GLobal Fantasy
Sports
Fully automated and operated White Label solutions with the best games in
the industry, across mobile and all devices.

GFSs product platform’s main focus is fan engagement and will continue have an engagement and social focus for any new products going forward. The tenets of its product philosophy are: Top-Of-Mind, Engagement, and Ubiquitous Computing.

CONFIGURABLE

B2B administration of backoffice for customers.

Themes and branding configuration.

Multiple currency support.

Multi-language support and date & time formats.

AUTOMATED

Fully automated competition rooms handling.

Simulated salary calculation on a per athlete basis.

Real-time processing of sports events data for live presentation in-platform.

MULTIPLATFORM

Web application for iPhone and Android browsers.

Native apps support for launch in Google Play and Apple Store.

Desktop web application.

ENGAGING

Tutorial for all new players to increase conversion rate.

Play with friends through integration through all social networks.

Create private competitions.

Easily login through social networks or personal email.

Sports & Leagues
Expansion

Capturing a global sports audience and securing a steady revenue stream is key to GFS and ensuring its proprietary platform is handling customers throughout the year in as many markets as possible.

GFS Roadmap



2017
Soccer

Asia, Europe, South America

NBA
American National Basketball Association

USA

CBA
Chinese Basketball Association

China

2018
NFL
American National Football League

USA

Chinese Volleyball League

China

Formula 1

Indonesia, India, South America, Europe

2019
Cricket
International matches

UK, India, Pakistan, Australia, South Africa


FANTASY PRODUCTS
PORTFOLIO

There are three types of engagement GFS wishes to occupy with its fantasy product portfolio. The decision to build 3 separate products is due to its complementarity which ensures that GFS products are relevant, engaging and top-of-mind for the full duration of a sports seasonal length.

Season Long Fantasy
Manager

Daily Fantasy
Sports

In-Play

How Far LLC

Software Services Provider

How Far is a full-service outsourcing provider, with products and services ranging from B2C and B2B digital marketing and promotion, accounting and administration, technical business consulting services, to a customer’s own development center (ODC) setup within the How Far structure.

All clients or partner companies have access to How Far’s premium services for both ODC customers and customers with projects running in the project management office (PMO).

SITUATED IN KIEV,
UKRAINE

Ukraine has a strong tradition for natural sciences and software development practises for several decades and is the largest software capital in Europe with 100 000 software developers and constantly growing.
4+

4+ years of operation experience & key practices within the software development space as well as associated services.

15+

15+ years of management experience with IT outsourcing and digital services around building software for customers with European clients.


Outsourcing
Extended team

A long term software development setup for customers looking to outsource a larger organisation. Customers will have 4+ team members which will be a self-supported unit. The customer directs the team itself and is responsible for its successful operation.

Managed team

A long term software development setup for customers with the need for a smaller team of up to 4 people. The customer directs the team itself and is responsible for its successful operation.

Consulting
PMO

How Far’s Project Management Office (PMO) is an end-to-end digital software services provider. Customers can be mature businesses with the need to scale their existing software development capability, or an innovative startup with the need to scale quickly.

  • Facilitating workshops to define project scope & minimum viable product (MVP)
  • Requirements analysis, clarification & development of documentation for software development roadmap
  • Scrum framework and practices implementation
  • Issue tracking environment setup & management: Jira, Trello or similar
  • Proxy-Product Owner services for busy customers
  • Project management services
  • Formal documentation of business logic & code practices documentation
  • Regular status reporting

Recruitment

IT & Office Infrustructure

Administration

eSPORTS #1 MARKET FOR GROWTH

The involvement of sports clubs and personalities, leagues, and agencies will significantly accelerate the development of the global esports industry and help local esports scenes to grow. Traditional sports clubs and leagues bring with them an established local fan base, along with a well-known and respected brand. Leveraging this, they can ensure their esports initiatives are instantly perceived as top-level competitions.

Audience Growth


The global eSports audience will reach 385 million in 2017, made up of 191 million eSports Enthusiasts and a further 194 million Occasional Viewers. The number of eSports Enthusiasts is expected to grow by another 50% toward 2020, totaling 286 million.

Occasional Viewers

eSports Enthusiasts

Revenues Growth


Revenues will grow with a CAGR (2015-2020) of +35.6% to reach $1488 million by 2020… New brands, especially non-endemic brands, entering eSports will drive the growth in sponsorship revenues in the coming years.

Total Revenues (Media Rights, Advertising, Sponsorship, Merchandise & Tickets, Game Publisher Fees)
Brand Investment Revenues (Media Rights, Advertising, Sponsorship)


$696M
eSPORTS ECONOMY

The coming year will see the Esports Economy grow to $696 million, a year-on-year growth of 41.3%.

$362m
eSPORTS REVENUES

China & North America will generate $362M in 2017, or 52% of global eSports revenues.

51%
eSPORTS AUDIENCE

Asia-Pacific will account for 51% of eSports Enthusiasts in 2017.

Source: Newzoo 2017 Global Esports Market Report
newzoo.com/insights/articles/esports-revenues-will-reach-696-million-in-2017/

eSPORTS BY THE NUMBERS

58.6M
Total prize money in 2016 reached $93.3 million, up from $61.0 million in 2015, or +52.9% year on year.

$465
In 2016, there were 424 esports events with a prize pool above $5000 worldwide.

$14.4bn
In total, ticket revenues for eSports events generated $32 million in 2016, up from $21 million in 2015.

83%
$54 is the average revenue per fan for all sports put together.

26%
Sponsorship is the largest revenue stream and will grow to $655 million by 2020.

500%
$116 million is the total investment that game publishers will make into eSports.

CONTACT US

We're ready to answer any questions you might have. You can call us at +1 (321) 392 4691. Or, fill out our information form below and one of our agents will be in touch as soon as possible.