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GalaxyCon Continues Major Expansion With Three Shows In Two New Markets

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Nightmare Weekend Miami set for October 2024. GalaxyCon St. Louis, and Animate! Miami are set to launch in 2025.

FORT LAUDERDALE, Fla., July 3, 2024 /PRNewswire/ — GalaxyCon, the largest independently owned consumer and fan engagement company, has launched another major expansion of its convention offerings into the Miami, Florida, and St. Louis, Missouri markets. This new expansion comes on the heels of the company’s recent announcement that it is also expanding into the Philadelphia PA, Orlando FL, Chicago IL, Cleveland OH, and Savannah GA markets.

GalaxyCon Continues Major Expansion With Three Shows In Two New Markets.

“We’re excited to bring our unmatched pop-culture fan experiences to the people of St. Louis and the surrounding areas,” says Mike Broder, founder of GalaxyCon. “Also, our company got its start back in 2006 with fan events in South Florida, so it feels really great to bring them home once again.”

With these new events, GalaxyCon continues its unprecedented growth and dedication to bringing engaging events to even more fans and cities across the United States in 2024, 2025, and beyond. The newly announced events are:

Nightmare Weekend Miami – October 18-20, 2024 at the Miami Airport Convention Center in Miami, Florida.

Animate! Miami – February 14-16, 2025 at the Miami Airport Convention Center in Miami, Florida.

GalaxyCon St. Louis – October 10-12, 2025 at America’s Center Convention Complex in St. Louis, Missouri.

GalaxyCon brings engaging events to cities across the United States for more than a convention. Boasting over 400 hours of must-see programming, these events are a festival for fans and celebration of nerd culture. Meet and greet with your favorite stars, bond with your fellow fans on the show floor, get a best friends tattoo, battle it out in the arcade, and then party the night away. GalaxyCon After Dark offers entertainment into the wee hours of the morning, not shuddering the doors at midnight. 

At Nightmare Weekend, the crypt opens up and spine-tingling fun rises from the depths over three days of scary celebrities, petrifying parties, villainous vendors, ghastly gaming, creepy cosplay contests, and fearful fun for everyone!

Animate! is an animation celebration with three days of anime, animation, cosplay and more. Animate! features entertainment, Q&As, video and tabletop gaming, panels, costume contests, cosplay wrestling, and so much more fandom to explore!

Tickets are on sale now for these events at https://galaxycon.com/pages/live-events. Special celebrity guests for each city will be announced on the GalaxyCon website and social media in the coming months.

The addition of these events increases GalaxyCon’s schedule of large-scale fandom events to seventeen in 2025, up from eleven events in 2024. GalaxyCon also plans to add even more shows in additional markets in the coming months. 

GalaxyCon’s 2025 calendar includes:
 January 3-5, 2025: Animate! Raleigh (Raleigh, NC)
 February 14-16, 2025: Animate! Miami (Miami, FL)
 March 27-30, 2025: GalaxyCon Richmond (Richmond, VA)
 May 2-4, 2025: Nightmare Weekend Chicago (Rosemont, IL)
 May 23-25, 2025: GalaxyCon Oklahoma City (Oklahoma City, OK)
 June 13-15, 2025: Animate! Columbus (Columbus, OH)
 July 24-27, 2025: GalaxyCon Raleigh (Raleigh, NC)
 August 8-10, 2025: Animate! Orlando (Orlando, FL)
 August 15-17, 2025: GalaxyCon San Jose (San Jose, CA)
 August 29-31, 2025: Nightmare Weekend Cleveland (Cleveland, OH)
 September 12-14, 2025: Animate! Des Moines (Des Moines, IA)
 September 12-14, 2025: Nightmare Weekend Des Moines (Des Moines, IA)
 October 3-5, 2025: Animate! Philadelphia (Oaks, PA)
 October 10-12, 2025: GalaxyCon St. Louis (St. Louis, MO)
 October 17-19, 2025: Nightmare Weekend Richmond (Richmond, VA)
 November 14-16, 2025: Nightmare Weekend Savannah (Savannah, VA)
 December 5-7, 2025: GalaxyCon Columbus (Columbus, OH)

“No company in our industry has ever seen this type of growth over such a short period of time,” said Peter Katz, Senior VP at GalaxyCon. “From expanding into many new markets, to securing new top talent to help lead this continued growth, it’s truly an exciting time for all things GalaxyCon!”

For media inquiries, please contact:
Justin Burkhardt
Justin@GalaxyCon.com
610-730-3709

ABOUT GALAXYCON LLC:
GalaxyCon LLC, is the largest independently owned consumer and fan engagement company. Based in Fort Lauderdale, Florida, and founded by Mike Broder in 2006, GalaxyCon is made for fans, by fans. The company organizes pop culture, anime, and horror-themed events across the United States. Celebrities and fans are united at the festival of fandom in often overlooked locations. Events in Oklahoma City, Raleigh, Columbus, Richmond, and San Jose attract between 20,000 and 50,000 fans for each show. Additionally, GalaxyCon presents Animate! and Nightmare Weekend throughout the year, reaching more consumers and fans.

GalaxyCon is more than a comic con, it is a celebration of fandom.

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SOURCE GalaxyCon LLC

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Chaos Agents Private Alpha launches along with crowdfunding campaign on Republic, oversubscribed within 6 hours

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Popularium’s first game sees more than 20,000 players applying for 1,000 Alpha spots, closes $50,000 equity crowdfunding target in less than 6 hours

LOS ANGELES, Dec. 26, 2024 /PRNewswire/ — Chaos Agents, the world’s first autobattler-royale, designed by Richard Garfield and the first game developed by Popularium, launched its private Alpha today. Since the announcement of the private Alpha at Gen Con 2024 in Indianapolis, more than 20,000 players have signed up for 1,000 seats. To meet the demand, Popularium will increase the number of Alpha seats to 5,000 for the initial launch of the Alpha, and plans to expand the Alpha beyond 10,000 players in early 2025.

“We have been overwhelmed by the response to the Alpha announcement,” said Arka Ray, President and CTO at Popularium. “The number of players who want to join the Alpha and experience Richard’s vision has been over 20 times more than we anticipated. And we continue to get hundreds of new applications each week. We’re expecting more than 30 thousand applicants by year end. The team is working through the holidays to accommodate as many players as possible at this early stage of the Alpha. We want every applicant to have an opportunity to experience Chaos Agents as soon as possible.”

To prepare for this rapid expansion, Popularium launched an equity crowdfunding campaign on the Republic platform. The campaign was fully committed and then oversubscribed within six hours of launching publicly. The Popularium campaign on Republic enables members of the public to invest in Popularium. Ray attributed the rapid close of the campaign to players and fans of Popularium co-founders Richard Garfield (Magic: the Gathering) and Jonathan Bankard (Hearthstone, World of Warcraft, Diablo, Command and Conquer) wanting to directly support the development of their next original game.

“This is an exciting time for Chaos Agents,” said Garfield in a community Q&A on the occasion of launch of the Chaos Agents Alpha and crowdfunding campaign on Republic. “The game is being really well received by players, much more so than I expected at this early stage. There are so many different types of play modes that we want to build into Chaos Agents, and thanks to the community and the technology we have built, it’s becoming clear what we can and should be building. There’s no more exciting time for a game’s development when players are clearly enjoying it, but at the same time the opportunities for improvements seem endless.”

The Alpha Launch follows the announcement that Popularium has committed to the “forever multiplayer game” model for Chaos Agents. Through the use of dedicated servers and its proprietary Chaos Cloud Gaming Engine, Popularium plans to ensure that Chaos Agents will be a multiplayer game that “can’t be killed” or taken offline. Players are expected to always have a way to play the game with the globally unique superheroes they have recruited to their team. Garfield and Ray attributed the positive response from this announcement as having helped generate additional interest in the Chaos Agents Alpha and crowdfunding campaign.

In Chaos Agents, the first game of the “autobattler-royale” genre, players coach and guide a globally unique superhero – their Chaos Agent – to victory in a grand battle royale against dozens of other Agents. The player coaches and powers their hero up through deep, strategic card play similar to Garfield’s legendary games, such as Magic and Keyforge, and then sits back and watches as their Agent goes to battle, preparing for the next round of upgrades. Each Agent is globally unique – which means that only one player in the world will be able to play with an Agent at a time and become the global expert on that Agent.

“Evolving and creating new genres is just so much fun,” said Jonathan Bankard, Game Director for Chaos Agents. “All of us at Popularium have worked on projects like Magic and Hearthstone that started as small dreams that ended up impacting many more players than we initially hoped. We are trying something similar with Chaos Agents–to bring the autobattler genre of games to many more people through the proven format of battle royales. The advantage we now have is the early involvement of our community in helping us polish this uncut gem into a brilliant, shining diamond through their play and now investments that let them own a piece of Popularium.”

Chaos Agents plans to expand its Alpha in late January together with the Second Chaos World Championship, and plans to expand the Alpha capacity each month before entering Early Access in late 2025. Players can sign up for the Alpha at popularium.com and request priority access by joining the Chaos Agents Discord server.

About Popularium: Popularium was founded by an all-star team of gaming industry veterans behind the largest multiplayer games and platforms in history, such as Magic: The Gathering, Hearthstone, World of Warcraft, and Xbox Live, to innovate and create gaming experiences. Popularium started from a simple idea: What would games look like if they involved the community from an early stage? What if this community had the tools to impact the narrative and economy by playing games the way they want to, rather than the way games wanted them to play? Chaos Agents, designed by Popularium co-founder Richard Garfield, is Popularium’s first effort to bring this vision to life.

Press Contact: Chris Gale, Chris@GaleStrategies.com 

View original content:https://www.prnewswire.com/news-releases/chaos-agents-private-alpha-launches-along-with-crowdfunding-campaign-on-republic-oversubscribed-within-6-hours-302339109.html

SOURCE Popularium

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MoonFox Analysis | “ACGN Merch Economy” Surge and the Breakthrough of the “Dimension Wall” in ACGN Consumption

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About us: Aurora Mobile (NASDAQ: JG) established in 2011, is a leading customer engagement and marketing technology service provider in China. Its business includes notification services, marketing growth, development tools, and data products. As its sub-brand, MoonFox Data is a leading expert in data insights and analysis services across all scenarios, aiming to help companies gain market insights and empower precise decision-making.

SHENZHEN, China, Dec. 26, 2024 /PRNewswire/ — In today’s cultural consumption landscape, the “ACGN Merch Economy” (Anime, Comics, Games, Novels) is rapidly gaining momentum. The consumption of “ACGN Merch” has emerged as a hot topic in the market. This concept originates from ACGN culture and refers to an economic model centered around virtual content, including anime, games, and novels. It generates commercial value through various means, such as derivatives, copyright operations, and offline activities. With the widespread dissemination of ACGN culture and the continuous expansion of its audience, the influence of the “ACGN Merch Economy” has transcended traditional boundaries, permeating mainstream culture and the real economy. This phenomenon blurs the lines between the previously separate worlds of ACGN and the real world. As the “ACGN Merch Economy” continues to extend its influence across multiple dimensions, its market impact and commercial value are becoming increasingly evident.

I. User Expansion: “ACGN Merch” Becomes the New Social Currency for the Younger Generation

Historically, ACGN culture has been viewed as a niche subculture, but it is now trending toward wider popularity and mainstream acceptance. According to public data, the size of China’s ACGN industry reached RMB 221.9 billion in 2023, with projections estimating it will grow to RMB 270 billion by 2024. By 2029, the market value is expected to double, exceeding RMB 590 billion. The industry is primarily divided into content markets and peripheral derivative markets. In 2023, the peripheral derivative market accounted for 46.1% of the industry, reflecting a significant increase of 18.1% since 2016. This notable growth underscores the rise of the peripheral derivative market as a key driver in the ongoing expansion of the ACGN industry.

Chinese ACGN Industry Market Size

Year

 

Industry Size (Billion RMB)

 

Annual Growth Rate

2023

2219

2024E

2750

Annual Growth 16.6%

2029E

5900+

Data Source: Zero Power Industrial Research Institute

ACGN Industry Market Distribution

2016

2023

ACGN Content Market

72.0 %

53.9 %

ACGN Peripheral Derivative Market

28.0 %

46.1 %

Data Source: Zero Power Industrial Research Institute

According to public reports, China’s general ACGN user base has grown substantially, reaching approximately 460 million by 2021. As ACGN culture continues to break through the “dimension wall,” this large user base is still expanding. The younger demographic, particularly those aged 25 and under, is undoubtedly the main force driving ACGN culture. Data from MoonFox iMarketing indicates that these mobile internet users show a strong preference for ACGN communities and anime and manga-related apps. Additionally, the ACGN-related mobile internet industry exhibits a clear holiday effect. Monitoring data from MoonFox iApp reveals that both the anime and manga industry and ACGN community applications see a noticeable increase in active user numbers during the winter and summer holidays.

TGI (Target Group Index) of User Preferences of Mobile Internet Users Aged 25 and Under

Industry

TGI

ACGN Community

280

 

Couple Interaction

276

 

Higher Education

269

 

Anime & Manga

247

 

Image Sharing

244

 

Gaming Platform

231

 

Game Assistant

229

 

Card & Board Games

220

 

Music Games

216

 

Strategy & Puzzle

215

Data Source: MoonFox iMarketing, Data Cycle: October 2024

Changes in User Base for ACGN and ACGN Community Apps (Unit: 10,000)

 

Year/Month

 

Anime & Manga

ACGN Community

2024-01 (Winter Vacation)

3,893.48

350.53

2024-02 (Winter Vacation)

4,152.07

342.98

2024-03

3,651.66

354.12

2024-04

3,466.41

320.66

2024-05

3,345.23

298.43

2024-06

3,555.53

317.29

2024-07 (Summer Vacation)

4,006.55

338.06

2024-08 (Summer Vacation)

3,805.50

361.99

2024-09

3,062.02

288.87

2024-10

3,126.15

331.54

Data Source: MoonFox iApp, Data Cycle: January 2024November 2024

As the data indicates, ACGN culture is no longer confined to fringe groups; it is gradually becoming part of mainstream culture, particularly among the younger generation, where its influence is profound. “ACGN Merch,” as a product of ACGN culture, have transcended mere entertainment consumption and emerged as a new medium for social interaction, acting as a form of “social currency” for youth. This shift is driven by a strong demand for personalization and community identity among young people. In their social circles, shared interests and hobbies serve as bonds connecting individuals, and “ACGN Merch”—whether in the form of anime character merchandise, in-game items, or related cultural symbols—become tools for self-expression and identity building. By sharing and exchanging these “ACGN Merch,” young people create common cultural spaces and social networks, enhancing their connections and sense of belonging.

II. Expanding Scenarios: ACGN Continues to Step Deeper into the Real World

As ACGN culture continues to permeate various aspects of life, its commercial scenarios are expanding from the virtual realm into the real world. In recent years, ACGN retail brands have emerged rapidly, serving as a vital bridge between ACGN and mainstream culture. Numerous ACGN brand retail stores are experiencing significant growth, with KAYOU opening 318 locations. This expansion of ACGN retail outlets has also spurred the development of related industries, including anime exhibitions, themed cafes, and a range of online communities and offline gatherings. As a result, ACGN culture is constructing a diverse ecosystem that integrates various facets of entertainment and social interaction.

Number of ACGN Retail Stores

 

Brand

Number of Stores

 

KAYOU

318

IPSTAR

139

BOOM COMIC

58

GOODSLOVE

50

MarchMonster

37

Kyoko ACGN MerchStore

35

GUGUGUGU

34

Mancool

34

HEYZAKKA

25

Karasumaya

23

Data Source: Lei Newspaper, Data Cycle: November 2024

This ecosystem not only enriches consumer experiences but also presents new business opportunities for traditional physical enterprises. According to the State-owned Assets Supervision and Administration Commission of Shanghai, the Bailian ZX Creative Center—the first commercial complex in China focused on ACGN culture—transformed from the former Hua Lian Shopping Mall. It has successfully gathered major overseas ACGN retail and social cultural experiences. By the end of 2023, its sales reached RMB 300 million, with daily foot traffic increasing by 3 to 8 times post-transformation.

In addition to physical stores, IP marketing has become a crucial driver for ACGN culture’s rapid integration into the mainstream. In recent years, many restaurant brands have begun targeting the ACGN market. Notable brands such as Pizza Hut, HEYTEA, and KFC have engaged in ACG IP marketing, collaborating with popular ACGN franchises like Naraka: Bladepoint, Light and Night, and Genshin Impact to release limited-edition products and events. These collaborations not only cater to the collection and experiential needs of ACGN fans but also generate buzz and enhance brand visibility, boosting the youthful appeal of these companies.

Partial Restaurant Brand Collaborations with ACGN IPs

Date

Brand

 

Co-branding IP

2024.01

Pizza Hut

Naraka: Bladepoint

2024.03

HEYTEA

Light and Night

2024.04

NAIXUE

Arknights

2024.04

ChaPanda

Honkai: Star Rail

2024.05

Auntea Jenny

Howl’s Moving Castle

2024.05

ChaPanda

Tuntunzai

2024.05

YH.TANG

The King’s Avatar

2024.07

KFC

Genshin Impact

2024.08

Luckin Coffee

Black Myth: Wukong

The commercial value of ACGN culture extends far beyond mere entertainment and consumption; it has evolved into a cultural phenomenon, societal trend, and even an economic model. The purchasing power and enthusiasm of the ACGN demographic are significant and should not be underestimated. In marketing strategies, leveraging ACGN culture provides brands with fresh perspectives and approaches. By collaborating with ACGN IPs, brands can forge deeper emotional connections with young consumers, enhancing brand awareness and loyalty through “ACGN Merch” and the “Fans Economy.” These cross-industry collaborations not only drive innovation and diversification in marketing strategies but also enrich brand performance, ultimately propelling the prosperity of the ACGN economy.

Our Information:

Website: https://www.moonfox.cn/
Contact number: 400-888-0936

Contact us:

Name: Felix
Title: Director of Sales, Industry Insight Division
Tel: +86 -13366276383
Email:zhouzt@jiguang.cn
Address: 608/F, Tower B, Wintrust Center, No. 1 Xidawang Road, Chaoyang District, Beijing, China

Name: Janette Zhou
Title: Marketing Manager
Tel: +86-13928239332
Email: zhouxt@jiguang,cn
Address: 608/F, Tower B, Wintrust Center, No. 1 Xidawang Road, Chaoyang District, Beijing, China

View original content:https://www.prnewswire.com/news-releases/moonfox-analysis–acgn-merch-economy-surge-and-the-breakthrough-of-the-dimension-wall-in-acgn-consumption-302339259.html

SOURCE Aurora Mobile Ltd

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Grupo Financiero Banorte, chaired by Carlos Hank-González, has been awarded as “Bank of the year 2024” in Mexico by The Banker

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The Banker awarded Grupo Financiero Banorte for its strength and service in digital banking, thanks to its investment in technology and innovation It was also recognized for the increase in the number of transactions from the mobile app in its programmed savings and fund investment services

MEXICO CITY, Dec. 26, 2024 /PRNewswire/ — Grupo Financiero Banorte was recognized as the “Bank of the Year 2024” in Mexico by the prestigious international publication The Banker, based on its financial results and for its innovation and strength in digital banking, its broad portfolio of services since its implementation, and for incorporating new technologies such as artificial intelligence, behavioral analytics, data science and biometric authentication.

Grupo Financiero Banorte’s strategy in innovation and technological investment allowed it to streamline operations, improve the customer experience, develop hyper-personalized offers, and remain the best bank in Mexico.

“We are very pleased to win for the fifth time the Bank of the Year Award in Mexico granted by The Banker. We are proud to have 125 years of experience operating in the Mexican market and this recognition distinguishes us as an innovative and cutting-edge financial institution, capable of maintaining its competitive position in the market,” said Carlos Hank-González, Chairman of the Board of Grupo Financiero Banorte.   

Marcos Ramírez Miguel, CEO of Grupo Financiero Banorte, stated that “in this new digital era that transforms the way people operate and all their activities, Banorte stands out for its high level of customer service, adapting quickly to the demands of users who seek a personalized and accessible service at any time and from anywhere”.

The Banker evaluated the financial strength, profitability and results of more than 5,000 banks.

Participating institutions were rated on their ability to deliver strong financial results and transform challenges into opportunities in an ever-changing business environment.

The Banker, the most important specialized publication for international banking, awards this prize annually, which is considered a standard of excellence. Banorte previously won it in 2022, 2020, 2018 and 2016.

Learn more about The Banker award: https://www.thebanker.com/The-Banker-s-Bank-of-the-Year-Awards-2024-1733356897 

About Banorte
Grupo Financiero Banorte (GFNorte) is the largest financial institution in Mexico. It provides financial services to individuals and corporations through its banking, brokerage, fund management, insurance, pension, leasing and factoring, warehousing, portfolio management and remittance businesses.
GFNorte also includes Afore XXI Banorte, the largest retirement savings fund in Mexico in terms of assets under management. GFNorte is a public company listed on the main index of the Mexican Stock Exchange and has 33,696 employees, 1,177 branches, 11,027 ATMs, 220,237 POS terminals and 17,960 correspondents.

LinkedIn: Grupo Financiero Banorte
Twitter: @GFBanorte_mx
Facebook: Grupo Financiero Banorte.
Contact the External Communications team for more media information: prensabanorte@banorte.com
Contact number: +52 (55) 8471-7481 

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SOURCE Banorte

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