#AdgullyExclusive: Five years, 160 mn users - How FanCode's user base has grown 5X in last three years In an interaction with Adgully, Yannick Colaco, Co-Founder of FanCode, delves into the factors driving the platform’s success, what sets FanCode apart from competitors, the strategic decision to broadcast international sports like MLB and F1, and the role of technology in enhancing user experience. Additionally, Colaco also shares insights on significant partnerships, including the recent collaboration with Hardik Pandya, and key metrics that highlight FanCode’s growth trajectory and user engagement. read more: https://lnkd.in/dZGxwFKB ✍🏼 Siddhesh Shirsat #sports #gamingplaform #onlinegaming #onlinesports
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As Mark Beal, author of Engaging Gen Z, has pointed out, “Gen Z consumes sports content unlike any previous generation.” As this article covers, players like LALIGA are partnering with EA Sports to connect and engage with this younger generation through the medium of gaming. Gen Z love to be active fans - whether that be via a community, polls, blogs or other gamification techniques. As we prepare for the upcoming MIT Sloan sports conference, a key trend in conversations will be that of engaging the future generation of fans. One key aspect we will be looking to communicate and discuss with others is the advent of gaming and how it can be harnessed to connect gaming and sports to deliver a new engagement tool for #genz fans. #genz #community #activefans #gaming https://lnkd.in/gUP_fAcB
Winning Over Gen Z : How Sports Can Get Digitally Driven Fans to Care
https://www.sportico.com
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🎮 Reaching New Frontiers: Reach Gamers Where They Play! 🚀 As a company that knows everything about digital entertainment, we understand the importance of engaging with gamers within the eSports community. It's not just about marketing and advertising; it's about building meaningful connections where passion meets play. Why target gamers? 🎯 Gamers are trendsetters with immense influence and purchasing power. By engaging with them brands have the unique opportunity to reach a highly engaged audience, foster genuine relationships, and amplify their message like never before. By meeting gamers on their turf, brands can create authentic interactions that resonate and leave a lasting impact.🚀 At QENTERTMNT, we promote brands within the eSports and gaming communities, leveraging strategies that captivate audiences and drive results. Join the league of successful brands who have conquered the eSports realm. 🏆✨Reach out to us and let's craft a winning strategy together! 🌟🎮 #eSportsMarketing #InfluencerMarketing #DigitalEntertainment #GamingCommunity #EngageGamers
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Check out our recent success story with ▶ Playio | GNA Company, a top-grossing play-to-earn platform in Korea. 💪 Our challenge? Acquire engaged users who will generate revenue for Playio by playing games. By leveraging contextual signals like app category, placement category, and bundle loyalty, we managed to achieve: - 2.5x campaign scaling within 3 months - 73% CPI reduction within 3 months - 3x ROAS D14 growth by week 3 The full case study: https://bit.ly/47ptQFl
How Persona.ly Tripled ROAS D14 for Playio's Play-to-earn App | Persona.ly - The Weekly Retention
https://persona.ly/blog
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🚩 Gen Z's declining interest in sports is a red flag for the future of the game. 📉 Worst Case: Aging fans, declining #sponsorships, and a potential financial nosedive could threaten sports as we know it. ⚠️ It's time to gamble on new tactics! By integrating instant rewards and gamified experiences inspired by betting and fantasy leagues, we can reel #GenZ back into the thrill of the game. Think real-time predictions, lively forums, and personalized camera angles – a blend of #Twitch interactivity and gaming & betting dynamism! Take a cue from the #NBA app's success – offer that hands-on, communal vibe and watch engagement soar! 🚀 Stats don't lie: Interactive elements can increase #sportsviewership by up to 30%. It's not just an upgrade; it's a lifeline! Read more on: https://lnkd.in/dzSyNWMZ #SportsTech #SportsBetting #FantasySports #Gambling #Sports #ViewerEngagement #FutureOfSports #Gamification
Sports will not exist in the future of Gen Z. Without betting.
sportshack.io
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The Pros and Cons of Sports Toto As someone working in the eSports industry and intending to continue doing so, I've decided to write about related topic this time. This article will discuss the inclusion of eSports betting in Korea, which might not be addressed again if I don't write it now. This series concludes the discussion on South Korea's Sports Betting, and future articles will focus on more easily understood global examples. As mentioned in a previous article, Sports Toto(Korea Sports Betting) contributes to at least 70-80% of the national sports budget annually. The government's sports budget has steadily decreased since 2010, with a significant increase only in 2020 due to COVID-19. However, it has since returned to a downward trend. Even this budget is only about one-fifth of the Toto fund(Korea Sports Betting), meaning the government provides very little financial support for sports. Therefore, increasing Sports Toto's profits would result in more funding for the sports sector, leading to the argument for including eSports in Sports Toto(Korea Sports Betting). "According to Article 29 of the National Sports Promotion Act, which covers the issuance of sports promotion voting rights, for an event to be eligible, it must be approved by an organization designated by the Minister of Culture, Sports, and Tourism and meet three criteria" 1. The hosting organization must be able to plan and hold the event stably. 2. The organization must be able to register and deregister players, coaches, referees, and other related personnel. 3. The event must have established rules for the games. eSports meets all these requirements, as it has demonstrated stable operation despite the impact of COVID-19 and fulfils the other conditions. ---------------------------------------------------------------------------------- Despite this, eSports is not included in Toto for several reasons: 1. Even the LCK, the main league for the well-known game League of Legends, is considered private property owned by a company. "Under current regulations, Riot Games, the company behind League of Legends, cannot directly participate as an issuer of national sports promotion voting rights. These voting rights are part of the government's public project, and all issuing organizations are public sports associations. Therefore, a for-profit company like Riot Games cannot be the organizing body for a public project." 2. Frequent updates (patches) in eSports that change game rules raise questions about whether it qualifies as a sport. Additionally, despite South Korea's prominence in eSports since the days of StarCraft, there is still a perception among older generations that video games are addictive substances or a waste of time. 3. The Ministry of Culture, Sports, and Tourism watch eSports as mere child's play. They maintain the stance that games can never be considered sports. to be continued...
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Digiday recently published a story on G2 Esports—the European Sports organization—discussing their approach to moving beyond esports and positioning itself as an all-purpose marketing agency for brands looking to reach the youth culture, all alongside insights from NYU School of Professional Studies Clinical Professor Jason Chung. --- Chung mentioned how some esports organizations are doubling down on the competitive side of things, and using that as their North Star for eventual profitability and revenue growth, and other companies are going more the content house way, trying to become a Gen-Z touchpoint for the marketplace, though which one will win, he isn't quite sure. --- Read more here: https://lnkd.in/e_DH4km6
Why G2 Esports is hiring from the agency world as it looks to expand beyond gaming
digiday.com
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A DEEPENING CONNECTION TO SPORTS The Gamification of Sports: With 70% of Americans identifying as sports fans, the fusion of interactive games and sports fandom is on the rise. The rapid expansion of legal sports betting has become a major interest, drawing more fans into the fold. Vox Media's audience stands out in this trend. Compared to non-Vox Media readers, they are 2.3 times more likely to engage in sports betting. Advertisers looking to reach these enthusiasts should consider these hotspots within Vox Media's network: SB Nation: Users are 2.4 times more likely to bet on sports compared to non-SB Nation users. Polygon: Users are 2.1 times more likely to bet on sports. Vulture: Users are 2.3 times more likely to bet on sports. Intelligencer: Users are 2.1 times more likely to bet on sports. Community Co-Viewing Sports betting isn't just about the game; it's about community. Our audience is more inclined to share the experience with others: Vox Media: 71% more likely to co-view with friends and family. SB Nation: 62% more likely. Polygon: 81% more likely. Vulture: 88% more likely. Eater: 65% more likely. Intelligencer: 70% more likely. Our fans are taking their game-watching beyond their living rooms, creating new touchpoints for brands to engage with them. This trend enriches the experience for our dedicated sports bettors, offering more opportunities for brands to connect with and enhance their fandom journey. #media #sports #betting #advertising #marketresearch
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Want to connect with a next-gen audience? Get into gaming. Thank you to everyone who joined us at the Advertising Week Europe for a panel discussion with Giulia Z., Megan Cheong, and Izzy Ashton on how brands can best reach a next-generation audience. With over three billion gamers worldwide, gaming isn’t just the future of sports and entertainment – it’s the now. It's an industry buzzing with a young, tech-savvy audience that welcomes everyone. But many brands are missing out. Learn the importance of long-term brand partnerships across the gaming ecosystem and how brands can successfully engage with this next-generation audience. Key takeaways: ☑ Leave your ego at the door a - What is the first step brands should take when wanting to become part of the esports ecosystem? ☑ Bring something to the community - Let’s talk about impact. The esports next-generation audience is savvy. They can also smell bullshit. How does a brand have an impact without stepping in where the community doesn’t want them? ☑ The future of esports - Esports is the now, but it’s also the future. When a brand gets involved, they’re connected to three billion gamers, 365 days a year, 24/7. Can you talk about why that’s so vital for brands? 📺 Tune in to the on-demand Advertising Week platform if you missed us. 📩 Or drop us a message to continue the conversation. #gaming #esports #advertisngweek #brandpartnerships
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🏅 Sports + Mobile Gaming = PERFECT MATCH 🏅 As we dive into a month filled with exhilarating international sports events, it's a great time to explore a game-changing opportunity reshaping the sports industry: Mobile Gaming 📱🎮. Fan Activation: Mobile gaming allows marketers to activate sports fans in real-time through gamified experiences, fostering deeper connections and brand loyalty with Data-Driven Insights and Global Reach. Each gaming demographic reveals distinct interests that brands can leverage for targeted marketing: •Word Gamers: Strongly inclined towards fitness, sports, and adventure. 🏋️♂️🚴♀️ •Card Gamers: They have a significant interest in sports apps. 🃏 •Action Gamers: Known for their focus on health and outdoor activities. 🏃♂️ The popularity of the sports game category skyrockets during important live sports events. At Admazing, we can help your bands connect with your consumers connecting through specific gaming titles, tailoring marketing strategies to align with their interests and preferences. Let's brainstorm together! https://admazing.co/ #MobileGaming #FanEngagement #BrandsinMobileGames #Admazing
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The digital sports world is unique in so many ways, and marketers in other industries don’t necessarily know how to promote it. Worldwide, electronic sports gaming is estimated to be a $4.3B market in 2024, reaching $5.7B in 2028 with an impressive 7% CAGR. While China has long been the leader in the industry, the esports market in the United States is giving it a run for its money! In 2024,the US is anticipated to become the leading market with a total size of $1B. Meanwhile, the UK is not far behind with an average growth of 8.5% in revenue. If you’re looking for expert marketers for your esports brand, look no further! #gaming #digitalmarketing #esportsmarketing https://lnkd.in/gS2m8BUx
11 Marketers to Scale Your Sports Gaming Business [2024 Full Review]
peertopeermarketing.co
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