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Blue Star Capital’s Dynasty Esports Secures Deal with Malaysian Esports Governing Body

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Blue Star Capital’s Dynasty Esports Seals Malaysian Government Deal
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Blue Star Capital plc, is pleased to announce that its investee company Dynasty eSports Pte Ltd has today announced that it has signed a five year exclusive partnership agreement with Malaysia ESports Federation (“MESF”) via its Kuala Lumpur based subsidiary Dynasty eSports (M) Sdn Bhd, to provide its eSports Portal Management (“EPM”) platform to enable effective management and control of the eSports ecosystem within Malaysia.

Dynasty’s EPM platform will be fully white-labelled, customised and branded for MESF and will bring together the main elements of the eSports ecosystem being the players, the organisations and the tournaments, under one single integrated digital platform with the intention of providing a shared national and global view of the eSports industry.

Under the Terms of the partnership agreement, MESF will actively endorse, promote and drive all eSports related traffic in Malaysia to the EPM platform. MESF will also regulate and ensure that all domestic eSports events, leagues or tournaments in Malaysia will be exclusively hosted on the MESF platform as the single destination site for eSports. Tournaments and leagues attempting to operate outside of the MESF Platform will not be licensed or authorised by MESF which is expected to have the effect of any such event being blocked.

The Malaysian gaming and eSports ecosystem is considered to be one of the more developed markets for eSports. Malaysia is estimated to have over 20 million gamers who spent an estimated RM 2.9 billion (approximately £543 million) on gaming in 2019. In November 2019, MESF, together with the Malaysian Government’s Ministry of Youth and Sports, publicly launched its ‘Strategic Plan for eSports Development 2020 – 2025’ via a blueprint which the directors of Dynasty consider has effectively regulated the eSports industry in Malaysia. Additionally, the Ministry of Finance has allocated RM30 million (approximately £5.6 million) in its annual budget for investment in the development of eSports in Malaysia.

Dynasty will generate income throughout the term of the partnership via a matrix of revenue streams including management fees, advertising, sponsorship, exclusive eSports broadcast rights (both nationally and internationally), and other revenue share arrangements with MESF.

Blue Star hold 13.7 per cent. of the issued share capital of Dynasty.

Tony Fabrizi, CEO of Blue Star said, “Today’s news is transformational for Dynasty, placing it at the forefront of esports developments across Malaysia. The 5 year exclusive agreement will enable Dynasty to derive income from management fees, advertising, broadcast rights and much more. At 13.7% Dynasty is one of Blue Star’s largest esports holdings so we look forward to providing shareholders with regular updates as Dynasty’s business develops.

 

Asia

Macau Gaming Law Amended to Help Satellite Casinos

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Macau’s draft gaming law has been amended to help satellite casinos, which will now be able to operate for longer than the original three-year transition period, but without revenue sharing.

The original version of the law stated that all satellite casinos must be operating out of property owned by one of the six concessionaires. They were given the three-year timetable to comply. It was one of the most contentious areas of the gaming law, due to the potential impact on employment in Macau were they to cease to do business.

There are about 18 satellite casinos in Macau, out of a total of 40. Though some have already announced plans to close since the gaming law was published at the beginning of this year.

The amended law was presented to the commission evaluating the legislation on Friday, local media reports, citing commission head, legislator Chan Chak Mo. The new version states that even if the property where the casino is based is not owned by the concessionaire, it can continue operating as a managing entity if a contract is established with the operator.

They will only be able to charge management expenses and not share a percentage of gaming revenue.

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RJ Raunac, nCore Games & Dot9 Games Studio, Announces Apna Games – India’s First Location-Based Gaming Experience

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RJ Raunac, nCore Games & Dot9 Games Studio, Announces Apna Games – India’s First Location-Based Gaming Experience
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Leading game development and publishing company, nCORE Games has partnered with one of India’s biggest entertainers, RJ Raunac to release Apna Games for mobile. Developed by Mumbai-based studio, Dot9 Games, part of the nCORE Games ecosystem, Apna Games is a collection of location-based multiplayer games allowing you to square off against other players across the nation. It is the first location-based game experience made in India.

Featuring Ludo, Pool, Carrom, and Cricket Quiz, Apna Games lets you pick your state and represent it in any of these games against those from other parts of the country. This isn’t all, guiding you along the way is the dynamic and humorous voice of Bauaa aka RJ Raunac, complete with Hindi and English dialogue options.

“Apna Games is a passion project for me,” says RJ Raunac. “I’ve been a long-time player of video games and to actually work with a studio that shares the same vision as I have for a great game for everyone in India is a dream come true. I hope you have as much fun playing it as we did making it.”

In addition to a host of games to choose from, players will also be able to earn in-game currency that they can use to purchase products like headphones, from the IceSpice store, powered by the game’s publisher, Dot9 Games.

“With RJ Raunac’s infinite enthusiasm and Dot9 Games’ development prowess, we’re confident in Apna Games bringing gaming to an even bigger audience across the country,” says Vishal Gondal, Founder of nCORE Games. “By combining state loyalties and rivalries with polished gameplay we want to bring games to all.”

“Apna Games provides quick entertainment through simple gaming skills in games that have been a part of our culture”, says Deepak Ail, Co-Founder and CEO of Dot9 Games. “We felt we needed to create an immersive game that brings together Indian gamers, while offering them a multiplayer experience where players challenge others from different states through location based selection. Bauaa (RJ Raunac), is a much loved youth icon in the country and we wanted to give his fan base a game to enjoy and remember.”

Apna Games is developed by India’s most-experienced game studio, Dot9 Games whose developers have been responsible for some of the country’s biggest hits such as the ICC Cricket Fever, BioShock Mobile, and the world’s first Spider-Man game on mobile. Apna Games will be available for download from this Sunday, the 15th of May, on the Google Play Store.

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Asia Pioneer Entertainment Q1 Revenue Down 35%

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Asia Pioneer Entertainment Holdings has published its financial results for the first quarter of 2022.

Asia Pioneer’s Q1 report shows that group revenue totalled around HK$1.3m ($1.66m), representing an approximate decrease of 35% from the HK$2m recorded for the same period of 2021.

The company largely considers this decrease to be the result of reduced income derived from technical sales and distribution of electronic gaming equipment; a reduction of around 72%. Moreover, this amount is offset by the increase in revenue from consulting and technical services and repair services of 61.9% and 150.5% respectively from the corresponding periods.

In addition, APE recorded a total comprehensive loss of roughly HK$4.3m which again, is a decrease of 1.8% from a Q1 2021 total of HK$4.3m.

Similarly to the loss of technical sales, this reduction in funds has been largely put down to the continued slowdown of new orders, which has come as a result of the operational impact of Covid on its major customers.

As a result of financial outcomes for the quarter, the Board of Directors has resolved not to declare any payment of dividend for the term.

At the end of 2021, Asia Pioneer Entertainment reported an 81% decrease in revenue for 2021 from the year prior. At the time, the company’s revenue stood at HK$7.6m.

This large fall in revenue was attributed to the decrease in profits from electronic table games that it distributes, sells and services for customers.

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