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DiffusionData Delivers Critical Market Alignment Strategy

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DiffusionData Delivers Critical Market Alignment Strategy

 

DiffusionData, formerly known as Push Technology, the pioneer and leader in real-time data streaming and messaging solutions, today announced the final details of the company’s business realignment strategy to meet the digital transformation needs of the broad range of markets it serves.  The last step is to present the renaming of the company to assure absolute clarity on the corporate mission —  to manage and reduce the costs of data Consumption, Transformation, and Delivery in real time at Internet scale.

Background

One and a half decades ago when the company was founded, digital transformation was in its infancy.  During the subsequent years, companies everywhere have worked to determine what components are required for a smooth digital transformation journey.  It has been generally understood that data must be delivered in real time at Internet scale.  However, in order to achieve this goal, there cannot be restrictions on data consumption, and low-code functionality to enable data enrichment and transformation is required.  Most importantly, the orchestration of the data journey throughout these stages requires platform intelligence which removes the hassles of data handling from the development teams enabling them to focus on critical business requirements and deliver applications to market faster.

The Key is Platform Intelligence

As with most things the devil is in the detail.  The key to successfully orchestrating the stages of the data journey, is built-in platform intelligence every step of the way.

Platform intelligence is invaluable because it allows companies to:

  • Reduce Operational Costs – by increasing the capacity of existing in-place hardware and optimizing infrastructure because Diffusion is a cache and a stream, benefiting from a subscription rather than polling model which optimizes communication and ensures updates are propagated in real time, delivering hyper-scalability with a reasonable TCO, and using Diffusion’s proprietary Delta Data algorithms which only send data that has changed.
  • Speed and simplify development – with low-code data transformation engine.
  • Hyper-personalization via hierarchical data structures and granular access control.

Grethe Brown, promoted to Chief Executive Officer to formulate and execute the corporate alignment strategy, said: “Companies require intelligent systems to save them development time and money as well as reduce ongoing operational costs of building and running next generation mission critical corporate applications.  Our Diffusion Intelligent Data Platform is a breed apart from the traditional tools available in the market to support the digital transformation requirements of companies we serve across the globe.”

 

About DiffusionData

DiffusionData pioneered and leads the market in real-time, data streaming and messaging solutions that dramatically reduce network bandwidth requirements, allowing customers to expand their businesses.

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The company’s Diffusion® Intelligent Data Platform, consumes raw data in any size, format, or velocity; enriches the data in-flight; and distributes the data in real time — reliably and at massive scale with secure, fine-grained, role-based access control. Diffusion is purpose-built to simplify and speed data-driven, real-time application development, reduce operational costs, and economically deliver hyper-personalized data at Internet scale.

Leading brands, across industries including financial services, transportation, energy, retail, healthcare, eGaming, and Internet of Things companies, use the Diffusion Intelligent Data Platform to drive customer engagement, fuel revenue growth, and streamline business operations. Diffusion is available on-premise, in-the-cloud, or in hybrid configurations, to fit the specific business, regulatory, and infrastructure requirements of the event-driven applications operating in today’s everything connected world. Learn more at www.diffusiondata.com.

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DraftKings Reports Second Quarter Revenue Growth of 37% to $1513 Million

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DraftKings Inc. announced its second quarter 2025 financial results. The Company also posted a second quarter 2025 business update and a slide presentation on the Investor Relations section of its website at investors.draftkings.com.

Second Quarter 2025 Highlights

For the three months ended June 30, 2025, DraftKings reported revenue of $1513 million, an increase of $408 million, or 37%, compared to $1104 million during the same period in 2024. The increase in the Company’s second quarter 2025 revenue was driven primarily by continued healthy customer engagement, efficient acquisition of new customers, higher structural Sportsbook hold percentage, and sportsbook-friendly outcomes. Revenue of $1513 million, net income of $158 million, and Adjusted EBITDA of $301 million in the second quarter set new records for the company.

“We set records for revenue, net income and Adjusted EBITDA in the second quarter, driven by an acceleration in revenue growth to 37% year-over-year. We are pleased to be maintaining our fiscal year 2025 guidance, with revenue expected to be closer to the high end of our range, highlighting the strength of our platform as we prepare for an exciting new state launch,” said Jason Robins, DraftKings’ Chief Executive Officer and Co-founder.

“We remain focused on investing in key growth initiatives across the organization to maximize shareholder returns over the long-term. In addition to our investments, we repurchased 6.5 million shares through our stock repurchase program in the first two quarters of this year,” said Alan Ellingson, DraftKings’ Chief Financial Officer.

Monthly Unique Payers (MUPs) increased to 3.3 million average monthly unique paying customers in the second quarter of 2025, representing an increase of 6% compared to the second quarter of 2024. This increase reflects strong unique payer retention and acquisition across DraftKings’ Sportsbook and iGaming product offerings and the impact of the acquisition of Jackpocket. Excluding the impact of the acquisition of Jackpocket, MUPs increased by 5% compared to the second quarter of 2024.

Average Revenue per MUP (ARPMUP) increased to $151 in the second quarter of 2025, representing a 29% increase compared to the same period in 2024. The increase was primarily due to improvement in the Sportsbook hold percentage and improved promotional reinvestment for Sportsbook. Excluding the impact of the acquisition of Jackpocket, ARPMUP increased 30% compared to the second quarter of 2024.

Fiscal Year 2025 Guidance

DraftKings is maintaining its fiscal year 2025 revenue guidance of $6.2 billion to $6.4 billion, which the Company previously announced on May 8, 2025. The Company is on track to deliver revenue closer to the high end of this range due to sportsbook-friendly outcomes in the second quarter as well as continuing strength across our core value drivers. Fiscal year 2025 revenue guidance equates to 32% year-over-year growth based on the Company’s fiscal year 2024 revenue and the midpoint of the Company’s fiscal year 2025 revenue guidance range.

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DraftKings is maintaining its fiscal year 2025 Adjusted EBITDA guidance of $800 million to $900 million, which the Company previously announced on May 8, 2025. The Company is on track to deliver Adjusted EBITDA near the midpoint of this range.

The Company’s guidance now includes anticipated financial impacts from DraftKings launching mobile sports betting in Missouri later this year.

In addition, the Company’s guidance now includes anticipated financial impacts from higher tax rates in New Jersey, Louisiana, and Illinois.

The Company’s guidance for fiscal year 2025 does not include the potential launch of a Prediction Markets offering.

Mobile Sports Betting and iGaming Footprint

DraftKings is live with mobile sports betting in 25 states and Washington, D.C., which collectively represent approximately 49% of the U.S. population. DraftKings expects to launch its Sportsbook product in Missouri pending market access, licensure, regulatory approvals, and contractual approvals where applicable.

DraftKings is also live with iGaming in 5 states, which represents approximately 11% of the U.S. population.

DraftKings is live with its Sportsbook and iGaming products in Ontario, Canada, which represents approximately 40% of Canada’s population.

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bet365 Announces Official Launch in Kansas

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bet365 has announced its official launch in Kansas, bringing its award-winning sportsbook to the Sunflower State.

Customers across Kansas will have access to bet365’s comprehensive suite of sports betting markets, competitive odds, and innovative features.

This milestone in bet365’s US expansion sees Kansas join Arizona, Colorado, Iowa, Illinois, Indiana, Kentucky, Louisiana, New Jersey, North Carolina, Ohio, Pennsylvania, Tennessee, and Virginia as the fourteenth live state.

A bet365 spokesperson said: “We are thrilled to bring the bet365 experience to sports fans in Kansas.

“With our industry-leading product, user-friendly interface, and a reputation built over two decades, we’re excited to provide Kansans with a trusted and dynamic platform for their sports betting entertainment.

“We’re focused on proving to customers that with our Bet Boosts, the fastest In-Game product, and Same Game Parlays, it’s Never Ordinary with bet365.”

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Global Gaming League Launches New Era of Competitive Video Gaming with T-Pain vs. NE-YO Showdown and More

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The Global Gaming League (GGL) announced its first season of year-around competitions titled SZN Zero. Backed by entertainment visionary Clinton Sparks and Grammy-winning artist and streaming icon T-Pain, the GGL is the first-of-its-kind, multi-title, live-action gaming entertainment league, where professional gamers, influencers, and casual players compete side-by-side in front of live audiences in Las Vegas and available globally on major platforms. Teams compete in popular game titles ranging from Call of Duty and Rocket League to Tetris and Street-Fighter.

Each event will feature two celebrity owned teams made up of four players each – high profile influencers, actors, athletes, artists, and both professional and casual gamers – facing off in four round matches covering four different genres. Superstar hosts and half time shows from major artists will turn up the entertainment factor. SZN Zero events will take place in Las Vegas, building up to a championship match in November live from the iconic Palms resort and casino, and the Global Gaming League will continue with SZN One in 2026.

SZN Zero’s first competition on August 23rd will feature T-Pain’s team Nappy Boy Grizzlies against three-time, Grammy award-winning hitmaker NE-YO and his Gentleman’s Gaming Team – finally facing off after months of social media trash talk and rivalry about who’s better at Tekken. The event will stream live on the GGL’s YouTube channel and other major platforms.

T-Pain, who is GGL’s Director of Strategy, was the league’s first team owner. NE-YO joins previously announced owners Flavor Flav and Bryce Hall along with Gillie Da Kid & Wallo.

“We wanted to build something that brought gamers from different backgrounds and cultures together in a unique way that was equally fun and competitive. With SZN Zero, we will introduce an authentic and relatable form of entertaining competition that will converge music, fashion, celebrity, and culture bringing the biggest form of entertainment in the world – video gaming – to the masses,” said Clinton Sparks, Founder and CEO of the Global Gaming League.

“Gaming is just as important as music or any other sport, to me. NE-YO had some words for me on socials, I heard enough of what he had to say and felt it was time to show him that I actually do this. But honestly I’m just ready to have some fun with my friend, because bottom line, that’s what gaming is all about. Now folks will just have to see what happens on August 23rd when we face off in Las Vegas at the GGL SZN Zero launch,” said T-Pain.

NE-YO responded: “Honestly, I was trying to connect with T-Pain to maybe be part of his team but when he kept blowing me off and then I saw that video of him talking about my lips, I decided the only way to get his attention would be to call him out. Now, we’ll see just how good he really is – or isn’t – when we go head to head.”

World-class Publishers such as Activision Blizzard, Bandai Namco, Capcom, EA, Tetris, and Ubisoft have all agreed to allow GGL to use some of the most popular and challenging games during SZN Zero, attracting a new audience and offering viewers a unique and compelling gaming experience. In addition to YouTube, the Global Gaming League SZN Zero will be available on other major streaming platforms in partnership with Dooya Media Group.

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