– Financial media and data company Benzinga is capitalizing on its mission to bridge the gap between retail and institutional investors by holding free virtual events featuring speakers from innovative companies.
At 11 a.m. on Wednesday , June 22 Benzinga will hold its 2022 Esports Listmaker Event featuring cutting-edge companies that have made significant contributions to driving the esports industry forward.
The event can be seen live on YouTube at this link .
Here's a look at the 2022 Esports Listmakers.
Electronic Arts Inc. – Electronic Arts develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.
Sony Group Corp – Recognized as a global leader in interactive and digital entertainment, Sony Interactive Entertainment (SIE) is responsible for the PlayStation brand and family of products and services that includes PlayStation5, PlayStation4, PlayStationVR, PlayStationStore, PlayStationPlus, PlayStationNow and the PlayStation software titles from PlayStation Studios.
Activision Blizzard, Inc. – Activision Blizzard develops and publishes interactive entertainment content and services on video game consoles, personal computers and mobile devices, including subscription, full-game and in-game sales, and it licenses software to third-party or related-party companies that distribute Activision and Blizzard products.
Take-Two Interactive Software, Inc – Take-Two Interactive Software is a developer, publisher and marketer of interactive entertainment for console gaming systems, PC, and mobile including smartphones and tablets. Its products are delivered through physical retail, digital download, online platforms and cloud streaming services.
Microsoft Corporation – Microsoft's Gaming Division is best known for Xbox Game Studios, which develops and publishes games and other interactive entertainment for the namesake Xbox platforms, Windows Mobile and other mobile platforms and web-based portals.
Super League Gaming, Inc. – Super League Gaming builds and operates networks of games, monetization tools and content channels across metaverse gaming platforms that empower developers, energize players, and entertain fans.
Nintendo – Headquartered in Kyoto, Japan , Nintendo has created franchises that have become household names worldwide, including Mario, Donkey Kong, The Legend of Zelda, Metroid, Pokémon, Animal Crossing, Pikmin and Splatoon through its integrated hardware and software products.
Golden Matrix Group Inc – Golden Matrix Group gaming technology company that develops and owns online gaming IP and builds configurable and scalable white-label B2B gaming platforms for its international customers, located primarily in the Asia Pacific region.
United Esports – United Esports is an esports and gaming marketing agency offering strategic positioning and creative solutions designed to engage with the 18- to 34-year-old demographic through all meaningful points of engagement.
EBET Inc – EBET develops wagering products for bettors, with a portfolio of intellectual property featuring patents pending around odds modeling simulation, an electronic sports betting exchange system, live streaming odds integration and enhancing modeling probabilities in multiplayer games.
The company also operates the online sportsbook and casino brands Karamba, Hopa, Griffon Casino, BetTarget, Dansk777, GenerationVIP and Gogawi.
TSM/FTX – TSM FTX is a professional esports organization that seeks to provide maximum value through the competitive excellence of its teams and the creation of exciting, educational, and entertaining content that deliver the ultimate esports and gaming fan experience.
XSET – XSET is a gaming organization and lifestyle brand that has attracted top-tier, world famous talent across music, sports and entertainment to its shared vision of combining gaming and popular high-profile merchandise collaborations and exclusive pieces.
FaZe Clan – FaZe Clan is a digital-native lifestyle and media platform rooted in gaming and youth culture that operates across multiple verticals with transformative content, tier-one brand partnerships, a collective of notable talent, and fashion and consumer products. The company reaches over 350 million followers across social platforms through video blogs, lifestyle and branded content, gaming highlights and live streams of gaming tournaments.
DarkZero – DarkZero is a professional esports organization that combines state-of-the-art training and development. Known for their Rainbow Six Siege team, their rising ambition is to gather talent, mentor and guide them through playing at a high level.
Epic Games – Epic Games is an interactive entertainment company and provider of 3D engine technology. Epic operates Fortnite, the world's largest game with over 350 million accounts and 2.5 billion friend connections, and it also develops Unreal Engine, which powers the world's leading games and is being adopted across industries such as film and television, architecture, automotive, and manufacturing for visualization and simulation.
Allied Esports Entertainment Inc – Allied Esports Entertainment is a global esports entertainment venture dedicated to providing transformative live experiences, multiplatform content and interactive services to audiences worldwide.
Engine Gaming and Media Inc – Engine Gaming & Media is focused on developing premium consumer experiences and technology and content solutions for partners in the esports, news and gaming industry. The company's subsidiaries include Stream Hatchet, Eden Games , WinView Games, UMG and Frankly Media, and it generates revenue through a combination of direct-to-consumer and subscription fees, streaming technology and data SaaS-based offerings, programmatic advertising and sponsorships.
Roundhill Sports Betting & iGaming ETF – Roundhill Investments BETZ is the first ETF globally designed to track the online sports betting and online casino sector.
VanEck Video Gaming and eSports ETF – VanEck ESPO is an ETF focused on the video game and esports industry.
Turtle Beach Corp – Turtle Beach Corporation is a gaming accessory provider that offers a product line including headsets, game controllers and gaming simulation accessories.
Recognized as one of the fastest-growing private companies in America, Benzinga is a holistic solution for high-quality, low-cost, timely content.
The firm's core product portfolio consists of newswires, analytics software, and data services that are easy to consume and help users better act on market intelligence.
In helping investors achieve the next stage of their growth, as well as promote innovation across all spaces, Benzinga also hosts thought leadership, networking, and educational events.
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East Side Games Group (TSX: EAGR) (OTC: EAGRF) (" ESGG " or the " Company "), Canada's leading free-to-play mobile game group, in collaboration with Universal Games and Digital Platforms, announced today the worldwide launch of The Office: Somehow We Manage on iOS and Android. The free-to-play idle game is inspired by NBC's critically acclaimed, Emmy® Award-winning U.S. version of The Office which is now streaming exclusively on Peacock.
Watch the launch trailer here .
" The Office: Somehow We Manage offers players the chance to immerse themselves in iconic moments from the series and connect with their favorite characters like never before," said Darcy Taylor , Chief Executive Officer of ESGG. "Fans of The Office will absolutely feel the nostalgia through this new game."
" The Office: Somehow We Manage reimagines the cast as vibrant, animated characters for the first time, bringing a fresh new experience to The Office fans everywhere," said Jim Molinets , SVP of Production, Universal Games and Digital Platforms. "The game will transport players into well-known and hilarious episodes that have resonated with so many over the years and let them 'clock in' even more time with their favorite Dundler Mifflin employees."
The Office: Somehow We Manage will allow fans to relive memorable moments from the show like they've never seen them before – animated, all while tapping their way to record profits to save the Scranton Branch from downsizing. Featuring accessible gameplay for all types of players, this narrative idle tapper will give players the chance to unlock and upgrade iconic characters and their desks all the while participating in monthly special events for additional in-game rewards.
COLLECT ICONIC CHARACTERS IN GAME
Tap, upgrade, and build desks for favorite characters from the hit NBC comedy The Office , including Prison Mike, Farmer Dwight, Pretzel Day Stanley, and of course, Three Hole Punch Jim, all appearing in animated form for the first time.
RELIVE MEMORABLE EPISODES FROM THE OFFICE [U.S.]
Click through memorable episodes in this free-to-play game, like "The Dundies" and "Dinner Party." Take a seat in Michael's office, get in line for Pretzel Day, or spend the weekend at Schrute Farms. Oh, and watch out for Kevin's famous chili! Additional episodes from all nine seasons of the show will be added to the game on a regular basis.
In-game events will introduce new versions of characters and more memorable moments, along with weekly and monthly special events inspired by elements from the show.
EARN IN-GAME REWARDS TO KEEP THE BRANCH AFLOAT
Manage Dunder Mifflin Scranton with the help of the whole branch! Get new leads and tap away as the in-game rewards start rolling in. Just make sure Michael doesn't spend the surplus on a new plasma TV!
Players can now run the world's best mid-size regional paper company branch in The Office: Somehow We Manage , available now on iOS and Android.
Visual assets for the game, including key art and logos, can be found in the online press kit .
ABOUT EAST SIDE GAMES GROUP
East Side Games Group (formerly operating under the name "LEAF Mobile Inc.") is a leading free-to-play mobile game group, creating engaging games that produce enduring player loyalty. Our studio groups entrepreneurial culture is anchored in creativity, execution, and growth through licensing of our proprietary Game Kit software platform that enables professional game developers to greatly increase the efficiency and effectiveness of game creation in addition to organic growth through a diverse portfolio of original and licensed IP mobile games that include: Archer: Danger Phone, Bud Farm Idle Tycoon, Cheech & Chong Bud Farm , The Goldbergs: Back to the 80s, It's Always Sunny: The Gang Goes Mobile and Trailer Park Boys Grea$y Money , RuPaul's Drag Race Superstar and T he Office: Somehow We Manage .
We are headquartered in Vancouver, Canada and our games are available worldwide on the App Store and Google Play. For further information, please visit: www.eastsidegamesgroup.com and join our online communities at LinkedIn , Twitter , Facebook , and Instagram .
Additional information about the Company continues to be available under its legal name, LEAF Mobile Inc., at www.sedar.com .
ABOUT NBC'S THE OFFICE
Produced by Universal Television in association with Deedle-Dee Productions and Reveille Productions, The Office is a groundbreaking mockumentary television series that follows the daily lives of the employees of the Scranton branch of Dunder Mifflin, a fictional paper company. All nine seasons of the Emmy® Award-winning series are available exclusively on Peacock.
Peacock is NBCUniversal's streaming service. Peacock delivers a world-class slate of exclusive originals, on-demand libraries of hit TV shows, plus critically acclaimed films from the vaults of Universal Pictures, Focus Features, DreamWorks Animation, Illumination and Hollywood's biggest studios. In addition, Peacock taps into NBCUniversal's unmatched ability to deliver a broad range of compelling topical content across news, sports, late-night, Spanish-language and reality. NBCUniversal is a subsidiary of Comcast Corporation.
ABOUT UNIVERSAL GAMES AND DIGITAL PLATFORMS
Universal's Games and Digital Platforms group leverages the vast portfolio of IP and characters from NBCUniversal. The Games and Digital Platforms group is a business unit of Universal Brand Development, which is chartered with globally expanding the company's intellectual properties, franchises, characters and stories through innovative physical and digital products, content, and consumer experiences. The company's extensive portfolio includes properties created by Universal Pictures, Illumination, DreamWorks Animation and NBCUniversal Television and Streaming. Universal Brand Development is part of NBCUniversal, a subsidiary of Comcast Corporation. www.universalbranddevelopment.com .
Certain statements in this release are forward-looking statements, which reflect the expectations of management regarding the proposed transactions described herein. Forward-looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future. Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements. No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits the Company will obtain from them. These forward-looking statements reflect management's current views and are based on certain expectations, estimates and assumptions which may prove to be incorrect. A number of risks and uncertainties could cause our actual results to differ materially from those expressed or implied by the forward-looking statements, including factors beyond the Company's control. These forward-looking statements are made as of the date of this news release.
SOURCE East Side Games Group
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Gamelearn has launched its latest, interactive report, Contradictions of Corporate Training 2022 in which more than 1,500 employees and HR and L&D professionals were surveyed. Results reveal that, although 64% of organizations increased their investment in digital training in the past year, there's still a mismatch between their e-learning offerings and employees' expectations .
Employees from organizations in different sectors were asked what they thought about the online training they received, and their verdict was alarming— they rated the e-learning at their companies with an average NPS of -29 . This is in-line with the typical ratings associated with e-learning, which is now exacerbated by digital burnout.
When asked what employees would like to find in their online courses, the answer was overwhelming— real-life simulations (66%) and gamification (40%) . Curiously, HR and L&D professionals and consultants also believe they should include these ingredients in their courses.
The majority of employees and professionals, and even their companies' budgets, are ready to embrace new formats and methodologies in digital corporate training. So why isn't there more notable progress in that regard? Innovation can sometimes be identified with new and complicated processes, but nothing could be further from the truth in cases such as game-based learning.
The basic ingredients of game-based learning are simple but very effective . The idea is to combine quality content with an attractive story and engaging gamification elements, coupled with simulations that allow immediate feedback (learning by doing). This formula has allowed serious games, or training video games, to achieve an NPS of 45 , a far cry from the -29 employees rated their traditional e-learning courses last year. These serious games have become a solid bet to renew digital corporate training programs.
With this methodology, HR and L&D teams have met and continue to meet their training objectives, in line with the expected impact on the business. While employees enjoy a format that engages them, being able to assimilate and retain what they learn while having fun.
If you want to learn more about the opinions of +1,500 employees and HR and L&D professionals on online corporate training, access the interactive report here .
Gamelearn is the leading platform in video games for corporate training. The Spanish company has revolutionized the corporate training sector with its game-based learning methodology.
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Infinity Game Table to Feature the First Digital Reimagination of Popular Titles
Arcade1Up, the leader in at-home retro arcade game entertainment, today announced a partnership with The Op (Usaopoly), a leading publisher of best-selling board games and puzzles, to bring some of their most popular games to Arcade1Up's Infinity Game Table™ the leading hybrid tabletop gaming device. The partnership marks the first time The Op's iconic games will be available in a digital format and will expand the Infinity Game Table's fast-growing library of 78 games and activities. Games from The Op are expected to be available later this year.
"We look at the Infinity Game Table as the next generation of 'Family Game Night' with innovative new entertainment that everyone can enjoy. Working with The Op to reimagine some of their well-known titles for the digital platform, while expanding our library of games, is something we are very excited to take on," said Davin Sufer, CTO of Arcade1Up. "We look forward to continued innovation and furthering our position as the leader in the hybrid digital tabletop gaming category."
"We are thrilled to be making our best-selling games available digitally for the first time on such an innovative, digital-first platform like the Infinity Game Table," said Casey Sershon , Director of Product Development at The Op. "The Infinity Game Table will really bring our games to life, providing fun for the entire family. It's the perfect combination of digital engagement while maintaining the in-person social aspect of board games."
The Infinity Game Table has been wildly successful in its first year, selling out of its initial wave of shipments and reaching over $1 million backing on Kickstarter. Awards and accolades include being named "Best Board Game" (2021) by Esquire, CNN's "Best Games & Gadgets of E3", one of Newsweek's "25 Incredible Gifts for Gamers," and CNET's CES "2021's Coolest Gadgets."
About the Infinity Game Table by Arcade1Up
The Infinity Game Table™ by Arcade1Up is the future of "Family Game Night." A hybrid digital tabletop gaming experience, the Infinity Game Table™ couples digital and IRL experiences heightening the competitive fun of playing board games. The Infinity Game Table's™ growing library of 78 games and activities includes digital versions of marquee family game night essentials including CLUE®, HARRY POTTER™ Wizard's Chess, TICKET TO RIDE®, SCRABBLE®, MONOPOLY®, CHUTES & LADDERS® and more. Now available through most major retailers and directly from Arcade1Up.com
About The Op – Usaopoly
The Op, also known as Usaopoly, is a leading publisher and manufacturer of board games and puzzles for over 25 years. Our diverse portfolio includes award-winning and best-selling titles such as TELESTRATIONS®, BLANK SLATE™, and HARRY POTTER™ HOGWARTS BATTLE™ as well as licensed versions of MONOPOLY®, CLUE®, MUNCHKIN®, TRIVIAL PURSUIT®, CODENAMES and more. The Op continues to partner with marquee brands and licensors such as Hasbro, Disney, Marvel, Nintendo, Warner Bros., Cartoon Network, FOX, and Nickelodeon. The Op is passionate about bringing family, friends, and fans together to create memorable experiences through play! Learn more at www.TheOp.games .
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Entrepreneurship Video Game Teaches Business-Concepts to Budding Collegiate Entrepreneurs
The Venture Valley game team today announced a new partnership with the Collegiate Entrepreneurs' Organization ® (CEO) to promote its entrepreneurship-based, business-strategy game. The Venture Valley team and CEO will collaborate on a variety of endeavors, including fall online tournaments; highlighted appearances at conferences; and marketing activities aimed at the CEO audiences.
CEO is the leading global network of more than 250 university and college campus chapters that represent more than 16K collegiate entrepreneurs. Venture Valley is a fast-paced multiplayer business strategy game where players take on the role of an entrepreneur, pitting their learned business savvy against others. Venture Valley is available for free (no in-app purchases or ads) on mobile ( iOS and Android ) and PC (via Steam ). The game will help CEO's members better understand what it takes to be a successful entrepreneur without the real-world risks.
CEO and Venture Valley will conduct a nationwide online tournament where CEO chapter members will compete against each other. The tournament is set to run this fall culminating in a large Venture Valley tournament at the 2022 CEO Global Conference & Pitch Competition in Chicago , October 28-30 . Last year the attendees of the CEO Global conference were given a sneak peek of the game by playing in a tournament conducted during the conference. As CEO attendees built their ventures and fought off rivals, they learned real business and market skills and gained entrepreneurial experience. Venture Valley opened up a new way for the players to engage in discussions about running a business that weren't solely based around textbook readings.
"We had an amazing response to the game from CEO students. It was great to see how they were able to put their entrepreneurial expertise to the test in heated competitions and bring their learnings to life," said Beth Harris , Head of Game Marketing for the Venture Valley game. "The expansion of our relationship with CEO will be a great win for students wanting to engage with business concepts in a risk-free environment."
"This partnership is a perfect path to meeting our members, where they are. With the increased use of social media and reduced attention span, gamifying financial literacy and entrepreneurship is a direct avenue to additional entrepreneurial action. The principles of startup resources, investments, expenses, capital financing, income, payroll and much more is put to the test in a fun, risk-free app," said James Zebrowski . "We are excited to partner with Venture Valley as it directly supports our mission to inform, support and inspire college students to be more entrepreneurial via new venture creation."
Venture Valley is a project of the Singleton Foundation for Financial Literacy and Entrepreneurship, a nonprofit public benefit corporation. The game takes budding entrepreneurs on a business-growing journey through 35 unique missions in either a single-player campaign, or pits them against friends and foes in competitive esports-style multiplayer play. Budding entrepreneurs learn real financial and business skills as they grow their business from one small pet-walking enterprise to multiple businesses, including a drone factory, a dating app development firm, a robot manufacturer, and many more. Business owners will experience the highs and lows of being their own boss, and will need to keep in mind that along with success comes rivals. Luckily, competition can be kept in check through competitive strategic duels using boost and adversity cards, adding fast-dealing esports-type play.
The global network of Collegiate Entrepreneurs' Organization represents 250 universities and college chapters domestically as well as chapters located in the United Arab Emirates , United Kingdom , Spain , Brazil , Australia , Canada , Oman and India . These chapters represent 16,500 collegiate entrepreneurs, each possessing an irrepressible spirit of the entrepreneurial mindset. The mission of CEO is to inform, support and inspire college students to be more entrepreneurial via new venture creation.
More information on the Venture Valley game can be found at www.venturevalleygame.com and through social media channels:
The free-to-play Venture Valley game is a fast-paced multiplayer mobile and PC business strategy game where players take on the role of an entrepreneur, pitting their business savvy against that of others. The game is a project of The Singleton Foundation for Financial Literacy and Entrepreneurship, a nonprofit with the mission of making financial competence fun and engaging for everyone by using the power of entertainment to capture attention, create change, promote entrepreneurship, and to inspire individual achievement. https://venturevalleygame.com
The Collegiate Entrepreneurs' Organization (CEO), based in The University of Tampa's Lowth Entrepreneurship Center, a part of Sykes College of Business, is a 501(c)(3), not-for-profit corporation whose mission is to "inform, support and inspire college students to be entrepreneurial and to seek opportunity through enterprise creation." From its inception in 1984, the organization has grown to approximately 16,500 members, representing nearly 250 college- and university-based chapters.
The mission of the Singleton Foundation is to make financial competence fun and engaging for everyone by using the power of entertainment to capture attention, create change, promote entrepreneurship and to inspire individual achievement. The Singleton Foundation for Financial Literacy and Entrepreneurship is a 501(c)(3).
For Venture Valley
For Collegiate Entrepreneurs' Organization
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SOURCE Venture Valley Game
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Bring Speed and Privacy to Live Video Interactions
Tokyo -based synthetic media developer EmbodyMe, Inc . today announced the U.S. launch of xpression camera the real-time, face-filtering app for video meetings, live streaming and chatting. xpression camera reflects users' facial expressions on any face-featured photo or video in real-time to take video meetings at any time and create content videos, GIFs, memes, and more. As the only real-time, AI-generated, face filtering app on the market, xpression camera lets content creators easily import their videos or stream live, for fun or for work, in Zoom, Twitch, Microsoft Teams, Google Meets, YouTube and more.
With xpression camera, the creator's face becomes the blueprint to instantaneously maneuver expressions, as well as the facial and head movements in a chosen photo or video. EmbodyMe, xpression camera's developer, uses neural rendering and 3D Dense Face-Tracking to capture facial movements in real time and regenerate visual elements immediately.
Setting it apart from others in the real-time filtering space, xpression camera maintains complete privacy of the user by changing the facial and background images on the screen. In addition, all videos and live-streams have a watermark embedded to protect users and viewers of the content from deep-fake confusion.
"xpression camera offers users a transformative experience, whether they are using the app on work calls or are inspired to insert their face or voice into the latest tik-tok trend," said Issay Yoshida , CEO of EmbodyMe Inc. "We are empowering creators to put their best face forward, whether it's their face or not, letting them effortlessly create new content when they want to be off camera or when a spark of creativity takes hold."
Standard PCs and Macs will quickly produce high-quality content using images from the web, camera roll, social media, or the app. Creators can become any image with a face — pictures, paintings, stuffed animals, dolls, artwork, comics, cartoons, sculptures, illustrations, pets, or a star in a movie or TV clip.
The beta version of xpression camera launched in September 2020 . In November, 2020, the app secured the "No. 1 product of the week" spot on Product Hunt. In 2018 it was also awarded the Microsoft Innovation Award and the GTC Japan NVIDIA Inception Award.
EmbodyMe, Inc., based in Tokyo , develops synthetic media using AI, which enables user-generated video and image manipulation content. With specialists in deep learning and computer graphics technologies, the company provides inventive solutions to today's most pressing audio-visual communication challenges. EmbodyMe is supported by well-known investors, including Techstars, IncubateFund, and DeepCore (a Softbank AI-focused fund). The company has released several products, including a VR app called Embody Me, xpression for iOS, a meme generator, and xpression camera.
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B. Riley Principal 150 Merger Corp. (Nasdaq: BRPM) ("BRPM"), a special purpose acquisition company sponsored by an affiliate of B. Riley Financial, Inc. (Nasdaq: RILY), and FaZe Clan Inc. ("FaZe Clan"), today announced that the registration statement on Form S-4 (the "Registration Statement") with respect to the proposed business combination between BRPM and FaZe Clan (the "Business Combination") was declared effective by the Securities and Exchange Commission (the "SEC").
BRPM also announced that it will hold a Special Meeting of stockholders at 10:00 AM , New York City time, on July 15, 2022 . At the meeting, BRPM stockholders will be asked to consider and vote upon proposals to approve the Business Combination and related matters. BRPM stockholders of record as of May 26, 2022 are eligible to attend and vote at the Special Meeting. The Special Meeting will be held virtually and BRPM stockholders can attend using the virtual meeting instructions set forth on their proxy cards.
The Business Combination is expected to close shortly after the Special Meeting, subject to BRPM stockholder approval and the satisfaction or waiver of certain closing conditions. Upon closing, BRPM will change its name to FaZe Holdings Inc., and the combined company's common stock is expected to be listed on NASDAQ under the ticker symbol "FAZE".
"FaZe is on the verge of becoming a publicly traded company," said Lee Trink, Chief Executive Officer of FaZe Clan. "The capital from the Business Combination will help us to continue to grow our brand as a leader in esports and the creator economy, and embrace the advent of new digital goods and platforms. We look forward to closing the Business Combination and continuing to partner with the B. Riley team in our journey to the public market."
BRPM has filed a definitive proxy statement/prospectus relating to the proposed Business Combination with the SEC. The definitive proxy statement/prospectus contains important information about BRPM, FaZe Clan and the proposed Business Combination.
BRPM is a special purpose acquisition company formed for the purpose of effecting a merger, capital stock exchange, asset acquisition, stock purchase, reorganization or similar business combination with one or more businesses. BRPM began trading on the NASDAQ on February 19, 2021 following its initial public offering. Its shares of Class A common stock, units and warrants trade under the ticker symbols BRPM, BRPMU and BRPMW, respectively. BRPM is sponsored by an affiliate of B. Riley Financial, Inc. (Nasdaq: RILY).
FaZe Clan is a digital-native lifestyle and media platform rooted in gaming and youth culture, reimagining traditional entertainment for the next generation. Founded in 2010 by a group of kids on the internet, FaZe Clan was created for and by Gen Z and Millennials, and today operates across multiple verticals with transformative content, tier-one brand partnerships, a collective of notable talent, and fashion and consumer products. Reaching over 500 million followers across social platforms globally, FaZe Clan delivers a wide variety of entertainment spanning video blogs, lifestyle and branded content, gaming highlights and live streams of highly competitive gaming tournaments. FaZe Clan's roster of more than 85 influential personalities consists of engaging content creators, esports professionals, world-class gamers and a mix of talent who go beyond the world of gaming, including NFL star Kyler "FaZe K1" Murray, Lebron "FaZe Bronny" James Jr., Lil Yachty aka "FaZe Boat" and Snoop Dogg aka "FaZe Snoop." Its gaming division includes 11 competitive esports teams who have won over 30 world championships. For more information, visit www.fazeclan.com , investor.fazeclan.com and follow FaZe Clan on Twitter , Instagram , YouTube , TikTok , and Twitch .
In connection with the proposed business combination (the "Business Combination), BRPM has filed a registration statement on Form S-4 (the "Registration Statement") with the Securities and Exchange Commission (the "SEC") and a definitive proxy statement/prospectus relating to the proposed Business Combination (the "Proxy Statement/Prospectus"). BRPM will mail the Proxy Statement/Prospectus to holders of BRPM's shares of common stock as of the record date in connection with BRPM's solicitation of proxies for the vote by BRPM stockholders with respect to the proposed Business Combination and other matters as described in the Proxy Statement/Prospectus. BRPM stockholders and other interested persons are urged to read the Proxy Statement/Prospectus, and documents incorporated by reference therein, as well as other documents filed with the SEC in connection with the proposed Business Combination, as these materials will contain important information about BRPM, FaZe Clan and the proposed Business Combination. Stockholders are able to obtain copies of the Proxy Statement/Prospectus and other documents containing important information about BRPM, FaZe Clan and the proposed Business Combination filed with the SEC, without charge, on the website maintained by the SEC at http://www.sec.gov , or by directing a request to: B. Riley Principal 150 Merger Corp, 299 Park Avenue, 21st Floor, New York, New York 10171, Attention: Daniel Shribman , telephone: (212) 457-3300.
This communication shall not constitute a solicitation of a proxy, consent or authorization with respect to any securities or in respect of the proposed Business Combination. This communication shall also not constitute an offer to sell or the solicitation of an offer to buy any securities, or a solicitation of any vote or approval, nor shall there be any sale of securities in any jurisdiction in which such offer, solicitation or sale would be unlawful prior to registration or qualification under the securities laws of any such jurisdiction.
BRPM and FaZe Clan and their respective directors and executive officers, under SEC rules, may be deemed to be participants in the solicitation of proxies of BRPM's stockholders in connection with the proposed Business Combination. Stockholders of BRPM may obtain more detailed information regarding the names, affiliations and interests of BRPM's and FaZe Clan's directors and executive officers in the Proxy Statement/Prospectus. Information concerning the interests of BRPM's participants in the solicitation, which may, in some cases, be different than those of BRPM's stockholders generally, are set forth in the Proxy Statement/Prospectus.
The information in this communication includes "forward-looking statements" pursuant to the "safe harbor" provisions of the United States Private Securities Litigation Reform Act of 1995. All statements, other than statements of present or historical fact included in this communication, regarding the proposed Business Combination, the ability of the parties to consummate the proposed Business Combination, the benefits and timing of the proposed Business Combination, as well as the combined company's strategy, future operations and financial performance, estimated financial position, estimated revenues and losses, projections of market opportunity and market share, projected costs, prospects, plans and objectives of management are forward-looking statements. These forward-looking statements generally are identified by the words "budget," "could," "forecast," "future," "might," "outlook," "plan," "possible," "potential," "predict," "project," "seem," "seek," "strive," "would," "should," "may," "believe," "intend," "expects," "will," "projected," "continue," "increase," and/or similar expressions that concern BRPM's or FaZe Clan's strategy, plans or intentions, but the absence of these words does not mean that a statement is not forward-looking. Such statements are made pursuant to the safe harbor provisions of the Private Securities Litigation Reform Act of 1995 and are based on the management of BRPM's and FaZe Clan's belief or interpretation of information currently available.
These forward-looking statements are based on various assumptions, whether or not identified herein, and on the current expectations of BRPM's and FaZe Clan's management and are not predictions of actual performance. Because forward-looking statements are predictions, projections and other statements about future events that are based on current expectations and assumptions, whether or not identified in this communication, they are subject to inherent uncertainties, risks and changes in circumstances that are difficult to predict. Many factors could cause actual results and condition (financial or otherwise) to differ materially from those indicated in the forward-looking statements, including but not limited to: (1) the occurrence of any event, change or other circumstances that could give rise to the termination of negotiations and any subsequent definitive agreements with respect to the proposed Business Combination; (2) the outcome of any legal proceedings or other disputes that may be instituted against BRPM, FaZe Clan, the combined company or others; (3) the inability to complete the proposed Business Combination due to the failure to obtain approval of the stockholders of BRPM, to obtain certain governmental and regulatory approvals or to satisfy other conditions to closing; (4) changes to the proposed structure of the proposed Business Combination that may be required or appropriate as a result of applicable laws or regulations, including the risk that any regulatory approvals are not obtained, are delayed or are subject to unanticipated conditions that could adversely affect the combined company or the expected benefits of the proposed Business Combination; (5) the ability to meet stock exchange listing standards following the consummation of the proposed Business Combination; (6) the risk that the proposed Business Combination disrupts current plans and operations of BRPM or FaZe Clan as a result of the announcement and consummation of the proposed Business Combination; (7) the ability to recognize the anticipated benefits of the proposed Business Combination, which may be affected by, among other things, competition, the ability of the combined company to grow and manage growth profitably, maintain relationships with customers and suppliers and retain its management, key employees and talents; (8) costs related to the proposed Business Combination; (9) changes in applicable laws or regulations, including changes in domestic and foreign business, market, financial, political, and legal conditions; (10) the possibility that BRPM, FaZe Clan or the combined company may be adversely affected by other economic, business, and/or competitive factors; (11) the impact of COVID 19 on BRPM's or FaZe Clan's business and/or the ability of the parties to complete the proposed Business Combination; (12) the inability to complete the PIPE investments in connection with the proposed Business Combination; and (13) other risks and uncertainties set forth in the Proxy Statement/Prospectus relating to the proposed Business Combination. These forward-looking statements are provided for illustrative purposes only and are not intended to serve as, and must not be relied on by any investor as, a guarantee, an assurance, a prediction or a definitive statement of fact or probability. Actual events and circumstances are difficult or impossible to predict and will differ from assumptions. Many actual events and circumstances are beyond the control of BRPM and FaZe Clan. Forward-looking statements speak only as of the date they are made. While FaZe Clan and BRPM may elect to update these forward-looking statements at some point in the future, FaZe Clan and BRPM specifically disclaim any obligation to do so. These forward-looking statements should not be relied upon as representing FaZe Clan's and BRPM's assessments as of any date subsequent to the date of this communication. Accordingly, undue reliance should not be placed upon the forward-looking statements.
For FaZe Clan
Investors: Ellipsis, firstname.lastname@example.org
Media: Chelsey Northern , email@example.com
Investors: Dan Shribman , firstname.lastname@example.org
Media: Jo Anne McCusker , email@example.com
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SOURCE B. Riley Principal 150 Merger Corp.; FaZe Clan Inc.
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The global entertainment & media (E&M) industry surged ahead last year, strongly outpacing overall global economic growth. Following a pandemic-related 2.3% decline in 2020, E&M revenue rose a strong 10.4% in 2021, from US$2.12trn to US$2.34trn . With the industry becoming more digital, more mobile and more youth-oriented, virtual reality (VR) and gaming are powerful growth drivers, while digital advertising permeates all of the industry. These are findings from PwC's Global Entertainment & Media Outlook 2022-2026 the 23 rd annual analysis and forecast of E&M spending by consumers and advertisers across 52 countries and territories.
Findings in this year's Outlook include:
Werner Ballhaus , Global Entertainment & Media Industry Leader, PwC Germany, said: "Industry press tends to focus on the companies that have dominated the E&M industry. But it is the choices that billions of consumers make about where they will invest their time, attention and money that are fueling the industry's transformation and driving the trends. We are seeing the emergence of a global E&M consumer base for the coming years that is younger, more digital and more into streaming and gaming than the current consumer population. This is shaping the future of the industry."
North America dominates per capita E&M, but faster growth resides elsewhere
At a regional level, North America commands by far the highest E&M spend per capita, at US$2,229 , nearly double Western Europe's US$1,158 . By contrast, Asia Pacific , which was the largest E&M region by revenue in 2021 at US$844.7bn , has per capita spend of US$224 . The Middle East and Africa have the lowest per capita E&M spend of any region globally, at US$82 .
The top ten growth markets by CAGR, meanwhile, are focused in Latin America , Middle East , Africa and Asia , with OTT video and gaming providing the majority of revenue growth, and esports and cinema seeing fast growth as well. Turkey (estimated 14.2% CAGR), Argentina (10.4%), India (9.1%) and Nigeria (8.8%) are top-ranked for E&M consumer spend growth prospects over the five year forecast period.
The metaverse awaits
In the not-too-distant future the metaverse could become a stunningly realistic world where individuals access immersive virtual experiences, through a VR headset or other connecting device. Because the metaverse is an evolution that may profoundly change how businesses and consumers interact with products, services and each other, its potential financial and economic value goes far beyond VR. In time, much of the revenues associated with video games, music performances, advertising and even e-commerce could migrate into the metaverse.
How big is the E&M opportunity in the metaverse? The fast-growing market for VR is a starting point to consider. It is currently one of the smaller segments tracked, but the 36% rise in global spending over the past year is a hint of its long-term potential. The global installed base of stand-alone and tethered VR headsets is projected to grow from 21.6m in 2021 to 65.9m in 2026.
CJ Bangah, Technology, Media and Telecommunications Principal, PwC United States, said : "Coming out of the pandemic, we've seen a strong recovery across key sectors. This has set a new growth platform for Entertainment and Media heading into a turbulent future with fault lines, fractures, and new monetization opportunities dotting the landscape. As we enter FY23 and beyond, expect to see continued growth in digital-only and digital-enabled content and media experiences, gaming becoming the new battleground for consumer entertainment, and content and streaming being transformed by market and consumer dynamics."
About the Global Entertainment & Media Outlook 2022-2026
The PwC Global Entertainment & Media Outlook, with the accompanying publication, "Fault Lines and Fractures: Innovation and Growth in a New Competitive Landscape," provides in-depth analysis of global E&M consumer and advertising spending. The Outlook includes five-year historical and five-year forecast data and commentary for 16 industry segments across 52 territories. Segments include advertising (TV, internet, out-of-home); books; business-to-business; cinema; data consumption; internet access; music, radio and podcasts; newspapers and consumer magazines; OTT video; TV and home video; as well as Metaverse and NFT included for the first time this year.
At PwC, our purpose is to build trust in society and solve important problems. We're a network of firms in 156 countries with over 295,000 people who are committed to delivering quality in assurance, advisory and tax services. Find out more and tell us what matters to you by visiting us at www.pwc.com .
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