GigaMedia Announces Fourth-Quarter and Full-Year 2014 Financial Results

TAIPEI, April 10, 2015 /PRNewswire/ — GigaMedia Limited (NASDAQ: GIGM) today announced its fourth-quarter and full-year 2014 unaudited financial results.

Message from Management

In 2014, the Company launched one social casino game, one PC-based MMO game and five RPG mobile games mainly in Taiwan, Hong Kong and Macau; meanwhile, self-developed and collaborated with Korean game studios to have its own games to publish. In addition, its cloud computing business launched an integrated cloud service in combination of business card management and virtual platform solution for Taiwanese corporate customers.

The revenues generated in 2014 were mainly attributable to the existing games and cloud computing business. Most of the games were released in late December 2014 and therefore, these new released games are expected to make a contribution on the revenues in the first quarter of 2015. Nevertheless, based on the Company’s unaudited financial results, its current stock price is considered much discounted compared with its cash value per share.

Management believes that the year of 2014 was the downturn of the Company’s restructuring as the cloud computing business just started to take off, the new games continued to release on the market in late December 2014 and both collaborated and in-house developed games are ready for marketing, and same as the casino game platform. Besides, compared with the third quarter of 2014, the Company’s financial position continues to increase due to the gain on disposal of partial marketable securities in the fourth quarter.

Looking forward, the Company expects to expand the South East Asian market for more market presence for its online game business, and its cloud computing business plans to penetrate further the Taiwanese SME customers. As regards the casino game platform, the Company hopes to leverage on partnership with overseas operators in order to generate more earnings.

Management is confident of the prospects in 2015 and is certain that the Company will be able to benefit from the efforts made in 2014.

Consolidated Financial Results

GigaMedia Limited is a diversified provider of online games and cloud computing services. GigaMedia’s online games business FunTown develops and operates a suite of games in Taiwan and Hong Kong, with focus on browser/mobile games and social casino games. GigaMedia’s cloud computing business GigaCloud was launched in early April 2013 and is focused on providing small and medium-sized enterprises in Greater China with critical communications services and IT solutions that increase flexibility, efficiency and competitiveness.

Unaudited consolidated results of GigaMedia are summarized in the table below.

For the Fourth Quarter

GIGAMEDIA 4Q14 UNAUDITED CONSOLIDATED FINANCIAL RESULTS

(unaudited, all figures
in US$ thousands,
except per share
amounts)

4Q14

3Q14

Change (%)

4Q14

4Q13

Change (%)

Revenues

2,660

2,472

7.6%

2,660

3,381

-21.3%

Gross Profit

(96)

205

-146.8%

(96)

1,157

-108.3%

Loss from Operations

(4,332)

(3,631)

-19.3%

(4,332)

(31,338)

86.2%

Net Income (Loss)
Attributable to
GigaMedia

5,435

(4,839)

212.3%

5,435

(30,363)

117.9%

Net Income (Loss) Per Share
Attributable to GigaMedia,
Diluted

0.10

(0.09)

211.1%

0.10

(0.60)

116.7%

EBITDA (A)

5,673

(4,589)

223.6%

5,673

(29,840)

119.0%

Cash and Marketable
Securities-Current

62,089

56,940

9.1%

62,089

80,262

-22.6%

(A) EBITDA (earnings before interest, taxes, depreciation, and amortization) is provided as a supplement to results provided in accordance with U.S. generally accepted accounting principles (“GAAP”). (See, “Use of Non-GAAP Measures,” for more details.)

Fourth-Quarter Financial Results

  • Consolidated revenues were $2.7 million, grew by 7.6% quarter-on-quarter due to the growth of cloud computing business with the revenues of $0.9 million in 4Q14, up from $0.2 million in 3Q14 as the contribution from online game business was $1.7 million, down from $2.2 million in 3Q14 (-22% quarter-on-quarter) and $2.5 million in 4Q13 (-29% quarter-over-quarter) respectively.
  • Consolidated operating expenses were $4.2 million, up from $3.8 million in 3Q14 (+10.4% quarter-on-quarter) resulting from the impairment losses of $1.4 million.
  • Impairment losses were $1.4 million recognized mainly for the prepaid license fee of ArcheAge, which the game license agreement was signed in October 2010.
  • Consolidated non-operating income was $9.7 million in 4Q14 compared to expense of $1.2 million in 3Q14 and income of $1.2 million in 4Q13.
  • Net income was $5.4 million thanks to the capital gain on disposal of marketable securities and market price valuation on investment.
  • Cash and marketable securities-current in 4Q14 accounted for $62.1 million, increased by 9.1% quarter-on-quarter due to the gain on sale of marketable securities.

Financial Position

GigaMedia maintained its solid financial position with cash and cash equivalents, marketable securities-current and restricted cash accounted for $71.1 million as of December 31, 2014, or approximately $1.29 per share.

For the Full Year 2014

( all figures in US$ thousands,
except per share amounts)

FY14 (unaudited)

FY13 (audited)

Change (%)

Revenues

9,779

15,032

-34.9%

Gross Profit

1,942

7,448

-73.9%

Loss from Operations

(13,475)

(38,487)

65.0%

Net Loss Attributable to
GigaMedia

(5,157)

(34,780)

85.2%

Net Loss Per Share
Attributable to GigaMedia,
Diluted

(0.10)

(0.69)

85.5%

EBITDA (A)

(4,170)

(32,599)

87.2%

Consolidated revenues declined to $9.8 million in 2014 from $15.0 million in 2013. The decrease was primarily driven by the contraction in online game business.

Consolidated gross profit decreased to $1.9 million in 2014 from $7.4 million in 2013 (-73.9% year-over-year) attributable to a decline in operating revenues and lowered operating leverage. The gross margin dropped to 19.9% in 2014, down from 49.5% in 2013.

Consolidated loss from operations for 2014 was $13.5 million, down from $38.5 million in 2013. In 2013, loss from operations, excluding impairment losses of $30.3 million related to FunTown goodwill and intangible assets, was $8.2 million. The operating expenses compared to that in 2013, excluding impairment losses related to FunTown goodwill and intangible assets, diminished slightly in 2014 due to a decrease in impairment losses related to prepaid license fee.

Consolidated net loss attributable to the shareholders of the company amounts to $5.2 million in 2014 compared to a loss of $34.8 million in 2013.

Business Outlook

The following forward-looking statements reflect GigaMedia’s expectations as of April 10, 2015. Given potential changes in economic conditions and consumer spending, the evolving nature of online games, and various other risk factors, including those discussed in the company’s 2014 Annual Report on Form 20-F filed with the U.S. Securities and Exchange Commission as referenced below, actual results may differ materially.

For the first quarter of 2015, GigaMedia expects total revenues to increase by double-digit growth rate compared with the fourth quarter of 2014, primarily contributed by the five new games released in late December 2014 and one new game in February 2015.

Looking ahead of 2015, management expects:

  1. Co-developed and self-developed games to be ready by the third quarter and hopes to license to the overseas gaming publishers;
  2. New licensed mobile games to acquire more players in order to increase economic scale;
  3. For cloud computing business, it is expected to enlarge its Taiwanese SME customer portfolio and also its market presence;
  4. Club One, a self-developed social casino platform, to start to license to the overseas operators in April.

Use of Non-GAAP Measures

To supplement GigaMedia’s consolidated financial statements presented in accordance with US GAAP, the company uses the following measure defined as non-GAAP by the SEC: EBITDA. Management believes that EBITDA (earnings before interest, taxes, depreciation, and amortization) is a useful supplemental measure of performance because it excludes certain non-cash items such as depreciation and amortization and that EBITDA is a measure of performance used by some investors, equity analysts and others to make informed investment decisions. EBITDA is not a recognized earnings measure under GAAP and does not have a standardized meaning. Non-GAAP measures such as EBITDA should be considered in addition to results prepared in accordance with GAAP, but should not be considered a substitute for, or superior to, other financial measures prepared in accordance with GAAP. A limitation of using EBITDA is that it does not include all items that impact the company’s net income for the period. Reconciliations to the GAAP equivalents of the non-GAAP financial measures are provided on the attached unaudited financial statements.

About the Numbers in This Release

Full-year and quarterly results

All 2014 quarterly and full-year figures and all 2013 quarterly results referred to in the text, tables and attachments to this release are unaudited; all full-year 2013 amounts are audited. The financial statements from which the financial results reported in this press release are derived have been prepared in accordance with U.S. GAAP, unless otherwise noted as “non-GAAP,” and are presented in U.S. dollars.

Conference Call and Webcast

Management will not hold an investor conference call and webcast for a discussion about the financial results of the fourth quarter and full year 2014 as the release dates of the financial results of the first quarter 2015 and the 2014 annual report are close. An announcement will be made along with the release of the financial results of the first quarter of 2015.

About GigaMedia

Headquartered in Taipei, Taiwan, GigaMedia Limited (Singapore registration number: 199905474H) is a diversified provider of online games and cloud computing services. GigaMedia’s online games business develops and operates a suite of games in Taiwan and Hong Kong, with focus on browser/mobile games and social casino games. The company’s cloud computing business is focused on providing SMEs in Greater China with critical communications services and IT solutions that increase flexibility, efficiency and competitiveness. More information on GigaMedia can be obtained from www.gigamedia.com.

The statements included above and elsewhere in this press release that are not historical in nature are “forward-looking statements” within the meaning of the “safe harbor” provisions of the Private Securities Litigation Reform Act of 1995. These forward-looking statements include statements regarding expected financial performance (as described without limitation in the “Business Outlook” section and in quotations from management in this press release) and GigaMedia’s strategic and operational plans. These statements are based on management’s current expectations and are subject to risks and uncertainties and changes in circumstances. There are important factors that could cause actual results to differ materially from those anticipated in the forward looking statements, including but not limited to, our ability to license, develop or acquire additional online games that are appealing to users, our ability to retain existing online game players and attract new players, and our ability to launch online games in a timely manner and pursuant to our anticipated schedule. Further information on risks or other factors that could cause results to differ is detailed in GigaMedia’s Annual Report on Form 20-F filed in April 2013 and its other filings with the United States Securities and Exchange Commission.

For further information contact:

Amanda Chang
Investor Relations Department
Country/City Code 8862 Tel: 2656-8080
amanda.chang@gigamedia.com.tw

(Tables to follow)

GIGAMEDIA LIMITED

CONSOLIDATED STATEMENTS OF OPERATIONS

Three months ended

Twelve months ended

12/31/2014

9/30/2014

12/31/2013

12/31/2014

12/31/2013

unaudited

unaudited

unaudited

unaudited

audited

USD

USD

USD

USD

USD

Operating revenues

Asian online game and service revenues

1,739,623

2,237,498

2,463,125

8,199,393

14,106,052

Other revenues

920,732

234,987

917,736

1,579,551

925,607

2,660,355

2,472,485

3,380,861

9,778,944

15,031,659

Operating costs

Cost of Asian online game and service revenues

1,835,944

1,972,295

1,231,969

6,012,130

6,425,263

Cost of other revenues

920,471

294,982

991,980

1,824,573

1,158,371

2,756,415

2,267,277

2,223,949

7,836,703

7,583,634

Gross profit

(96,060)

205,208

1,156,912

1,942,241

7,448,025

Operating expenses

Product development and engineering expenses

220,748

197,745

497,083

892,331

1,697,806

Selling and marketing expenses

1,697,665

1,759,991

934,726

6,707,346

4,815,560

General and administrative expenses

915,407

1,878,580

1,145,613

6,415,549

6,364,876

Impairment losses

1,401,667

0

29,917,344

1,401,667

33,057,342

4,235,487

3,836,316

32,494,766

15,416,893

45,935,584

Loss from operations

(4,331,547)

(3,631,108)

(31,337,854)

(13,474,652)

(38,487,559)

Non-operating income (expense)

Interest income

146,579

187,194

85,717

682,163

237,733

Gain on sales of marketable securities

6,011,518

2,447,065

1,199,533

8,620,875

1,739,373

Interest expense

(80,344)

(78,714)

(7,549)

(243,037)

(48,537)

Foreign exchange (loss) gain – net

(244,306)

20,058

24,262

(556,061)

44,686

Equity in net earnings (losses) on equity method investments

3,860,112

(3,848,048)

(59,304)

(209,211)

525,907

Gain on disposal of investments

0

0

(0)

0

1,219,712

Other

16,283

22,550

(40,901)

114,678

86,167

9,709,842

(1,249,895)

1,201,758

8,409,407

3,805,041

Income (loss) from continuing operations before income taxes

5,378,295

(4,881,003)

(30,136,096)

(5,065,245)

(34,682,518)

Income tax benefit (expense)

13,005

125

(76,099)

73,258

(61,086)

Income (loss) from continuing operations

5,391,300

(4,880,878)

(30,212,195)

(4,991,987)

(34,743,604)

Loss from discontinued operations, net of tax

0

0

(431,910)

0

(317,920)

Net income (loss)

5,391,300

(4,880,878)

(30,644,105)

(4,991,987)

(35,061,524)

Less: Net loss (income) attributable to noncontrolling interest

43,639

41,966

281,157

(164,780)

281,242

Net income (loss) attributable to shareholders of GigaMedia

5,434,939

(4,838,912)

(30,362,948)

(5,156,767)

(34,780,282)

(Loss) earnings per share attributable to GigaMedia

Basic:

Income (loss) from continuing operations

0.10

(0.09)

(0.59)

(0.10)

(0.68)

Loss from discontinued operations

0.00

0.00

(0.01)

0.00

(0.01)

0.10

(0.09)

(0.60)

(0.10)

(0.69)

Diluted:

Income (loss) from continuing operations

0.10

(0.09)

(0.59)

(0.10)

(0.68)

Loss from discontinued operations

0.00

0.00

(0.01)

0.00

(0.01)

0.10

(0.09)

(0.60)

(0.10)

(0.69)

Weighted average shares outstanding:

Basic

55,261,661

55,261,661

50,720,498

53,926,966

50,720,108

Diluted

55,284,832

55,261,661

50,720,498

53,926,966

50,720,108

GIGAMEDIA LIMITED

CONSOLIDATED BALANCE SHEETS

12/31/2014

9/30/2014

12/31/2013

unaudited

unaudited

audited

USD

USD

USD

Assets

Current assets

Cash and cash equivalents

50,640,355

38,899,281

58,801,533

Marketable securities – current

11,448,930

18,041,022

21,460,119

Accounts receivable – net

1,297,785

1,327,883

2,026,891

Prepaid expenses

566,965

534,534

749,598

Restricted cash

8,990,666

9,006,571

0

Other receivables

124,344

2,739,712

211,006

Other current assets

195,998

166,917

82,244

Total current assets

73,265,043

70,715,920

83,331,391

Marketable securities – noncurrent

4,744,000

9,073,630

6,048,080

Investments

23,671,773

20,775,344

5,822,332

Property, plant & equipment – net

1,663,424

1,753,309

1,676,772

Intangible assets – net

221,630

592,482

1,461,304

Prepaid licensing and royalty fees

4,382,772

5,061,593

4,665,992

Other assets

353,258

309,549

315,327

Total assets

108,301,900

108,281,827

103,321,198

Liabilities and equity

Short-term borrowings

18,641,390

19,395,135

4,360,953

Accounts payable

770,965

453,885

1,178,357

Accrued compensation

795,431

1,144,451

379,905

Accrued expenses

3,464,652

2,508,376

2,616,623

Unearned revenue

1,945,945

2,172,611

2,440,916

Other current liabilities

3,646,412

3,781,432

3,861,931

Total current liabilities

29,264,795

29,455,890

14,838,685

Other liabilities

10,553

181,193

181,485

Total liabilities

29,275,348

29,637,083

15,020,170

GigaMedia’s shareholders’ equity

79,016,097

78,589,516

88,447,894

Noncontrolling interest

10,455

55,228

(146,866)

Total equity

79,026,552

78,644,744

88,301,028

Total liabilities and equity

108,301,900

108,281,827

103,321,198

GIGAMEDIA LIMITED

Reconciliations of Non-GAAP Results of Operations

Three months ended

Twelve months ended

12/31/2014

9/30/2014

12/31/2013

12/31/2014

12/31/2013

unaudited

unaudited

unaudited

unaudited

unaudited

USD

USD

USD

USD

USD

Reconciliation of Net Income (Loss) to EBITDA

Net income (loss) attributable to GigaMedia

5,434,939

(4,838,912)

(30,362,948)

(5,156,767)

(34,780,282)

Depreciation

76,309

76,182

89,778

305,779

407,669

Amortization

241,060

282,115

434,343

1,192,629

1,902,764

Interest income

(146,450)

(187,194)

(85,652)

(681,833)

(238,608)

Interest expense

80,344

78,714

7,549

243,037

48,537

Income tax (benefit) expense

(13,005)

(125)

76,099

(73,258)

61,086

EBITDA

5,673,197

(4,589,220)

(29,840,831)

(4,170,413)

(32,598,834)

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Baidu to Report First Quarter 2015 Financial Results on April 29, 2015

BEIJING, April 10, 2015 /PRNewswire/ — Baidu, Inc. (Nasdaq: BIDU), the leading Chinese language Internet search provider, today announced that it will report its financial results for the first quarter ended March 31, 2015, after the U.S. market closes on April 29, 2015. Baidu’s management will hold an earnings conference call at 8:00 PM on April 29, 2015, U.S. Eastern Time (8:00 AM on April 30, 2015, Beijing/Hong Kong Time).

Dial-in details for the earnings conference call are as follows:

International:

+65 67239381

China

4006208038

US:

+1 8456750437

UK:

+44-2030598139

Hong Kong:

+852 30186771

Passcode for all regions:

24188456

A replay of the conference call may be accessed by phone at the following number until May 7, 2015:

International:

+61-2-8199-0299

Passcode:

24188456

Additionally, a live and archived webcast of this conference call will be available at http://ir.baidu.com.

About Baidu

Baidu, Inc. is the leading Chinese language Internet search provider. As a technology-based media company, Baidu aims to provide the best and most equitable way for people to find what they’re looking for. In addition to serving individual Internet search users, Baidu provides an effective platform for businesses to reach potential customers. Baidu’s ADSs trade on the NASDAQ Global Select Market under the symbol “BIDU”. Currently, ten ADSs represent one Class A ordinary share.

For investor and media inquiries, please contact:

Sharon Ng
Baidu, Inc.
Tel: +86-10-5992-4958
Email: ir@baidu.com

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WOWO Becoming China’s First O2O IPO Following Its Successful Initial Public Offering on NASDAQ

BEIJING, April 10, 2015 /PRNewswire/ — China’s leading local services e-commerce platform www.55.com (hereafter referred to as “WOWO” or “the company”) (the former 55tuan.com), April 8 US time, listed on the NASDAQ stock exchange under the ticker symbol “WOWO” at a price of $10 per share. The initial public offering reached 4 million American depository shares, with each share equal to 18 shares of the company’s common stock, raising $40 million in financing. At the same time, the company chose a new name: WOWO.

WOWO is the first Chinese company to be listed on a US stock exchange this year. It is also the first China-based Internet firm to be successfully listed in the US since the Chinese Ministry of Commerce issued the PRC Foreign Investment Law (Draft for Comments). As the company is described as an online to offline (O2O) business, it is as already being described in the media as “China’s first O2O IPO”.

WOWO first submitted a prospectus to the Securities & Exchange Commission (SEC) on January 10, 2015, in which WOWO stated its commitment to providing an online sales platform for local service businesses across China. Through the website www.55.com and the mobile app, the company provides local service providers with a platform where they can open online stores and sell their services or products directly to the end-consumer. In that the company has assisted many local service businesses in launching stores online, WOWO is frequently compared to Tmall by industry insiders. The only difference between the two platforms is that Tmall serves sellers of tangible goods whereas WOWO works for the local services sector.

The Chinese Ministry of Commerce issued the PRC Foreign Investment Law (Draft for Comments) on January 19, 2015, seeking feedback from the general public in an open forum. As WOWO is the first IPO application from a Chinese Internet firm, US regulators paid it particularly close attention. After several rounds of talks between WOWO and the SEC, WOWO was finally given approval. The experience could provide a blueprint for other Internet firms seeking to launch an IPO in the US.

WOWO’s precursor 55tuan was founded in March 2010 and was once ranked among the top three portals in China’s group buying sector. 55tuan rolled out an online shopping mall in early 2012, aimed at assisting businesses in setting up online stores and enabling businesses to sell services or products directly to the end-consumer. It upgraded the platform in July 2014 to allow businesses to create mobile versions of their online stores. By aligning with third-party mobile platforms including WeChat, zhida.baidu.com and Alipay service window, it enabled local businesses to manage their own marketing and sales activities directly on their mobile devices, including the management of both pricing and customer databases. By promoting the direct interaction between businesses and consumers, 55tuan succeeded in raising the brand visibility of the businesses and building the loyalty of their customers. The services offered by WOWO are transforming China’s local service providers including restaurants, hair cutters and beauty salons, wedding planners and various providers of entertainment into true e-commerce businesses.

Up to the third quarter of 2014, more than 100,000 businesses on WOWO’s e-commerce platform had provided over 43,000 online products and services. WOWO has local teams on the ground in 150 cities across the country and 34.1 million registered users. One highlight is the high percentage of mobile users across WOWO’s entire business range, with 17.3 million installations of the mobile client as of September, 2014 and 64 percent of the platform’s turnover coming from the mobile segment.

According to Mo Daiqing, senior analyst at China E-business Research Center and head of its Online Retail Department, the successful initial public offering of WOWO will boost the development of mobile e-commerce. It is also drive the growth of the local services e-commerce, as overseas capital markets take notice of the market potential and the room for growth. In addition, the success of the IPO will stimulate the entire industry and shift the focus of overseas capital from comprehensive e-businesses such as alibaba and Jingdong over to the exploration of opportunities in these more defined segments across the e-business spectrum.

China’s Internet industry is now facing unprecedented development opportunities. At this year’s high level NPC and CPPCC sessions, the State Council put forward the “Internet Plus” initiative. Traditional industries are beginning to actively embrace the Internet and looking to integrate their online and offline activities with mobile, which, in turn, contributes to the increase of users and to the attraction of the O2O sector to capital markets. As “the first O2O IPO”, WOWO is likely to succeed in obtaining more financing as well as the visibility of the brand, both of which will serve to fuel further rapid advancement. WOWO is on track to become one of the most influential O2O players in China. More Chinese companies, especially Internet firms, are likely to seek a listing in the US this year on the heels of WOWO’s success.

Contact: Guo Yanhua, +86-18612758823, +86-10-59065618, guoyanhua@55tuan.com

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WTA & Perform Name WTA Media Executive Line-up and Begin Broadcaster Discussions

ST. PETERSBURG, Florida, April 10, 2015 /PRNewswire/ —

  • Sports and entertainment production veteran, John Learing, named Managing Director 
  • Bruno Rocha named Executive Vice President 
  • WTA Media starts conversations with major broadcaster groups 
  • WTA Media set to produce over 2,000 matches from 2017  

The Women’s Tennis Association (WTA) and Perform, a leading digital sports content group, announced today the appointment of John Learing as Managing Director and Bruno Rocha as Executive Vice President of new broadcast production and distribution partnership WTA Media, launched April 2015.

     (Logo: http://photos.prnewswire.com/prnh/20150409/739035 )

The creation of WTA Media is the first step between the two organizations who agreed to a half billion-dollar live media deal in December 2014, the largest in women’s sports history. 

A major strategic move for the WTA, this sees all WTA tournament rights being aggregated, centralized and delivered under one media rights owner. From 2017, all main draw singles matches (over 2,000) plus doubles semifinals and finals will be broadcast.

WTA Media will increase news content by 40 percent, and deliver magazine shows and off-court content, supporting the WTA’s strategy to deliver premium, compelling content across TV, digital, mobile and social platforms.

Learing brings over 20 years of experience in sports and entertainment production. He previously held positions at ESPN, the PGA Tour and, currently, the WTA. Bruno Rocha, Perform’s current Senior Vice President of Distribution and Client Services in North America, oversees content distribution. Based in New York, Bruno has been with Perform for four years, having previously worked for the NBA.

WTA Chairman & CEO, Stacey Allaster, said, “From 2017, for the first time ever, fans around the globe will be able to access 2,000 main draw singles matches and consistently follow their national heroes and favorite players all season, on and off court. This is game-changing for our sport and very exciting for our fans.” 

Perform’s CEO, Simon Denyer, said, “Following a decision to keep all WTA Media sales in-house, we are pleased to announce the appointment of John and Bruno. Conversations have already started with major broadcast groups in key regions and, with the support of our staff and offices around the world, we look forward to delivering this great content to the WTA’s global fan base in conjunction with a whole host of existing and new partners.”

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Smith Micro’s Graphics Software Now Available in AWS Marketplace for Desktop Apps

— Amazon WorkSpaces customers benefit from flexible computing model and Smith Micro’s industry leading creative animation software

ALISO VIEJO, Calif., April 10, 2015 /PRNewswire/ — Smith Micro Software, Inc. (NASDAQ: SMSI) announced its industry-leading 2D and 3D graphics software is now accessible to enterprise customers in AWS Marketplace for Desktop Apps via Amazon WorkSpaces. Amazon WorkSpaces is a managed desktop computing service in the cloud and AWS Marketplace for Amazon WorkSpaces delivers easy access to find and purchase software for AWS customers.

“AWS Marketplace for Desktop Apps streamlines the procurement process of traditional desktop applications that help organizations be more productive, but in the context of cloud delivery,” said Dave McCann, Vice President of AWS Marketplace, Amazon Web Services, Inc. “We welcome Smith Micro’s products into AWS Marketplace for Desktop Apps where the IT desktop administrators and users have convenient and cost-effective access to the company’s solutions.”  

“The availability of Smith Micros’s graphics software in AWS Marketplace for Desktop Apps will open the door to a broad new enterprise customer base and provide easy access to our industry-leading 2D and 3D animation solutions,” said Jim Mains, Chief Strategy Officer at Smith Micro. “We’re pleased to offer the ease of use and flexibility of our Poser and Anime Studio titles on AWS.” 

The following Smith Micro software will be available to enterprise users via AWS Marketplace for Desktop Apps:

  • Anime Studio Debut 10
  • Anime Studio Pro 10
  • Poser 10 Standard Edition
  • Poser Pro 10

Anime Studio is a complete animation program for creating 2D movies, cartoons, anime and cut out animations. Users will be able to create animated shorts, film, videos or commercials in the style of South Park Studios©, Nickelodeon Animation Studios©, Cartoon Network Studios©, Disney Animation Studios©. Anime Studio Debut is the ideal hobbyist and beginner animation tool whereas Anime Studio Pro includes everything needed to make amazing, professional animations.

Poser delivers powerful 3D character animation tools and ready to use content for graphics professionals, illustrators, animators and designers. For 20 years Poser has been the preferred 3D character system for rendering static or animated digital content and now game development. Subscribers of Poser on Amazon WorkSpaces will have everything needed to explore the world of 3D animation & character creation.

The availability of Anime Studio and Poser in AWS Marketplace for Desktop Apps provides many new aspiring and professional animators and artists access to Smith Micro’s animation software via the cloud.

For more information about Smith Micro’s Productivity and Graphics solutions, visit http://www.smithmicro.com/consumer.

About Smith Micro Productivity & Graphics Group:

Based in Santa Cruz, Calif., the Smith Micro Software Productivity and Graphics Group produces award-winning software that inspires consumer creativity and enables efficiency. The group’s creative suite of programs provides artists of all skill levels – from novice to professional – with the tools to illustrate, animate and create 2D and 3D art. Some of the Productivity and Graphics Group’s award-winning creative and utilities products include Poser, Anime Studio, Manga Studio and StuffIt. For more information, please visit: www.smithmicro.com.

Safe Harbor Statement:

This release may contain forward-looking statements that involve risks and uncertainties including, without limitation, forward-looking statements relating to the company’s financial prospects and projections, the company’s ability to increase its business, and the anticipated timing and financial performance of new products. Among the important factors that could cause actual results to differ materially from those in the forward-looking statements are new and changing technologies, customer acceptance of those technologies, fluctuations or cancellations in orders from customers, new and continuing adverse economic conditions, and the company’s ability to compete effectively with other software companies. These and other factors discussed in the company’s filings with the Securities and Exchange Commission, including its filings on Forms 10-K and 10-Q, could cause actual results to differ materially from those presented in any forward-looking statements. Smith Micro assumes no obligation to update any forward-looking statements to reflect events or circumstances occurring after the date of this press release.

Smith Micro and the Smith Micro logo are registered trademarks or trademarks of Smith Micro Software, Inc.  Third-party trademarks mentioned are the property of their respective owners. The use of the word partner does not imply a partnership relationship between Smith Micro and any other company. 

PRESS INQUIRIES:

Suzanne Runald

Lauren Grassetti

Smith Micro Software, Inc.

+1 (949) 362-5800

pr@smithmicro.com

LEWIS PR for Smith Micro

+1 (619) 677-2700

smithmicro@lewispr.com

Logo – http://photos.prnewswire.com/prnh/20150408/197501LOGO

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New research reveals which app — OpenTable or Yelp — is owned most by travelers

– Strategy Analytics finds that owners of both apps create a unique segment highly correlated with travel

BOSTON, April 9, 2015 /PRNewswire/ — According to new research published by Strategy Analytics’ Travel Analytics program Yelp or OpenTable: Which owns the most travel savvy users? owners of OpenTable and Yelp exhibit more than 4x the usage of airline and hotel apps versus those without the apps installed.

Installed Base of Travel Apps by Segment | Source:  AppOptix

Installed Base of Travel Apps by Segment | Source: AppOptix

Photo – http://photos.prnewswire.com/prnh/20150407/197093

Logo – http://photos.prnewswire.com/prnh/20130207/NE56457LOGO-b

Yelp dominates OpenTable on two key metrics according to the research: installed base and usage. Much of Yelp’s success can be attributed to its business model enabling regular and frequent usage versus OpenTable’s more transactional experience. However, despite its success, Yelp users are actually less correlated with travel than OpenTable users.

OpenTable’s transactional model is akin to that of travel apps with a primary objective of a user completing a reservation rather than simply browsing destinations. Perhaps an interest or willingness to use apps to complete a booking is one of the reasons for the strong relationship between OpenTable users and travel app ownership according to the report.

Yelp is more correlated to travel than the broad AppOptix Panel in general. OpenTable even more so. However, for those that own OpenTable and Yelp there are even stronger ties as nearly 80% of this segment has a travel app installed. Further, they actually travel. Amongst the most frequently used airline/hotel/OTA app is Delta – an app frequently associated with use immediately before and during travel.

According to Josh Martin, Travel Analytics Research Service Director, “It is unexpected that such a unique segment emerges by combining the cross-ownership of Yelp and OpenTable. The data indicates that even though there may not seem to be a direct link between local apps and long distance travel there are clear connections and opportunities for travel companies in the local sphere.”

Yelp or OpenTable: Which owns the most travel savvy users? Is now available.

Click here for the report: http://bit.ly/1c3ZBqA

About Strategy Analytics

Strategy Analytics, Inc. provides the competitive edge with advisory services, consulting and actionable market intelligence for emerging technology, mobile and wireless, digital consumer and automotive electronics companies. With offices in North America, Europe and Asia, Strategy Analytics delivers insights for enterprise success. www.StrategyAnalytics.com

Primary Contact

Joshua Martin

+1.617.614.0770

jmartin@strategyanalytics.com

Secondary Contact

Barry Gilbert

+1.617.614.0701

bgilbert@strategyanalytics.com

Photo – http://photos.prnasia.com/prnh/20150408/8521502180

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Watch the Indian Premier League IPL 2015 LIVE In Over 150 Countries World Wide*

CHENNAI, India, April 9, 2015 /PRNewswire/ —

CricketGateway.com is the Official Digital Streaming Partner* of the Indian Premier League 2015

Gain Access to Rich Cricket Content Experiences, Including:

  • IPL Video Stream – LIVE, Ad-Free and Direct from Match Stadiums
  • World’s First Interactive Video Tag Card for Game Scores
  • Frame-By-Frame Video for Personalized Game Analysis
  • Extensive Analytics of Twitter Cricket Conversations

Wotwerx Holding, a TechFront enterprise and sole licensing partner of the Indian Premier League 2015* on all digital platforms globally, today announced the launch of CricketGateway.com; the Official Digital Streaming Partner* of the Indian Premier League 2015.

Available on both web and mobile, in addition to HD quality advertisement-free video feeds LIVE and direct from IPL match stadiums, subscribers can also access the World’s first ‘Interactive Video Tag Card’ – a feature allowing users to click on any part of the match score board to view video highlights for only the selected batsman, bowler, boundaries, wickets and more.

Subscribers can also avail video on-demand of completed IPL matches and access to Fan Cast frame-by-frame match video analytics, allowing users to slow the action down and analyze each match turning point in detail.

Cricket is beyond just a sport in India; it is a way of life and we want Cricket fans from across the world to be able to tune-in to the IPL – which is why CricketGateway.com, said Mr. M S Muralidharan Managing Director, TechFront.

*

CricketGateway.com does not Stream Live IPL Matches to USA, UK, Africa, Europe, Middle East and India

# An exclusive license from Novi Digital Pvt. Ltd.

About WotWerx  

Wotwerx is where the Business of Sport converges, connects, engages and delivers for the Sports Fan. We are convinced that Fan Engagement and the associated use of Digital Assets and Data is the way of the future for Sport and The Fan. We have dedicated Ourselves and Our Business to its Pursuit.

About TechFront Group 

Techfront pioneers end-to-end integrated technology, solutions and premium intelligence for sports bodies, sponsors and spectators to create a seamless bridge and engagement from its global delivery hub across all major continents.

FOR FURTHER INFORMATION, PLEASE CONTACT: 

Logo – http://photos.prnewswire.com/prnh/20150409/739024

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Atos moves Edith Cowan University to the Cloud and takes operational responsiveness, engagement and cost efficiency to new heights

SINGAPORE, April 9, 2015 /PRNewswire/ — Atos, an international leader in Digital Services, was appointed by Edith Cowan University to migrate the University’s entire central IT infrastructure to the cloud and transform it into a more agile, scalable and on-demand infrastructure. This bold move is the very first undertaken by an Australian tertiary institution. 

This new win will demonstrate the ability of Canopy — the Atos Cloud — to deliver a suite of services around cloud computing, especially enterprise grade Infrastructure as a Service (IaaS) with new levels of performance, data sovereignty and mass scalability whilst establishing itself as an enabler of digital transformation in Australia as well as the rest of the region.

Under the terms of the 5-year contract, Atos will work closely with Edith Cowan University to achieve seamless transformation from current data centre infrastructure to a dynamic and secure Managed Hybrid Cloud infrastructure to be built in Western Australia. In addition, Atos will ensure new levels of operational flexibility, transparency and cost efficiency that will allow Edith Cowan University to optimise their resources. 

“The advancements in technology and our students’ expectations for a modern, fast and high-performance IT infrastructure to enable their consumption of knowledge are the critical reasons for this shift, in addition to the rising cost of maintaining and upgrading an on-premise data centre,” said Professor Omari, Deputy Vice-Chancellor at Edith Cowan University. He added, “While we reviewed the changing landscape of our organization against future expansionary plans, the need for an advanced IT infrastructure and data centre, moving to the cloud became inevitable and we found Atos with its international coverage and expertise to be the right fit.”

“This landmark partnership with Edith Cowan University will not only help to entrench Atos’ position in the Australian market as the go-to provider of cloud and IT services, but also affirms our commitment to Australia,” said Herbie Leung, CEO of Atos in Asia Pacific. “Like businesses globally, universities are also under tremendous pressure to reduce cost, enhance processes and improve services. Atos is well positioned to play a vital role in supporting organizations in Australia to achieve their greatest potential for service, operations and cost savings with our global insights and relevant skills”.

About Atos

Atos SE (Societas Europaea) is a leader in digital services with 2014 pro forma annual revenue of EUR10 billion and 86,000 employees in 66 countries. Serving a global client base, the Group provides Consulting & Systems Integration services, Managed Services & BPO, Cloud operations, Big Data & Security solutions, as well as transactional services through Worldline, the European leader in the payments and transactional services industry. With its deep technology expertise and industry knowledge, the Group works with clients across different business sectors: Defence, Financial Services, Health, Manufacturing, Media & Utilities, Public Sector, Retail, Telecommunications and Transportation.   

Atos is focused on business technology that powers progress and helps organizations to create their firm of the future. The Group is the Worldwide Information Technology Partner for the Olympic & Paralympic Games and is listed on the Euronext Paris market. Atos operates under the brands Atos, Atos Consulting, Atos Worldgrid, Bull, Canopy, and Worldline. For more information: www.atos.net

About Canopy

Canopy, the Atos cloud, powered by EMC and VMware, is the Cloud Service Line of Atos and the European leader in enterprise and government cloud. Offering a one-stop-shop for cloud services focused exclusively on cloud delivery to large public and multinational private sector organizations, Canopy brings substantial benefits to its customers: IT cost reduction and reduced capex expenditure through flexible pricing models plus access to innovative and agile technology that can enable rapid cloud implementation and faster time to market for products and services. Canopy offerings are based on open standards so customers can choose their preferred technology and decide whether to run solutions off- or on-premise to best meet their business needs. Headquartered in London (UK), Canopy currently operates in 9 countries across 3 continents. For more information: www.canopy-cloud.com.

CONTACT:
Rhoda Dinesen
+65-6730-8524
rhoda.dinesen@atos.net  

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