SSM TECHNOLOGIES

Sport's Entertainment

Creating brand love through fandoms

Gaming’s ever-increasing influence on culture, coupled with the promise of the metaverse, has created limitless opportunities for marketers and advertisers. Gaming has moved from individual play to spectator involvement with the meteoric rise of esports and streaming platforms. Gaming platforms are now a primary channel for social interactions and self-expression.

At SSM TECHNOLOGIES, we believe that everyone is a gamer – ​a community connected across borders ​around the things they love. ​Our global network was built to bring gaming’s explosive growth to our clients through innovative partnerships, products and solutions.​ We bring together passionate, multifaceted expertise to help bring incremental value to clients through ​mutually-beneficial relationships with​ game publishers, partners and platforms​.

Creating brand love through fandoms

At SSM TECHNOLOGIES, we are able to leverage in-depth gamer audience insights through priority data and tools. Our CCS data platform is supercharged through data fusions of proprietary bespoke gaming surveys, as well as fusion of the GWI Gaming survey, giving us advanced gaming audience data across 24 markets.

East Meets West

Our entertainment expertise within the Japanese market gives us unmatched access to the gaming industry. This deep expertise combined with the depth of our SSM TECHNOLOGIES capabilities and partnerships allow us to deliver beyond traditional advertising.

Cultural Creation

Our philosophy that gaming is more than advertising – it is about creating, amplifying and adding momentum to culture and the industry at large. We focus on fostering mutually beneficial relationships between players, publishers and brand, allowing brands to become part of the culture rather than interrupt it

Gaming for Good

SSM TECHNOLOGIES stands with the creators and players to make the future of gaming inclusive and accessible for all. We do this through our three principles of representation, inclusion, and advocacy.

Strategic Investments

Through strategic, venture-level investments, SSM TECHNOLOGIES gaming provides the means to produce, develop and monetize intellectual property (IP) such as original games, content and events. This gives brands unprecedented access to all areas of the gaming industry.

Cricket

Cricket is a bat-and-ball game played between two teams of eleven players on a field at the centre of which is a 22-yard (20-metre) pitch with a wicket at each end, each comprising two bails balanced on three stumps. The batting side scores runs by striking the ball bowled at one of the wickets with the bat and then running between the wickets, while the bowling and fielding side tries to prevent this (by preventing the ball from leaving the field, and getting the ball to either wicket) and dismiss each batter (so they are “out”). Means of dismissal include being bowled, when the ball hits the stumps and dislodges the bails, and by the fielding side either catching the ball after it is hit by the bat, but before it hits the ground, or hitting a wicket with the ball before a batter can cross the crease in front of the wicket. When ten batters have been dismissed, the innings ends and the teams swap roles. The game is adjudicated by two umpires, aided by a third umpire and match referee in international matches. They communicate with two off-field scorers who record the match’s statistical information.

Tennis

Tennis is a racket sport that is played either individually against a single opponent (singles) or between two teams of two players each (doubles). Each player uses a tennis racket that is strung with cord to strike a hollow rubber ball covered with felt over or around a net and into the opponent’s court. The object of the game is to manoeuvre the ball in such a way that the opponent is not able to play a valid return. The player who is unable to return the ball validly will not gain a point, while the opposite player will

Football

Football is a family of team sports that involve, to varying degrees, kicking a ball to score a goal. Unqualified, the word football normally means the form of football that is the most popular where the word is used. Sports commonly called football include association football (known as soccer in North America, Ireland and Australia); gridiron football (specifically American football or Canadian football); Australian rules football; rugby union and rugby league; and Gaelic football.[1] These various forms of football share to varying extent common origins and are known as “football codes”.

Kabaddi

Kabaddi is a contact team sport. Played between two teams of seven players, the objective of the game is for a single player on offence, referred to as a “raider”, to run into the opposing team’s half of the court, touch out as many of their players and return to their own half of the court, all without being tackled by the defenders in 30 seconds. Points are scored for each player tagged by the raider, while the opposing team earns a point for stopping the raider. Players are taken out of the game if they are touched or tackled, but are brought back in for each point scored by their team from a tag or a tackle.

Hockey

Hockey is a term used to denote a family of various types of both summer and winter team sports which originated on either an outdoor field, sheet of ice, or dry floor such as in a gymnasium. While these sports vary in specific rules, numbers of players, apparel and, notably, playing surface, they share broad characteristics of two teams playing against each other to propel a ball or disk into a goal with a stick.

Table tennis

Table tennis, also known as ping-pong and whiff-whaff, is a sport in which two or four players hit a lightweight ball, also known as the ping-pong ball, back and forth across a table using small solid rackets. It takes place on a hard table divided by a net. Except for the initial serve, the rules are generally as follows: Players must allow a ball played toward them to bounce once on their side of the table and must return it so that it bounces on the opposite side. A point is scored when a player fails to return the ball within the rules. Play is fast and demands quick reactions. Spinning the ball alters its trajectory and limits an opponent’s options, giving the hitter a great advantage.

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