neogames-and-the-european-lotteries-showcase-signed-partnership-agreement-at-flagship-marketing-event

NeoGames and The European Lotteries showcase signed partnership agreement at flagship Marketing event

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NeoGames S.A., and The European Lotteries and Toto Association (also known as “European Lotteries” or “EL”) have signed a two-year partnership agreement, showcased during this year’s EL/WLA Marketing seminar in London. NeoGames is a leading technology and services provider of end-to-end iLottery solutions. EL is the largest trade organisation for Lottery and Toto operators in Europe.

Under the partnership agreement, NeoGames will contribute as Level 2 (semi premium partner) to all the major events of EL for the upcoming two years.

“NeoGames is thrilled to have become a Level 2 Partner to EL, the European lottery sector’s largest and most representative organisation. For over a decade, we have been providing our iLottery technology solutions and online games to European lotteries and we are glad that our partners are seeing great success with our offering. NeoGames today has nine EL members as its customers and we look forward to working closely with EL over the next few years, contributing to its key events and ultimately playing an instrumental role in helping its member lotteries advance their programs to their players, generate more revenue, and maximize proceeds to good causes”, states Moti Malul, CEO of NeoGames.

“I am delighted to welcome NeoGames as our new EL Partner. NeoGames is a young and innovative supplier to the lottery sector and brings new developments and knowledge to the members of EL. We can extend our services to our members and by doing so create more value for the benefit of society”, adds Arjan van ‘t Veer, Secretary General of EL.

trimble-technology-to-help-power-nissan’s-most-advanced-driver-assist-system-to-date

Trimble Technology to Help Power Nissan’s Most Advanced Driver Assist System to Date

 

Trimble (NASDAQ: TRMB) announced today that Nissan Motor Co. Ltd. will use Trimble RTX® technology as its high-accuracy positioning source, enabling the hands-off and guided freeway driving capabilities of the ProPILOT Assist 2.0* driver assistance system, available initially on the 2023 Nissan Ariya.

While positioning with standard Global Navigation Satellite System (GNSS) signals may drift up to 10 meters (25 feet), Trimble RTX provides higher accuracy and enables consistent lane determination for driving applications. This makes Trimble RTX a key component for many of the latest driver assistance systems like the ProPILOT Assist 2.0. Increasingly being used on freeways, lane-level accuracy via advanced driver assistance systems (ADAS), where the driver is still the ultimate decision maker, is a key enabler in the journey to fully autonomous solutions.

“Trimble has been at the forefront of precise positioning for decades and has served the automotive segment for nearly as long,” said Patricia Boothe, general manager, on-road autonomy at Trimble. “We’ve applied the combination of technology leadership and domain experience to enable more than 30 million miles of confident driving with hands-off driving systems.”

The ProPILOT Assist 2.0 system enables hands-off driving while cruising in a single lane. When the vehicle approaches a road divide, or when passing a slower vehicle is possible, the system judges the appropriate timing of branching off or passing based on information from the navigation system and 360-degree sensing. Intuitive audio and visual guidance is given to the driver, who is then prompted to put both hands on the steering wheel and confirm the operations.

Trimble’s positioning solution, underpinned by its integrity monitoring capabilities, enables consistent lane-level positioning in complex, real-world driving environments. As with any current steering system, the driver must remain alert and attentive at all times.

The Trimble RTX network is supported by a globally redundant and resilient infrastructure—backed by a team of ISO 20000 certified network engineers and IT specialists, monitoring operations around the clock to ensure optimal signal performance and reliability for drivers who will depend on it. Trimble’s RTX positioning technology can provide decimeter-level accuracy in seconds, making it an ideal solution for autonomy applications, including automotive driving, when accuracy, speed of convergence and accessibility to a single global network matter.

*ProPILOT Assist 2.0 can’t prevent collisions. Driver at all times responsible to maintain safety by monitoring traffic, controlling vehicle, and if needed steer, brake or accelerate. System works only when lane markings detected and does not function in all weather, traffic and road conditions. See Owner’s Manual for safety information. NissanConnect Services subscription required. See www.nissanusa.com/connect/legal.

singapore-based-fintech-tazapay-raises-us$16.9-million-in-series-a-fundraising-round,-led-by-sequoia-capital-southeast-asia

Singapore-based fintech Tazapay raises US$16.9 million in Series A fundraising round, led by Sequoia Capital Southeast Asia

 

Tazapay, a leading fintech company specialising in cross-border payments, announced today that it has raised USD 16.9 million in its Series A funding round. Sequoia Capital Southeast Asia led the round, with EscapeVelocity (escp.vc), PayPal Alumni Fund as well as renowned angel investor Gokul Rajaram joining as new investors. Existing investors Foundamental, January Capital, RTP Global and Saison Capital also participated in this round.

Tazapay plans to use the funds to further scale its business across Asia and expand in other regions where the company is receiving strong demand for its services, such as the Middle East and Europe. This includes the application of payment licenses in major markets that will broaden Tazapay’s payment network globally. The company will also be beefing up its core capabilities and adding more local payment methods to better serve the growing list of verticals that includes cross-border e-commerce, education technology (EdTech), Software-as-a-Service (SaaS), and travel.

With the advent of open banking and maturing of real-time payment networks like the PayNow service in Singapore and Unified Payments Interface (UPI) in India, there is an increase in expectations from businesses and end consumers for payments to be done in real-time and through a payment method they are familiar with. With Tazapay, businesses now have access to the firm’s global network of over 170 markets for its card coverage and 85 markets for its local payments collection coverage through a single API integration, thereby allowing them to accept low cost and secure payments from their customers without having to create local entities everywhere. The company plans to expand its real-time local collection channels to above 100 by the end of this year with this round of funding.

Several of Tazapay’s global customers are already reaping the benefits of this integration, including IndiaMART, India’s leading online B2B marketplace connecting more than 7.4 million sellers and 165 million buyers on its platform; BrightCHAMPS, a leading global live-learning platform with presence in over 30 countries; WTX, a used trucks marketplace platform; Rezlive, a global travel platform and Advantage Club, an employee engagement SaaS platform. In addition, Tazapay has also partnered with Standard Chartered to offer innovative commerce-enabling payment solutions for enterprise marketplaces.

“After Surge, we are thrilled to have Sequoia Capital Southeast Asia show faith and conviction in our business by leading and participating in this round. We also welcome EscapeVelocity and PayPal Alumni Fund who are joining us as new investors. These partners will help us realise our vision to be the foremost cross border infrastructure for global platforms as we double down on growing our market presence and consolidating every real-time banking network in the world under one API. We are grateful to both our new and existing investors for acknowledging the evolving needs of our ecosystem and supporting our aspirations,” said Tazapay CEO and co-founder Rahul Shinghal.

“Tazapay is building the payments and compliance infrastructure for cross-border commerce and services. This is a large space which is seeing another inflection point. Buyers increasingly prefer to use local real-time payments over traditional networks and businesses are keen to expand globally without going through the hassle of a local set-up. The Tazapay team has unique insights and experience to leverage this tailwind, and Sequoia Capital Southeast Asia is excited to partner with them as they double down on the opportunity,” Aakash Kapoor, Vice President, Sequoia Capital Southeast Asia.

kinetix-launches-emotes-tech-for-video-games-and-virtual-worlds

KINETIX LAUNCHES EMOTES TECH FOR VIDEO GAMES AND VIRTUAL WORLDS

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Kinetix, the AI startup powering emotes in video games and virtual worlds, launches pioneering infrastructure to enable the world’s first emotes for any avatar-driven game. Through a new SDK, games made with Unity development tools can now easily improve their monetization by integrating a vast library of high-quality emotes, and boost user experience by giving players genuine opportunities for self-expression.

Emotes are animations that express emotion in video games and virtual worlds like dances, celebrations and gestures. Rocketed into the mainstream by games like Fortnite, they’ve been used by MMOs and metaverses such as World of Warcraft and Second Life for over two decades. Powered by significant advancements in AI, emotes are fast becoming a must-have feature for people who want to express themselves in video games and virtual metaverse worlds.

Until now, creating emotes has been an expensive and time-consuming process involving trained 3D experts, and specialist software and hardware. With the free Kinetix SDK and its ready-made, fully customizable emote wheel, developers of any avatar-based Unity game can quickly integrate and unlock a vibrant and constantly growing library of emotes for players to explore and enjoy. Uniquely, users can even create their own user-generated emotes for use in-game. Unlike avatars and in-world assets like buildings, animations can fit smoothly and seamlessly into various visually contrasting environments; from the hyper-realistic to voxel styles, and everything in between.

Yassine Tahi, CEO and Co-founder of Kinetix, commented: “As lifelong gamers, we’ve been using emotes for years, without even knowing it. The lightbulb moment came when Fortnite memefied its game with emotes and introduced skins from famous IP, turning emotes into an essential conduit for users’ self-expression, and a new revenue generator for publishers. Kinetix is driving a quantum leap forward with emotes that can be utilized in any Unity game, which encompass not only valuable IP or brand-linked emotes, but also those user-generated via our easy to use no-code tools. We can’t wait to see how developers use our emotes to boost immersion, retention and revenue while giving their players richer, more human ways to express themselves in-game.”

Samir Agili, Chairman of the Board Tilting Point, commented: “User-generated content and generative AI are poised to disrupt the way we all make and experience video games. With their emotes, Kinetix is meeting massive demand for tools that help users interact and express themselves in more authentic and diverse ways. This new SDK offers a way for game developers to take part in these key trends during what looks like a seminal time for gaming, and I expect it to deliver immediate and measurable value.”

The Kinetix generative AI-powered platform and no-code editing tools empowers users, creators, video game makers, metaverse platforms, and brands to create and edit animated 3D avatar content in seconds, creating a treasure trove of emote content. In December 2022, it announced the launch of ‘Emote NFTs’, with emotes that users can create, promote and monetize for a favorable 95% revenue share.

In 2022, Kinetix raised $11 million in seed funding in a round led by Adam Ghobarah, founder of Top Harvest Capital, with participation from Sparkle Ventures, and multiple virtual world platforms and successful entrepreneurs. Kinetix already has established partnerships with leading and emerging virtual worlds including Roblox, The Sandbox, ZEPETO, Decentraland, and PolyLand.

Developing an avatar-based 3D game or virtual world? Register as a beta tester for the Kinetix emote SDK.

class-leading-eam-specialist,-peacock-engineering,-launches-new-data-management-solution

Class-leading EAM specialist, Peacock Engineering, launches new data management solution

 

Class-leading Enterprise Asset Management specialist, Peacock Engineering Ltd, has launched a new data management solution, MX+ Data Studio, in a move to help clients streamline their data management strategies, helping to save time, reduce costs and improve data reporting accuracy and compliance.

Digital transformation remains one of the largest investment areas for British businesses, with research estimating that organisations and enterprises, across all industries and sectors, will invest close to $150B by 2030. The continued funding of digital technologies comes as a further report, from a global technology intelligence firm, which evaluated organisations working in the ‘FMCG manufacturing, pharmaceuticals, steel production, chemicals, and the mining, oil and gas sectors’, also highlighted that ‘digital technologies, such as automation and data analytics, are key to helping organisations overcome significant pressures.’

Poor quality data, as a consequence of human error, duplication and inaccurate inputting, is thought to cost UK businesses an estimated 10% – 30% of revenue. For organisations and businesses operating complex assets and facilities, the impact of poor data can lead to an increase in maintenance costs including wasted field trips, poor workflow management and maintenance scheduling. Other negative outcomes can also include higher first-time fix failures, poor asset performance and availability, a reduction of an asset’s lifespan and, potentially, failing to meet regulatory compliance.

Liam Knapp, Chief Commercial Officer at Peacock Engineering said: “There is monumental pressure on UK businesses across all industries at this current time. Digital transformation will continue to be a shrewd investment, helping organisations to streamline processes, improve efficiencies, better plan expenditure and procurement, and capitalise on new business opportunities. Through conversations with our customers, we have recognised the need for better data management solutions and technologies that will enable our customers to benefit from better data driven decisions in their asset management strategies.”

He added: “The inability to assess and improve data can hinder an organisation’s ability to change to modern maintenance strategies, such as condition-based maintenance. Our clients spend significant time and effort on data quality. On a relatively small site with a moderate level of change to static data, our clients can now redeploy a full-time employee by replacing manual, labour intensive changes which carry a significant risk of error, with process controlled, validated changes though the MX+ Data Studio interface.”

Peacock Engineering provide digital asset management solutions to some of the UK’s largest energy and utility, pharmaceutical, transport and logistics, and manufacturing organisations. Its new data management solution, MX+ Data Studio, works exclusively with IBM Maximo Application Suite (MAS) and IBM Maximo, and is designed to make data management more straight forward and cost effective, transforming client’s abilities to drive value through their EAM solution.

MX+ Data Studio, a role-based, scalable data management solution, will enable organisations to benefit from enhanced, secure data capture capabilities, that promote a reduction in costly human error and duplication. The application’s enhanced data analysis technology highlights errors and restricts data upload until irregularities are corrected and ensures a smoother, faster upload to EAM systems, ensuring the quality of data is maintained throughout. Through improved data capture and faster, more accurate data uploads, the application will help deliver purer EAM strategies, that give organisations a clearer, richer view of their asset bases, helping to improve workload and maintenance scheduling, increase first-time fix rates, better meet regulatory compliance and improve data validation standards.

Alan Cambridge, CEO and Co-founder of Peacock Engineering, said: “Cleaner, clearer data helps organisations make better informed decisions. These decisions can be felt across all operational processes, from asset management and first-time fix rates, supply chain management, procurement of new machinery, the purchasing of spare parts and ultimately improving the management of projects, teams and time.

“Our investment in our new Mx+ Data Studio application will give organisations the platform to secure their data management strategies, improve overall data quality, reduce enterprise risk, and help optimise spending and streamline business processes.”

igt-to-host-fourth-quarter-and-full-year-2022-results-conference-call-on-tuesday,-february-28,-2023

IGT to Host Fourth Quarter and Full Year 2022 Results Conference Call on Tuesday, February 28, 2023

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International Game Technology PLC will host a conference call and live webcast to discuss fourth quarter and full year 2022 results for the period ended December 31, 2022 on Tuesday, February 28, 2023.

Conference call details:
Tuesday, February 28, 2023
8:00 a.m. EST

iqax-listed-in-top-10-shipping-digital-pioneers

IQAX listed in Top 10 Shipping Digital Pioneers

 

Highlighting its innovative capabilities and the transformative nature of its digital solutions for shipping and logistics, IQAX Limited was listed in the Top 10 Shipping Digital Pioneers as part of the 2022 Annual 100 in the Port and Shipping Industry list by China Shipping Gazette.

The Top 10 Shipping Digital Pioneers list honors best-in-class innovative companies that develop digital solutions, software, and technology for the shipping industry. IQAX solutions leverage multiple advanced and forward-looking technologies such as the Internet of Things (IoT), artificial intelligence (AI) and machine learning into a complete suite of products that can significantly strengthen shipping and logistics operations.

“The trend towards greater digitization is reshaping the global shipping industry and the value it generates became evident during the past few years. Innovative solutions like ours, that tap into the most advanced technologies, make the shipping industry and global trade more efficient and resilient,” said IQAX CEO Romney Wong. “The powerful solutions IQAX develops will continue to help the logistics industry take large strides towards a more efficient digitized future.”

“It is an honour to be counted as one of the Top 10 Shipping Digital Pioneers and will continue to create new and innovative technology solutions for this very important industry,” Wong added.

IQAX is committed to developing intelligent solutions to drive the digitization of shipping and logistics, aiming to create a harmonious global trade environment. With this vision in mind, IQAX has developed cutting-edge technology solutions to improve visibility and operational efficiency across the industry.

Digitization is driving the shipping industry, noted China Shipping Gazette in announcing this year’s list. As the world returns to normal, the industry is deriving significant benefits from this trend that took a big leap forward over the past few years defined by serious challenges and market difficulties. IQAX’s innovative solutions like IQAX FocusIQAX TrackIt and IQAX eBL contributed significantly to digitization in shipping.

Based on the IoT, AI, and machine learning, IQAX Focus enables users to significantly improve the efficiency of logistics management. It provides end-to-end visibility and real time monitoring of both dry and reefer cargo through a single platform. The use of AI reduces false alarms, facilitates smart alerts, and accelerates compliance processes. This plug-and-play solution can be deployed quickly and relies on rechargeable and reusable devices.

IQAX TrackIt is a real-time ocean shipment visibility platform for shippers and non-vessel operating common carriers (NVOCCs) that uses a digital twin and AI to visualize and gain insights about shipments in transit. IQAX TrackIt empowers shippers to proactively identify potential delays that may require attention, view predictive departure and arrival times for better planning, provides map and calendar views, and allows shippers to stay one step ahead of their shipments.

IQAX eBL facilitates the use of electronic bills of lading (B/Ls) based on blockchain technology. IQAX eBL allows the industry to move away from traditional paper-based B/Ls. B/Ls are crucial to global trade through their role confirming ownership of goods. Electronic B/Ls have myriad of advantages over cumbersome paper-based ones in terms of information accuracy, data security, efficiency, energy savings and low carbon emissions.

China Shipping Gazette’s Annual 100 in the Port and Shipping Industry list is China’s most authoritative list of the most influential stakeholders in the industry.

esport-market-is-expected-to-reach-around-usd-548-billion-by-2030,-grow-at-a-cagr-of-210%-during-forecast-period-2023-to-2030-|-data-by-contrive-datum-insights-pvt-ltd.

eSport Market Is Expected To Reach around USD 5.48 Billion by 2030, Grow at a CAGR Of 21.0% during Forecast Period 2023 To 2030 | Data By Contrive Datum Insights Pvt Ltd.

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The Global eSports Market Size Was Valued at USD 1.22 Billion In 2021. The Market Is Projected To Grow From USD 1.44 Billion In 2022 To USD 5.48 Billion By 2030, Exhibiting A CAGR Of 21.0% During The Forecast PeriodWe found that the global market for eSports grew by an average of 15.4% between 2019 and 2020.

The market is growing because more games are being streamed live, big investments are being made, more people are watching, more people are getting involved, and league tournaments have better infrastructure. Because gamers, organisers, influencers, and game developers are getting better at what they do, there are more ways to make money in the market. Electronic sports can be a profession because they have big international prize pools and make money from streaming.

Also, colleges and universities have started to offer programmes that are designed to turn out skilled workers.

Recent Developments:

  • In August 2021: Gameloft partnered with ESL Gaming to enhance the mobile electronic sports-native sponsoring solutions.
  • In July 2021: Intel collaborated with the International Olympic Committee to increase the focus on hosting one of the major virtual competitions as a kickoff to the Games. The electronic sports event was mainly scheduled to be held in Katowice, a city of approximately 3,00,000 individuals in Poland, a month before the Olympic Games.
  • In June 2021: Gameloft partnered with Epik Prime, an NFT platform functioning with AAA gaming organizations & large entertainment IP and brands, which focused on launching a racing-themed set of archives within the mobile racing game Asphalt 9.

Segment Overview

Streaming Insights

There are two main types of streaming: live streaming and on-demand streaming. During the period covered by the forecast, live streaming is expected to make up the biggest part of the segment. As more attention is paid to getting fans involved, live electronic sports events are likely to become more popular. Also, as the number of smartphone users grows, more people are likely to watch live tournaments of electronic sports.

People want more entertainment at home, so video-on-demand is likely to grow quickly over the next few years. People watch more games on Over-the-Top (OTT) platforms than live because they can watch the game whenever they want. Because of this, the video-on-demand part of this business is likely to grow.

Revenue Streaming Insights

Depending on how the money comes in, the market is split into media rights, advertising, sponsorship, ticket and merchandise sales, game publisher fees, and other categories. The media rights segment is expected to gain the most market share during the time frame of the forecast. Many media companies are putting money into these games because the industry is growing and more than 380 million people around the world watch them.

Sponsorship and advertising are expected to grow quickly during the time frame of the forecast. The team that pays for the platform is putting money into it to build its brand as the number of viewers grows. In the same way, many apps that let you play games have ads in them to make more money.

Gaming Genre Insights

Based on the type of game, the market is split into real-time strategy games, first-person shooter games, fighting games, multiplayer online battle arena games, mass multiplayer online role-playing games, and other types. During the time frame of the prediction, the market for first-person shooter games is expected to grow a lot. Many different game providers offer a huge number of first-person shooter games. The 3D worlds in the games of the past looked real.

Fighting games will get better in a lot of ways. Because it is used in virtual and video games, it is becoming more popular on the market.

Over the next few years, multiplayer online battle arena games will grow quickly because they are fun and profitable. Since multiplayer is becoming more and more popular, it is likely to grow.

Regional Outlook:

In 2021, North America had the largest share of the market. There are a lot of online gamers in this area, which should help the business grow. The largest companies in the area are Activision Blizzard, Inc., Riot Games, Inc., X1 Esports and Entertainment Ltd., and others. To stay ahead of the competition and meet customer needs, they spend a lot of money on research and development.

Asia-Pacific is likely to grow a lot over the next few years. Because of how quickly sports events are moving to digital platforms for entertainment, countries like China, Japan, and India are likely to have a high demand. Electronic sports are becoming more popular because the gaming and entertainment industry in Asia and the Pacific has so many opportunities.

Most European countries have a strong sports market, which is likely to give companies that offer online sports platforms more ways to make money. Fans are always looking for new ways to play games. In the same way, a lot of different people are investing a lot in this market in Europe because it has a growing audience and a higher return on investment.

Scope of Report:

Report Attributes Details
Growth Rate CAGR of 21.0% from 2023 to 2030.
Revenue Forecast by 2022                        USD 1.44 Billion
By Streaming Type On-demand, Live, Others
By Revenue Streaming Game Publisher Fees, Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Others
By Gaming Genre Real-time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-playing Games, Others
By Companies  Sony Group Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.)
Regions and Countries Covered
  • North America: (US, Canada, Mexico, Rest of North America)
  • Europe(Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
  • Asia-Pacific (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
  • The Middle East & Africa(Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
  • Latin America(Brazil, Argentina, Rest of Latin America)
  • Rest Of the World
Base Year  2022
Historical Year  2017 to 2022
Forecast Year  2023 to 2030

Trends:

Advertisements aimed at people who watch electronic sports, like those shown during live streams on online platforms or electronic sports TV, bring money into this market.

Advertising is likely to bring in a lot of money in the coming years as more people watch online platforms like YouTube and Twitch.

Streamlabs says that in 2018, the most money was made by YouTube and Twitch. Twitch had 4.32 million quarterly active streamers, while YouTube had 1.13 million.

So, as the number of streamers grows, advertising-related content is likely to increase, which will help the market make money.

Driving Factors:

Because technology is always getting better, people all over the world have become dependent on smartphones, other high-tech gadgets, and the internet. Because so many people want to play games, video game companies have moved to a model where they make money over and over again. Also, as technology keeps getting better, there are more and more video game tournaments, virtual reality products, and people spending a lot of money on video content all over the world.

The online gaming market is growing because more people are using advanced gaming technologies, people have different tastes in entertainment, and more people want to play games on their phones. Because more people have smartphones and the internet is better, the number of players has grown quickly.

Restraining Factors:

LED computer monitors can cause metabolic disorders, and gambling addiction and social behaviour disorders can cause psychological problems in gamers.

A recent study by Zwiebel et al. on the health effects of electronic sports players found that they are more likely to get back, neck, and upper limb injuries. The same thing can happen if you spend too much time in front of a computer screen. Most of these problems happen because these players don’t move around much and stand in an awkward way.

Key Segments Covered:

Top Market Players:
Sony Group Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.), and others.

By Streaming Type

  • On-demand
  • Live
  • Others

By Revenue Streaming

  • Game Publisher Fees
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Others

By Gaming Genre

  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others

Regions and Countries Covered

  • North America: (US, Canada, Mexico, Rest of North America)
  • Europe: (Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
  • Asia-Pacific: (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
  • The Middle East & Africa: (Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
  • Latin America: (Brazil, Argentina, Rest of Latin America)
  • Rest Of the World
popok-gaming-and-salsa-technology-collaborate-to-deliver-high-quality-gaming-experience

PopOK Gaming and Salsa Technology collaborate to deliver high-quality gaming experience

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PopOK Gaming announced its new partnership with Salsa Technology, a leading B2B provider of customised iGaming solutions in Latin America and Europe.

The integrated pack includes PopOK Gaming’s popular titles like Yummy, Hot Muchacho, Crazy Poki and others. Each promises eye-popping visuals, dynamic animations, pleasing sound effects and more.

Salsa Technology’s Head of Marketing & Sales, Eliane Nunes said: “We love the dedication PopOK Gaming places on designing games that combine slick design, engaging features, and excitement. This definitely promises to be a great partnership for both parties.”

Combining PopOK Gaming’s expertise in game development with Salsa Technology’s cutting-edge platform, this collaboration promises to bring the ultimate gaming experience to fans of iGaming.

“We are excited to partner with Salsa Technology,” said Luiza Melikyan, Business Development Executive at PopOK Gaming. “This partnership will give us greater reach and offer a wider audience high-quality gaming content. We are confident that our collaboration will result in truly exceptional gameplay for players.”

spotos-aims-to-reinvent-logistics-by-creating-the-new-spot-freight-market

Spotos Aims To Reinvent Logistics By Creating The New Spot Freight Market

 

Spotos, a logistics startup that digitised and reimagined freight forwarding principles, announced the start of operations. Spotos has developed a digital spot freight market for shippers and carriers in Europe.

The company was established to address daily struggles and inefficiencies in finding spots, carriers and moving freight. Founded by entrepreneur Šarūnas Stanislovėnas, Spotos is a solution to simplify logistics for shippers and carriers, connect a fragmented industry and digitise inefficient business processes.

“I felt something is missing within the logistics industry, something vital and fundamental, which has fragmented and disconnected the industry. Logistics has always defaulted to analogue, inefficient, and time-consuming processes. I noticed that a lack of automation has negatively impacted all players in transportation, so I wanted to showcase how simple freight forwarding, with the help of digitisation, could truly be. This is how the spark for Spotos was born.” said Šarūnas Stanislovėnas, Founder & CEO.

Spotos’ ambition is to improve every aspect of freight forwarding by providing price transparency, radical automation, and market accessibility. The company declares that everyone deserves a chance to participate in the complex but fair process that is freight forwarding. Following this philosophy, Spotos has implemented various features that are changing industry habits.

Spotos makes room for small and medium businesses, allowing them to ship goods efficiently – no more time-consuming tasks, inefficient processes, unpredictable prices, fake freights, or late payments.