitations. Tickets for Public Days will be available from mid-July, and tickets for Business Days will be available from mid-August. Further details will be announced soon, so please look forward. ◾Japan Game Awards to be Upgraded with Venue Change and More This Year! CESA has decided to host the prestigious Japan Game Awards 2025, which honors the No.1 game title representing the year. This year, the awards ceremony will take place at Iino Hall in Tokyo on Tues, September 23 (public holiday), two days before the Tokyo Game Show, instead of the event stage on the first day of the show. The ceremony will be upgraded compared to last year. Additionally, the sales period for eligible games has been updated. Details about the start of public voting and more will be announced soon. <Changes this year> ① Event Date/Venue Before: Tokyo Game Show First Day / Tokyo Game Show “Event Stage” After : Two Days Before Tokyo Game Show / Iino Hall (Tokyo) ② Eligible Sales Period Change Before: April 1 – March 31 After : June 1 – May 31 * For this year’s transition period, the eligible sales period is from April 1, 2024 (Monday) to May 31, 2025 (Saturday). ◾Three Features of TGS2025 ● Maximizing Limited Space To accommodate the growing number of exhibitors, effective utilization of the exhibition space at Makuhari Messe will be implemented. Regulations on booth numbers and placements will be reviewed to ensure an efficient venue layout. In addition, the number of booth location selection meetings will be increased to accommodate as many exhibitors needs as possible. ● Ensuring a Safe Event Venue for Everyone As part of congestion alleviation, changes will be made to layouts and aisle widths. Wider aisles will be implemented in typically crowded areas, and clearer exhibition rules will be introduced to create a safe environment for both exhibitors and visitors. ● Creating Business Opportunities for the Gaming Industry The business matching services, seminars, and other content will be strengthened, providing the largest business opportunities in the Asian gaming industry. Additionally, more opportunities will be created to connect with indie developers, helping nurture the next generation of hit-makers. * For more details, please check the official website ( https://tgs.cesa.or.jp) ◾TGS2025 Theme "Unlimited, Neverending Playground" TGS is a gathering place for games, creators, and players from around the world, where we create the future of games together. Regardless of age or nationality, everyone, from children to adults, will encounter experiences that are so vast they can never fully be explored, enjoy freely, and connect with one another in a limitless world. ◾Tokyo Game Show 2025 Overview Name : Tokyo Game Show 2025 (TGS2025) Host : Computer Entertainment Supplier's Association (CESA) Co-hosts: Nikkei BP, Inc., Sony Music Solutions Inc. Dates : Thurs, September 25 Business Day 10:00–17:00 Fri, September 26 Business Day 10:00–17:00 Sat, September 27 Public Day 9:30–17:00 Sun, September 28 Public Day 9:30–16:30 * Business Days and Public Days have different opening hours. * Public Day opening times may advance by 30 minutes depending on the situation. Venue : Makuhari Messe (Chiba City, Mihama District), Exhibition Halls 1-11, International Conference Hall, Event Hall Expected Attendance: 250,000 Booth Applications : 2,500 booths Official Website : https://tgs.cesa.or.jp ◾Exhibition Application, Selection Meetings, and Briefing Schedule Deadline for Applications with 42 or more booths: Fri, May 23, 2025 Final Application Deadline: Fri, May 30, 2025 42+ Booth Selection Meeting: Tues, June 17, 2025 16+ Booth Selection Meeting: Tues, June 24, 2025 Official Program Selection Meeting (Priority Order ①②③): Fri, June 20, 2025 Official Program Selection Meeting (Priority Order ④⑤) : Fri, July 4, 2025 16- Booth Selection & Exhibitor Briefing: Tues, July 8, 2025 * For details, check the official website( https://tgs.cesa.or.jp) * Priority Order for Official Program Selection Meeting Priority ①: Applicants who purchased bundled packages Priority ②: Console platform holders Priority ③: Exhibitors with a track record of official exhibitor programs at TGS2024 Priority ④: General exhibitors from TGS2024 Priority ⑤: Other exhibitors ◾Japan Game Awards 2025 Overview Name : Japan Game Awards 2025 Awards Ceremony for the Works Category Presentation Host : Computer Entertainment Supplier's Association (CESA) Date : Tues, September 23, 2025 (public holiday) Venue: Iino Hall (2-1-1 Uchisaiwaicho, Chiyoda-ku, Tokyo, Iino Building 4-6th floors) Official Website: https://awards.cesa.or.jp
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VALORANT Added to HERO ESPORTS Asian Champions League
SHANGHAI, Feb. 20, 2025 /PRNewswire/ -- The HERO ESPORTS Asian Champions League (ACL), Asia's premier multi-title esports tournament hosted by Hero Esports, has officially announced the addition of VALORANT to its inaugural lineup. Previously, ACL unveiled six game titles: Dota 2, Counter-Strike 2 (CS2), Honor of Kings, Teamfight Tactics, Delta Force, and Crossfire. With VALORANT joining the roster, the total number of games now stands at seven, with more titles expected to be announced soon. Through continued collaboration with the Esports World Cup, ACL has revealed that the champions of the ACL CS2 and Honor of Kings Tournaments will secure direct entry to the Esports World Cup. Further collaborations on the remaining titles of the ACL are anticipated. The ACL VALORANT Tournament will be the only international-level VALORANT tournament held in China during the first half of 2025, attracting top teams from overseas. The Final of the event will take place offline in Shanghai. The event will use world-class production and cutting-edge live broadcasting technology to enhance audience experience. The ACL is set to take place in the first half of 2025, with the Finals of the ACL CS2 Tournament and Honor of Kings Tournament scheduled for May. The ACL will have a total prize pool of $2 million. Jonny Wang, CEO of the Asian Champions League, said: "We are excited to announce the addition of VALORANT to the ACL. Our ambition is to make ACL into a truly comprehensive tournament, providing a larger stage for players and teams across various competitions while delivering more exciting content for our audience." Danny Tang, Co-Founder and CEO of Hero Esports, said: "We are pleased by the progress of the ACL and its ability to attract top teams and titles to compete across Asia. We look forward to the continued collaboration between Hero Esports, ACL and the Esports World Cup Foundation, which is testament to our shared ambition to shape and empower esports globally." About Hero Esports Founded in 2016, Hero Esports is the biggest esports company in Asia, producing more than 7,000 matches every year that captivate an online fan base of over 800 million. With a global presence encompassing 12 office locations and eight top-tier esports arenas, Hero Esports offers a comprehensive suite of esports services, including tournament organization, marketing solutions, community development, and more. As a private company, Hero Esports counts Savvy Games Group and Tencent, among others, as investors, with Kuaishou and Huya as strategic partners. Headquartered in Shanghai and employing more than 1,100 employees, Hero Esports is a fully integrated operator of esports tournaments and creator of esports content with global reach. The company has helped produce many prestigious tournaments including the Olympic Esports Week, the Esports World Cup as well as the esports series featured at both the Jakarta Asian Games 2018 and the Hangzhou Asian Games 2023. Hero Esports also worked with the world's top-tier game publishers such as Tencent and Krafton in organizing popular esports leagues such as the Honor of Kings' KPL series and PUBG's PGC series, among many others. In 2024, Hero Esports launched Esports Asian Champions League (ACL), Asia's premier international, multi-title esports tournament. Hero Esports is a member of the Esports Integrity Commission (ESIC).
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Gaming and esports sector is key for future employment and innovation globally, says Hero Esports CEO
SHANGHAI, Feb. 18, 2025 /PRNewswire/ -- Hero Esports, the largest esports company in Asia, was proud to be in attendance at this year's LEAP Conference in Riyadh, Saudi Arabia. Danny Tang, Co-Founder and CEO of Hero Esports, joined fellow panellists including HRH Prince Faisal bin Bandar bin Sultan, Chairman of the Saudi Esports Federation, to discuss the transformative power of gaming and esports globally. Danny Tang, co-founder and CEO of Hero Esports, speaking at LEAP 2025 in Riyadh. Danny also explored how esports aligns with the Saudi Vision 2030, which is further supported by the recently announced 2027 Olympic Esports Games in Riyadh. Hero Esports has previously organized large-scale tournaments in the Middle East including, but not limited to, the first Dubai Esports Festival in 2022 and the 2022 PUBG Global Championship. The company was also a core partner to the inaugural Esports World Cup last year. Elsewhere, Hero Esports has kicked off the inaugural Asian Champions League, Asia's premier multi-title esports tournament, this month which will have a total prize pool of US$2 million and provide teams from across Asia with the chance to qualify for this year's Esports World Cup in Riyadh. On the importance of gaming and esports as key social and economic drivers globally, Danny Tang commented: "The gaming industry has become one of the pillar markets in the internet industry and, in doing so, has become quite lucrative. The business model is also one of the best when it comes to monetization. "Free-to-play models with in-game purchases drive long-term engagement, pushing developers to create compelling stories and experiences that retain their communities. This, in turn, fosters an environment where young talent is eager to enter the industry, making gaming and esports a key sector for future employment and innovation." On the potential for esports to become a mainstream cultural force in Saudi Arabia, Danny said: "With what we've seen in Asia, and what we're seeing here with Saudi Arabia—its young population, its high percentage of gamers, and notably, the high percentage of female gamers—we recognise a strong foundation for gaming and esports to become part of mainstream pop culture. "Esports is no longer a niche—it is a global phenomenon with a vibrant and diverse ecosystem, including game developers, tournament organisers, content creators, and professional teams. We've witnessed firsthand how investment and support from various city-level governments can accelerate this transformation, opening up new career paths and opportunities. "Saudi Arabia's commitment to gaming and esports through Vision 2030 is an example of how the industry can unite the world, both physically and through shared virtual experiences. "At Hero Esports, we look forward to supporting Saudi Arabia's esports journey and creating even more meaningful, connected experiences for gamers and fans worldwide." About Danny Tang Danny Tang is the Co-Founder and CEO of Hero Esports. She formerly held the role of Hero Esports' CFO and Head of Global Strategy Office. Danny plays a pivotal role in shaping the strategic vision of the company, guiding its growth across multiple markets. Before joining Hero Esports, Danny worked at the US and China offices of Kohlberg Kravis Roberts & Co. from 2007 to 2010 and served as Vice President at China Development Bank Capital between 2010 and 2014. She holds a BA in Economics & Mathematics from Bryn Mawr College and a Master of Science in Management from Stanford University. In 2022, Danny was recognised as one of the Top 100 Asian-Pacific Women-Powered Leaders by J.P. Morgan and Ernst & Young. In 2024, she was inducted into the Esports Hall of Fame by the renowned esports media outlet Esports Insider. About Hero Esports Founded in 2016, Hero Esports is the biggest esports company in Asia, producing more than 7,000 matches every year that captivate an online fan base of over 800 million. With a global presence encompassing 12 office locations and eight top-tier esports arenas, Hero Esports offers a comprehensive suite of esports services, including tournament organization, marketing solutions, community development, and more. As a private company, Hero Esports counts Savvy Games Group and Tencent, among others, as investors, with Kuaishou and Huya as strategic partners. Headquartered in Shanghai and employing more than 1,100 employees, Hero Esports is a fully integrated operator of esports tournaments and creator of esports content with global reach. The company has helped produce many prestigious tournaments including the Olympic Esports Week, the Esports World Cup as well as the esports series featured at both the Jakarta Asian Games 2018 and the Hangzhou Asian Games 2023. Hero Esports also worked with the world's top-tier game publishers such as Tencent and Krafton in organizing popular esports leagues such as the Honor of Kings' KPL series and PUBG's PGC series, among many others. In 2024, Hero Esports launched Esports Asian Champions League (ACL), Asia's premier international, multi-title esports tournament. Hero Esports is a member of the Esports Integrity Commission (ESIC). www.heroesports.com Tang said gaming and esports sector is key for future employment and innovation globally at LEAP 2025.
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LG Display Targets Gaming Market with OLED Monitor Panel featuring World's Best Picture Quality
SEOUL, South Korea, Feb. 18, 2025 /PRNewswire/ -- LG Display, the world's leading innovator of display technologies, announced today that it has officially begun mass production of a 45-inch Gaming OLED monitor panel with ultra-high 5K2K resolution. By producing the world's highest-resolution Gaming OLED panel, the company is seeking to seize the growth potential of the high-end gaming display market. LG Display Targets Gaming Market with OLED Monitor Panel featuring World’s Best Picture Quality This product not only features key gaming monitor specifications such as top-tier resolution, refresh rate, and response time, but it also delivers perfect black levels in any environment, providing the ultimate gaming experience. With higher resolution allowing more precise image and video quality, a 5K2K resolution (5120×2160) display consists of approximately 11 million pixels. This is over five times the pixel count of a FHD panel (1920×1080) and about 1.3 times that of a UHD screen (4K/3840×2160). Professional monitors, which require greater accuracy and detail for tasks such as graphic design and video editing, typically feature UHD resolution. LG Display's 45-inch 5K2K resolution Gaming OLED panel also boasts the highest brightness among all OLED monitors, reaching 1,300 nits. The higher the brightness, the more enhanced the contrast ratio, delivering a three-dimensional viewing experience that feels as if you are watching scenes in person. Additionally, a gaming-specific polarizer has been applied to minimize glare and light reflections, helping to achieve those perfect blacks wherever the monitor is placed. Moreover, it offers an innovative gaming experience with LG Display's proprietary Dynamic Frequency & Resolution (DFR) technology. This means users can freely select between high refresh rate (FHD∙330Hz) and high resolution (5K2K∙165Hz) modes depending on the content. When users select high refresh rate mode, they can enjoy fast-paced games in genres such as FPS (first-person shooter) or racing with smooth, uninterrupted gameplay at 330Hz. Choosing high resolution mode allows them to experience the vivid realism and stunning graphics of 5K2K picture quality, enhancing games, movies, and various other content. It also offers innovative customer value through its differentiated form factor. With a 21:9 aspect ratio and a large 45-inch screen, it provides an immersive gaming experience while being ideal for performing multiple tasks at once, similar to using a dual monitor setup. The 21:9 aspect ratio, akin to a cinema screen, is additionally optimized for watching content streamed via OTT platforms. As well as delivering perfect blacks and three-dimensional picture quality, the self-emissive pixels of LG Display's Gaming OLED panels emit half the amount of blue light as LCD screens, which rely on backlights. They are also free from the flicker that can cause headaches and various issues among viewers of other panels. Such advantages reduce the impact on the body during even extended gaming or content viewing sessions. LG Display's strategy is to target the rapidly growing high-end gaming display market with its proprietary technologies and a full lineup of Gaming OLED panels ranging from 27 to 45 inches. "We will innovate all the values that customers desire in gaming monitors, such as picture quality, form factor, and refresh rate, to provide a differentiated customer experience and strengthen our technology leadership," said Won-seok Kang, Head of the Large Display Product Planning Division at LG Display. About LG Display LG Display Co., Ltd. [NYSE: LPL, KRX: 034220] is the world's leading innovator of display technologies, including thin-film transistor liquid crystal and OLED displays. The company manufactures display panels in a broad range of sizes and specifications primarily for use in TVs, notebook computers, desktop monitors, automobiles, and various other applications, including tablets and mobile devices. LG Display currently operates manufacturing facilities in Korea and China, and back-end assembly facilities in Korea, China, and Vietnam. The company has approximately 70,707 employees operating worldwide. For more news and information about LG Display, please visit www.lgdisplay.com. Media Contact:Joo Yeon Jennifer Ha, Manager, Communication TeamEmail: hjy05@lgdisplay.com