SplitmediaLabs acquires Player.me and Challonge
SplitmediaLabs Limited, creators of XSplit, was excited to announce that they have acquired the social discovery platform, Player.me, as well as tournament management service, Challonge. These acquisitions are part of the company’s $10 million investment strategy to create a platform that connects the entire gaming community with content they love. The combined entity will have a grand total of over 8 million registered users, 2 million unique monthly visitors, and more than 90,000 tournaments created each month.
Henrik Levring, CEO of SplitmediaLabs, stated, “Both products deliver a best in class experience in their respective areas. To date we’ve been mainly focused on maintaining leadership and driving organic growth of XSplit, but these acquisitions will move us into the realm of providing more services for the gaming community as part of a grander vision.”
“There has been tremendous growth in our particular space recently, but very little coming out is truly different,” continued Levring. “We’re going to shake things up a bit over the next few years, by making streaming opportunities as accessible and rewarding as possible for all, from individual players and content creators to esports entrepreneurs and publishers. We’ll have more to reveal about these plans soon.”
For those unaware, here’s a quick description of both platforms, as presented on the official press release:
Player.me is a social community for gamers and discovery platform that helps content creators grow their chanels, discover like minded players and find new games they love. It boasts over 1 million+ activities on the platform per month, has a rapidly growing user-base which includes high-profile stars like Moosnuckel and Caveman Films, and last month launched its iPhone and Android apps.
Challonge has been focusing on refining the core of their system for creating tournament brackets and is already used for large scale eSports events such as the Capcom Pro Tour, a series of Blizzard tournaments including the WCS World League in Taiwan and Hong Kong, and Red Bull Kumite 2016.
By combining the community of Player.me and the bracket technology of Challonge, tournament organizers should be able to manage, market, and run events to a targeted audience, with players looking to get involved on a competitive level being able to raise the visibility of their profiles via the social features of Player.me.
What are your thoughts on the acquisitions?