Gaming

Sideqik, Along with Engine Media's Stream Hatchet, Will Offer a Premier One-Stop-Shop for Audience Measurement, Media Value Assessment and Brand Connection to Gamers and Influencers

- Engine Media Holdings, Inc. ("Engine" or the "Company"; TSX-V: GAME; NASDAQ: GAME), a company providing sports and esports gaming experiences, along with media solutions focused on influencer marketing, gaming data and analytics, and programmatic advertising, today announced the completion of its acquisition of Sideqik. The transaction was previously announced on June 16, 2021 .

Engine Media Holdings Inc. logo (PRNewsfoto/Engine Media Holdings, Inc.)

As a result of the completion of the transaction, Engine issued 410,523 common shares to the sellers and related parties, with such amount subject to adjustment at closing for cash settlement of certain transaction related expenses and other terms and conditions of the agreement.

Tom Rogers , Executive Chairman of Engine Media, stated, "With the completion of this deal, we can now more broadly attract media and marketing dollars while also being able to expand our data and analytics business."

"We are excited to officially welcome Sideqik and its extraordinary team into the Engine family," added Engine Media Chief Executive Officer Lou Schwartz . "Due to the growth and focus on influencer marketing, Engine empowers brands to discover and connect with content creating influencers across any content vertical. It provides tools to best shape the creation of authentic content that resonates with consumers, as well as best in class measurement to determine earned media value, sales effectiveness, and campaign return on investment ("ROI"). The combination of Sideqik and Stream Hatchet creates a company that boasts a world-class management team and impressive client list that will allow us to advance Engine's advertising and media offerings."

"We have been market leading partners, and I could not be more excited about finally joining forces with Stream Hatchet and the broader Engine team," said Jeremy Haile , Sideqik's Co-Founder and Chief Executive Offer.

Sideqik will remain based in Atlanta, Georgia , and the transition is expected to be seamless for customers and employees across Sideqik's businesses.

About Engine Media Holdings, Inc.

Engine Media Holdings Inc. is traded publicly under the ticker symbol (TSX-V: GAME) (NASDAQ: GAME). The organization is focused on developing premium consumer experiences and unparalleled technology and content solutions for partners in the esports, news and gaming industry. The company's subsidiaries include Stream Hatchet; the global leader in gaming video distribution analytics; Eden Games , a premium video game developer and publisher with numerous console and mobile gaming franchises; WinView Games, an industry innovator in audience second screen play-along gaming during live events; UMG, an end-to-end competitive esports platform enabling the professional and amateur esport community with tournaments, matches and award nominating content; and Frankly Media, a digital publishing platform empowering broadcasters to create, distribute and monetize content across all channels. Engine Media generates revenue through a combination of direct-to-consumer and subscription fees; streaming technology and data SaaS-based offerings; programmatic advertising and sponsorships. To date, the combined companies' clients have included more than 1,200 television, print and radio brands, dozens of gaming and technology companies, and have connectivity into hundreds of millions of homes around the world through their content, distribution and technology services.

About Sideqik

Sideqik is an influencer marketing platform that offers brands, CPG, direct marketers, and agencies tools to discover, connect and execute marketing campaigns with content creators. Sideqik's end-to-end solutions offer marketers advanced capabilities to discover influencers with demographic and content filtering; connect and message influencers; share marketing collateral such as campaign briefs, photos, logos, videos; measure reach, sentiment, and engagement across all major social media platforms; and evaluate earned media value and ROI across the entire campaign.

About Stream Hatchet

Stream Hatchet is a global market leader in live-gaming audience analytics. With API integrations into 16 of the world's leading video game live-streaming platforms, Stream Hatchet powers the esports and gaming industry with the most trusted audience insights.

Cautionary Statement on Forward-Looking Information

This news release contains forward-looking statements. Forward-looking statements involve known and unknown risks, uncertainties and other factors which may cause the actual results, performance or achievements of Engine to be materially different from any future results, performance or achievements expressed or implied by the forward-looking statements. Often, but not always, forward-looking statements can be identified by the use of words such as "plans", "expects" or "does not expect", "is expected", "estimates", "intends", "anticipates" or "does not anticipate", or "believes", or variations of such words and phrases or state that certain actions, events or results "may", "could", "would", "might" or "will" be taken, occur or be achieved.  In respect of the forward-looking information contained herein, including the benefits to be derived from the Sideqik acquisition and prevailing market conditions, Engine has provided such statements and information in reliance on certain assumptions that management believed to be reasonable at the time, including assumptions as to the performance of Engine's stock price and business operations and its ability to raise financing. Forward-looking information involves known and unknown risks, uncertainties and other factors which may cause the actual results, performance or achievements stated herein to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Actual results could differ materially from those currently anticipated due to a number of factors and risks.  Accordingly, readers should not place undue reliance on forward-looking information contained in this news release.

The forward-looking statements contained in this news release are made as of the date of this release and, accordingly, are subject to change after such date. Engine does not assume any obligation to update or revise any forward-looking statements, whether written or oral, that may be made from time to time by us or on our behalf, except as required by applicable law.

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

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SOURCE Engine Media Holdings, Inc.

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Esports Franchise XP League to Debut Brand in Florida with Mom of Pro Gamer

Franchise Signing Marks First since Joining Unleashed Brands

XP League an emerging youth esports franchise brand, has signed an owner with connection to the professional esports community as one of its first franchisees since joining Unleashed Brands a fast-growing parent company of youth enrichment franchise brands. South Florida entrepreneur Jennifer Vilela will launch the brand's first Florida franchise this fall.

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CMGE Ventures into Sport Games with Code: Basketball 3V3 under Development

Recently, CMGE a leading global IP-oriented game-based ecological company, announced that it has completed the investment in Continents Sport, and now CMGE holds 51% of the shares of Continents Sport and officially becoming its controlling shareholder. The flagship development project of Continents Sport is Code: Basketball 3V3 a cross-platform (pc, console and mobile phone) sport game jointly developed by Zhao Yongshuo (Korean), the "Father of Street Basketball" and Liu Jingbin (Chinese), the R&D head of Chinese version of Freestyle A popular basketball game on PC.It is expected that the game will be tested by the end of 2022 and officially launched in mid-2023. In the meantime, CMGE will build a "street basketball game ecology" featuring Chinese style.

Since the 18th CPC National Congress, the CPC Central Committee, with Comrade Xi Jinping as the core, has attached great importance to sports. In order to further the Healthy China Strategy and the national fitness strategy, China has accelerated its journey towards a leading sporting nation, and built public service systems for national fitness with higher level to give full play to national fitness in improving people's health, promoting human development, driving economic and social development and presenting the soft power in culture. For that purpose, the State Council has launched the National Fitness Program (2021-2025) , with the aim to build better public service systems for national fitness, provide more convenient public fitness and increase the size of the national sport industry to CNY 5 trillion . In addition, as 3×3 basketball, a mode of street basketball, has been officially included as an official Olympic sport since the Tokyo 2020 Olympic Games, it is recognized as the world's most popular team sport in cities worldwide as an emerging sport style.

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SKYPlay opens pre-registration for Coin Grid prior to the platform's debut

On August 11th, 2022 SKYPlay Inc . opens global pre-registration of Coin Grid, an eP2E(easy play-to-earn) game before the beta release of its blockchain platform, "SKYPlay" at the end of this month.

All pre-registered participants will receive commodities and game characters which can be used in the game, Coin Grid. There will be an air-drop event for additional goodies, such as SKP tokens to those participants who take part in friend invitation activities. The given game characters are the top picks from the poll on SKYPlay's official community which had taken place last month. Players can receive up to four characters per person.

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Asetek - Q2 2022: Prolonged Market Headwinds, Focus on Cost Optimization and Product Development

  • Q2 revenue of $16.9 million compared with $23.2 million in Q2 2021
  • Gross margin of 42%, level with Q2 2021
  • Q2 EBITDA adjusted of $1.3 million , compared with $3.2 million in Q2 2021
  • First-half 2022 revenue of $30.8 million , and EBITDA adjusted of $0.4 million
  • SimSports revenue of $1.0 million in the first full quarter of sales
  • Organizational rightsizing implemented to reduce operating costs and improve efficiency
  • Temporary shift of development resources to drive SimSports product development
  • Full year guidance temporarily suspended due to reduced visibility on customer demand as rising inflation and interest rates add to a continued uncertain and challenging business climate

- Asetek reported second-quarter revenue of $16.9 million compared with $23.2 million in the same period of 2021. First-half 2022 revenue was $30.8 million compared with $48.2 million in the same period of 2021. The change in both periods mainly reflects fewer shipments of Gaming and Enthusiast products.

Gross margin was 42% for the second quarter and 40% in the first half of 2022 compared with 42% and 43% in the same periods of 2021. Second quarter margin improved from the first quarter due to the mix of product shipments and reduced cost prices. Margin for the first half was impacted by higher component costs due to continued shortages, changes to exchange rates, increased shipping costs from supply chain disruptions and changed product mix.

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Sensorium Releases World's First Metaverse Streaming Channel In Run-Up To Global VR Launch

Today, Sensorium is premiering the world's first in-engine metaverse streaming channel . Designed to introduce people to the vastness of the Sensorium Galaxy metaverse, now only accessible in Beta mode, this 247 livestream experience showcases a series of exclusive Empyreal Parties featuring the company's original AI artists.

Sensorium releases world's first metaverse streaming channel. (PRNewsfoto/Sensorium Corporation)

Accessible from any web browser, the first Empyreal Parties take viewers on tour to the Meteor Vortex, a far-off location in the metaverse where AI-driven DJs Natisa Sitar, Kàra Màr, and Ninalis host original performances.

Last year, Sensorium pioneered the development of virtual artists powered by artificial intelligence with the debut of Kàra Màr's " Anthropic principle " music album — the first-ever created entirely by an AI-driven character and made available on Apple Music, Spotify, and SoundCloud. The generative music engine behind Sensorium Galaxy virtual artists allows them to create distinctive tracks combining 60+ genres.

Aside from their ability to generate high-quality music, all virtual performers combine genetic algorithms and reinforcement learning, enabling them to interact with the audience by establishing surprisingly natural, fully unscripted conversations through the Sensorium Galaxy Mobile App. The company's virtual beings are already regularly featured at some of the world's most influential conferences and festivals — from WebSummit to SXSW and Sonar — and were tested with intricate dialogs by journalists from VentureBeat and PC Gamer.

Following the Meteor Vortex event, two other Empyreal Parties will be released, displaying the volcanic surface of PRISM world and the visually appealing interiors of Sensorium Starship. Every new party is an opportunity for people to preview a full-fledged version of the metaverse without needing a VR headset. In addition to the browser version, the audience will soon be able to tune in to Empyreal Parties via Sensorium mobile app.

With the global launch of Sensorium Galaxy's VR mode, metaverse users will gain access to the shows of chart-topping artists like David Guetta , Black Coffee, Steve Aoki , and Armin van Buuren among others.

About Sensorium

Founded in 2018, Sensorium is a leading metaverse developer that leverages the latest AI and XR solutions to deliver immersive high-end events and experiences. In Sensorium Galaxy metaverse, users can explore vast worlds filled with activities, ranging from games to mediation practices, socialize with other users, creators and virtual beings.

Sensorium Galaxy metaverse is being built in partnership with the world's leading entertainment powerhouses, including Jay-Z's Roc Nation and Yann Pissenem's The Night League. The exclusive performances featured in Sensorium Galaxy are developed in collaboration with chart-topping artists – David Guetta , Armin van Buuren , Steve Aoki among others.

The platform will be accessible through the most widely available interfaces. Users can tune in using VR headsets to get a sense of true immersion, use a PC to access an augmented reality experience or download the mobile application to watch streams, build unique NPCs and communicate with them.

Photo - https://mma.prnewswire.com/media/1875030/Sensorium_Release.jpg

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SOURCE Sensorium Corporation

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Gamelancer, the largest multi-channel gaming network on TikTok, reaches 30,000,0000+ followers

Gamelancer Gaming Corp. (CSE: GMNG) (OTCQB: WDRGF) (FRA: 64Q) ("Gamelancer" or the "Company"), a mobile-focused entertainment company providing brands access to the global gaming audience through its owned and operated channels, is pleased to announce that its owned and operated network has reached over 30,000,000 followers. Owning the largest multi-channel gaming network on TikTok, Gamelancer owns marquee channels on TikTok, Instagram and Snapchat including @Gaming, @Gamer, @Gamelancer, @EGirl among others, totaling 29 channels across the aggregate network.

Gamelancer Logo (CNW Group/Gamelancer Gaming Corp.)

Since 2019 the company has focused on building the largest gaming network on TikTok, with over 25,600,000 of Gamelancer's network being on the world's fastest growing social platform - ( https://www.businessofapps.com/data/most-popular-apps/ ).

TikTok's demographics demonstrate a deep entrenchment in the North America , Europe , Asia and Australasia. 57% of TikTok's users worldwide identify as female, 43% identifying as male, with the US demonstrating higher than average female engagement, with 62.1% identifying as females.

TikTok usership is heavily consolidated in the GenZ and Millennial demographic, with 43.7% of users between the ages of 18-24, 31.9% between 25-34, and 13% between the ages of 35-44. Gamelancer's multi-channel network, which is the largest gaming network on TikTok globally, follows similar trends and has an average user growth rate of over 40,000 new people per day.

"It's been an incredible journey building Gamelancer's massive gaming community alongside our creator network and partners. We've hit the 30,000,000-follower milestone by utilizing our unique creator-first approach that has put us at the forefront of the entire gaming culture. We will continue to collaborate with our network and community to provide gamers with all the content, games, tools, and experiences needed to enhance their lives both in-game and IRL. TikTok has been the most downloaded app in the world since March - ( https://www.businessofapps.com/data/most-popular-apps/ ). The ebbing of media dollars chasing consumers on other major platforms has witnessed a mass budget migration guided by agencies and their brands towards TikTok, as the GenZ demographic has resoundingly chosen TikTok as the social media platform of the future. – Darren Lopes , Co-Founder & Chief Product Officer, Gamelancer Gaming Corp.

Acquired by Wondr Gaming, Gamelancer Gaming Corp. is a growing mobile-focused social media network in gaming - generating over 1.2 billion monthly video views across its 29 owned and operated channels. With over 30,000,000+ followers on TikTok, Instagram, and Snapchat, predominantly located in the US, Canada , the UK, and Australia , Gamelancer sells direct and programmatic media across its network to the world's largest brands. With advanced user data analytics, we provide our audience curated content relevant to the GenZ & Millennial gaming community, which allows brands unparalleled access to the largest media inventory in gaming across TikTok, Instagram, and Snapchat. Gamelancer also monetizes across its variety of Snapchat Discover channels with monthly recurring revenue in partnership with Snapchat.

Gamelancer.com

Neither the Canadian Securities Exchange nor its Market Regulator (as that term is defined in the policies of the Canadian Securities Exchange) accepts responsibility for the adequacy or accuracy of this release.

Forward Looking Information

This news release contains forward looking statements and forward looking information within the meaning of applicable securities laws. These statements relate to future events or future performance. All statements other than statements of historical fact may be forward looking statements or information. More particularly and without limitation, this news release contains forward looking statements and information relating to the future business of the Company, the potential of the Company's products and services, further business from the Company's clients, industry outlook and potential and other matters. The forward looking statements and information are based on certain key expectations and assumptions made by management of the Company. Although management of the Company believes that the expectations and assumptions on which such forward-looking statements and information are based are reasonable, undue reliance should not be placed on the forward looking statements and information since no assurance can be given that they will prove to be correct.

Forward-looking statements and information are provided for the purpose of providing information about the current expectations and plans of management of the Company relating to the future. Readers are cautioned that reliance on such statements and information may not be appropriate for other purposes, such as making investment decisions. Since forward looking statements and information address future events and conditions, by their very nature they involve inherent risks and uncertainties. Actual results could differ materially from those currently anticipated due to a number of factors and risks. Accordingly, readers should not place undue reliance on the forward looking statements and information contained in this news release. Readers are cautioned that the foregoing list of factors is not exhaustive. The forward–looking statements and information contained in this news release are made as of the date hereof and no undertaking is given to update publicly or revise any forward–looking statements or information, whether as a result of new information, future events or otherwise, unless so required by applicable securities laws. The forward-looking statements or information contained in this news release are expressly qualified by this cautionary statement.

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SOURCE Gamelancer Gaming Corp.

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