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Aliens: Fireteam Elite, Stardew Valley, Halo Infinite, And More Join Xbox Game Pass This Month

Happy Holidays, Xbox fans. Once again, a bevy of prominent titles are joining the Game Pass catalog. We’ve got some classic, recent-popular, and day-one titles coming this month. So, get ready for your very own Xbox-themed winter wonderland and check out what’s going to be on offer and what’ll be leaving below:

Games Joining Game Pass (December 2-14)

  • Aliens: Fireteam Elite (Cloud, Console, and PC) – December 14
  • Stardew Valley (Cloud, Console, and PC) – December 2
  • Halo Infinite (Cloud, Console, and PC) – December 8
  • Final Fantasy XIII-2 (Console and PC) – December 2
  • Among Us (Console) – December 14
  • Archvale (Cloud, Console, and PC) – December 2
  • Lawn Mowing Simulator (Cloud, Console, and PC) – December 2
  • Rubber Bandits (Cloud, Console, and PC) – December 2
  • Warhammer 40,000: Battlesector (Cloud, Console, and PC) – December 2
  • Space Warlord Organ Trading Simulator (Cloud, Console, and PC) – December 7
  • One Piece Pirate Warriors 4 (Cloud, Console, and PC) – December 9
  • ANVIL (Console and PC) – December 2


  • Sea of Thieves: Season Five – December 2
  • Minecraft Caves & Cliffs Update: Part II – Available Now
  • Age of Empires III: Definitive Edition Mexican Civilization DLC – Available Now

Games Leaving Game Pass (December 15)

  • The Dark Pictures: Man of Medan (Console and PC)
  • Yooka-Laylee and the Impossible Lair (Cloud, Console, and PC)
  • Guacamelee! 2 (Cloud, Console, and PC)
  • Beholder (Cloud and Console)
  • Wilmot’s Warehouse (Cloud, Console, and PC)
  • Unto The End (Cloud, Console, and PC)

For more info, head to the official Xbox post here

Which new Game Pass games stick out to you the most? Of course, I’m excited for Halo Infinite, but I might hop into Final Fantasy XIII-2 for old time’s sake.

New US Congress Bill Could Ban Bots Used To Purchase Consoles

A new bill introduced to Congress could automatically ban bots often used by resellers to buy consoles such as the PlayStation 5 or Xbox Series X. 

This news comes by way of Video Games Chronicle, which reports that the bill, dubbed the “Stopping Grinch Bots Act,” was introduced by Representative Paul Tonko, Senator Richard Blumenthal, Senator Majority Leader Charles Schumer, and Senator Ben Ray Luján. In a statement about the recently-introduced bill, Tonko said that “Grinch bots” are forcing Americans to pay exorbitant prices for gifts this holiday season. 

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Only second to sneakers, a market that’s been heavily influenced by bots for years, consoles are likely what bots are targeting most this season. With the release of the PS5 and Xbox Series X/S consoles still fresh, it’s been more challenging than ever to nab one of these new-gen consoles at MSRP. That’s because the second these consoles go live, would-be buyers must beat out bots that automatically place the consoles in someone’s cart and check out. 

It’s not easy beating bots, and while some customers have found success, the lengths people must go to secure a console at MSRP can be ridiculous. Bots are the main problem behind the struggle, and if this new bill is passed, the use of bots on online retail sites would be banned. 

“At a time when families should be able to spend time with their loved ones, digital ‘Grinch bots’ are forcing Americans to scour online sites in the hopes of finding an affordable gift or paying exorbitant prices for a single toy,” Tonko said. “These bots don’t just squeeze consumers, they pose a problem for small businesses, local retailers, and other entrepreneurs trying to ensure they have the best items in stock for the customers.” 

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“Our Grinch Bots Act works to level the playing field and prevent scalpers from sucking hardworking parents dry this holiday season. I urge my colleagues to join me in passing this legislation immediately to stop these Grinch bots from stealing the holidays.”

Schumer said the average holiday shopper can’t compete with the speed of bots, something anyone who’s tried to buy a new-gen console as of late is likely aware of, and that this bill would thwart these “Grinch bots” from stealing the holidays.  

Sadly, considering the time it can sometimes take to pass a bill in Congress, especially during the global COVID-19 pandemic, there’s a good chance this bill won’t be passed before the holiday shopping season is over. However, it’s still a welcome bill despite that, as it seems that buying a new-gen console at MSRP will continue to remain a challenge in the new year.  

It doesn’t help that the actual stock of new-gen consoles remains low due to an ongoing chip shortage as well. Analysts expect this shortage to continue into 2022, too. 

[Source: Video Games Chronicle]

Have you been battling bots this holiday season? Do you welcome new legislation like this? Let us know in the comments below!

Halo Infinite: Xbox Game Pass Ultimate Subscribers To Get Monthly Multiplayer Bonuses

Halo Infinite’s multiplayer has been out for a couple of weeks now, and besides some issues with battle pass progression, it’s been widely received as a great comeback for the series. Starting next week, it’s going to get even better for Xbox Game Pass Ultimate subscribers. 

That’s because Microsoft has announced that Ultimate members will get monthly multiplayer bonuses. The first bundle will go live on December 8. 

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“It’s an awesome time for Perks because we’re excited to reveal that Ultimate members will be locked in to get monthly Halo Infinite multiplayer bonuses, starting with your first bundle on December 8,” an Xbox Wire blog post announcing this month’s upcoming Game Pass additions reads. “Don’t forget to claim this and more in the Perks gallery on your Xbox console, Xbox App on Windows PC, and Xbox Game Pass mobile app.” 

This month’s bonus is the “Pass Tense” MA40 AR Bundle, and it comes with an exclusive “Pass Tense” MA40 Assault Rifle coating, as the bundle’s name would suggest, along with four 2XP Boosts and four Challenge Swaps. You can check out the bundle above, which includes a look at the new AR coating. 

While waiting for this bundle to go live next week, check out this post detailing everything available in the Halo Infinite multiplayer shop this week. Then read about how 343 Industries has updated multiplayer progression to give players increased XP in the first six matches of a given day. This new bundle goes live the same day Halo Infinite’s campaign launches, and to get prepared for that, check out this recently-released Halo Infinite campaign trailer.   

Are you excited about these monthly Halo Infinite multiplayer bundles for Xbox Game Pass Ultimate subscribers? Let us know in the comments below!

New Sons Of The Forest Trailer Is Terrifyingly Brutal, Spring 2022 Release Announced

I loved The Forest. My small team of survivors committed a little under forty hours building fortifications around the crash zone, scouring for food and rare weapons in sprawling underground caverns, and keeping cannibals and, later, grotesque mutants at bay. The sequel, Sons of the Forest, got two trailers earlier this year, highlighting a newfound emphasis on storytelling. An unnamed NPC – specifically, a nonvolatile mutant – is slated to be the player’s companion. But beyond montages and short action sequences, previous Sons of the Forest footage inspired more questions than answers.

A new trailer (seen below) continues that exciting, albeit frustrating, tradition of narrative vagueness. However, this time around, we finally got a release date set for Spring 2022. 

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As you can expect, Sons of the Forests’ mechanics build upon the survival horror systems from the first game. Collecting materials to craft makeshift shelters and hunting equipment has returned. The eating mechanic – most notable when the player character kills a turtle and eats its raw meat (damn!) – is back as well. And, of course, once you venture into dense forests or descend into pitch-black caves, horrifying enemies await. New variants of mutants with fleshy bristles and conjoined torsos will require new weapons to be bested – shotguns, stun batons, and more will aid you in the open world. 

Javy Gwaltney also enjoyed The Forest, awarding it a 9 in his Game Informer review and concluding with:

“Perhaps the highest praise I can give The Forest is just how natural the game ties together. A lot of emergent storytelling games often end up having a novelty that overstays its welcome by the end … The Forest is a triumph, both for the survival genre as well as gruesome horror. It gives players just the right amount of freedom to enjoy the challenge of this hellish nightmare.”

Sons of the Forest launches on May 20, 2022, for PC. If you haven’t played the first game yet, I’d highly recommend it, and be sure to read Javy’s 30 Wacky And Gross Things You Can Do In The Forest piece while you’re at it!

Ghostrunner: Story-Driven Project_Hel DLC Announced, Launching January

Next year, a new story-driven DLC is coming to first-person cyberpunk action-platformer, Ghostrunner, and it’s called Project_Hel. 

IGN revealed the news yesterday after developer 505 Games teased the “Ultimate DLC” last week. It turns out that “Ultimate DLC” was Project_Hel, the upcoming story-driven DLC where players will control Hel, one of the bosses from the game. Project_Hel will go live in January, but before that, some players will have the chance to go hands-on with it during a private beta held sometime before the DLC’s launch. 

Hel will be a “combat-oriented character designed to appeal to ‘new players and veterans,’ and will feature her own ability progression system,” according to IGN. The story of Project_Hel will take place over six new missions that task Hel with descending from Dharma Tower, a locale heavily featured in the base game. Alongside new missions, Project_Hel will include new enemies, new bosses, and six new songs from Daniel Deluxe. 

505 Games told IGN that it was initially planned as a smaller DLC before becoming a “full-blown Ghostrunner experience.” It will hit PS5, Xbox Series X/S, PlayStation 4, Xbox One, Nintendo Switch, PC, and Amazon Luna on January 27. It will cost $14.99.

The studio also revealed that a new Holiday Pack would hit the game on December 7, and it’s a free cosmetics pack that includes holiday swords with matching gloves and more. 

While waiting for Project_Hel to launch in January, read about how native PlayStation 5 and Xbox Series X/S versions of Ghostrunner launched back in September. Then, check out this flashy neon pack that launched back in August alongside new assist options and a roguelike wave mode. Read about how 505 Games has already confirmed Ghostrunner 2 for PS5, Xbox Series X/S, and PC after that.  

[Source: IGN]

Are you excited about Ghostrunner’s Project_Hel DLC? Let us know in the comments below!

Top 3 Most Popular Fortnite Skins at the Moment –

Epic Games has released more than 1,000 skins to Fortnite Battle Royale in the past four years. Some of them have turned out to be the most popular Fortnite skins of all time. On the other side, some of them are rarely seen in the game as their popularity is quite low.

With Chapter 2 ending in just a few days, we have the list of the most popular Fortnite skins at the moment. These are the skins that are used frequently by players and they will most likely remain popular for many years to come. Popular dataminer Lucas7yoshi shared this interesting information with the community, so let’s check out who’s on the list!

Kakashi is one of the most popular Fortnite skins

Kakashi Hatake is ranked third on the list. This anime outfit was released just two weeks ago, yet it’s become extremely popular. It arrived as a part of the Naruto collaboration and has become an instant hit.

Kakashi is one of the most popular Fortnite skins.
Kakashi is one of the most popular Fortnite skins.

Fortnite players use Kakashi 2.83 percent of the time, which is simply incredible! In all fairness, he definitely is one of the best-looking skins in the game. On top of that, this anime character was extremely popular even before Fortnite, so it’s not surprising that he ranks this high.

Charlotte is on the list as well

Charlotte is another skin that was recently released. She came to the game with the Chapter 2 – Season 8 Battle Pass and has become very popular. Even before the season was released, many Fortnite players were hyped about her as she was shown in the Season 8 teasers.

Fortnite players use Charlotte 3.57 percent of the time.
Fortnite players use Charlotte 3.57 percent of the time.

Players can unlock Charlotte on the first page of the current Battle Pass. Furthermore, she can be found at Pleasant Park as an NPC. This outfit has seven different styles and each one is amazing. Considering that many players like simple skins, we can expect Charlotte to stay on the list for a long time.

Aura’s popularity is still high

Epic Games first released Aura back in May 2019. Despite being out for two and a half years, this outfit is right at the top of the list of the most popular Fortnite skins. Aura has a bad reputation as most players who use her are considered “sweats” or “tryhards.”

Aura is on top of the list of the most popular Fortnite skins.
Despite being out for more than two years, Aura is on top of the list of the most popular Fortnite skins.

According to the dataminer, nearly five percent of Fortnite players use Aura, which is very impressive!

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Sports Tech 101 – Part five: Esports and virtual sports – SportsPro – SportsPro Media

This month, we’re looking at sports tech applications for esports and virtual sports.

‘Esports’ is often mistakenly used as the catch-all term for anything relating to video games or competitive online events. So, it’s worth clarifying some of the nuances across the unique areas of esports, virtual sports, streaming and social gaming.


The term ‘esports’ is usually reserved for competitive video gaming. The most popular game titles – by tournament size and prize money – are Dota 2, Counter-Strike: Global Offensive (CS:GO), Fortnite and League of Legends (LoL). These titles cover genres across action role-playing strategy (ARTS), third-person shooter (TPS) and first-person shooters (FPS). The strongest market for esports globally is Asia. Shanghai-based Edward Gaming recorded an upset victory in the 2021 League of Legends World Championship, against tournament favourites, Damwon Gaming, a Korean powerhouse team that won the annual event in 2020. Thousands of fans flooded the streets across China in celebration of the win, highlighting the obsessive fandom in the region.

Esports functions in the same way as traditional sports in identifying and developing talent from a young age. So, the Chinese government’s new restrictions for players aged under 18 to only three hours of weekly video gaming could potentially kill the country’s ambition to become a global esports dynamo. A 2017 report by ESPN found that esports athletes are significantly younger than their counterparts in traditional professional sports, making access to younger talent even more important for the success of professional teams.

Although some traditional sporting purists may deride esports athletes as undeserving of the ‘athlete’ nomenclature, there is a quantifiable mental and physical strain caused by competitive gaming. As with traditional sports, there’s a growing market of companies using technology to achieve the highest possible physical and mental performance for these athletes.

For example Statespace, the esports performance-focused company, is taking principles from neuroscience and applying it to competitive video gaming. Its main platform, Aim Lab, is a program that trains new players how to aim properly in first-person shooters. The software uses data science to learn where players excel, where they need to improve and then adapts in real-time to create custom and personalised training programmes.

Aim Lab’s user base has grown to five million monthly active users (MAU) and 20 million total players in September 2021, up from just 100,000 MAU and 1.5 million total players 18 months ago. The company raised US$50 million this year to expand its offerings to health diagnostics and treatment with early clinical trials focused on cerebral palsy and brain concussions.

Virtual sports

Virtual sports are video games based on traditional ‘real-world’ sports. In its purest form, they replicate, as far as possible, the skill or physical activity of traditional sports but in a digital setting.

This year the International Olympic Committee (IOC) hosted its first-ever virtual sporting event, the Olympic Virtual Series (OVS), where competitors played in virtual versions of five different physical sports. The international sports federations and game publishers that partnered with the IOC to produce the OVS were:

  • International Automobile Federation (FIA) – Gran Turismo (Polyphony Digital)
  • World Baseball Softball Confederation (WBSC) – eBaseball Powerful Pro Baseball 2020 (Konami)
  • World Sailing – Virtual Regatta (SAS)
  • International Cycling Union (UCI) – Zwift
  • World Rowing Federation – Open Format

According to IOC president Thomas Bach: “The Olympic Virtual Series is a new, unique Olympic digital experience that aims to grow direct engagement with new audiences in the field of virtual sports.”

Notably, the cycling and rowing events are the only two out of the five which require players to compete on physical hardware that mimics the physical effort of the sports in their normal settings. Conceivably as virtual reality (VR) and augmented reality (AR) technology develops we could see further sports replicated in a digital setting without needing to take away the requirement for physical effort.

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The OVS was not the first successful foray by a major sporting entity into virtual sports. Due to the Covid-19 pandemic, races during the 2019 Formula One season were cancelled or postponed. The F1 Esports Virtual Grand Prix provided a huge opportunity to fill the void for the sport’s existing fanbase whilst bridging the gap to new fans.

Using the official Formula One 2019 PC video game developed by Codemaster on gaming racing rigs, a mix of Formula One esports athletes, professional drivers and celebrities raced around Bahrain’s Sakhir circuit. The first race was won by Renault’s Chinese test driver, Guanyu Zhou, beating out professional Formula One racers Lando Norris from McLaren and Nicholas Latifi of Williams. The debut virtual event pulled in 3.2 million online viewers and allowed Formula One to deliver value to sponsors by transferring existing sponsorship assets to a virtual setting.

For a sport such as Formula One that is incredibly inaccessible to the average fan (they can’t go for a hot lap of Monaco in a US$12 million super car) the virtual product brings them closer to the action and deepens that engagement with the sport.

Streaming and social gaming

Streamers are entertaining personalities with large online followings. They’re usually highly skilled game players but also aren’t necessarily the best in the world. An example is Tyler ‘Ninja’ Blevins, who is arguably the highest profile Fortnite streamer ever, but failed to qualify for the finals of the 2019 Fortnite World Cup. The eventual winner of that tournament was Kyle “Bugha” Giersdorf, a 16-year-old American who took home US$3 million in prize money. For a quick comparison, the singles champions of Wimbledon won UK£1.7 million (US$2.4 million).

A reductive analogy in traditional sports would be that esports athletes are on an NBA team, streamers are the Harlem Globe Trotters, and social gaming is playing a game of pick-up ball at your local gym or court. This analogy falls apart the deeper you dive into it, but so do most analogies drawn between esports and traditional sports. Esports is a unique beast and efforts to shoehorn it into the structure or terminology of traditional sports usually fail.

Kyle “Bugha” Giersdorf won the Fortnite World Cup in 2019

How does esports differ structurally from traditional sports?

One of the most common inexact explainers is game publishers being equated to sporting leagues or federations. The total control exerted by game publishers on their product and IP is radically different to what teams, leagues or governing bodies can realise. A more accurate analogy would be if the National Football League (NFL) not only administered the rules of football but were the only manufacturer of footballs, shoes, pads and goals (not just licensed products, but the basic products themselves).

Game publishers are not necessarily incentivised to grow the professional league value in the same way traditional sports leagues are. The majority of free-to-play Battle Royale game publishers are focused on bringing people onto their game title and then keeping them there to generate revenue from in-game microtransactions. According to Sensor Tower, Chinese publisher Tencent’s PUBG Mobile earned US$1.6 billion in the first seven months of 2020 alone and Fortnite Mobile earned close to US$300 million in the same period.

To this end, game publishers are better suited to focusing on creative, unique in-game social and ‘metaverse’ activations to engage their players as participants rather than just professional tournaments as spectators. The success of Fortnite’s immersive Travis Scott concert was heralded as a landmark moment in the industry. The concert had 12.3 million concurrent viewers/players, 28 million unique views, 46 million total views and grossed the rapper roughly US$20 million including from fully digital merchandise sales.

Current video game titles are categorically not the metaverse, but Fortnite is one of the closest, most tangible glimpses of what could be possible. In his influential thesis on the metaverse, Matthew Ball references Fortnite heavily.

‘Fortnite is one of the few places where the IP of Marvel and DC intersects,’ he writes. ‘You can literally wear a Marvel character’s costume inside Gotham City, while interacting with those wearing legally licensed NFL uniforms. This sort of thing hasn’t really happened before. But it will be critical to the metaverse.’ 

The unique position of Fortnite as a place for brands, including sports entities, to intermingle is coupled with Epic Games’ game engine, Unreal, which powers many of the notable AR and mixed reality innovations in sports and entertainment – see last month’s expert guide on media and broadcast for examples.

Epic Games highlights that technology and innovations developed for esports and virtual sports can transfer across to traditional sports as the lines between physical and digital experiences continue to blur. Whether you’re looking at esports and virtual sports or streaming and gaming, the collective of these activities continue to break down the silos between traditional media and entertainment verticals, especially sports. It’s an innovation testbed not shackled by many of the legacy issues in traditional sports and as we slowly move towards a realisation of the metaverse, it’s these game platforms leading the way.

Fortnite has offered glimpses of what could be possible in the metaverse

Innovative companies

The past 18 months have seen the maturity of offerings to support the continued growth and professionalism of esports and virtual sports. Companies creating solutions in skills training (physical and mental); competition and event organisation (grassroots to pro); analytics; and wagering/betting have been standout successes. Below is a sample of some innovative companies offering solutions focused on esports and virtual sports.


Esports league and tournament operations

World’s biggest independent competitive gaming platform, with more than 22 million users competing in over 20 million game sessions each month. FACEIT allows players to easily join competitions and leagues for virtual and real-world prizes through automated tournament management and matchmaking technology.

Mission control

Esports league and tournament operations

Mobile app where gamers can join recreational esports leagues, similar to their local adult softball league or college intramurals but for video games. Mission Control manages the league schedule, validates scores, and determines the champion while also serving as a forum for league members and friends.


Esports league and tournament operations

Professional-ready solution for esports organisers and game studios to create, manage and share their competitions. Available for all competitive levels, from professional to occasional tournaments.


Esports coaching

Using cognitive science and artificial intelligence to improve esports performance, Aim Lab replicates the physics of popular video games to give users a training environment to practice their aim whilst measuring visual acuity. AI identifies users’ strengths and weaknesses and provides a customised training programme. Statespace previously partnered with the Pro Football Hall of Fame to develop a ‘Cognitive Combine’, giving players an overall score based on a wide range of skills outside of any specific game.

Gamer Sensei

Esports coaching

Video game coaching platform ecosystem offering professional coaching for nearly 20 different popular esports titles including League of Legends, Overwatch and Fortnite.

Automated sponsorship analytics for esports

A fully automated tournament tracking system for brand detection and optical analysis of brand placement.


Smart contract and payment platform

Sponsors connect data to Edge’s smart contracts which link contractual obligations to a player or influencer’s reach and content results. If the player or influencer hits their metric it automatically processes the payment. Overcoming issues prevalent in esports, including late payments, questionable contracts and exit scams.


AI-powered game highlights

Web service that leverages AI to automatically create gaming highlights from Twitch and YouTube videos. Sizzle can automatically convert a 20-minute gameplay video into a ‘sizzle’, or a five-minute condensed game, with all of the highlights in chronological order.


Esports data provider

Collect data from more than 30,000 matches and cover more than 1,100 leagues and tournaments every year. Clients range from betting operators to media companies and fantasy leagues.


Esports data provider

Provider of real-time statistics for esports using artificial intelligence.
Esports ranking and scouting /data provider

Utilising machine learning systems to interpret, analyse and report first-party data based on in-game action.


Virtual cycling platform

Massive multiplayer online cycling and running physical training program that enables users to interact, train and compete in a virtual world. Zwift mixes the intensity of training with the immersive and engaging play of gaming. Their app connects to a bike or indoor trainer to record physical output.


Brain-sensing wearable

Brain-sensing wearable that delivers real-time device control using just
a person’s thoughts. NextMind’s technology translates brain signals from the visual cortex into digital commands in real time. The small, lightweight device fits into the back of a cap or headband. It captures data from the signals created by the user’s neuron activity in the visual cortex, and using ML algorithms, transforms that output into communication that enables easier interaction and control of computers, AR/VR headsets or any device.

Ignition is SportsPro’s newest event, a two-day showcase where sports and technology unite. At its core it’s an energetic, experiential, visual display of the most transformative tech, all under one roof. Buzzing with startup electricity and supported by the industry’s tech giants, it will showcase the new creative solutions driving fan and business innovation. Find out more here.

Thanks for reading the fifth instalment of a monthly series examining the world of sports technology, brought to you by Thomas Alomes and the team at Sports Tech World Series.

In each column, we will provide insights into the global sports tech market drawn from our latest industry research, consulting clients and expert interviews. Our aim is to quickly inform you on what’s happening in the industry now, where it’s heading in the future and who are the major players, both emerging and established, operating at the cutting edge of this exciting space.

To make more sense of sports tech, we have classified the industry into sub-categories. Having covered esports and virtual sports in this edition, the different areas being covered in this series are:

Stadiums and venues

Solutions designed to improve the efficiency and customer experience in stadiums and venues.

Athlete performance and tracking

Devices and platforms used to measure or track athletes with the purpose of testing and improving performance.

Athlete, team and event management

Solutions that support the management of athletes, teams, leagues and events, with a focus on improving overall efficiencies at an individual and organisational level.

Betting and fantasy sports

Solutions focused specifically on the unique challenges of betting and fantasy sports.

Data capture and analysis

Data processing, capture and analysis solutions that support insights and decision making for a variety of sports related organisations.

Esports and virtual sports

Solutions focused specifically on the unique challenges of esports and gaming.

Fan and sponsor engagement

Solutions designed to enhance and improve the experience of the fan, or increase the value for the sponsor, including memberships and social media engagement.

Media and broadcast

Solutions that enable and enhance the sharing and distribution of sports content such as streaming platforms, automated broadcast graphics and online content publishers.

About STWS

Sports Tech World Series (STWS) is the trusted resource in the global sports technology ecosystem. We provide research, consulting and market insight services to help teams, leagues, governments, investors and vendors to achieve results and meaningful impact over the hype in sports technology and sports innovation.

About Thomas Alomes

An industry consultant, researcher and speaker, Thomas Alomes is a global leader in sports technology ecosystem growth and development with a passion for connecting the best people with the best ideas. He is currently head of North America at STWS and the founder of Sports Innovation Texas.

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Garena Free Fire Redeem Codes for December 01, 2021: How to redeem the codes – India Today

Garena Free Fire is a successful online royale game available on mobile devices. It has gained popularity for its adventure-driven battle game. It is one of the most popular mobile games worldwide on play store with maximum downloads. The players have their own strategies, including landing positions, acquiring weapons, supplies and taking up a fight with an enemy.

Most players prefer to play free games online and the developers bring more efficient, exciting methods to monetize online games via in-game purchases. The redeem codes are very rare and expensive to acquire. So, the codes help the player to get rewards, which are difficult to attain in this game. The codes are available on a regular basis on social media platforms with limited time. The expired codes can’t be redeemed. It includes a 14-digit code which is a combination of letters and words.

Steps to redeem free fire codes for December 01:

Step 1: You can visit the official Garena Free Fire website

Step 2: Login through the social media platforms provided, like Facebook, Google, Twitter or Apple Ids etc.

Step 3: On the text box paste the codes and click on confirm button to continue.

Step 4: Now tap on OK to provide confirmation on the box for cross checking the request.

Step 5: Now redeem the codes on the in-game mail section for rewards.

Here are the free fire codes for December 01:

F1QS DFGY 657U – Premium Bundles

F2QA ZXCV BHNM – Sneaky Clown Weapon Loot Crate

F2QA SFGY T5GH – Free 299 Diamonds Bundle

F34R FGBN MKLO – Free Diamonds Voucher

FFGY BGFD APQO-Free Fire Diamonds

F8IK NBVF R55T – Dreki Pet Free Fire Code

F9IK MNBV CDER – Head Hunting Parachute

Additional Codes:

F876 T5RE SWQ2

F234 56YH GDFG


F987 6TRF DSE4




Read: Garena Free Fire Redeem Codes for November 30, 2021: How to redeem codes

Read: Garena Free Fire Redeem Codes for November 29, 2021: How to redeem the codes

Fortnite Chapter 3 could be adding a new type of Animal – ClutchPoints

The end is near for Fortnite Chapter 2 and players are undoubtedly excited for what’s in store for Chapter 3. Currently, there are rumors floating around about a new type of animal being added come Fortnite Chapter 3. 

HYPEX is back at it again with a new leak posted on Twitter. Their most recent leak suggests that Seagulls are the next flying animals coming to Chapter 3. Seagulls are apparently included in Chapter 3’s concept art which could be a hint towards the species coming to Fortnite. However, this doesn’t necessarily mean that Seagulls will be animals that players can interact with like Wolves and Boars. 

Twitter user Egyptian Fortnite Leaker pointed out that Seagulls have technically been in the game for a while now. Apparently, Seagulls in Fortnite are easy to spot, by simply looking at the sky. Because of this fact, Egyptian Fortnite Leaker suggests that Seagulls won’t be coming to Chapter 3. 

If we look at HYPEX’s track record, they’ve always been on the dot when it comes to their Fortnite leaks. Without a doubt, they’ve also had their fair share of missed shots, but we can’t deny their accuracy with leaks. However, this could be one of those moments wherein HYPEX is wrong about a claim they made. If the Seagull leak is truly accurate, we should be expecting these animals at the beginning of Chapter 3.

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Halo Infinite: Here’s What Is In The Shop This Week

Halo Infinite’s shop updates every Tuesday at 10 a.m. PT with new items that players can purchase with credits. Since the launch of the free-to-play multiplayer component, 343 Industries has updated the shop three times. The latest rotation brings a pricey legendary bundle, as well as a cool camo option for your spartan and vehicles (see above).

The biggest bundle is the Anubis Armor Set for the Mark VII Spartan. This set offers the Arctic Void Epic Armor Coating, the Anubis Epic Helmet, a new visor and shoulder pads, and the rather mundane Vigilant Watch stance. It retails for 2,000 credits, which players can purchase for $17.99.

The most visually pleasing option in this week’s offering is the Splinter Desert Epic Armor Coating that gives your Spartan a gray camo look. This texture can also be applied to all vehicles. This bundle is 1,500 credits.

If you love seeing your Spartan stand in generic poses, you can purchase the Tacticlamp 117 bundle to get another stance of a Spartan holding a pistol in a rather trivial way. The last item offered is the Reach Falcon Pilot Pack, consisting of a Falcon Nameplate and matching vehicle and weapon Emblems, along with new shoulder pads for your Spartan. This pack requires you have the Mark V armor from the Heroes of Reach Battle Pass. You can see all of the items in the image below: