Tag Archives: GAM

Pixelworks Delivers Captivating Gaming to Tencent Black Shark 3S with Patented Motion Processing

Includes Industry’s Most Advanced Visual Processing with Unique Motion Processing and Dual-Channel MIPI Support for an Immersive Gaming Experience

BEIJING and SAN JOSE, California, July 31, 2020 Pixelworks, Inc. (NASDAQ: PXLW), a leading provider of advanced power-efficient visual processing solutions, and Black Shark, a cutting-edge gaming technology company, today announced that the new Tencent Black Shark 3S gaming smartphones integrate the Pixelworks fifth generation visual processor and software. The gaming smartphone features the Company’s unique MotionEngine® technology with dual-channel MIPI to support Tencent games with text-over-graphics, Always-HDR mode and auto-adaptive display technology with Active DC Dimming, enabling superior visual quality in all gaming environments.

The Tencent Black Shark 3S supports up to 120 Hz refresh rate on their latest AMOLED display. Utilizing the Company’s latest generation Pixelworks visual processor and software, the 6.67-inch, AMOLED screen delivers a cinematic experience with true-to-life visuals to support the most advanced mobile games for video and gaming enthusiasts at all levels.

The Tencent Black Shark 3S is the latest model among its top-performance flagship gaming smartphones, and includes a full suite of the Pixelworks unique display processing features, including:

  • MotionEngine technology – Patented motion estimation, motion compensation (MEMC) is content-optimized for high refresh rate displays up to 120 Hz to eliminate unintended judder and blur to preserve intended motion appearance.
  • Dual-Channel MIPI for Tencent Video – Maximizes quality of short- and long-form games and videos with text overlay and GUI protection for a more interactive and engaging experience.
  • Always-HDR mode – Using real-time SDR-to-HDR conversion to expose more detail and shades of color for the vast majority of video and gaming content and deliver an always-immersive experience.
  • Auto Adaptive Display – Preserve visual clarity by dynamically adjusting brightness and tone, and automatically enhance contrast based on changes in ambient light. Even in a very dark room, Active DC Dimming ensures eye comfort by reducing blue light and mitigating OLED screen flicker at the lowest screen brightness.
  • Absolute Color Accuracy – Every Tencent Black Shark 3S is factory tuned with Pixelworks high-efficiency calibration and runs the Company’s color calibration software on the display processing unit to optimize power while delivering industry-leading color accuracy for all photos, video apps and content.

"As a leader in the gaming industry, we are committed to providing state-of-the-art technology in our latest models with visuals that accurately display real life for an authentic gaming experience," said Harrison Luo, CEO of Black Shark. "Through our partnership, Pixelworks has continued to deliver superior display performance on all our Black Shark smartphones and push the boundaries of gaming quality with enhanced viewing experiences. We are happy to extend our collaboration with Pixelworks to bring a cinematic, gaming experience to more users’ hands."

"Black Shark continues to demonstrate their leadership in gaming with unique display technology for a truly immersive gaming experience," said Todd DeBonis, President and CEO, Pixelworks. "The latest Tencent Black Shark 3S model integrates our patented motion processing technology with dual-channel MIPI to provide an immersive gaming experience for today’s games—from action to sports, role-playing, flighting, adventure and racing. We are excited to continue this ongoing partnership with Black Shark to bring spectacular experiences to gamers today and tomorrow."

Availability
The Tencent Black Shark 3S was introduced on July 31, 2020 during an online event and expected to be commercially available Q3 2020. For more information, please visit the Black Shark website at https://global.blackshark.com/.

About Black Shark
Cutting-edge gaming technology company, Black Shark, creates gaming eco-system based on hardware, software and services, now mainly carried by smartphones. Black Shark aims to provide the unmatched and unique gaming experience and builds the best gaming world with global gamers. Black Shark is located in Beijing, Shanghai, Shenzhen and Hong Kong. For more information, please visit the company’s global website: http://global.blackshark.com/

About Pixelworks
Pixelworks provides industry-leading content creation, video delivery and display processing solutions and technology that enable highly authentic viewing experiences with superior visual quality, across all screens – from cinema to smartphone and beyond. The Company has a 20-year history of delivering image processing innovation to leading providers of consumer electronics, professional displays and video streaming services. Pixelworks is headquartered in San Jose, CA. For more information, please visit the company’s web site at www.pixelworks.com.

Note: Pixelworks, the Pixelworks logo and MotionEngine are registered trademarks of Pixelworks Inc. All other trademarks are the property of their respective owners.


Logo – https://techent.tv/wp-content/uploads/2020/08/pixelworks-delivers-captivating-gaming-to-tencent-black-shark-3s-with-patented-motion-processing.jpg

Related Links :

http://www.pixelworks.com/

Pearl Abyss Announces “Shadow Arena Regional Cup – Asia” Final Round Playoffs

SEOUL, South Korea, July 31, 2020 — Pearl Abyss announced today that the "Shadow Arena Regional Cup  Asia" final round playoffs will soon begin. After surviving merciless group preliminaries, 40 players have emerged victorious, and will advance to the final round to be held on August 1. 

Pearl Abyss Announces “Shadow Arena Regional Cup – Asia” Final Round Playoffs
Pearl Abyss Announces “Shadow Arena Regional Cup – Asia” Final Round Playoffs

The group preliminaries took place on July 22 and July 29, where a total of 40 players, including the former winner "Kangchohan", were able to make it through to the playoffs. The appearance of various creatures such as the Red Dragon, Layten, and Puturum, only added further excitement to these preliminary matches. 

The playoffs will be held on August 1 at 3pm (KST) on an exclusive Tournament Server. Players’ ranks will be determined by the total number of points earned over the course of 4 rounds. In the case of a tie, the players’ points from the last round will determine which of them is the winner. 

All matches of the playoffs will be broadcast live via Twitch and the Chinese video platform Doyu TV. 

Visit the official website, Discord, Facebook, YouTube, and Twitter for more information. 

About Pearl Abyss 

Best known for the MMORPG franchise Black Desert, Pearl Abyss is a leading developer in the game industry. Established in 2010, Pearl Abyss has since developed Black Desert for PC, mobile, and console, and is developing Shadow Arena for PC and console. All of Pearl Abyss’ games are built on the company’s own proprietary engine and are renowned for their cutting-edge graphics. The company is also developing Crimson Desert, DokeV, and PLAN 8 and is poised to continue its growth through 2020 and maintain its position as one of Asia’s leaders in game development. More information about Pearl Abyss is available at: www.pearlabyss.com 

Photo – https://photos.prnasia.com/prnh/20200730/2872005-1?lang=0

 

Related Links :

http://pearlabyss.com

GigaMedia Announces Second-Quarter 2020 Financial Results

TAIPEI, July 31, 2020 — GigaMedia Limited (NASDAQ: GIGM) today announced its second-quarter 2020 unaudited financial results.

Comments from Management

In the second quarter of 2020, GigaMedia reported revenues of $1.83 million, with a gross profit $0.98 million, an operating loss of $0.55 million and the net loss of $0.42 million. Total revenues increased by 13.8% if compared to the previous quarter.

"In spite of the ongoing disruption of the pandemic to our operations, we have achieved clear improvements," said GigaMedia CEO James Huang. "We have reshaped our cost structure and remodeled our marketing strategies, thereby approximately halved the operating loss if comparing to the same quarter last year."

"And we are also enhancing the playability and stickiness of FunTown M, our in-house developed mobile platform of casual games," continued GigaMedia CEO James Huang, "which will be the most crucial piece to fall in place for our turning profitable beyond just break-even."

Second Quarter Overview

  • Operating revenues increased by approximately 13.8% quarter-on-quarter, to $1.83 million from $1.60 million in last quarter, and 4.3% year-over-year from $1.75 million the same period last year. The increase was mainly attributable to our efforts in revitalizing Tales Runner, a 14-year-old licensed game we operate in Hong Kong.
  • Gross profit increased slightly by 5.5% to $0.98 million from $0.93 million in last quarter, and increased by 27.2% compared to $0.77 million in the same period last year.
  • The net asset value was $4.96 per share.

Unaudited Consolidated Financial Results

GigaMedia Limited is a diversified provider of digital entertainment services. GigaMedia’s digital entertainment service business FunTown develops and operates a suite of digital entertainments in Taiwan and Hong Kong, with focus on browser/mobile games and casual games.

Unaudited consolidated results of GigaMedia are summarized in the table below.

For the Second Quarter

GIGAMEDIA 2Q20 UNAUDITED CONSOLIDATED FINANCIAL RESULTS

(unaudited, all figures in US$ thousands, except
per share amounts)

2Q20

1Q20

Change

(%)

2Q20

2Q19

Change

(%)

Revenues

1,826

1,604

13.8

%

1,826

1,750

4.3

%

Gross Profit

978

927

5.5

%

978

769

27.2

%

Loss from Operations

(549)

(640)

NM

(549)

(1,122)

NM

Net Loss Attributable to GigaMedia

(419)

(286)

NM

(419)

(614)

NM

Net Loss Per Share Attributable to

   GigaMedia, Diluted

(0.04)

(0.03)

NM

(0.04)

(0.06)

NM

EBITDA (A)

(634)

(536)

NM

(634)

(1,000)

NM

Cash, Cash Equivalents and

   Restricted Cash

56,783

57,311

(0.9)

%

56,783

58,015

(2.1)

%

NM= Not Meaningful

(A)  EBITDA (earnings before interest, taxes, depreciation, and amortization) is provided as a supplement to
results provided in accordance with U.S. generally accepted accounting principles ("GAAP"). (See, "Use
of Non-GAAP Measures," for more details.) 

Second-Quarter Financial Results

  • Consolidated revenues for the second quarter of 2020 increased by 13.8% quarter-on-quarter to $1.83 million from $1.60 million in last quarter, and by 4.3% year-over-year from $1.75 million the same period last year.
  • Consolidated gross profit was $0.98 million, increased by 5.5% quarter-on-quarter and 27.2% year-over-year.
  • Consolidated operating expenses were $1.53 million, comparable to the first quarter of 2020 and decreased by 19.3% if compared to the same period last year, which reflected a decrease in marketing expenses and general expenses.
  • Consolidated loss from operation of the second quarter of 2020 was a loss of $0.55 million, reflecting an improvement from a loss of $0.64 million in the first quarter.
  • Net loss in the second quarter of 2020 was $0.42 million, increasing from a net loss of $0.29 million in the first quarter this year mainly due to lower interest income and exchange loss in this quarter. 
  • Cash, cash equivalents and restricted cash at the end of the second quarter of 2020 amounted to $56.8 million, slightly decreased by 0.9% from $57.3 million as of the end of the first quarter.

Financial Position

GigaMedia maintained its solid financial position, with cash, cash equivalents and restricted cash amounted to $56.8 million, or $5.14 per share, as of June 30, 2020.

Business Outlook

The following forward-looking statements reflect GigaMedia’s expectations as of July 30, 2020. Given potential changes in economic conditions and consumer spending, the evolving nature of digital entertainments, and various other risk factors, including those discussed in the Company’s 2019 Annual Report on Form 20-F filed with the U.S. Securities and Exchange Commission as referenced below, actual results may differ materially.

In the second half of 2020, we will continue improving productivities of the existing games, in which FunTown M, our own mobile platform of casual games, is expected to begin contributing to our revenues. Along with our various product lines and customer platform, we will gradually accumulate the momentum to an upward trend.  

Meanwhile, our management continues evaluating and pursuing prospects of strategic investment targets that are with potential to expand our business and create greater shareholder value.

Use of Non-GAAP Measures

To supplement GigaMedia’s consolidated financial statements presented in accordance with US GAAP, the Company uses the following measure defined as non-GAAP by the SEC: EBITDA. Management believes that EBITDA (earnings before interest, taxes, depreciation, and amortization) is a useful supplemental measure of performance because it excludes certain non-cash items such as depreciation and amortization and that EBITDA is a measure of performance used by some investors, equity analysts and others to make informed investment decisions. EBITDA is not a recognized earnings measure under GAAP and does not have a standardized meaning. Non-GAAP measures such as EBITDA should be considered in addition to results prepared in accordance with GAAP, but should not be considered a substitute for, or superior to, other financial measures prepared in accordance with GAAP. A limitation of using EBITDA is that it does not include all items that impact the company’s net income for the period. Reconciliations to the GAAP equivalents of the non-GAAP financial measures are provided on the attached unaudited financial statements.

About the Numbers in This Release

Quarterly results

All quarterly results referred to in the text, tables and attachments to this release are unaudited. The financial statements from which the financial results reported in this press release are derived have been prepared in accordance with U.S. GAAP, unless otherwise noted as "non-GAAP," and are presented in U.S. dollars.

Q&A

For Q&A regarding the second quarter 2020 performance upon the release, investors may send the questions via email to IR@gigamedia.com.tw, and the responses will be replied individually.

About GigaMedia

Headquartered in Taipei, Taiwan, GigaMedia Limited (Singapore registration number: 199905474H) is a diversified provider of digital entertainment services in Taiwan and Hong Kong. GigaMedia’s digital entertainment service business is an innovative leader in Asia with growing capabilities of development, distribution and operation of digital entertainments, as well as platform services for games with a focus on mobile games and casual games. More information on GigaMedia can be obtained from www.gigamedia.com.tw.

The statements included above and elsewhere in this press release that are not historical in nature are "forward-looking statements" within the meaning of the "safe harbor" provisions of the Private Securities Litigation Reform Act of 1995. These forward-looking statements include statements regarding expected financial performance (as described without limitation in the "Business Outlook" section and in quotations from management in this press release) and GigaMedia’s strategic and operational plans. These statements are based on management’s current expectations and are subject to risks and uncertainties and changes in circumstances. There are important factors that could cause actual results to differ materially from those anticipated in the forward looking statements, including but not limited to, our ability to license, develop or acquire additional online games that are appealing to users, our ability to retain existing online game players and attract new players, and our ability to launch online games in a timely manner and pursuant to our anticipated schedule. Further information on risks or other factors that could cause results to differ is detailed in GigaMedia’s Annual Report on Form 20-F filed in April 2020 and its other filings with the United States Securities and Exchange Commission.

(Tables to follow)

 

GIGAMEDIA LIMITED

CONSOLIDATED STATEMENTS OF OPERATIONS

Three months ended

Six months ended

06/30/2020

03/31/2020

06/30/2019

06/30/2020

06/30/2019

unaudited

unaudited

unaudited

unaudited

unaudited

USD

USD

USD

USD

USD

Operating revenues

Digital entertainment service revenues

1,825,547

1,603,904

1,749,583

3,429,450

3,232,816

Other revenues

1,825,547

1,603,904

1,749,583

3,429,450

3,232,816

Operating costs

Cost of digital entertainment service

    revenues

847,906

677,194

980,448

1,525,099

1,725,350

Cost of other revenues

847,906

677,194

980,448

1,525,099

1,725,350

Gross profit

977,641

926,710

769,135

1,904,351

1,507,466

Operating expenses

Product development and engineering

   expenses

332,745

328,815

325,144

661,560

645,638

Selling and marketing expenses

367,529

410,475

580,539

778,004

1,106,542

General and administrative expenses

825,998

824,442

974,648

1,650,440

1,810,634

Other

(42)

2,984

11,165

2,942

16,380

1,526,230

1,566,716

1,891,496

3,092,946

3,579,194

Loss from operations

(548,589)

(640,006)

(1,122,361)

(1,188,595)

(2,071,728)

Non-operating income (expense)

Interest income

212,881

255,719

414,450

468,600

796,250

Foreign exchange (loss) gain – net

(82,357)

98,887

90,922

16,529

79,520

Other – net

(1,404)

(298)

3,416

(1,702)

50,328

129,120

354,308

508,788

483,427

926,098

Loss before income taxes

(419,469)

(285,698)

(613,573)

(705,168)

(1,145,630)

Income tax benefit (expense)

Net loss attributable to shareholders of
GigaMedia

(419,469)

(285,698)

(613,573)

(705,168)

(1,145,630)

Loss per share attributable to GigaMedia

   Basic

(0.04)

(0.03)

(0.06)

(0.06)

(0.10)

   Diluted

(0.04)

(0.03)

(0.06)

(0.06)

(0.10)

Weighted average shares outstanding:

Basic

11,052,235

11,052,235

11,052,235

11,052,235

11,052,235

Diluted

11,052,235

11,052,235

11,052,235

11,052,235

11,052,235

 

GIGAMEDIA LIMITED

CONSOLIDATED BALANCE SHEETS

06/30/2020

03/31/2020

06/30/2019

unaudited

unaudited

unaudited

USD

USD

USD

Assets

Current assets

Cash and cash equivalents

56,247,678

56,777,472

57,489,563

Accounts receivable – net

349,450

355,225

591,905

Prepaid expenses

228,794

276,010

275,551

Restricted cash

535,153

533,436

525,354

Other receivables

203,671

238,396

458,383

Other current assets

142,230

148,757

131,150

Total current assets

57,706,976

58,329,296

59,471,906

Property, plant & equipment – net

7,740

8,117

92,580

Intangible assets – net

17,111

17,965

23,545

Prepaid licensing and royalty fees

184,365

210,530

574,274

Other assets

290,687

285,319

1,035,529

Total assets

58,206,879

58,851,227

61,197,834

Liabilities and equity

Accounts payable

69,147

60,405

119,597

Accrued compensation

278,622

156,948

253,262

Accrued expenses

1,321,262

1,449,553

1,340,539

Unearned revenue

1,058,940

1,285,399

1,617,881

Other current liabilities

627,162

715,877

197,776

Total current liabilities

3,355,133

3,668,182

3,529,055

Other liabilities

3,653

7,337

781,187

Total liabilities

3,358,786

3,675,519

4,310,242

GigaMedia’s shareholders’ equity

54,848,093

55,175,708

56,887,592

Total liabilities and equity

58,206,879

58,851,227

61,197,834

GIGAMEDIA LIMITED

RECONCILIATIONS OF NON-GAAP RESULTS OF OPERATIONS

Three months ended

Six months ended

06/30/2020

03/31/2020

06/30/2019

06/30/2020

06/30/2019

unaudited

unaudited

unaudited

unaudited

unaudited

USD

USD

USD

USD

USD

Reconciliation of Net Loss to EBITDA

Net loss attributable to GigaMedia

(419,469)

(285,698)

(613,573)

(705,168)

(1,145,630)

Depreciation

535

354

14,769

889

40,156

Amortization

(2,257)

4,657

12,830

2,400

25,729

Interest income

(212,881)

(255,719)

(414,450)

(468,600)

(796,250)

Interest expense

Income tax (benefit) expense

EBITDA

(634,072)

(536,406)

(1,000,424)

(1,170,479)

(1,875,995)

 

 

Related Links :

http://www.gigamedia.com

http://www.gigamedia.com.tw

Sohu.com to Report Second Quarter 2020 Financial Results on August 10, 2020

BEIJING, July 27, 2020 — Sohu.com Limited (NASDAQ: SOHU), China’s leading online media, video, search and gaming business group, will report its second quarter 2020 unaudited financial results on Monday, August 10, 2020, before U.S. market hours.

 

Sohu’s management team will host a conference call on the same day at 7:30 a.m. U.S. Eastern Time, August 10, 2020 (7:30 p.m. Beijing/Hong Kong time, August 10, 2020) following the quarterly results announcement.

Due to the outbreak of COVID-19, operator assisted conference calls are not available at the moment. All participants must preregister online prior to the call to receive the dial-in details.

Conference Call Preregistration

Participants can register for the conference call by navigating to https://apac.directeventreg.com/registration/event/8993497. Once preregistration has been completed, participants will receive dial-in numbers, an event passcode, and a unique registrant ID.

To join the conference, please dial the number you receive, enter the event passcode followed by your unique registrant ID, and you will be joined to the conference instantly.

A telephone replay of the call will be available after the conclusion of the conference call at 10:30 a.m. Eastern Time on August 10 through August 18, 2020. The dial-in details for the telephone replay are:

International:

+1-646-254-3697

Passcode:

8993497

The live webcast and archive of the conference call will be available on the Investor Relations section of Sohu’s website at http://investors.sohu.com/.

About Sohu.com

Sohu.com Limited (NASDAQ: SOHU) is China’s premier online brand and indispensable to the daily life of millions of Chinese, providing a network of web properties and community based/web 2.0 products which offer the vast Sohu user community a broad array of choices regarding information, entertainment and communication. Sohu has built one of the most comprehensive matrices of Chinese language web properties and proprietary search engines, consisting of the mass portal and leading online media destination www.sohu.com; interactive search engine www.sogou.com; developer and operator of online games www.changyou.com/en/ and online video website tv.sohu.com .

Sohu’s corporate services consist of online brand advertising on Sohu’s matrix of websites as well as bid listing and home page on its in-house developed search directory and engine. Sohu also provides multiple news and information services on mobile platforms, including Sohu News App and the mobile news portal m.sohu.com. Sohu’s online game subsidiary Changyou develops and operates a diverse portfolio of PC and mobile games, such as Tian Long Ba Bu (“TLBB”), one of the most popular PC games in China. Changyou also owns and operates the 17173.com Website, a game information portal in China. Sohu’s online search subsidiary Sogou (NYSE: SOGO) has grown to become the second largest search engine by mobile queries in China. It also owns and operates Sogou Input Method, the largest Chinese language input software. Sohu, established by Dr. Charles Zhang, one of China’s internet pioneers, is in its twenty-fourth year of operation.

For investor and media inquiries, please contact:

In China:

Ms. Pu Huang

Sohu.com Limited

Tel:

+86 (10) 6272-6645

E-mail:

ir@contact.sohu.com

In the United States:

Ms. Linda Bergkamp

Christensen

Tel:

+1 (480) 614-3004

E-mail:

lbergkamp@christensenir.com

 

Related Links :

https://www.sohu.com/

BIGO Live Kicks Off Game Streaming in The U.S as The Official Sponsor and Live Streaming Partner for Fortnite Box Fighting Championship

Global Live Streaming Platform Bigo Live Launches Gaming House 2020 With Fortnite Streamers at Kungarna with a Box Fighting Championship Fortnite Tournament in Partnership with Repeat.GG

LOS ANGELES, July 10, 2020 — Global leader in live streaming, BIGO Live, announced today that it will tap into the gaming vertical in the U.S. with the launch of Gaming House 2020, where Bigo Live can provide a platform for gaming giants to access mainstream audiences typically outside of their reach.

Watch Box Fighting Championship Fortnite Tournament on Bigo Live
Watch Box Fighting Championship Fortnite Tournament on Bigo Live

Currently live until August 2, the initiative launched with a Bigo Live streaming tournament event hosted by Box Fighting Championship featuring a large-scale Fortnite tournament with many household names in the esport community, including The Fortnite Guy and partners at Kungarna, The Tournament scoreboard is managed by Repeat.gg,

The large-scale tournament event hosts streamers who compete in ruthless battle royales on Fortnite. Gamers that stream their Fortnite escapades on Bigo Live have a chance to win weekly prizes totaling $5,000. Well known Fortnite streamers are participating in the event including members of Kungarna, an esports organization led by The Fortnite Guy, the Internet’s premiere Fortnite streamer.

BIGO Live users can watch the event by going into the app and locating the "tournament" icon in the new Games section. Gamers and followers can interact outside of the stream using BIGO Live’s unique features that allow them to share posts, images, and videos with each other.

"It goes without saying that there is an enormous streaming community in the gaming space and BIGO Live is excited to provide another platform for streamers to broadcast on mobile and interact with their viewers at the same time," said Mike Ong, Vice President of BIGO Technology. "It is an important milestone for BIGO Live to roll out a gaming initiative in the U.S. and to do so now when so many people need human connections during isolation. Gaming is the great unifier and the ability to stream with friends and followers on their phones creates memorable and exciting experiences without having to go anywhere."

BIGO Live launched a pilot of this program in the U.S. in May and received nearly a half-million viewers. Featured influencer, The Fortnite Guy, garnered almost 3,000 concurrent viewers and through the course of one month managed to accumulate over 30,000 followers on BIGO Live.

"BIGO Live provides a unique opportunity for game streamers," continued Mr. Ong. "Audiences can award them with gifts that can ultimately be transferred into real currency. Game streamers can monetize their activities simply by doing what they do best: engage with their audiences and stream all of their gaming antics."

To participate in the tournament, game streamers will need to sign up on Repeat.gg and download the BIGO Live app. When they are ready to stream, they will need to announce it to their audiences and stream their Fortnite play for at least two hours collectively a week. Audiences can watch the tournament by logging onto the Bigo Live app and tapping the icon named "BFC" ft. Fortnite in the Games section.

Streamers can stream gameplay via Bigo Live Connector. For collaboration inquiries, reach out to usabigolive@gmail.com.

About Bigo Live

Bigo Live is one of the world’s fastest-growing livestreaming social communities where users broadcast in real-time to share life moments, showcase their talents, and interact with people from around the world. BIGO Live has around 400 million users in over 150 countries and is currently the market leader in the livestreaming industry. Launched in March 2016, BIGO Live is owned by BIGO Technology which is based in Singapore.

Download the BIGO Live app here.

About Box Fighting Championship

Box Fighting Championship Fortnite Tournament provides fast-paced action with high tier mechanical shooting and playmaking which will be entertaining for the casual and competitive Fortnite audience.

About The Fortnite Guy

Professional player who started his career in Overwatch playing for team Splyce, 2019 started the organization known as Kungarna featuring top players at the World’s Cup. Breakout play by the players launched the small organization to Tier 1 status within one year. The Fortnite Guy also hosts a successful channel and oversees a community of over 30k micro influencers and 15 signed professional players with combined win earnings of over 800k within the last year.

About Repeat.gg

Repeat.gg creates the world’s largest automated tournaments for cash and prizes in gaming. Players of all skill levels can participate in cash and prize tournaments from around the world.

Pearl Abyss Recruits Participants For “Shadow Arena Regional Cup – Asia” until July 12

SEOUL, South Korea, July 10, 2020 — Pearl Abyss announced today that the participant registration period for the Shadow Arena Regional Cup – Asia (Solo) tournament will take place until July 12. Players in the Asia server can take this opportunity to participate in the action-packed competition and win a large amount of prizes. 

Pearl Abyss Recruits Participants For Shadow Arena Regional Cup -- Asia until July 12
Pearl Abyss Recruits Participants For Shadow Arena Regional Cup — Asia until July 12

Players who wish to participate in the “Shadow Arena Regional Cup – Asia (Solo)” must be at least Silver V in the Asia server. Eligible players can apply by submitting a sign-up form via the official website until July 12. The participants and the schedule will be announced on July 16.

The group preliminaries will be held on July 22 and 29, followed by the playoffs on August 1. Both stages will have four rounds, and the results will be determined based on the total combined points earned in each round. Both the group preliminaries and playoffs will be live-streamed via Shadow Arena‘s official YouTube and Twitch channels.

The winner of this competition will be awarded 5 million KRW along with an exclusive in-game title. The second to tenth-place winners as well as the Most Valuable Player will also receive prizes and rewards.

Meanwhile, the King of the Hill mode has been introduced in Shadow Arena. Players can now experience a new mode where 5 players can join to be matched in 1-vs-1 duels, and the first player to get 5 kills will be crowned the winner. The rankings and rewards will be calculated based on the number of kills. Moreover, the in-game community feature Clan has been added to allow players to create Clans and play Shadow Arena together.

For more information: official website, Discord, Facebook, YouTube, and Twitter.

About Pearl Abyss  

Best known for the MMORPG franchise Black Desert, Pearl Abyss is a leading developer in the game industry. Established in 2010, Pearl Abyss has since developed Black Desert for PC, mobile, and console, and is developing Shadow Arena for PC and console. All of Pearl Abyss’ games are built on the company’s own proprietary engine and are renowned for their cutting-edge graphics. The company is also developing Crimson Desert, DokeV, and PLAN 8 and is poised to continue its growth through 2020 and maintain its position as one of Asia’s leaders in game development. More information about Pearl Abyss is available at: www.pearlabyss.com

Photo – https://photos.prnasia.com/prnh/20200709/2853795-1?lang=0

Related Links :

http://www.pearlabyss.com

Blue Hat Announces Signing of Securities Purchase Agreement

XIAMEN, China, July 9, 2020 — Blue Hat Interactive Entertainment Technology ("Blue Hat" or the "Company") (NASDAQ: BHAT), a producer, developer and operator of augmented reality ("AR") interactive entertainment games, toys and educational materials in China, today announced that it has entered into a Securities Purchase Agreement (the "SPA") with two accredited institutional investors (each a "Holder" and collectively the "Holders") to sell senior secured convertible notes (the "Convertible Notes") of the Company in a private placement (the "Private Placement") to the Holders, in the aggregate principal amount of $3,262,000, together with the issuance of warrants (the "Warrants" and, together with the Convertible Notes, the "Securities") to acquire up to 784,000 ordinary shares of the Company (the "Ordinary Shares") for an aggregate cash purchase price of $2,800,000 (reflecting an original issue discount of $462,000). The Company intends to use the net proceeds for working capital and general corporate purposes. The offering is subject to customary closing conditions.

The Convertible Notes will be sold with an original issue discount and will not bear interest except upon the occurrence of an event of default. The convertible notes will be initially convertible at any time after their issuance into ordinary shares of the Company at a conversion price of $1.25, subject to adjustment as provided therein. The Warrants will be initially exercisable at a price of $1.25 per share, subject to adjustment as provided therein.

FT Global Capital, Inc. is acting as the exclusive placement agent in the Private Placement.

The securities to be sold in the proposed private placement will not be registered under the Securities Act of 1933, as amended, or state securities laws as of the time of issuance and may not be offered or sold in the United States absent registration with the Securities and Exchange Commission or an applicable exemption from such registration requirements.

Further details regarding the proposed transaction can be found in the Company’s Report on Form 6-K filed with the Securities and Exchange Commission on the date hereof.

About Blue Hat

Blue Hat Interactive Entertainment Technology is a producer, developer and operator of AR interactive entertainment games and toys in China, including interactive educational materials, mobile games, and toys with mobile game features. The Company’s interactive entertainment platform creates unique user experiences by connecting physical items to mobile devices, which creates a rich visual and interactive environment for users through the integration of real objects and virtual scenery. Distinguished by its own proprietary technology, Blue Hat aims to create an engaging, interactive and immersive community for its users. For more information, please visit the Company’s investor relations website at http://ir.bluehatgroup.com.

Forward-Looking Statements

This release contains forward-looking statements within the meaning of Section 27A of the Securities Act of 1933, as amended and Section 21E of the Securities Exchange Act of 1934, as amended. All forward-looking statements are inherently uncertain as they are based on current expectations and assumptions concerning future events or future performance of the Company. Readers are cautioned not to place undue reliance on these forward-looking statements, which are only predictions and speak only as of the date hereof. In evaluating such statements, prospective investors should review carefully various risks and uncertainties identified in this release and matters set in the Company’s SEC filings. These risks and uncertainties could cause the Company’s actual results to differ materially from those indicated in the forward-looking statements.

Contacts:

Lexie Zhang
Blue Hat Interactive Entertainment Technology
Phone: +86 (592) 228-0010
Email: ir@bluehatgroup.net

Phil Lisio
The Foote Group
Phone: +86 135-0116-6560
Email: phil@thefootegroup.com

Related Links :

http://ir.bluehatgroup.com

New Hero ‘Lahn’ Now Available in Shadow Arena

SEOUL, South Korea, July 3, 2020 — Pearl Abyss announced today that the new Hero ‘Lahn’ has arrived in Shadow Arena. Players can now play the game’s 12th character and utilize her powerful skills to target opponents effectively. 

New Hero ‘Lahn’ Now Available in Shadow Arena
New Hero ‘Lahn’ Now Available in Shadow Arena

The new Hero ‘Lahn’ can strategically reposition her enemies by pulling her opponents closer to her using her main weapon, the Crescent Pendulum. She can also leap and glide over long distances as a precursor move leading into her next attack or as a maneuver to leave the scene of battle.  

In addition to the arrival of Lahn, a new Ancient Weapons Showdown mode has been introduced in Shadow Arena. Players will start this new mode with a Laytenn’s Power Core and a Puturum’s Power Core, which can be used to summon the Ancient Weapons Laytenn and Puturum. 

"Shadow Arena Regional Cup – Asia" is back to determine the best player of the Asia server. Players can sign up to participate in the tournament until July 12. Preliminary rounds will be held on July 22 and July 29, and the finals will be held on August 1. The total prize pool of the tournament is set to 10 million won (USD 8,300), and an award for Most Valuable Player voted by the tournament’s casters will be among the many awards handed out for the tournament. 

Watch Lahn’s spotlight video and visit the official website, Discord, Facebook, YouTube, and Twitter for more information.    

  About Pearl Abyss  

Best known for the MMORPG franchise Black Desert, Pearl Abyss is a leading developer in the game industry. Established in 2010, Pearl Abyss has since developed Black Desert for PC, mobile, and console, and is developing Shadow Arena for PC and console. All of Pearl Abyss’ games are built on the company’s own proprietary engine and are renowned for their cutting-edge graphics. The company is also developing Crimson Desert, DokeV, and PLAN 8 and is poised to continue its growth through 2020 and maintain its position as one of Asia’s leaders in game development. More information about Pearl Abyss is available at: www.pearlabyss.com 

Photo – https://photos.prnasia.com/prnh/20200703/2848200-1?lang=0

Related Links :

http://www.pearlabyss.com

Smartphone Application Railgun: Spectrum Story Now Available

TOKYO, July 3, 2020 — Railgun: Spectrum Story was released by D-techno Co., Ltd on the App Store and Google Play on July 2, 2020.

Smartphone Application Railgun: Spectrum Story Now Available!
Smartphone Application Railgun: Spectrum Story Now Available!

 

Railgun: Spectrum Story is an application in which you can enjoy video chatting with Mikoto Misaka, main character of the wildly popular anime A Certain Scientific Railgun.

The application has been released on the App Store and Google Play in 17 counties, including the United States and Canada.

-App Marketplace Links
iOS: https: //apps.apple.com/us/app/id1512914135 ?mt=8 
Android: https://play.google.com/store/apps/details?id=com.dtechno.railgun.spectrum.en

-A surprise video call…with Mikoto Misaka

Railgun: Spectrum Story App Description
Railgun: Spectrum Story App Description

 

The Video Chat system makes use of your phone’s camera to make it seem like you’re really chatting with Mikoto Misaka. Raising your Bond Rank with Mikoto by talking with her will unlock new conversations. Those conversations can even change depending on your choices and the time of day.

Enjoy all-new voice lines from Mikoto Misaka (CV: Rina Sato) recorded specially for the app. We hope you enjoy the fully voiced introduction.

-More than just a school uniform… Discover the rest of Mikoto’s wardrobe

Railgun: Spectrum Story App Description
Railgun: Spectrum Story App Description

 

While the app allows you to enjoy conversing with Mikoto in her school uniform, additional content* will let you dress her up in different outfits seen in the anime. Each outfit comes with its own special events and cutscenes, allowing for a wide variety of different video chats with Mikoto.

*Includes paid content.

-Messages and wake-up calls too

Look forward to messages sent by familiar characters from the anime. You may even receive a message from a certain someone.

And you can even set a time and receive a wake-up call from Mikoto herself.

-Introduction: A Certain Scientific Railgun T

A Certain Scientific Railgun T is the third season of the anime adaptation of A Certain Scientific Railgun, a manga spinoff of the popular A Certain Magical Index light novel series.

The story is beloved for the view it offers into the peaceful, occasionally hectic lives of Mikoto Misaka—a Level 5 esper also known as “Railgun”—and her esper friends.

Official Anime Website: https://toaru-project.com/railgun_t/

Railgun: Spectrum Story
Developer: D-techno Co., Ltd.
Price: Paid App (In-App Purchases Available)

Genre: Video Chat Adventure
Compatible Operating Systems: iOS11 or newer, Android 6.0 or newer required.
Official Website: https://railgun-spectrum.com/en/

Please include the following copyrights when using portions of this document:
© 2018 Kazuma Kamachi/Motoi Fuyukawa/KADOKAWA CORPORATION/PROJECT-RAILGUN T
© D-techno

 

Tencent Games Unveils New Games and Partnership at Annual Conference

More than 40 new game products and game updates, as well as fan favorite franchises, were unveiled for next level interactive entertainment experiences.

SHENZHEN, China, June 28, 2020 — Tencent Games, the world-leading game development, publishing and operation platform, unveiled a new chapter in innovative gameplay and quality games with a roadmap of more than 40 game product updates, including new self-developed and licensed games with fan favorite intellectual property (IP). The announcement made at the Tencent Games Annual Conference held online this year, demonstrates Tencent’s leadership role in adapting famous global franchises for cross-platform games.

The event, with the theme “Spark More!”, featured the introduction of Tencent Games’ new self-developed games and collaborations with world-renowned IP owners, global game publishers and developers to offer new and exciting gaming experiences to players.

Tencent Senior Vice President Steven Ma opened the conference, revealing that Tencent Games’ strategy will revolve around three core elements – Technology, Gameplay and Storylines – that will drive the future evolution of the game industry.

Steven Ma, Senior Vice President of Tencent
Steven Ma, Senior Vice President of Tencent

 

“Globally, the popularity of new technologies is accelerating, the innovation cycle of gameplay is shortening, and the creation of story IP is also becoming richer,” Ma said. “The game industry is at the stage for a new generation of exciting possibilities. There is no better time than now to seize the opportunity, nurture our imaginations, explore new boundaries of creativity, and bring new values to the game community.” Tencent has a global collaboration network that provides technical resources and solutions for more than 100 game companies and studios around the world to develop new games.

People are the most valuable resource for the industry. Tencent has established cooperation with some of the top universities in the world to develop a pipeline of top tier talent that will power the industry’s future growth. Tencent’s Firework Plan, which is initiated by Tencent Institute of Games, strives to develop talent and incubate creativity for the industry.

At the Annual Conference today, Tencent Games announced several new partnerships and new game titles with popular game IP franchises, including:  

  • Unnamed Metal Slug mobile game Tencent Games’ TiMi Studios announced a new partnership with SNK CORPORATION to develop a new yet-to-be-named mobile game, for the classic arcade franchise Metal Slug. The game will offer a faithful rendition of Metal Slug’s classic arcade shoot ’em up play on the go and in players’ hands. A trailer for the upcoming game was released on the same day. The partnership follows in the footsteps of TiMi’s global development efforts on Call of Duty: Mobile and Arena of Valor, both of which have reached massive audiences worldwide.
  • Mobile Dungeon&Fighter – Dungeon&Fighter IP is a world-famous entertainment franchises, Mobile Dungeon&Fighter is developed by NEOPLE INC. and published by Tencent Games in China. The new Dungeon&Fighter mobile title will be built on the franchise’s iconic 2D arcade-style side-scrolling action gameplay, deep immersive multiplayer role-playing game (RPG) elements and continuously evolving storyline. Optimized for mobile devices, Mobile Dungeon&Fighter delivers the fast, fun and action-packed gameplay experience synonymous with the beloved franchise.

Tencent Games also released SYN, a tech demo of open world first person shooting (FPS) game marketed for PC and console games. The demo is developed by Tencent Games’ Lightspeed and Quantum Studios, leveraging Epic Games’ strand based hair system to push forward state of the art real time graphics in a cyberpunk style world with an intriguing universe and striking visuals.

About Tencent Games
Tencent Games is the world leading global platform for game development, publishing and operations, as well as the operator of the largest online game community in China. It is dedicated to offering engaging, high-quality, interactive entertainment experiences for all players. Tencent Games currently offers more than 140 self-developed and licensed games across 200 countries and regions, which provides hundreds of millions of users with cross-platform interactive entertainment experiences. Honor of Kings, PUBG MOBILE and League of Legends are some of the most popular titles around the world. We are committed to exploring the full potential of games, leveraging the rich IP resources within Tencent, spanning literature, anime, film, and television, to create high-quality interactive entertainment experiences.