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Gamehaus Holdings Inc. Announces Unaudited Financial Results for the Third Quarter of Fiscal 2026 Ended March 31, 2026

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SHANGHAI, June 8, 2026 /PRNewswire/ — Gamehaus Holdings Inc. (“Gamehaus” or the “Company”) (Nasdaq: GMHS), a technology-driven mobile game publisher, today announced its unaudited financial results for the third quarter of fiscal year 2026 ended March 31, 2026.

Third Quarter of Fiscal Year 2026 Financial Highlights

Total revenue was US$26.2 million, representing a 9.1% decrease from US$28.8 million in the third quarter of fiscal year 2025. In-app purchases contributed US$23.4 million, while advertising revenue reached US$2.8 million.Total operating costs and expenses were US$25.7 million, representing a 10.1% reduction from US$28.5 million in the third quarter of fiscal year 2025.Net income was US$0.5 million, representing a 16.4% increase from US$0.4 million in the third quarter of fiscal year 2025.

Third Quarter of Fiscal Year 2026 Operating Highlights

in thousands, except percentages

For the Three Months Ended

March 31,

2026

2025

Average MAUs[1]

3,107

3,782

Average DAUs[2]

506

674

ARPDAU[3]

0.550

0.485

Average DPUs[4]

12

15

Average Daily Payer Conversion Rate[5]

2.4

%

2.2

%

Average 7D Retention Rate[6]

8.5

%

9.9

%

 

[1] Average Monthly Active Users, or Average MAUs, is defined as the number of individual users who play a game during a particular month.

[2] Average Daily Active Users, or Average DAUs, is defined as the number of individual users who play a game on a particular day.

[3] Average Revenue Per Daily Active User, or ARPDAU, is calculated by dividing revenue generated during a specific period by the Average DAU for that period, then further dividing by the number of days in the period.

[4] Average Daily Paying Users, or Average DPUs, is defined as the number of individuals who made a purchase in a game during a particular day.

[5] Average Daily Payer Conversion Rate is calculated by dividing Average DPUs for a specific period by the Average DAUs for that period.

[6] Average Day Seven Retention Rate is calculated by dividing the number of new users who continue using the app on the seventh day after installation for a specific period by the total number of new users for that period.

Mr. Feng Xie, founder and chairman of Gamehaus, commented: “Our third quarter results reflect the durability of the operating model we have built. Total revenue of $26.2 million exceeded the upper end of our guidance range, while our cumulative net income for the first nine months of fiscal 2026 grew approximately 40% year over year. These outcomes underscore the durable impact of the disciplined adjustments we have made across our cost structure, user acquisition strategy, and product portfolio over the past several quarters. Importantly, our Direct-to-Consumer (DTC) penetration reached approximately 13.9% company-wide and 36.7% on our flagship title, with further margin benefit expected as we target 15% to 20% penetration by fiscal year-end. As we deepen the integration of AI across every layer of our publishing stack, we are also steadily advancing toward our longer-term goal of evolving Gamehaus into an AI-driven, integrated platform for content generation and distribution, a strategic positioning which we believe will define the next phase of competitive advantage in our industry. We will remain focused on disciplined execution and on building long-term value for our players, partners, and shareholders.”

Third Quarter of Fiscal Year 2026 Unaudited Financial Results

Revenue

Total revenue was US$26.2 million in the third quarter of fiscal year 2026, decreasing 9.1% from US$28.8 million in the third quarter of fiscal year 2025. The decline primarily reflects the Company’s strategic adjustments in marketing spend as it has been prioritizing investment in the expansion of game pipeline and the preparation of upcoming titles for commercial launch. This structured rebalancing of resources is designed to build a broader, more diversified product portfolio that supports durable revenue growth over time.

Advertising costs decreased by 17.2% in the third quarter of fiscal year 2026 compared to the third quarter of fiscal year 2025, contributing to lower traffic volumes and new player acquisition, which weighed on top-line performance. In-app purchase revenue decreased 9.9% to US$23.4 million in the third quarter of fiscal year 2026 from US$26.0 million in the third quarter of fiscal year 2025, while advertising revenue was US$2.8 million in the third quarter of fiscal year 2026, compared to US$2.9 million in the third quarter of fiscal year 2025. The impact of lower user volumes was partially mitigated by improvements in per-user monetization, supported by ongoing content optimization and targeted live-ops initiatives that deepened engagement and spending across the Company’s active player base.

The Company continues to advance a growing pipeline of titles across the Puzzle and RPG genres, with several projects progressing through development and testing. Dedicated marketing resources have been earmarked for these upcoming releases, and the Company plans to scale promotional efforts as titles reach commercial readiness.

Operating Costs and Expenses

Total operating costs and expenses were US$25.7 million in the third quarter of fiscal year 2026, representing a 10.1% reduction from US$28.5 million in the third quarter of fiscal year 2025.

Cost of revenue decreased by 12.7% to US$12.0 million in the third quarter of fiscal year 2026, from US$13.8 million in the third quarter of fiscal year 2025. The decline was primarily driven by lower platform commission costs, as well as adjustments to developer profit-sharing arrangements as certain titles progress through their lifecycle.Research and development expenses increased 24.1% to US$1.6 million in the third quarter of fiscal year 2026, from US$1.3 million in the third quarter of fiscal year 2025. The increase reflects the Company’s expanded investment in its product pipeline, including ongoing collaboration with external development partners across multiple titles currently in active development and testing.Selling and marketing expenses decreased by 15.5% to US$10.3 million in the third quarter of fiscal year 2026, from US$12.2 million in the third quarter of fiscal year 2025. The decrease was largely attributable to a US$2.0 million reduction in advertising spend on player acquisition and retention, as the Company maintained a structured approach to reduce marketing investment amid uneven ad performance across major platforms, including Apple App Store and Google Play, through which the Company distributes games to game players or users, while continuing to optimize spend efficiency on mature titles.General and administrative expenses were US$1.8 million in the third quarter of fiscal year 2026, representing an increase of 33.1% from US$1.4 million in the third quarter of fiscal year 2025. The increase was primarily due to higher personnel costs associated with the continued build-out of the Company’s public company infrastructure, including corporate governance, financial reporting, and investor relations functions, as well as selective hiring to strengthen management capacity and key operational roles in support of the Company’s expanding business.

Operating Income

Operating income was US$0.5 million in the third quarter of fiscal year 2026, compared to US$0.3 million in the third quarter of fiscal year 2025. Operating margin was 2.1% in the third quarter of fiscal year 2026, compared to 1.0% in the third quarter of fiscal year 2025.

Other Income, Net

Other income, net, which mainly included the Company’s non-operating income and expenses, interest income and expenses, investment income (loss), and other income and expenses, was US$0.02 million in the third quarter of fiscal year 2026, compared to US$0.13 million in the third quarter of fiscal year 2025.

Net Income

Net income was US$0.5 million for the third quarter of fiscal year 2026, compared to US$0.4 million in the third quarter of fiscal year 2025. Net income attributable to Gamehaus Holdings Inc.’s shareholders per ordinary share was US$0.01 for the third quarter of fiscal year 2026, which remained stable compared to the third quarter of fiscal year 2025.

Cash and Cash Equivalents

Cash and cash equivalents were US$18.3 million as of March 31, 2026, compared to US$15.2 million as of June 30, 2025, which the Company believes is sufficient to meet its current liquidity and working capital needs for the next 12 months.

Business Outlook

For the fourth quarter of fiscal year 2026 ending June 30, 2026, the Company expects its total revenue to be in the range of approximately US$23 million to US$26 million. This forecast reflects the Company’s current and preliminary view of its expected financial performance, business situation and market condition, which is subject to change.

Recent Development

Share Repurchase Plan Update

In August 2025, the board of directors of the Company approved a share repurchase plan, pursuant to which the aggregate value of Class A ordinary shares authorized for repurchase under the plan through August 28, 2026 shall not exceed US$5 million. Repurchases may be made from time to time through open market transactions at prevailing market prices, in privately negotiated transactions, in block trades, and/or through other legally permissible means, including through the use of trading plans, intended to qualify under Rule 10b-18 under the Securities Exchange Act of 1934, as amended, in accordance with applicable securities laws and other restrictions and subject to market conditions and in accordance with applicable federal securities laws. The timing and actual amount of repurchases will be determined at the discretion of the Company’s management, based on factors including share price, trading volume, market conditions, business outlook, and capital allocation priorities. 

As of March 31, 2026, the Company had repurchased approximately 392,000 of its Class A ordinary shares for approximately US$482,000.

Conference Call Information

The management team of Gamehaus will host a conference call at 08:00 A.M. Eastern Time on Monday, June 8, 2026 (08:00 P.M. Beijing/Hong Kong time on the same day) to discuss the financial results. In advance of the conference call, all participants must use the following link to complete the online registration process. Upon registering, each participant will receive access details for this conference including a conference passcode, a unique PIN number (personal access code), dial-in numbers, and an e-mail with detailed instructions to join the conference call.

Participant Online Registration: https://dpregister.com/sreg/10209253/10404aa4efc

A live and archived webcast of the conference call will be available on the Company’s Investor Relations website at https://ir.gamehaus.com/.

About Gamehaus

Gamehaus Holdings Inc. is a technology-driven global mobile game publisher dedicated to bridging creative studios and players worldwide. With a portfolio spanning mid-core and casual games, Gamehaus delivers full-stack publishing support across market insights, user growth, live-ops, data analytics and monetization optimization. With a vision to be the go-to partner for creative teams, the company specializes in combining global publishing reach with AI- and data-powered solutions to help partners build lasting success. For more information, please visit https://ir.gamehaus.com.

Forward-Looking Statements

Certain statements in this announcement are forward-looking statements, including, but not limited to, the Company’s business plan and outlook. These forward-looking statements involve known and unknown risks and uncertainties and are based on the Company’s current expectations and projections about future events that may affect its financial condition, results of operations, business strategy and financial needs. Investors can find many (but not all) of these statements by the use of words such as “approximates,” “believes,” “hopes,” “expects,” “anticipates,” “estimates,” “projects,” “intends,” “plans,” “will,” “would,” “should,” “could,” “may”, or other similar expressions in this press release. The Company undertakes no obligation to update or revise publicly any forward-looking statements to reflect subsequent occurring events or circumstances, or changes in its expectations, except as may be required by law. Although the Company believes that the expectations expressed in these forward-looking statements are reasonable, it cannot assure you that such expectations will turn out to be correct, and the Company cautions investors that actual results may differ materially from the anticipated results due to various risks and uncertainties, including but not limited to those described under the “Risk Factors” section in the Company’s annual report on Form 20-F filed with the U.S. Securities and Exchange Commission.

Investor Relations Contact
Gamehaus Holdings Inc.
Investor Relations Team
Email: IR@Gamehaus.com

The Blueshirt Group
Mr. Jack Wang
Email: Gamehaus@TheBlueshirtGroup.co

GAMEHAUS HOLDINGS INC. AND ITS SUBSIDIARIES

UNAUDITED CONDENSED CONSOLIDATED BALANCE SHEETS

(Amount in USD dollars, except for number of shares or otherwise noted)

As of

March 31,

2026

June 30,

2025

(Unaudited)

(Audited)

ASSETS

CURRENT ASSETS:

Cash and cash equivalents

$

18,229,255

$

15,234,745

Short-term investments

2,121,337

1,345,154

Accounts receivable

8,752,988

10,423,418

Advanced to suppliers

12,006,339

9,442,382

Prepaid expenses and other current assets

3,585,603

3,128,788

TOTAL CURRENT ASSETS

44,695,522

39,574,487

NON-CURRENT ASSETS:

Plant and equipment, net

143,883

124,503

Intangible assets, net

4,422,956

5,001,523

Right-of-use assets, net

1,893,358

512,647

Equity investments

1,976,938

1,995,021

TOTAL NON-CURRENT ASSETS

8,437,135

7,633,694

TOTAL ASSETS

$

53,132,657

$

47,208,181

LIABILITIES

CURRENT LIABILITIES:

Accounts payable

$

11,906,828

$

10,752,234

Contract liabilities

1,535,651

1,871,120

Accrued expenses and other current liabilities

607,328

903,252

Lease liabilities

217,471

463,064

Taxes payable

16,836

51,599

TOTAL CURRENT LIABILITIES

14,284,114

14,041,269

NON-CURRENT LIABILITY:

Lease liabilities

1,642,169

58,517

TOTAL NON-CURRENT LIABILITY

1,642,169

58,517

TOTAL LIABILITIES

$

15,926,283

$

14,099,786

SHAREHOLDERS’ EQUITY:

Class A ordinary shares (par value of $0.0001 per share;
900,000,000 shares authorized, 49,520,156 and 37,971,245 shares
issued and outstanding as of March 31, 2026 and June 30, 2025,
respectively)

4,952

3,797

Class B ordinary shares (par value of $0.0001 per share;
100,000,000 shares authorized, 7,799,057 and 15,598,113 shares
issued and outstanding as of March 31, 2026 and June 30, 2025,
respectively)

780

1,560

Additional paid-in capital

10,953,826

10,954,201

Treasury stock

(481,549)

–

Retained earnings

26,967,976

23,543,001

Accumulated other comprehensive income (loss)

69,351

(1,276,222)

TOTAL GAMEHAUS HOLDING INC’S SHAREHOLDERS’
EQUITY

37,515,336

33,226,337

Non-controlling interests

(308,962)

(117,942)

TOTAL SHAREHOLDERS’ EQUITY

37,206,374

33,108,395

TOTAL LIABILITIES AND SHAREHOLDERS’ EQUITY

$

53,132,657

$

47,208,181

 

GAMEHAUS HOLDINGS INC. AND ITS SUBSIDIARIES

UNAUDITED CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS

AND COMPREHENSIVE INCOME

(Amount in USD dollars, except for number of shares or otherwise noted)

For the

Three Months Ended

March 31,

For the
Nine Months Ended

March 31,

2026

2025

2026

2025

(Unaudited)

(Unaudited)

(Unaudited)

(Unaudited)

REVENUE

$

26,216,845

28,839,765

$

80,243,054

$

87,390,942

OPERATING COST AND EXPENSES

   Cost of revenue

(12,018,392)

(13,761,522)

(37,459,806)

(41,358,663)

   Research and development expenses

(1,568,430)

(1,264,191)

(4,880,199)

(4,250,977)

   Selling and marketing expenses

(10,266,413)

(12,150,916)

(30,828,934)

(36,628,917)

   General and administrative expenses

(1,819,796)

(1,367,447)

(4,652,089)

(3,137,638)

OPERATING INCOME

$

543,814

$

295,689

$

2,422,026

$

2,014,747

OTHER INCOME (EXPENSES):

    Investment (loss) income, net

(89,727)

(12,885)

474,496

(7,800)

    Interest income

108,477

148,275

444,763

428,060

    Other (expenses) income, net

(3,356)

(3,043)

37,483

48,904

        Total other income, net

15,394

132,347

956,742

469,164

INCOME BEFORE INCOME TAXES

559,208

428,036

3,378,768

2,483,911

INCOME TAXES EXPENSES

(108,799)

(41,007)

(145,314)

(169,171)

NET INCOME

450,409

387,029

3,233,454

2,314,740

Less: net loss attributable to non-controlling interests

(64,961)

(32,702)

(191,521)

(62,407)

NET INCOME ATTRIBUTABLE TO
   GAMEHAUS HOLDINGS INC’S
   SHAREHOLDERS

515,370

419,731

3,424,975

2,377,147

OTHER COMPREHENSIVE INCOME

Net income

450,409

387,029

3,233,454

2,314,740

Foreign currency translation adjustment, net of tax

1,667,338

(361,187)

1,346,071

181,529

TOTAL COMPREHENSIVE INCOME

$

2,117,747

$

25,842

$

4,579,525

$

2,496,269

Less: total comprehensive loss attributable to non-
   controlling interests

(117,750)

(31,197)

(191,020)

(62,469)

TOTAL COMPREHENSIVE INCOME
   ATTRIBUTABLE TO GAMEHAUS
   HOLDINGS INC’S SHAREHOLDERS

2,235,497

57,039

4,770,545

2,558,738

BASIC AND DILUTED EARNINGS PER
   SHARE:

Net income attributable to Gamehaus Holdings Inc’s
   shareholders per share

   Basic and diluted

$

0.01

$

0.01

$

0.06

$

0.04

Weighted average shares outstanding used in
   calculating basic and diluted income per share

Basic and diluted

$

53,185,982

$

52,646,954

$

53,355,019

$

53,569,377

 

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SOURCE Gamehaus Holdings Inc.

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KLEVV UNVEILS ALL-NEW CRAS V RGB PRIME DDR5 GAMING/OC MEMORY

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SUPPORTS AMD EXPO™ Technology: Featuring Ultra Low Latency
WITH AWARD-WINNING FLAGSHIP DESIGN

HONG KONG, Oct. 27, 2026 /PRNewswire/ — KLEVV, the leading consumer memory and storage brand introduced by Essencore, unveils the all-new CRAS V RGB PRIME DDR5 Gaming/OC Memory. Purpose-built for elite gaming rigs and demanding creative workloads, this new premium memory unleashes ultra-low CAS latency down to CL26 at 6000 MT/s and blazing overclocking speeds of up to 8000 MT/s at CL38, dressed in a striking black-and-gold finish and armed with dual-platform overclocking support for gamers, PC builders, and performance enthusiasts who demand nothing but the best. 

Refined Flagship Design and Craftsmanship
Building on the aluminum heat spreader design of the flagship CRAS V RGB, winner of both the Red Dot and iF Design Awards, the CRAS V RGB PRIME introduces a striking new black-and-gold interpretation of the series’ signature look.

An advanced hard-anodizing process, combined with a specialized surface treatment, gives the modules a smooth, piano-lacquer-like sheen that adds depth and sophistication from every angle. The result is an understated yet luxurious aesthetic that offers users a fresh, premium design choice while preserving the refined craftsmanship of the original CRAS V RGB.

High-Speed Performance with Lower Latency
The CRAS V RGB PRIME further advances KLEVV’s DDR5 overclocking memory lineup with tested speeds of 6000, 6400, and 8000 MT/s and CAS latencies of CL26, CL28, and CL38, respectively.

The 6000 MT/s configuration features tested timings of 26-36-36-76, while the 6400 MT/s configuration delivers timings of 28-38-38-78. For users seeking extreme frequencies, the 8000 MT/s models operate at tested timings of 38-48-48-128. All configurations are tested at 1.4V.

The 6000 and 6400 MT/s configurations are available in dual-channel kits ranging from 32GB (16GBx2), 64GB (32GBx2), to 128GB (64GBx2), while the 8000 MT/s models are offered in both 32GB (16GBx2) and 48GB (24GBx2) kits. This diverse range gives users greater flexibility to select the ideal balance of speed, latency, and capacity for their systems.

Next-Generation AMD EXPO™ Technology: Featuring Ultra Low Latency
“AMD EXPO™ Technology: Featuring Ultra Low Latency” is the latest evolution of AMD’s established memory overclocking technology. The new AMD EXPO ULL profile incorporates optimized memory sub-timing settings designed to reduce latency and improve overall performance on compatible AMD platforms. As the first product in KLEVV’s overclocking memory lineup to adopt this technology, the CRAS V RGB PRIME delivers a more responsive gaming and overclocking experience.

The 6000 MT/s and 6400 MT/s 32GB (16GBx2) configurations are certified for AMD EXPO Ultra Low Latency. According to AMD, certified Ultra Low Latency memory can deliver an average 4% improvement in FPS compared with non-ULL AMD EXPO memory on compatible systems.*

Broad Intel and AMD Platform Support
Offering broad support across the latest desktop platforms, the CRAS V RGB PRIME is compatible with AMD Ryzen™ processors on the AM5 platform and Intel® Core™ Ultra 200S Plus processors.

Each kit comes preloaded with both Intel® Extreme Memory Profile and AMD EXPO™ Technology overclocking profiles, allowing users to unlock high-speed performance through a simple BIOS setting on compatible motherboards with supported BIOS versions. With both profiles included, users can confidently choose their preferred speed and capacity without the hassle of selecting separate Intel- or AMD-specific models.

Premium Components for Uncompromising Stability
The CRAS V RGB PRIME features rigorously screened, high-quality memory ICs from a leading Korean manufacturer, ensuring consistent high-speed performance and exceptional stability under demanding workloads.

Paired with a high-density 10-layer PCB, the modules deliver enhanced signal integrity and greater resistance to interference during high-speed operation. Integrated PMIC and on-die ECC technologies further support stable power management and long-term reliability, creating a robust foundation for gaming and overclocking performance.

To ensure broad compatibility, the CRAS V RGB PRIME has also been validated on the QVLs (Qualified Vendor Lists) of four major motherboard manufacturers. Its RGB lighting supports ASUS Aura Sync, GIGABYTE RGB Fusion, MSI Mystic Light Sync, and ASRock Polychrome Sync, allowing users to seamlessly coordinate lighting across compatible components and systems.

A Complete DDR5 Gaming/OC Memory Lineup
The introduction of the CRAS V RGB PRIME further expands KLEVV’s comprehensive DDR5 Gaming/OC memory portfolio.

With the CRAS, URBANE, BOLT, and FIT series available across a wide range of designs and specifications, KLEVV continues to provide flexible memory choices for different performance requirements, system configurations, and aesthetic preferences.

Warranty and Availability
The CRAS V RGB PRIME DDR5 comes with a limited lifetime peace of mind warranty and will be available from November 2026. Please visit the KLEVV website to check product availability across online and offline retail channels. 

ABOUT KLEVV
KLEVV is a premium brand of Essencore, a major vendor of memory modules and NAND flash application products. The KLEVV range focuses on high-performance gaming memory modules and solid-state drives, engineered for enthusiasts who demand world-class quality and reliability. KLEVV memory and SSD products have been recognized with Germany’s Red Dot Design Award and iF Design Award for their innovative design. For more information, please visit www.klevv.com.

ABOUT ESSENCORE
Established in 2014, Essencore Limited aims to become the world’s top vendor of DRAM modules and NAND flash application products. The company started with one goal: to “Change the world and be a leader in semiconductor distribution.” The business strategies of Essencore are to adopt the newest technologies to differentiate themselves from competitors, deliver dedicated Memory products, and offer various product portfolios for customers’ competition readiness. For more information, please visit www.essencore.com.

*Based on AMD testing. Actual performance may vary depending on processor, motherboard, BIOS version, memory configuration, and application workload.

Overclocking and/or Undervolting AMD processors and memory, including without limitation, altering clock frequencies / multipliers or memory timing / voltage, to operate outside of AMD’s published specifications will void any applicable AMD product warranty, even when enabled via AMD hardware and/or software. This may also void warranties offered by the system manufacturer or retailer. Users assume all risks and liabilities that may arise out of overclocking / undervolting AMD processors, including, without limitation, failure of or damage to hardware, reduced system performance and/or data loss, corruption or vulnerability. GD-106.

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SOURCE Klevv

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transcosmos partners with Metaverse Creators to expand the global reach of VRChat 3D content through cross-border e-commerce platform Geek Jack

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Bringing avatars, outfits, and other creations by Japanese creators to users around the world

TOKYO, Oct. 27, 2026 /PRNewswire/ — transcosmos today announced a partnership with Metaverse Creators Inc. (Headquarters: Tokyo, Japan; CEO: Kazuo Wakamiya) to begin the global distribution of VRChat 3D content planned, produced, and sold by Metaverse Creators through Geek Jack, transcosmos’s cross-border e-commerce platform specializing in entertainment products. Through this partnership, avatar, outfit, hairstyle, accessory, and other 3D content will be gradually introduced on Geek Jack. transcosmos and Metaverse Creators will strengthen their sales and marketing framework to bring the works of Japanese creators to a broader global audience.

Background

In VR social platforms such as VRChat, a culture has emerged in which users connect across countries and regions while enjoying 3D content such as avatars, outfits, and accessories. While high-quality 3D content created by Japanese creators continues to attract growing interest from overseas audiences, challenges related to language, payment processing, marketing, and sales operations can create barriers for individual creators seeking to expand internationally.

Metaverse Creators has been working with leading creators in the metaverse space to plan, produce, and sell VRChat avatars, outfits, and other virtual items, while helping create an environment in which creators can continue to thrive.

Geek Jack is a cross-border e-commerce platform specializing in the entertainment category and operated by transcosmos. Since launching digital downloads of Japan-originated VTuber voice content in July 2019, Geek Jack has expanded its offerings to include both digital and physical products for customers around the world. Since 2023, Geek Jack has also offered VRChat avatars, outfits, and other products, strengthening its lineup of 3D model content for VR social platforms and the metaverse.

This partnership was established to further expand opportunities for Japanese 3D content to reach global audiences by combining Metaverse Creators’s expertise in planning and producing 3D content and its creator network with Geek Jack’s cross-border e-commerce infrastructure.

About the partnership
Under this partnership, transcosmos and Metaverse Creators will focus on the following initiatives:

Overseas sales of VRChat 3D content
Avatars, outfits, hairstyles, accessories, and other VRChat 3D content planned, produced, and sold by Metaverse Creators will be gradually made available on Geek Jack. The partnership will establish a streamlined shopping journey that enables overseas users to easily discover and purchase these creations.Strengthening outreach to overseas users
To bring product information and the unique appeal of creators to overseas users, promotional activities and product communications for international audiences will be strengthened. Beyond simply selling products, the partnership will communicate the creative vision and story behind each work, creating new opportunities for engagement between creators and fans around the world.Supporting creators’ sustainable global expansion
In addition to Metaverse Creators’s expertise in creator support, the partnership will leverage Geek Jack’s multilingual customer support capabilities and the proven track record of “Modesapo!” in addressing unauthorized distribution and reposting of creators’ works. By reducing the operational burden associated with international sales, the partnership will help creators focus on content creation while building an environment that enables them to continuously reach audiences around the world.Next steps
Through this partnership, transcosmos and Metaverse Creators will continue to expand the range of 3D content and participating creators on Geek Jack, bringing Japan-originated avatar culture and 3D creative works to users around the world. The partnership will also leverage feedback and demand from overseas users to inform future product development and promotional activities, with the goal of building a sustainable distribution ecosystem that creates new revenue opportunities and fan engagement for creators.

About Geek Jack
Geek Jack is a cross-border e-commerce platform operated by transcosmos and focused on entertainment products. Since July 2019, it has offered digital downloads of Japan-originated VTuber voice content. Today, in addition to digital products, Geek Jack sells physical merchandise to customers across countries and regions worldwide. Geek Jack is also expanding its lineup of 3D model content for VR social platforms and the metaverse, as well as music-related products. Official website: https://shop.geekjack.net/

About Metaverse Creators Inc. (https://metaverse-creators.tokyo/)
Metaverse Creators supports the growth of creators while working alongside them from planning through development, helping bring content created by Japanese creators to global audiences. Across a wide range of metaverse platforms, including VRChat and Roblox, Metaverse Creators provides end-to-end support covering everything from content creation to promotion. The company remains committed to establishing Japan-originated metaverse culture as a global cultural standard.

*transcosmos is a trademark or registered trademark of transcosmos inc. in Japan and other countries.
*Other company names and product or service names used here are trademarks or registered trademarks of respective companies.

About transcosmos inc.
transcosmos launched its operations in 1966. Since then, we have united superior “people” with cutting-edge “technology” to enhance the competitive strength of our clients by providing them with superior and valuable services. transcosmos currently offers services that support clients’ business processes, focusing on both sales expansion and cost optimization through our 189 bases across 36 countries/regions with a focus on Asia, while continuously pursuing Operational Excellence. Furthermore, following the expansion of the e-commerce market on a global scale, transcosmos provides comprehensive One-Stop Global E-Commerce Services to deliver our clients’ excellent products and services to consumers in 46 countries/regions around the globe. transcosmos is committed to treating the challenges of its clients and society as its own—discussing and addressing their issues from planning to execution—and Make It Real, Together. Visit us here https://www.trans-cosmos.co.jp/english/

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People&Technology advances smart hospital validation at Saudi Arabia’s PSMMC, backed by KHIDI

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SEOUL, South Korea, Oct. 28, 2026 /PRNewswire/ — People&Technology (PnT), a smart hospital solution provider, is validating its smart hospital technologies at Prince Sultan Military Medical City (PSMMC), one of Saudi Arabia’s largest medical cities, operating under the Kingdom’s Ministry of Defense.

The project, officially titled “Introduction of an integrated smart hospital digitalization solution for outpatient and inpatient services utilizing existing infrastructure at a major Saudi medical city,” is supported by the Korea Health Industry Development Institute (KHIDI) under its ICT-based healthcare system overseas expansion program. It centers on PnT’s IndoorPlus+ platform, deploying three services: Smart ward, with wearable patient monitoring and asset tracking in the stroke unit to speed clinical response and ease nursing workload; Smart outpatient, built on indoor wayfinding to cut wait times and simplify navigation for outpatients; and an IoMT-based Smart hospital command center, giving administrators real-time, facility-wide visibility for faster decisions.

PnT is finalizing deployment of its wayfinding solution in PSMMC’s ObGyn ward for on-site demonstration, integrating with the patient mobile app developed by DigitConn to guide outpatients through the department. The solution reuses the hospital’s existing digital signage and kiosk infrastructure, whose Bluetooth broadcast capability is repurposed for location-based services, cutting installation cost and boosting synergy across on-site digital systems.

On the ground, the project is anchored by DigitConn, PnT’s trusted local partner, serving as PSMMC’s coordination and technical-support contact. DigitConn brings close to two decades of experience in Saudi Arabia’s healthcare IT industry, dating back to 2006, with deployments across major public hospitals nationwide. Together, PnT and DigitConn secured a tripartite MOU with PSMMC and completed on-site demonstrations with hospital clinicians.

“Validating our solutions at a facility of PSMMC’s scale and standing gives us a reference few overseas providers can match, showing hospitals across the region that our platform performs in one of Saudi Arabia’s most demanding institutional environments,” said an official at PnT.

With Saudi Vision 2030 driving healthcare digital transformation, PnT views PSMMC as a proof point for GCC and MENA expansion, signaling its ability to earn trust within large, government-run hospital systems.

PnT’s IndoorPlus+ platform has been deployed across 120+ hospitals to date, with interoperability spanning 50+ wearable and medical devices and 100+ IoT systems.

PnT plans to expand its PSMMC deployment based on the current phase’s results, with broader rollout planned across Ministry of Defense hospitals region-wide.

View original content to download multimedia:https://www.prnewswire.co.uk/news-releases/peopletechnology-advances-smart-hospital-validation-at-saudi-arabias-psmmc-backed-by-khidi-302921526.html

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