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IRL Becomes the Official Group Messaging and Fan Chat Platform of UFC


IRL Becomes the Official Group Messaging and Fan Chat Platform of UFC

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In a first-of-its-kind global partnership, UFC and IRL launch "Join the Conversation" and "Social Tagboard" content features, bringing UFC's athletes and fans together around its biggest events on the fastest growing social message app

SAN FRANCISCO and LAS VEGAS, Sept. 6, 2022 /PRNewswire/ -- UFC, the world's premier mixed martial arts organization, and IRL ("in real life"), the leading group messaging social network app aimed at bringing people together through authentically shared online and offline experiences, today announced a first-of-its-kind, global partnership that unites both athletes and fans through live group messaging leading up to and during UFC's biggest events.

IRL will become UFC's Official Group Messaging and Fan Chat Platform with features including a "Join The Conversation" campaign and the utilization of UFC's "Social Tagboard." The "Join the Conversation'' campaign will take advantage of IRL's dynamic platform to facilitate live, authentic conversations between UFC athletes and fans around UFC's Pay-Per-View events. On September 10, the first live athlete chat will kick off with Brandon "The Assassin Baby" Moreno, who made history in 2020 by becoming the first Mexican-born UFC Flyweight Champion. The initiative will encourage the fun tools IRL is known for, like giving users the ability to create unique prompts, polls, and even customizable memes through an auto-generator called MeMix, to further enable meaningful conversations on shared interests in a matter of seconds. In addition, IRL will utilize UFC's "Social Tagboard," highlighting real-time commentary and live polls from fans on IRL during select events.

UFC will also provide IRL with a variety of integrations into key UFC assets, ranging from live events and broadcast features to original content distributed through UFC's popular digital and social channels. IRL will have a branded presence inside UFC's world-famous Octagon® at select Pay-Per-View events and will become the Presenting Partner of UFC Live on TikTok, which features live interviews with UFC talent, athletes, personalities, and other special guests during events.

From the broadcast's opening billboard to the Octagon, IRL will have significant visibility in front of UFC's global fan base of more than 690 million people and over 185 million social media followers, including the 900 million TV households in 170+ countries with access to UFC's broadcast.

"We're thrilled to partner with IRL to create greater fan engagement and strengthen the in-person and online UFC community," said Paul Asencio, Senior Vice President, UFC Global Partnerships. "We're looking forward to working with IRL to leverage the global power of the UFC brand and IRL's innovative social messaging platform to connect like-minded individuals through their passion for UFC."

"This is a massive turning point for IRL as we work alongside one of the world's largest sporting communities to continue building relationships," said Abraham Shafi, CEO and Founder of IRL. "The partnership marks an exciting pathway for IRL to tap into the devoted and passionate global UFC fan base, and we're looking forward to continuing our growth alongside such a renowned organization."

UFC and IRL will officially kick off the partnership this week with content around UFC® 279: CHIMAEV vs. DIAZ, which will take place at T-Mobile Arena in Las Vegas on Saturday, Sept. 10.

IRL has solidified itself as a leading social messaging platform across the Gen Z and Millennial generations, with 150M hours of time planned together monthly by its users, and recurrently securing a top ten spot on the best performing social networking app lists. As a global leader in facilitating in-real-life connections, this first-of-its-kind partnership with UFC continues IRL's efforts to help its users build relationships through commonalities in sports, television, music, and more. For more information, please visit www.irl.com.

About UFC®
UFC is the world's premier mixed martial arts organization (MMA), with more than 688 million fans and 198 million social media followers. The organization produces more than 40 live events annually in some of the most prestigious arenas around the world, while broadcasting to nearly 900 million TV households across more than 170 countries. UFC's athlete roster features the world's best MMA athletes representing more than 75 countries. The organization's digital offerings include UFC FIGHT PASS®, one of the world's leading streaming services for combat sports. UFC is owned by global entertainment, sports and content company Endeavor, and is headquartered in Las Vegas, Nevada. For more information, visit UFC.com and follow UFC at Facebook.com/UFC, Twitter, Snapchat, Instagram and TikTok: @UFC.

About IRL:
IRL is the leading group messaging social network that brings people together through groups, events, and community engagement. With over 20M active users, IRL is the place to discover and connect with communities across all your interests. For more info, go to www.irl.com.

 

 

 

 

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Broadcast Network

A terrestrial network (or broadcast network in the United States) is a group of radio stations, television stations, or other electronic media outlets, that form an agreement to air, or broadcast, content from a centralized source.For example, PBS (US), CBC (Canada), BBC (UK), ABC (Australia), KBS (South Korea) and ABS-CBN (Philippines) are TV networks that provide programming for local terrestrial television station affiliates to air using signals that can be picked up by the home television sets of local viewers. Networks generally, but not always, operate on a national scale; that is, they cover an entire country.

Streaming media, Internet radio, and webcasting are sometimes considered forms of broadcasting despite the lack of terrestrial stations; its practitioners may also be called "broadcasters" or even "broadcast networks".

(Wikipedia)

 

News Broadcasting

News broadcasting is the medium of broadcasting of various news events and other information via television, radio, or internet in the field of broadcast journalism. The content is usually either produced locally in a radio studio or television studio newsroom, or by a broadcast network. It may include material such as sports coverage, weather forecasts, traffic reports, political commentary, expert opinions, editorial content, and other material that the broadcaster feels is relevant to their audience. An individual news program is typically reported in a series of individual stories that are presented by one or more anchors. A frequent inclusion are live or recorded interviews by field reporters.

(Wikipedia)

 

Internet

The Internet (or internet)[a] is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a network of networks that consists of private, public, academic, business, and government networks of local to global scope, linked by a broad array of electronic, wireless, and optical networking technologies. The Internet carries a vast range of information resources and services, such as the inter-linked hypertext documents and applications of the World Wide Web (WWW), electronic mail, telephony, and file sharing.

The origins of the Internet date back to the development of packet switching and research commissioned by the United States Department of Defense in the 1960s to enable time-sharing of computers. The primary precursor network, the ARPANET, initially served as a backbone for interconnection of regional academic and military networks in the 1970s. The funding of the National Science Foundation Network as a new backbone in the 1980s, as well as private funding for other commercial extensions, led to worldwide participation in the development of new networking technologies, and the merger of many networks. The linking of commercial networks and enterprises by the early 1990s marked the beginning of the transition to the modern Internet, and generated a sustained exponential growth as generations of institutional, personal, and mobile computers were connected to the network. Although the Internet was widely used by academia in the 1980s, commercialization incorporated its services and technologies into virtually every aspect of modern life.

(Wikipedia)

 

Media

Communication

In mass communication, media are the communication outlets or tools used to store and deliver information or data. The term refers to components of the mass media communications industry, such as print media, publishing, the news media, photography, cinema, broadcasting (radio and television), digital media, and advertising.

The development of early writing and paper enabling longer-distance communication systems such as mail, including in the Persian Empire (Chapar Khaneh and Angarium) and Roman Empire, which can be interpreted as early forms of media.[4] Writers such as Howard Rheingold have framed early forms of human communication as early forms of media, such as the Lascaux cave paintings and early writing. Another framing of the history of media starts with the Chauvet Cave paintings and continues with other ways to carry human communication beyond the short range of voice: smoke signals, trail markers, and sculpture.

The Term media in its modern application relating to communication channels was first used by Canadian communications theorist Marshall McLuhan, who stated in Counterblast (1954): "The media are not toys; they should not be in the hands of Mother Goose and Peter Pan executives. They can be entrusted only to new artists because they are art forms." By the mid-1960s, the term had spread to general use in North America and the United Kingdom. The phrase "mass media" was, according to H.L. Mencken, used as early as 1923 in the United States.

The term "medium" (the singular form of "media") is defined as "one of the means or channels of general communication, information, or entertainment in society, as newspapers, radio, or television."

(Wikipedia)

 

Broadcasting

Broadcasting is the distribution of audio or video content to a dispersed audience via any electronic mass communications medium, but typically one using the electromagnetic spectrum (radio waves), in a one-to-many model. Broadcasting began with AM radio, which came into popular use around 1920 with the spread of vacuum tube radio transmitters and receivers. Before this, all forms of electronic communication (early radio, telephone, and telegraph) were one-to-one, with the message intended for a single recipient. The term broadcasting evolved from its use as the agricultural method of sowing seeds in a field by casting them broadly about.] It was later adopted for describing the widespread distribution of information by printed materials] or by telegraph. Examples applying it to "one-to-many" radio transmissions of an individual station to multiple listeners appeared as early as 1898.

Over the air broadcasting is usually associated with radio and television, though more recently, both radio and television transmissions have begun to be distributed by cable (cable television). The receiving parties may include the general public or a relatively small subset; the point is that anyone with the appropriate receiving technology and equipment (e.g., a radio or television set) can receive the signal. The field of broadcasting includes both government-managed services such as public radio, community radio and public television, and private commercial radio and commercial television. The U.S. Code of Federal Regulations, title 47, part 97 defines "broadcasting" as "transmissions intended for reception by the general public, either direct or relayed". Private or two-way telecommunications transmissions do not qualify under this definition. For example, amateur ("ham") and citizens band (CB) radio operators are not allowed to broadcast. As defined, "transmitting" and "broadcasting" are not the same.

Transmission of radio and television programs from a radio or television station to home receivers by radio waves is referred to as "over the air" (OTA) or terrestrial broadcasting and in most countries requires a broadcasting license. Transmissions using a wire or cable, like cable television (which also retransmits OTA stations with their consent), are also considered broadcasts but do not necessarily require a license (though in some countries, a license is required). In the 2000s, transmissions of television and radio programs via streaming digital technology have increasingly been referred to as broadcasting as well.

(Wikipedia)

 

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Bitcoin SV is Revving up for Potentially Unlimited Scale - 4th March 2021

 

With the latest release of its software. Switzerland-based industry organization the Bitcoin Association has announced the release of the Bitcoin SV Node software v1.0.7 in an effort to boost up for potentially unlimited scale.

Calvin Ayre, a big proponent for Bitcoin SV, retweeted the news on Thursday.

Why This is Important

The Dynastic update to Bitcoin SV Node software means a lifting of limitations that were previously imposed on apps so that enterprises can increase throughput and effectively scale.

The update has improved support for long chains of unconfirmed transctions, as the default limit for ancestor and child-pays-for-parent (CPFP) transactions has been extended from 25 to 1,000.

The Dynastic release completes the process of replacing the legacy block assembler, implemented in later versions of the Bitcoin Core (BTC) software, with a new journaling block assembler for the Bitcoin SV (BSV) network.

This change now supports long chains of unconfirmed transactions and has introduced simplified transaction selection logic.
Prioritizing transactions based on how much miners can make in fees is no longer necessary on the Bitcoin SV network, which has low-fee transactions. Those waiting for transactions to be confirmed on the BTC network may have noticed the occasional 6 hour wait time for those who did not pay the prioritized fee.

Steve Shadders, technical director of the Bitcoin SV Infrastructure Team: "Along came a 1MB block size limit and ideas about a fee market. The idea was that limiting the block size would create demand for block space and drive up the transaction fees users would effectively bid to get included in a block. But this created a new requirement for the Bitcoin software to manage. If a miner can't select all the available transactions due to the 1MB limit, they need to ensure they select the ones that pay the highest fee rates to maximise their revenues, leaving the less lucrative transactions for another miner to pick up later."

Shadders added: "The removal of the CPFP and ancestor limits from the Bitcoin SV network has been one of the most requested improvements we've received from businesses and end-users alike."

- Aaron Goldstein, Gambling911.com

 

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