Click below in the various sections to discover more about RACEMEDIA™.
Virtual events have become a necessity as a result of the pandemic. In addition, eSports have gone mainstream after astronomical growth in the gaming market.
NewZoo Report – https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/
3.1 Billion people now play video games, 40% of the world’s population. NewZoo expects gamers to spend $200 Billion by 2023.
NEWZOO REVISED ESPORTS ESTIMATES – LATEST REPORT https://newzoo.com/insights/articles/esports-market-revenues-2020-2021-impact-of-covid-19-media-rights-sponsorships-tickets/
MOBILE GAMING SECTION – Scroll down to Mobile Gaming Stats https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/
Coronavirus Lockdown Measures Will Result in Higher Consumer Spending on Games, Especially on Mobile
NewZoo Report – https://newzoo.com/insights/trend-reports/newzoo-global-esports-market-report-2020-light-version/
* Global esports revenues will grow to $1.1 billion in 2020, a year-on-year growth of +15.7%, up from $950.6 million in 2019.
* In 2020, $822.4 million in revenues—or three-quarters of the total market—will come from media rights and sponsorship.
* Globally, the total esports audience will grow to 495.0 million people in 2020, a year-on-year growth of +11.7%.
* Mobile esports enjoyed a huge spike in the past year, with emerging markets like Southeast Asia, India, and Brazil at the forefront of this growth.
VIRTUAL EVENTS MARKET https://www.grandviewresearch.com/industry-analysis/virtual-events-market
The global virtual events market size was valued at USD 77.98 billion in 2019 and is expected to grow at a compound annual growth rate (CAGR) of 23.2% from 2020 to 2027.
AUDIENCE & REACH
RACEMEDIA™️ acts a hub at the intersection of sports, gaming, entertainment, technology, brands and fans. The company manages and enhances live and virtual events.
RACEMEDIA™️ services include game development, data analytics, marketing communications, sports tech, fan engagement, customer loyalty/retention, crisis management, advanced technologies including Virtual Reality (VR), Artificial Intelligence (AI), Augmented Reality (AR) in both physical and virtual event environments
The company enables brands to increase global engagement, add new revenue streams and expand into new markets. Crisis management services include programs designed to help companies replace lost revenue, including losses due to Covid-19.
Established in 2011, RACEMEDIA™️ is self-funded, headquartered in Sweden, with representation in Gothenburg, Monaco, London, San Diego, Buenos Aires and Dubai.
RACEMEDIA™️ is dedicated to developing innovative solutions designed to entertain, empower and inspire people, while cultivating maximum outcomes for our commercial partners and clients. The company’s growing team of thought-leaders around the world has come together to act as a force for good.
The learning curve is high when applying eSport as an active part of the marketing portfolio. It can be both challenging and time-consuming for brands of all sizes.
Brands with little or no experience in eSport will easily get lost in the plethora of possibilities and miss the many opportunities to extended reach and win new clients.
RACEMEDIA™ utilizes advanced technologies including Virtual Reality (VR), Artificial Intelligence (AI), Augmented Reality (AR) in both physical and virtual event environments.
Our primary source of revenue comes from advertising, sponsorship, and broadcasting rights. Other revenue sources are membership fees, merchandise sales, and added marketing services connected to sponsorship activations.
To obtain global brands trust, engaging on our platform with eSeries, mobile games, e-Racing, and developing prosperous partnerships.
To establish RM as a driving force in the racing industry and create the most extensive fan base in motorsports and support our company and activities worldwide.
INFOGRAPHICS WITH THE BASIC INFO
The competition in the eSport industry is intense and growing. Our main competitors come from established eSport developers within the sim-racing world like iRacing, Codemaster, Torque Motorsport, etc. They all have their alliances with developers and significant racing series and run virtual versions of the regular races.
F1, NASCAR, DTM, and WTCC are samples of major racing brands to run virtual series as a complement during COVID times.
They all have in common that they only do the racing part of the series, not the spectacle part surrounding it and not the long term branding support for brands and the fans.
TASTE THE ACTION
Using the latest AI-driven tools, social media, plus active partners, we believe that our platform will gain traction in the scope of the surge in the eSport sector.
Our platforms sim-racing parts come from one of the leading eSport developers in that sector. Using Raceroom Entertainment, we immediately gain access to more than two million active players from more than 100 countries. As soon as we launch a new series, they will all get an invitation to play. Our reach will also include the platform’s associations with more than 20 leading car brands and numerous racing tracks worldwide.
RM intends to reach out to an even broader market in several verticals by inviting non-traditional motorsport brands to the project.
TEAM & HIRES
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The company is currently 100% self-funded and in a pre-revenue stage. We have developed a process where we add value by attaching strategic partners and introducing key individual co-workers to the operation.
Our most significant milestone is the UAE Government’s official approval being accredited as a virtual event organizer.
RM is also granted commercial airtime at the Dubai Sports TV and potentially Abu Dhabi Sports One to air our promotional videos and live-stream our coming races.
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