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FANDOM SPORTS Allows Sports Fans to Unleash Their Primal Sports Passions

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VANCOUVER, British Columbia, Aug. 07, 2018FANDOM SPORTS Media Corp. (CSE: FDM) (OTC: FDMSF) (FRANKFURT: TQ42) (“FANDOM SPORTS” or the “Company”), creator of FANDOM SPORTS, the new app that aggregates, curates and produces fan-focused content, is today pleased to provide an overview and management summary of the last two quarters.

Overview

FANDOM SPORTS Media Corp. is a sports entertainment and gaming company “Hell Bent” on finding and creating the best sports content. FANDOM SPORTS allows passionate fans to unleash their primal sports passions by engaging with other fans, cheering for their favorite teams, players and jeering their opponents.

Investment Highlights

  • Revolutionary blockchain-based sports entertainment platform targets global market
  • App scalable through its backend infrastructure to support commercial growth, global reach and potential third-party fiat currency sports gaming settlement
  • Apps will be available on both Android and iPhone during Q4 2018
  • Worldwide gaming is forecasted to rise to more than $144 billion by 2018; online gaming is pegged to reach nearly $60 billion by 2020, according to NewZoo.com
  • Blockchain platform partnership with HHS Technology Group enables global reach and telecom-grade platform maintenance and operations
  • Global technology providers range from blue-chip companies like IBM, Google, Amazon and Facebook all the way to cutting edge start-up companies covering interactive video players and Augmented Reality solutions.
  • In-house technology team and game studio for eSports will further strengthen FANDOM SPORTS’ operations
  • Multiple, partnership-based revenue streams maximize sports fan-focused meta data and provide income opportunity across advertising, brand sponsorship, curated content and white-label app options on the blockchain sports entertainment platform
  • Strong management team with track record in successful business development, best-in-class design team that previously built NBA and NASCAR apps, and digital marketing specialists that apply hyper-targeting data analytics and techniques

FANDOM SPORTS: The Brand

FANDOM SPORTS exists to allow sports fans to unleash their primal sports passions, to express their adoration for their teams and players, as well as their deep scorn for their opponents.

Building on the success of its current, 2015 designed, FANDOM Sports App, the company is phasing out systematically the legacy product and will launch an enhanced IBM Blockchain Platform accompanied by a new iOS and Android sports app in the fourth quarter of 2018. This core mobile product – the FANDOM SPORTS App – taps into the passion of sports fans around the world, bringing “trash talk” to a new level.

Currently in development with HHS Tech Group and overseen by IBM, the new platform will give FANDOM the flexibility to expand into new global markets by tailoring a shell app, based on demand, to that specific market. While the shell app will look and perform the same globally, it will produce new results depending on the user’s geographic location. For example, a FANDOM Sports App user in China may not be as interested in the NFL, NBA or NHL like a North American market. Instead, their interests could be in eSports and sports leagues native to their country.

With these features, the FANDOM SPORTS App is the ultimate destination for die-hard sports fans. The app enables users to follow their favorite live-action and fantasy teams and players, as well as test their sports knowledge and track viral sports highlights. During Online and live sporting events, professional athletes, commentators and users can engage and debate. It provides a place for fans to connect and square off in real-time with raw, authentic sports debates.

Users are able to log in, celebrate and commiserate with like-minded fans or debate the enemy. The FANDOM SPORTS app currently targets major sports, including football, basketball, baseball and hockey, with future global expansion based on demand and market expansion plans. FANDOM SPORTS’ mighty live sports metadata provider is the Sports radar.

The app’s FanFights feature allows sports fans to engage other users and unleash raw opinions, predictions and uncensored debates. Application-use is further driven when sports lovers can keep up with their favorite teams and players, trash talk, invite friends to “Pick a Fight” to win virtual currency and experience points status.

Business Strategy

FANDOM SPORTS has identified a relatively untapped sports market ripe with demand. Large-scale social media players are not nimble enough to fill this gap in the sports entertainment market, and this is where FANDOM SPORTS enters the game.  As a newcomer to the market, the company has chosen best-in-class partners to make its platform and sports app.

Monetization is based on multiple potential revenue streams, including in-house advertising sales, brand partnerships, in-app purchases and more.

In addition to its one-of-a-kind, mobile-only IBM Cloud and IBM Blockchain platform, the company’s business model is based on unique features and gamification of FANDOM SPORTS to bring fans, athletes and celebrities together by blending user-generated and curated content.

Through its ability to engage users in a one-of-a-kind social media and competitive mobile sport experience, FANDOM SPORTS is well-positioned within the booming North American and international gaming markets, targeting sports super fans.

FANDOM SPORTS utilizes the IBM Watson learning algorithm, which predicts and services user preferences while building relevant personalized FANFIGHT channels. This brings sports entertainment to a new level, delivering competitive conversation and interaction that rival a sports bar into the user’s hand.

FANDOM SPORTS is led by a strategic management team with combined expertise and a great track record in business development, finance, technology and content curation. The team holds veteran expertise across entertainment, media and music industries, while the company’s advisory board boasts high-level executives, professional athletes and celebrities. New additions to the advisory board cover the massively growing arena of eSports.

Gamification

Functionality of the FANDOM SPORTS App enables users to engage in sports debates that have definite resolution from live games. The company is implementing strategies extensively used in the mobile gaming industry to attract its users in continued engagement with the FANDOM SPORTS App. Within the application environment, users become invested as “players” to build their profile (“Player Card”) while competing for rewards and prestige.

The app further engages players with a unique in-game virtual currency. Not intended for use in real-world gambling, the virtual currency holds in-app value. With the in-app currency, fans are able to create their own “FANFIGHTS,” “Pick a Fight,” and debate the outcome of arguments. Users are provided a fixed amount of app currency upon initial sign up. As the user contributes and engages with other fans, they accumulate more virtual currency FANCOIN, as well as a higher experience on the platform.

Within the application in Q4, users in certain regions can make in-app purchases to speed up their gaming experience, as well as “Pick A Fight” for prizes, in-game items and potentially live sporting events.

Market Opportunity

FANDOM Sports is establishing routes to take advantage of strong growth of mobile gaming and mobile games. The worldwide gaming market is forecast to rise to $137.9 billion in 2018, according to Newzoo.

Worldwide gaming is forecasted to rise to US $144.31 billion by 2018. In 2015, the online gaming market had a volume of US $37.91 billion, and this figure was forecasted to increase to US $59.79 billion in 2020. In 2015, the online gaming gross win accounted for 10 percent of the total gaming gross win, and this was forecasted to increase to 14 percent in 2020.

Within this space, the FANDOM SPORTS App is the ultimate destination for die-hard sports fans to dive deeper. The app provides engaging and authentic real-time interactive content aimed right at the company’s targeted age demographic of 18-34. The FanFights on the app create a platform in which intense sports fans can engage other users, unleashing raw opinions, predictions and debates that you don’t want your mom to see on Facebook. Application use is further driven when sports lovers can keep up with their favourite teams and players, vent, gloat, invite friends to Pick A Fight and play to win virtual currency and experience points status.

Management

Henri Holm – Chief Executive Officer

Mr. Henri Holm is president and CEO of FANDOM SPORTS Media Corp. Mr. Holm has an extensive track record of business success, bringing over 20 years of international hands-on strategy execution experience. A Harvard Business School alumni, Henri’s career accomplishments include scaling-up functions of multinational firms and expertise in various leadership roles, including covering digital content and implementing as well as enhancing gamification, brand management, licensing, mobile technology, manufacturing, distribution and retail operations processes and functionality.

With key focus on consumer and partner value, Henri’s most recent executive position covered leading video products, billing and sports content services within the Middle-East region. Additionally, Mr. Holm was Senior Vice President at Rovio Entertainment, where he oversaw the development and growth of the highly successful Angry Birds franchise across Asia. Prior to these roles, Henri held progressive titles ranging from Chief Financial Officer, Head of Business Operations, Global Category Marketing Manager, Key Account Manager and Product Manager at various divisions of Nokia from 1995 to 2011.

Jonna Birgans – President and Chief Content Officer

A 25-year veteran of the entertainment industry, Ms. Birgans has had an influential career across all entertainment mediums; Television, Film, Radio and digital media. Ms. Birgans has worked extensively with global brands like Billboard Magazine, Viacom Networks and Lexus, producing content for their marketing campaigns as well as for their on-air shows. She has also had two development deals for TV shows she co-created at GSN and USA Networks. Ms Birgans also has had a successful career as a Music Video Producer, working alongside infamous Directors, Hype Williams and Spike Jonze, to name a few. For the last decade, Ms Birgans has made a name for herself in the world of out-of-home and digital media landscapes performing in Executive roles creating Content Strategy, developing business plans, executing brand partnerships and managing teams of creative and sales professionals.

Alex Helmel – Chief Financial Officer

Mr. Alex Helmel is CFO of FANDOM SPORTS Media Corp. He has extensive career experience with over 12 years in Canadian capital markets and over 20 years in the technology sector, focusing on asset development. He has served in leadership positions for various successful companies including in roles as president, secretary and chief financial officer.

Follow FANDOM SPORTS at instagram.com/fandomsportsapp or @FandomSportsApp on Twitter.  Android users can download the FANDOM SPORTS App from Google Play, register. Now you can Pick A Fight. Talk Trash. Get Rewarded!

About FANDOM SPORTS:

“Pick A Fight. Talk Trash. Get Rewarded.”

FANDOM SPORTS Media is an entertainment company that aggregates, curates and produces unique fan-focused content.

The FANDOM SPORTS App is the Company’s core product, which is the ultimate destination for unfiltered raw sports talk. The app allows passionate sports fans to unleash their primal sports passions, pick fights and earn rewards.

Download the app and bring your crew. Talking trash is better with friends. The more you invite, the more in-app virtual currency FANCOINS you can earn.

The Company’s profile may also be viewed on the following websites:

Network Wire:
NNW : https://www.networknewswire.com/clients/fandom-sports-media-corp/?symbol=fdmsf

Investing News Network:
INN: https://investingnews.com/company-profiles/fandom-sports-media/#disclaimer

For additional Information about the Company, please contact:
FANDOM SPORTS:  [email protected];

Investor Relations
Tel: (647) 236-4895

Or

Sales & Partnerships
Email: [email protected]

You may also visit the Company’s website: www.fandomsports.net

DISCLAIMER:

The CSE has not reviewed and does not accept responsibility for the adequacy and accuracy of this information. This news release may contain forward-looking statements. These forward-looking statements do not guarantee future events or performance and should not be relied upon. Actual outcomes may differ materially due to any number of factors and uncertainties, many of which are beyond the Company’s control. Some of these risks and uncertainties may be described in the Company’s corporate filings (posted at www.sedar.com).

The Company has no intention or obligation to update or revise any forward-looking statements due to new information or events. This press release contains forward-looking statements about FANDOM SPORTS. Forward-looking statements may be identified by the use of words like “believe,” “expect,” “anticipate,” “estimate,” “plan,” “consider,” “project,” and similar references to the future. Forward-looking statements reflect FANDOM SPORTS’ good-faith evaluation of information available at the time the forward-looking statements were made. These forward-looking statements are subject to a number of risks and uncertainties, and our actual results may differ materially from those projected. Please refer to FANDOM SPORTS’ annual and quarterly reports filed on SEDAR for a full discussion of those risks and uncertainties we view as most important. Forward-looking statements are not, and should not be relied upon as, a guarantee of future performance or results, nor will they necessarily prove to be accurate indications of the times at or by which any such performance or results will be achieved. As a result, actual outcomes and results may differ materially from those expressed in forward-looking statements. We undertake no obligation to update or revise forward-looking statements.

Corporate Communications Contact: 
NetworkNewsWire (NNW)
New York, New York
www.NetworkNewsWire.com
212.418.1217 Office
[email protected]


Source: Latest News on European Gaming Media Network

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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‘Unforgettable’ iGB L!VE sets new industry record with show visits topping 20,000 for the first time

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The international iGaming industry has given a resounding endorsement of iGB L!VE 2025 with visitation hitting a record 20,227 a figure that’s 16% up on the previous high of 17,498 which was set in 2024.

iGB L!VE also underlined its stellar international credentials with attendees travelling to the show’s new London home from 149 nations, up from the 2024 figure of 131.

Reflecting on the industry’s electric response to iGB L!VE London, Jody Frost, Clarion Gaming’s Head of Marketing and Brand said: “iGB L!VE 2025 was an unforgettable experience setting new records in its new London location. The UK capital city is the birthplace of iGaming and the relocation to ExCeL London was undertaken to enable the show to continue to grow and in the process create a sustainable Tier 1 event which consistently meets the needs of the global iGaming ecosystem that it serves.

“According to the independent data iGaming professionals from an amazing 149 nations harnessed the unique energy of iGB L!VE to cultivate partnerships, embrace innovation, gain a competitive edge and drive business growth. As preparations get underway for the 2026 edition we will continue to work in partnership with the industry notably our Vendor and Visitor Advisory Boards in order to identify those areas where we can improve and ensure that iGB L!VE continues to address the needs of all of our international stakeholders bringing together operators, affiliates, suppliers, and iGaming providers for an unmatched networking experience.”

The importance of iGB L!VE’s relocation to London and the show’s ability to deliver the right audience was key for stakeholders. Märit von Stedingk, Head of Marketing at Alea confirmed: “My God, was this event all about connections and reconnections? The show was so busy I was on the booth all of the time. Was iGB Live 2025 worth it? A big resounding yes both personally and from a business standpoint. London stays a highlight in our gaming calendar”.

Her view was endorsed by Soft2Bet’s Chief Business Development Officer Martin Collins who posted: “London in July proved itself. The event brought together one of the most geographically diverse crowds I’ve seen. It’s clear: iGaming’s future isn’t European, it’s everywhere.”

Joshua Gamble, Managing Director, ActiveWin Marketing shared: “You’ll find a perfect mix of affiliate partners, operators, and suppliers, all in one place, which makes it incredibly efficient for forging new partnerships and strengthening existing ones. The content is sharp and relevant, the atmosphere is energetic, and the event consistently delivers tangible ROI—not just in leads, but in insights that shape your strategy for the year. It’s a key fixture on the calendar because the quality of attendees and conversations is unmatched.”

His assessment was echoed by Sita Mamidanna, Head of Customer Success Management at CDNetworks:“Based on my experience attending this event, I would certainly recommend it to friends and colleagues, especially those involved in the iGaming sector, whether as distributors, affiliates, operators, technology providers, or those considering entry” she stated. “While networking is a key element, the event is more about the energy, innovative ideas, and genuine relationships you develop. It offers opportunities to meet industry leaders, discover emerging technologies and trends before they reach the mainstream, and gain a deeper understanding of market directions. I always leave with new insights and valuable contacts. This event delivers real value, not just a pile of business cards.”

iGB L!VE 2026 will take place across 1st – 2nd July at ExCeL London.

 

The post ‘Unforgettable’ iGB L!VE sets new industry record with show visits topping 20,000 for the first time appeared first on European Gaming Industry News.

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Brightstar Lottery Reports Second Quarter 2025 Results

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Brightstar Lottery PLC has reported the financial results for the second quarter ended June 30, 2025.

“We achieved several important milestones over the last few months. We secured the Italy Lotto license through November 2034, closed the sale of our Gaming & Digital business for $4 billion in cash, and announced plans to return significant capital to shareholders. With a singular focus on lottery and unmatched industry expertise, we are well positioned to create value for all stakeholders with our mission to elevate lotteries and inspire players around the world,” said Vince Sadusky, CEO of Brightstar.

“Our second quarter results reflect sustained global demand for instant ticket and draw games. We are investing in key initiatives to drive sustainable, long-term growth, while also delivering structural cost reductions to right-size the business. The Company’s attractive profit profile and strong, predictable cash flows support our balanced approach to capital allocation,” said Max Chiara, CFO of Brightstar.

Key Highlights

• Successful completion of Gaming & Digital sale for approximately $4.0 billion of net cash proceeds on July 1, 2025.

• Secured several meaningful contract wins and extensions including a nine-year Lotto operator license in Italy, an eight-year contract in Missouri which includes a fully-integrated OMNIA retail and digital solution, and several multi-year instant ticket printing contract extensions.

• Expanding OPtiMa 3.0 cost reduction programme to $50 million to right-size the business following the Gaming & Digital sale.

Second Quarter 2025 Financial Highlights

Second quarter revenue was $631 million, up 3% or stable at constant currency.

• Instant ticket & draw same-store sales increased across geographies with Italy increasing 3.7%, U.S. higher by 0.6%, and Rest of World climbing 8.4%.

• Product sales rose 59% on higher instant ticket printing and terminal sales.

• Foreign currency translation had a positive impact on growth.

• Growth from the drivers above was partially offset by elevated U.S. multi-state jackpot activity and associated LMA incentives in the prior year.

Loss from continuing operations was $60 million compared to income from continuing operations of $84 million in the prior year period.

• Incurred a foreign exchange loss versus a foreign exchange gain in the prior year, primarily reflecting the non-cash impact of fluctuations in the EUR/USD exchange rate on debt.

• Operating income was lower, driven by the high profit flow-through from elevated U.S. multi-state jackpot sales and associated LMA incentives in the prior year and restructuring charges related to the expanded OPtiMa 3.0 cost reduction programme in the current year.

• Increased provision for income taxes.

• Dynamics noted above were partially offset by reduced interest expense.

Adjusted EBITDA was $274 million compared to $290 million in the prior-year period, demonstrating resiliency despite incremental investments in the business and multi-state jackpot and LMA dynamics.

• Prior year results include the high profit flow-through from elevated U.S. multi-state jackpot sales and associated LMA incentives.

• Selling, general, and administrative costs were modestly higher as ongoing investments in the business were partially offset by OPtiMa cost savings.

• The Q2’25 period benefited from positive foreign currency translation.

Diluted loss per share from continuing operations was $0.47 compared to diluted earnings per share from continuing operations of $0.21 in the prior year. Adjusted diluted earnings per share from continuing operations was $0.12 compared to $0.20 in the prior year, primarily driven by lower operating income.

YTD 2025 Financial Highlights

Year-to-date revenue of $1.2 billion compares to $1.3 billion in the prior-year period.

• The decline was due to higher U.S. multi-state jackpot activity and associated LMA incentives in the prior year.

• Global instant ticket & draw same-store sales rose 1.2%.

Loss from continuing operations was $52 million compared to income from continuing operations of $200 million in the prior year period.

• Lower operating income, primarily due to the items affecting Adjusted EBITDA as noted below.

• Foreign exchange loss versus foreign exchange gain in the prior year, primarily reflecting the non-cash impact of fluctuations in the EUR/USD exchange rate on debt.

Adjusted EBITDA of $524 million compares to $617 million in the prior-year, primarily driven by high profit flow-through from elevated U.S. multi-state jackpot sales and associated LMA incentives in the prior year, partially offset by positive foreign currency translation.

Diluted loss per share from continuing operations was $0.59 compared to diluted earnings per share from continuing operations of $0.56 in the prior year. Adjusted diluted earnings per share from continuing operations of $0.20 compares to $0.47 in the prior year primarily driven by lower operating income, partially offset by reductions in net interest and income tax expense.

Net debt was $5.2 billion compared to $4.8 billion at December 31, 2024. The increase was primarily driven by an approximate $340 million impact from fluctuations in the EUR/USD exchange rate. Net debt leverage was 3.0x pro forma for $2 billion debt reduction completed in July.

Cash and Liquidity Update

Total liquidity was $2.9 billion as of June 30, 2025 with $1.3 billion in unrestricted cash and $1.6 billion in additional borrowing capacity from undrawn credit facilities.

Other Developments

The Company plans to launch a $250 million accelerated share repurchase programme (ASR) by entering into an accelerated share repurchase agreement with a counterparty bank. The Company plans to execute the ASR as part of its $500 million share repurchase authorization outlined below and in accordance with the share repurchase authorisation provided by the Company’s shareholders at the Company’s 2025 Annual General Meeting. The Company has been informed by De Agostini S.p.A., that it does not intend to participate in the ASR.

The Company’s Board of Directors declared a quarterly cash dividend of $0.20 per common share with a record date of August 12, 2025 and a payment date of August 26, 2025.

Completed the sale of the Gaming & Digital business on July 1, 2025. The Company received approximately $4.0 billion of net cash proceeds that are expected to be allocated in the following manner:

$2.0 billion used to reduce debt (completed in July 2025).

• Redeemed in whole the 4.125% Senior Secured U.S. Dollar Notes due April 2026 and the 3.500% Senior Secured Euro Notes due June 2026.

• Prepaid €300 million of the Term Loan Facilities due January 2027.

• The remaining amount was allocated to prepay the Revolving Credit Facilities due July 2027.

$1.1 billion to be returned to shareholders.

• The Company’s Board of Directors declared a special cash dividend to common shareholders in the amount of $3.00 per share. The record date of the distribution was July 14, 2025, and it is payable July 29, 2025.

• In addition, the Board authorized a $500 million, two-year share repurchase programme. The new authorisation replaces the Company’s existing share repurchase programme.

$500 million to partially fund upcoming Italy Lotto license payments.

$400 million to be used for general corporate purposes.

The U.S. federal income tax consequences of distributions by the Company will depend, in part, on whether the Company has current or accumulated earnings and profits (“E&P”), as determined under U.S. federal income tax principles. Based on preliminary estimates, the Company does not expect to have current E&P for fiscal year 2025 or accumulated E&P from prior fiscal years that would offset the current year expected E&P deficit. Accordingly, the Company anticipates that the special dividend, the Q1 dividend paid on June 12, and any future dividends paid in the current fiscal year will be treated for U.S. income tax purposes as a non-taxable return of capital to the extent of a shareholder’s basis in its shares, and thereafter as capital gain, although no assurances can be provided because the determination of E&P is a full-year calculation which depends upon facts that are not known as of the date hereof.

FY’25 Outlook: Adjusted EBITDA Reaffirmed, Cash Flow Improved

• Revenue of approximately $2.50 billion; adjusting revenue down $50 million compared to the previous outlook to reflect a timing shift in product sales and increased amortization related to Italy Lotto upfront license fee (which is treated as contra-revenue).

• Adjusted EBITDA of approximately $1.10 billion, in line with the previous outlook as incremental benefit from foreign currency translation is offset by higher-than-expected U.S. multi-state jackpot and LMA impacts.

• Net cash used in operating activities of approximately $275 million reflects a $75 million improvement versus the previous outlook driven by interest, income taxes, and other working capital items.

• Capital expenditures of approximately $375 million, a $75 million improvement from the previous outlook to reflect timing shifts related to recent contract extensions.

• Increasing FY’25 EUR/USD assumption to 1.12.

The post Brightstar Lottery Reports Second Quarter 2025 Results appeared first on European Gaming Industry News.

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Meet Dodo: The New Home for Crash Gaming Fans

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Dodo, the newest player in the iGaming space, officially launches as a dedicated network built entirely around the fast-rising crash and instant games. Created to meet rising player demand, it offers top game reviews, trusted casino listings, and free demo play—all in one place.

Dodo answers a clear market need: a centralized destination designed specifically for crash gaming enthusiasts. Dodo network spans 8 specialized verticals: CrashDodo, WheelDodo, CoinflipDodo, DiceDodo, HiloDodo, LimboDodo, MinesDodo, and PlinkoDodo—each dedicated to a specific instant game format.

“We created Dodo because it was time for a site that treats crash games as a category of their own — not a subgenre or a passing trend. With the format’s rise in popularity, players need a dedicated space where they can explore, compare, and play,” said Ethan Thompson, content lead at Dodo.

Dodo also reflects a wider trend—the growing intersection of crash mechanics and crypto gambling. As localisation and hybrid formats expand, Dodo steps in as a natural platform for discovery, guidance and connection between players and operators.

Dodo’s Key Features:

• Curated crash and instant game selections with a free play option

• Game reviews, expert tips, and easy-to-follow player guides

• Trusted casino listings tailored for crash games fans

• Designed with crypto players in mind, offers crypto-related insights.

The post Meet Dodo: The New Home for Crash Gaming Fans appeared first on European Gaming Industry News.

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