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Lottery.com Announces $10 Million Acquisition of GXR World Sports Assets to Power Global Launch of Sports.com Super App
Lottery.com Announces $10 Million Acquisition of GXR World Sports Assets to Power Global Launch of Sports.com Super App

Yahoo

time4 days ago

  • Business
  • Yahoo

Lottery.com Announces $10 Million Acquisition of GXR World Sports Assets to Power Global Launch of Sports.com Super App

FORT WORTH, Texas, June 26, 2025 (GLOBE NEWSWIRE) -- Inc. (NASDAQ: LTRY, LTRYW) (' or 'the Company'), a leading technology company transforming the intersection of gaming, sports and entertainment, today announced it is advancing its global expansion with the planned launch of the Super App (the 'Super App')—a first-of-its-kind digital destination for sports fans worldwide. The Super App is designed to combine live streaming, social engagement, e-commerce and gamification into a single immersive ecosystem. The Super App, which is scheduled to launch in select global markets in Q3 2025, will initially focus on soccer and motorsport—two verticals has been aggressively expanding into through a series of high-profile sponsorships and strategic initiatives. The Super App will be built on an existing platform development by Galaxy Racer Holdings Limited ('GXR'), The GXR app has achieved more than one million monthly active subscribers organically, demonstrating significant early traction and category-defining potential. 'We've spent the past two years building around key pillars like soccer and motorsport,' . 'This acquisition and the launch of the Super App is the culmination of a precise strategy to consolidate fragmented sports experiences. Our partnerships with emerging motorsport stars like Callum Ilott, Louis Foster, and Sebastian Murray, along with this technology acquisition sets the stage for an aggressive media expansion that will redefine how fans watch, play and engage with their favorite leagues, teams, and players.' The Super App will integrate six primary features into a single experience: live streaming, community chat hubs, stats-based social media, e-commerce, real-money and fantasy sports gaming, and sports news. The Super App aims to engage fans across the full lifecycle of the sports experience, tapping into the 4–5 hours of average fan interaction beyond match time each week. Revenue streams will include premium streaming subscriptions, in-app advertising, merchandising and interactive gamified challenges. Plans are underway to extend into additional sports verticals and incorporate immersive streaming experiences later this year. To accelerate the development timeline for the Super App, has signed a Letter of Intent (LOI) to acquire a 51% controlling interest in the sports and technology assets of GXR, valuing the transaction at $10 million pre-money. Subject to due diligence and final agreement, the deal allows to fund the $5.1 million initial investment via cash, stock, or a combination at a fixed $3.00 share price. A $15 million financing commitment has also been pledged by to fuel expansion of the Super App. All GXR unencumbered assets, including its tech stack and user base, will be transferred to a new entity (NewCo), of which will initially own 51%. The agreement includes a call option to acquire 100% ownership of NewCo by the end of 2027. Exclusivity has been secured through June 30, 2025, with an automatic 30-day extension, and closing is anticipated on or before August 1, 2025. 'This is a transformational moment for the worldwide sports media ecosystem,' said Paul Roy, Founder and CEO of GXR. 'Together with and we are developing the world's first true sports super app. As global licensing discussions advance, and integration with the family of brands begins, we see a future where fans control their entire live event experience—on the Super App, across all screens, in every corner of the globe.'The Inc. (NASDAQ: LTRY, LTRYW) family of brands — including Tinbu and WinTogether, comprise a unified ecosystem that integrates gaming, entertainment, and sports. Follow the Company on X, Instagram and Facebook. Forward-Looking Statements This press release contains statements that constitute 'forward-looking statements' within the meaning of Section 27A of the Securities Act of 1933, as amended, and Section 21E of the Securities Exchange Act of 1934, as amended. All statements, other than statements of present or historical fact included in this press release, regarding the Company's strategy, future operations, prospects, plans and objectives of management, are forward-looking statements. When used in this Form 8-K, the words 'could,' 'should,' 'will,' 'may,' 'believe,' 'anticipate,' 'intend,' 'estimate,' 'expect,' 'project,' 'initiatives,' 'continue,' the negative of such terms and other similar expressions are intended to identify forward-looking statements, although not all forward-looking statements contain such identifying words. These forward-looking statements are based on management's current expectations and assumptions about future events and are based on currently available information as to the outcome and timing of future events. The forward-looking statements speak only as of the date of this press release or as of the date they are made. The Company cautions you that these forward-looking statements are subject to numerous risks and uncertainties, most of which are difficult to predict and many of which are beyond the control of the Company. In addition, the Company cautions you that the forward-looking statements contained in this press release are subject to risks and uncertainties, including but not limited to, expectations related to the investigation of short selling or potential naked short selling, including the Company's analysis, its ability to take appropriate corrective action, or any potential investigations by regulators; any future findings from ongoing review of the Company's internal accounting controls; additional examination of the preliminary conclusions of such review; the Company's ability to secure additional capital resources; the Company's ability to continue as a going concern; the Company's ability to respond in a timely and satisfactory matter to the inquiries by Nasdaq; the Company's ability to regain compliance with the Bid Price Requirement; the Company's ability to regain compliance with Nasdaq Listing Rules; the Company's ability to become current with its SEC reports; and those additional risks and uncertainties discussed under the heading 'Risk Factors' in the Form 10-K/A filed by the Company with the SEC on April 22, 2025, and the other documents filed, or to be filed, by the Company with the SEC. Additional information concerning these and other factors that may impact the operations and projections discussed herein can be found in the reports that the Company has filed and will file from time to time with the SEC. These SEC filings are available publicly on the SEC's website at Should one or more of the risks or uncertainties described in this press release materialize or should underlying assumptions prove incorrect, actual results and plans could differ materially from those expressed in any forward-looking statements. Except as otherwise required by applicable law, the Company disclaims any duty to update any forward-looking statements, all of which are expressly qualified by the statements in this section, to reflect events or circumstances after the date of this press release. This press release was published by a CLEAR® Verified individual. CONTACT: For more information, please visit or contact our media relations team at press@ in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data

Creator-First Own.App Officially Opens Beta
Creator-First Own.App Officially Opens Beta

Associated Press

time19-06-2025

  • Business
  • Associated Press

Creator-First Own.App Officially Opens Beta

Austin, June 19, 2025 (GLOBE NEWSWIRE) -- Own. App, the next-generation gamified social media platform that empowers creators to earn more, go viral with no followers, and fully own their content and audience, has officially opened its beta access. After a successful invite-only phase and a VIP waitlist that surpassed 40,000 users, Own. App (available on iOS and Google Play ) is now welcoming creators and communities into its ecosystem—starting today. Own. App is a performance-based content platform, where creators earn from real-time engagement and ranked content based on true merit—not ad budgets, follower counts, or algorithmic suppression. Backed by proprietary technology and blockchain infrastructure, the platform is redefining what it means to create, earn, and scale online—with ownership at its core. 'We're not building another social app—we're building a new economy where creators are the platform,' said Amir Kaltak, CEO and Co-Founder. 'Own. App rewards talent, and gives every user a real stake in what they create. This isn't about chasing views—it's about building value.' Key Platform Highlights: Youtube: Gen Z Early Adoption Early adoption has been strong among Gen Z creators aged 18–24, a generation that's grown up on content creation and driving global content trends, but expects platforms to deliver real visibility, earnings, and ownership. Many users don't even know Own. App runs on a decentralized infrastructure —they just know that it works. 'Own. has a lot of potential. I like how it's focused on content and the creators first. I love the layout and features and can't wait to see where this app goes so far. It's an amazing app already. Glad I came here and I'll be inviting everyone I know for sure,' said user @lance2funy. 'I love the fact that legitimate content is treated as that, and not filtered because of an algorithm that is unfair. I see Own. being the leader in this space because of actual fairness to creators,' said user @huasmurf. 'Own. has a lot to love, but my first impression of Own. was the feeling of positivity. So many creators want that chance to succeed and be proud of what they create and Own. gives you just that. So far I enjoy the gallery and being able to update my community freely throughout my day. I see Own. being one of the hottest platforms. With LIVE features & monetization rolling out, you have the potential to be one of the best growing platforms for upcoming creators such as myself,' said user @ 'I had around 300,000 + followers on different social media platforms, and just did a fresh restart of everything. What I love about this platform is the potential. The potential of being able to speak authentically about stigmatized things like plant medicines, to share knowledge and resources freely. And it's a way for creators to be in service while also being able to make enough money to support themselves at the same time. I'm looking forward to seeing how it evolves and grows and grateful to be here,' said user @shamanstaab. 'The best thing I love about Own. app is the security. I'm a crypto investor and always receive a lot of spam/scam messages on other platforms. Also as an artist I faced impersonation issues, but in Own. I can post, share and promote securely and don't have any of those issues. I see Own. as a future standard for Social Media and in the near future, I see many other platform users prioritizing Own. over all other platforms,' said user @edrickblade. 'I love how easy the app is to understand. I love that I can feel at peace knowing that my content will not be stolen and that I will be able to make some extra money soon! I can see Own being extremely successful and I can't wait to grow with it. I can see Own. being more successful than TikTok due to many issues TT is having, said user @mari_ana5572. Own. App has developed the foundation for the next generation of digital creators to grow without limitations, earn without middlemen, and build communities they actually own. Upcoming creator-first tools and features include: Built by Experts, Backed by Vision The platform is led by an executive team with deep experience at Bumble, Tinder, TikTok, Paramount, and other major tech/media companies—bringing together the tools, knowledge, and scale to build something truly creator-first. With multiple billion-dollar exits behind them, this team is setting the stage for Own. App to become the new standard for media, identity, and income online. 'At Bumble, we helped shift power in dating,'said Sarah Mick, Co-Creator of Bumble & Co-Creator, Chief Creator Officer of Own. App. At Own .App, we're shifting power in media. Creators are no longer just content machines—they're founders of their own brands. This platform is about giving them the tools, visibility, and ownership they need to build something that's truly theirs with the best user experience.' Waistlisted users should check their emails for recent updates. Access codes and onboarding instructions are now being sent out in waves. New users will continue to be onboarded daily as the beta scales globally. For more information and to join the beta, visit www. About Own. App Own. App is a gamified, next-gen social platform designed for creators to go viral, earn more, and own everything they build. With performance-based discovery, fair global pay, and content ownership, Own. App is redefining how media, money, and creativity flow online. Xenia von Wedel own (at)

United States Corporate Training Market Report 2025-2029: E-learning Modules Drive 9.1% CAGR Growth in US Corporate Training Sector
United States Corporate Training Market Report 2025-2029: E-learning Modules Drive 9.1% CAGR Growth in US Corporate Training Sector

Yahoo

time17-06-2025

  • Business
  • Yahoo

United States Corporate Training Market Report 2025-2029: E-learning Modules Drive 9.1% CAGR Growth in US Corporate Training Sector

The US corporate training market is projected to grow by $18.45 billion from 2024-2029, with a CAGR of 9.1%. Key factors include cost-effective e-learning, flexible platforms, and personalized training. The report covers market size, trends, vendor analysis, and identifies IoT, wearable devices, and gamification as emerging growth drivers. Dublin, June 17, 2025 (GLOBE NEWSWIRE) -- The "Corporate Training Market in the US 2025-2029" report has been added to corporate training market in the United States is forecasted to grow by USD 18.45 billion during 2024-2029, accelerating at a CAGR of 9.1% during the forecast period. The market is driven by emergence of cost-effective e-learning training modules, growing emphasis on flexible learning platforms, and rising emphasis on personalization in corporate training. This study identifies the emergence of IoT and wearable devices as one of the prime reasons driving the corporate training market in the US growth during the next few years. Also, rising popularity of microlearning and growing prominence of gamification will lead to sizable demand in the market. The report on the corporate training market in the US provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The corporate training market in the US is segmented as below: By Product Technical courses Non-technical courses By Method Blended learning Offline learning Online learning By End-user Manufacturing Healthcare BFSI IT Others The report covers key areas of the US corporate training market: Corporate Training Market in the US sizing Corporate Training Market in the US forecast Corporate Training Market in the US industry analysis A robust vendor analysis within the report is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading corporate training market in the US vendors that include: 2U Inc. Adobe Inc. Benesse Holdings Inc. BYLD Group. Cisco Systems Inc. City and Guilds Group D2L Corp. DEMOS Development Dimensions International Inc. Franklin Covey Co. Interaction Associates Inc. John Wiley and Sons Inc. Learning Technologies Group Plc Learning Tree International Inc. Mind Gym Plc NIIT Ltd. Skillsoft Corp. Stride Inc. Udemy Inc. Wilson Learning Worldwide Inc. Also, the corporate training market in the US analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth Topics Covered: 1 Executive Summary1.1 Market overview2 Market Analysis2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria2.2 Criticality of inputs and Factors of differentiationOverview on criticality of inputs and factors of differentiation2.3 Factors of disruptionOverview on factors of disruption2.4 Impact of drivers and challengesImpact of drivers and challenges in 2024 and 20293 Market Landscape3.1 Market ecosystem3.2 Market characteristics3.3 Value chain analysis4 Market Sizing4.1 Market definition4.2 Market segment analysis4.3 Market size 20244.4 Market outlook: Forecast for 2024-20295 Historic Market Size5.1 Corporate Training Market in US 2019 - 20235.2 Product segment analysis 2019 - 20235.3 Method segment analysis 2019 - 20235.4 End-user segment analysis 2019 - 20236 Qualitative Analysis6.1 Impact of AI in corporate training market in US7 Five Forces Analysis7.1 Five forces summary7.2 Bargaining power of buyers7.3 Bargaining power of suppliers7.4 Threat of new entrants7.5 Threat of substitutes7.6 Threat of rivalry7.7 Market condition8 Market Segmentation by Product8.1 Market segments8.2 Comparison by Product8.3 Technical courses - Market size and forecast 2024-20298.4 Non-technical courses - Market size and forecast 2024-20298.5 Market opportunity by Product9 Market Segmentation by Method9.1 Market segments9.2 Comparison by Method9.3 Blended learning - Market size and forecast 2024-20299.4 Offline learning - Market size and forecast 2024-20299.5 Online learning - Market size and forecast 2024-20299.6 Market opportunity by Method10 Market Segmentation by End-user10.1 Market segments10.2 Comparison by End-user10.3 Manufacturing - Market size and forecast 2024-202910.4 Healthcare - Market size and forecast 2024-202910.5 BFSI - Market size and forecast 2024-202910.6 IT - Market size and forecast 2024-202910.7 Others - Market size and forecast 2024-202910.8 Market opportunity by End-user11 Customer Landscape12 Drivers, Challenges, and Opportunity/Restraints12.1 Market drivers12.2 Market challenges12.3 Impact of drivers and challenges12.4 Market opportunities/restraints13 Competitive Landscape13.1 Overview13.2 Competitive Landscape13.3 Landscape disruption13.4 Industry risks14 Competitive Analysis14.1 Companies profiled14.2 Company ranking index14.3 Market positioning of companies For more information about this report visit About is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends. CONTACT: CONTACT: Laura Wood,Senior Press Manager press@ For E.S.T Office Hours Call 1-917-300-0470 For U.S./ CAN Toll Free Call 1-800-526-8630 For GMT Office Hours Call +353-1-416-8900Error in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data

Duolingo's tricks to make you addicted to language learning
Duolingo's tricks to make you addicted to language learning

Fast Company

time17-06-2025

  • Entertainment
  • Fast Company

Duolingo's tricks to make you addicted to language learning

VIDEO Duolingo isn't just a cute green owl, it's a masterclass in psychology, gamification, and habit-building. In this video, we break down the hidden tactics Duolingo uses to keep you coming back. From streaks and notifications to clever sound design and reward systems, you'll discover how this app turns language learning into something you can't stop engaging with. Whether you're a language nerd or just curious how apps keep you hooked, this explainer will open your eyes.

Entrepreneur UK's London 100: Clays Bar
Entrepreneur UK's London 100: Clays Bar

Entrepreneur

time13-06-2025

  • Business
  • Entrepreneur

Entrepreneur UK's London 100: Clays Bar

Industry: Hospitality Since launching in 2021, Clays has redefined the status quo when it comes to experiential bars. Leveraging advanced motion-capture technology and using a deactivated shotgun, Clays delivers a fun and interactive gamified clay shooting experience with sub-millimetre accuracy. 2024 saw like for-like sales in its London venues up by over 25% compared to the previous year. In summer 2025 Clays will open its fourth UK site, in the heart of Central London, on Soho's Brewer Street. Alongside growth in the UK, Clays have confirmed global expansion into the US market. Entering into a Joint Venture agreement with Hadrena, Clays have confirmed a roll out of 15 sites in the US. Clays expansion into the US market leads the next wave of British experiential leisure brands dominating in the US, following the success of Swingers, Puttshack and Electric Shuffle. Clays founder, Tom Snellock, comments: "Our proprietary technology and international patents have allowed us to enter into the US market, whilst our Joint Venture agreement with Hadrena has enabled our rapid expansion plans into multiple US markets. With nothing quite like Clays in the current US market, we're confident in our potential for tremendous success across the Atlantic, paving the way to further build and strengthen our legacy."

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