Ever since Facebook added 360-degree photos to your news feed last year, more and more images of this type have appeared. You can even take and share these full-circle images right from your mobile device, as well, making them even more ubiquitous. F…
Competitive gaming has grown into a massive force on livestreaming platforms like Twitch, but it hasn’t established itself as a local or regional attraction quite yet. Oomba wants to change that by using the existing GameWorks facilities in cities like Seattle and Denver. As of today, seven GameWorks locations are still in operation, and they are all in the United States. Michael Williams, Oomba chief executive, says that the large arcade venues are ideal for not just esports but VR experiences and “game nights” as well. The Las Vegas location has even already introduced a massive LAN room with connected PC computers for esports tournaments.
“We plan to transform GameWorks into the experiential anchor for triple-A locations all across America and beyond,” said Williams.
Oomba is making this move on a wave of growth for esports. That market is on the cusp of generating $696 million in revenue this year, according to industry-intelligence firm Newzoo. That’s up 41 percent from 2016, and that trend could see competitive gaming hit as high as $1.5 billion by 2020. As of today, most of that money comes from sponsorships and advertising during tournaments, but fans are also spending money to attend live events. Oomba is betting that the enthusiasm for esports could filter down to the local level for fans who want to participate in tournaments in their home towns.
And Oomba is planning to introduce GameWorks into new regions.
“The financial strength and vision of Oomba combined with the operating strength and team at GameWorks will revolutionize location based entertainment,” Oomba chief financial officer Edmund Har said. “We will continue to build on the positive historical performance of these stores while aggressively expanding into markets we are excited to enter”.
This is the biggest pivot for GameWorks since its inception in the ’90s. Game publisher Sega and Steve Spielberg’s DreamWorks movie studio started the venture as a series of entertainment venues focused on arcade games. DreamWorks sold its half of the company in 2001 before GameWorks filed for bankruptcy in 2004 and then again in 2010. Sega eventually sold off the company in full in 2011 to a group of investors. With the sale to Oomba, the investment group has now made its exit for an undisclosed amount.
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Uber Movement, the initiative the company launched in the recent past that gives city planners and other related organizations/professionals access to the company’s traffic data, has just opened its doors for everyone. Now anyone who creates an account can log into Uber Movements and view the traffic data, doing so for personal projects, academic work, or maybe even just idle … Continue reading
Source: Slash Gear
The number of movie tickets sold in the U.S. this summer (425 million) is likely to be the lowest level since 1992, the L.A. Times reports. “Theaters, studios hit by summer box-office blues.” The reason: Too many bad movies, including sequels, reboots and aging franchises that no one wanted to see. Some point to rising ticket prices, which hit a record high in the second quarter. From the report: Then there are long-term challenges, including competition from streaming services such as Netflix and the influence of the movie review site Rotten Tomatoes. How about all of the above? What is clear: This summer was marred with multiple high-profile films that flopped stateside, including “The Mummy,” “Baywatch,” “The Dark Tower” and “King Arthur: Legend of the Sword.” Sequels in the “Alien,” “Transformers” and “Pirates of the Caribbean” franchises also disappointed. The business is also reckoning with broader, longer-term threats that have kept Americans from flocking to theaters the way they used to. People now have more entertainment options than ever, and cinemas have struggled to keep up, despite efforts to adapt with improved technology and services, industry analysts say. The problem is exacerbated by an unforgiving social media environment in which bad movies are immediately punished by online word of mouth.