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STAR GIRL & MOTOGP™ ARE COMING TO FLOW BLOCKCHAIN

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Animoca Brands and Dapper Labs have confirmed Star Girl and the upcoming MotoGP™ will be added to the new Flow blockchain. 

The move marks a significant expansion of the partnership between game publisher Animoca Brands and Dapper Labs, developer of the new Flow blockchain (and developer of the popular CryptoKitties game). 

Flow is described as a “next-generation blockchain being developed to deliver optimized gaming and entertainment experiences.” In addition to providing stability and scalability, Flow also provides payment rails for credit cards and cryptocurrencies, making it easy for end consumers to use. 

Animoca’s Star Girl fashion role-playing mobile game franchise now has over one million monthly active users, and around 180,000 daily active users. It is expected to launch on Flow in 2021. 

Meanwhile, the still in-development MotoGP™ will be the motorsport’s first officially licensed blockchain game. Initial features are expected to be available in the final quarter of 2020, with a full commercial release in 2021. MotoGP™ will be on Flow and support the recently launched REVV token – an ERC-20 token that acts as the main utility token for Animoca’s motorsport games. 

Animoca Brands and Dapper Labs are also working to onboard other games to the Flow blockchain, including F1® Delta Time, the official blockchain game licensed by Formula 1®, and the REVV token. 

Discussing developments, co-founder and chairman of Animoca Brands, Yat Siu, said:

“We are excited and honoured to collaborate with Dapper Labs and the Flow blockchain to address the challenge of mass adoption for blockchain gaming and NFTs, and we look forward to bringing the REVV community and the Flow community closer together as we continue to develop our partnership.”

 

While Chief Business Officer at Dapper Labs, Mik Naayem, added:

“Animoca Brands has been an incredible supporter of NFTs and decentralized games since 2017. We share a mutual vision and approach to creating mainstream adoption of decentralized games in an inclusive manner. With this partnership we are one step closer to making this a reality. We are excited to welcome and support the vibrant REVV and Star Girl communities to Flow.”

 

Additionally, CDOT is collaborating with Flow to create a two-way NFT bridge between Ethereum and Flow. When completed, this will mean products like MotoGP™ and REVV will be able to enjoy the liquidity of Ethereum combined with the low fees, high throughput, and convenient mainstream on-ramps offered by Flow.

Staying with Dapper Labs, in August, the developer launched a marketplace for its NBA Top Shot game, enabling users to trade collectible NFTs, and back in February, the company teamed up with UFC to create official digital collectibles. 

 

AYO.NEWS says:

The COVID-19 lockdowns and restrictions resulted in many millions of people having their normal social lives put on hold, and finding themselves stuck at home with lots of time to kill. The result has been record revenues for many gaming companies, and Animoca Brands are no exception.

The company’s line-up of blockchain-based games including The Sandbox, F1 Delta Time, and Crazy Defence Heroes, notched up revenue of $7.34M USD during the first four months of 2020, with the first quarter generating $4.33M, but April alone adding $3M. 

With the spectre of a return to complete lockdowns in some countries and regions, and restrictions on peoples’ social lives remaining in force in many areas, we expect to see blockchain gaming continue to see rapid growth for the foreseeable future. 

 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates. 
All original content featured on this site is © Pentagon Digital Limited, 2020
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VCOIN LAUNCHES DEBIT CARD WITH UPHOLD: IMVU USERS EARN IN-GAME & SPEND IN REAL LIFE

VCOIN has teamed up with Uphold on a debit card that lets IMVU users spend currency earned in-game on real-world purchases.

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Vcoin launches debit card with uphold: imvu users earn in-game & spend in real life

VCOIN, the transferable digital currency used in the social metaverse app IMVU, has launched a debit card in partnership with digital money platform Uphold, allowing users to take value earned inside the virtual world and spend it in real life.

IMVU users can now withdraw VCOIN to an Uphold account and spend it using the Uphold debit card, earning 2% cashback on every purchase, both online and in store.

How the card works

The card is available first to US residents, with international availability to follow. Digital-only cards are free to order and use through the Uphold Card app, while a physical card carries a one-off fee of $9.95. Cashback on purchases is paid into the cardholder’s Uphold account.

From virtual economy to real wallet

VCOIN was first introduced inside IMVU, the friend-discovery and social metaverse app operated by Together Labs. IMVU runs one of the larger virtual economies of any social platform, with around 27 million transactions and 14 billion credits changing hands each month, according to the company.

The debit card closes the loop between that in-app economy and everyday spending. Creators and users who earn VCOIN by selling virtual goods or participating in the community can now convert those earnings into money they can use at ordinary merchants, rather than keeping the value locked inside the app.

A test case for the creator economy

The launch reflects a wider effort across gaming and virtual worlds to let users earn real income from in-game activity. It also highlights the regulatory hurdles involved: by routing withdrawals and spending through Uphold, an established and regulated money platform, VCOIN relies on a partner already set up to handle compliance, identity checks and card issuing.

How widely users adopt the card will be watched closely by other platforms considering whether to let virtual currencies flow out into the real economy.

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ENGLISH PREMIER LEAGUE’S WOLVES ENTER ROCKET LEAGUE CHAMPIONSHIP SERIES

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English Premier League football club Wolverhampton Wanderers (Wolves) has entered the Rocket League Championship Series (RLCS). 

Wolves already fields rosters in FIFA 21, FIFA Online 4, PUBG, Identity V, and Pop Kart Racing, and is the first Premier League club to enter the RLCS. 

Discussing the news Wolves General Manager for Marketing and Commercial Growth, Russell Jones, said:

“Gaming and esports remain a crucial part of our brand growth strategy and signing such talented and ambitious players to represent our Rocket League esports team is another step forward in our journey to build stories outside of football and widen the appeal of the Wolves brand across the world.

“We have spent the last six months scouting teams and players and are delighted to welcome Rix, Luis and Ole, who will become Wolves Esports for the remainder of the current RLCS season X and beyond. We will be offering the team our full support as they compete in the winter split.

“I’d also like to thank the University of Wolverhampton who continue to be an exceptionally supportive partner of the Wolves Esports programme.”

 

While Team Captain of Wolves Esports Rocket League, Rix Ronday, added:

“It is a real honour to captain the first-ever Wolves Esports Rocket League team. I’m confident that we have recruited two of Rocket League’s most exciting talents in Ole and Luis and we are working hard behind the scenes to prepare for the RLCSX Winter Split kick-off.”

 

AYO.NEWS says:

Wolves have already demonstrated their enthusiasm for esports, using it to strengthen what is now a powerful global brand – for example, way back in February 2019, it became the first Premier League club to enter Chinese esports, through a partnership with Weibo eSports Club.

And, given the very real possibility of COVID-19 causing further disruption to football, diversifying the brand into multiple esports seems like a smart way to ensure fan engagement can continue, come what may.

 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates. 
All original content featured on this site is © Pentagon Digital Limited, 2020.
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FIFA 21 CHALLENGE IS MOST WATCHED EA ESPORTS EVENT YET

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The EA SPORTS™ FIFA 21 Challenge has smashed the viewership record, with an Average Minute Audience of over 250K. 

A one-day esports tournament that paired top global professional footballers with the world’s best FIFA players, the EA SPORTS™ FIFA 21 Challenge drew an average minute audience (AMA) of 254,057 with a total watch time of 1,024,696 hours, making the event the most-watched EA operated esports broadcast in history. 

In fact, the broadcast more than doubled the viewership metric set by the next most-watched EA operated FIFA event, the FIFA Global Series FUT Champions Cup: Barcelona, which took place over multiple days in January 2018 and registered an AMA of 92,678.

During the competition, four esports players paired with four professional footballers from international clubs Liverpool, West Ham United, Inter Milan, and Borussia Dortmund, clashed on October 29 for the EA SPORTS FIFA 21 Challenge. 

Liverpool’s Trent Alexander-Arnold and Fnatic’s Tekkz took home the trophy and won $20,000 on behalf of their selected charities

In addition to incorporating celebrity participation to reach non-traditional gaming audiences, the EA SPORTS FIFA 21 Challenge was the first event to utilize FIFA Global Series Viewership Rewards, creating an interactive broadcast for viewers with in-game benefits for watching to further drive engagement and subsequent play time.

Reflecting on the event EA SPORTS FIFA Commissioner, Brent Koning, said:

“EA SPORTS FIFA is woven into the fabric of football culture. Bringing professional footballers and our esports pros together creates entertainment that sets our tournaments apart.

“The success of the FIFA 21 Challenge reinforces our strategy and vision for broadening the esports audience, creating content for our fans, and underscores the value of entertainment-driven events that branch outside of traditional esports.”

 

The FIFA 21 Challenge was a part of a series of EA SPORTS FIFA 21 Global Series pre-season invitationals, featuring notable influencers, footballers, and FIFA pros, in partnership with the interactive entertainment world’s biggest video streaming and content platforms.

It’s a nod to EA’s renewed competitive gaming strategy, which leverages the convergence of traditional sports, competitive gaming, and pop culture to create new, engaging, and accessible broadcasts for diverse audiences.

 

AYO.NEWS says:

Viewership figures like this illustrate just how integrated esports, especially FIFA, is becoming in mainstream football culture, and the growth looks set to continue, and reflects well on EA’s competitive gaming strategy. Last month, EA announced improvements and a bigger prize pool for the upcoming esports season. 

 

 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates.
All original content featured on this site is © Pentagon Digital Limited, 2020.
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