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Northwest Missouri State University’s esport program to host camps | News

(MARYVILLE, Mo.) Northwest Missouri State University’s esports program is set to host two camps for students interested in pursuing the sport in college.  The first session is a day camp scheduled for July 14 through July 18. It will occur at J.W. Jones Student Union on the third floor in the esports lab.  The second […]

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(MARYVILLE, Mo.) Northwest Missouri State University’s esports program is set to host two camps for students interested in pursuing the sport in college. 

The first session is a day camp scheduled for July 14 through July 18. It will occur at J.W. Jones Student Union on the third floor in the esports lab. 

The second session is an overnight boot camp from July 23 through July 25. Session two will take place in the exact location as session one. 

Northwest Missouri State University’s esports program can be reached at esports@nwmissouri.edu or 660-562-1759.

To learn session prices and sign up for camp dates, click here.



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Core Gaming Unveils $160M Merger and AI Platform Launch with Global Partnership

Interested Parties are Invited to Sign up for This Morning’s Core Gaming CEO Presentation Denver, Colorado–(Newsfile Corp. – June 4, 2025) – 247marketnews.com, a pioneer in digital media dedicated to the swift distribution of financial market news and information, spotlights the growing momentum behind Core Gaming, which has a $160 million reverse merger nearing completion […]

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Interested Parties are Invited to Sign up for This Morning’s Core Gaming CEO Presentation

Denver, Colorado–(Newsfile Corp. – June 4, 2025) – 247marketnews.com, a pioneer in digital media dedicated to the swift distribution of financial market news and information, spotlights the growing momentum behind Core Gaming, which has a $160 million reverse merger nearing completion in the second quarter of 2025 with Siyata Mobile (NASDAQ: SYTA).

Please click here for Core Gaming Merger Notes and Analysis, or insights from the ValueScope Report.

As Core Gaming continues to aggressively expand its AI toolset and user reach, its strategic focus on AI-powered solutions, ranging from mobile productivity tools to real-time game asset creation, is cementing its role as a transformative force in the AI-driven mobile and gaming industries.

AI Beyond Gaming: Partnership with Guangzhou WeiXuan Fuels Scalable App Innovation

In its latest milestone, Core Gaming announced a strategic partnership with Guangzhou WeiXuan, a leading mobile development studio known for globally successful apps like PulsePro, SuperCleaner, and Phone AIMaster. The collaboration is designed to co-develop a new generation of AI-enhanced mobile tools that go far beyond gaming-delivering practical, everyday functionality with real-world utility.

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Core Gaming

“Partnering with a forward-thinking studio like Guangzhou WeiXuan enables us to develop AI-powered mobile tools that leverage generative AI and are smarter, faster and more attuned to the demands of everyday users,” said Aitan Zacharin, CEO of Core Gaming.

This partnership has a shared goal of delivering scalable, high-impact applications that meet the rising demand for intelligent tools across both iOS and Android ecosystems.

AI COMIC: Revolutionizing Visual Content Creation and Game Development

Core Gaming’s flagship application, AI COMIC, continues to gain impressive traction. The platform transforms single photos or short video clips into fully stylized motion visuals, anime sequences, and photorealistic content in minutes, giving everyday users and professionals alike access to studio-grade creative capabilities.

Features include:

  • AI Comic Video Generator – Converts real-life footage into animated scenes.
  • Portrait & Avatar Creator – Generates lifelike avatars with inclusive styles.
  • AI Dance & Face Swap – Brings still images to life with fluid motion.
  • Scene Maker & Sticker Generator – Lets users create custom manga-style content.
  • Aging Video Generator – AI-based transformation showing aging progression.

Backed by Core Gaming’s proprietary Compute Pool System, the platform supports real-time, scalable AI workloads with cost-effective performance, underpinned by cloud orchestration, multimodal generative models, and GPU-optimized backend infrastructure.

“With AI COMIC, we have developed a platform that puts studio-grade production capabilities into the hands of everyday users,” said Zacharin. “AI COMIC empowers creators, whether they are gamers, artists or marketers, with AI tools that are not only powerful but also accessible. What once took weeks of planning, design and collaboration can now be accomplished in minutes, freeing creators to focus on their vision and storytelling. AI COMIC rapidly accelerates development, but importantly, it unlocks new forms of expression, removes friction and enables a broader, more diverse creative community to bring their ideas to life delivering results that rival professional studios.”

AI-Enhanced Game Monetization and Predictive Intelligence

Beyond creative content, Core Gaming is leveraging AI to reimagine monetization and engagement. Its AI-enhanced LiveOps platform delivers adaptive experiences by tailoring offers, updates, and in-game content to individual player behavior. Using behavioral prediction algorithms, Core Gaming’s AI can anticipate which games users will engage with next, unlocking new levels of engagement and retention.

As McKinsey & Company noted, companies that combine agile LiveOps, precision AI monetization, and robust marketing strategies can scale from mid-tier developers to category leaders. Core Gaming is positioning itself to be one of those breakouts.

CEO to Further Elaborate during Today’s AI Virtual Tech Conference

Zacharin is presenting this morning at the “2025 Virtual Tech Conference: Discover the Innovations Reshaping Tomorrow“, at 10:00 a.m. EDT. Other presenters during the three-day event include “other technology innovators.”

Interested parties are invited to watch the event online by signing up for the conference, which “will explore how emerging growth companies are expanding their use of Quantum Computing and Artificial Intelligence (AI) to position themselves for the future.”

Please click here for Core Gaming Merger Notes and Analysis, or insights from the ValueScope Report.

About Core Gaming

Core Gaming is a leading developer and publisher of mobile games, known for its innovative approach to game design and user engagement. As a subsidiary of Siyata Mobile, Core Gaming is committed to delivering high-quality gaming experiences to players worldwide.

For more information on Core Gaming’s latest developments and offerings, visit www.coregaming.com.

Stay Tuned:

To ensure users don’t miss future announcements, 24/7 Market News encourages users to sign up for additional information.

For Investor Relation inquiries or to sign up for updates, please click here.

Contact sales@247marketnews.com for Analyst Report coverage and other investor/public relations services.

For additional 247marketnews.com Siyata disclosure https://247marketnews.com/syta-siyata/.

About Siyata Mobile

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Siyata Mobile (NASDAQ: SYTA)

Siyata Mobile Inc. is a leading global developer and provider of cellular communications solutions for enterprise customers, including first responders, transportation, logistics, and more. Siyata’s mission is to enable effective communication in critical moments through innovative technology.

About 24/7 Market News

24/7 Market News is a leading market news platform for public companies. As a pioneer in digital media, 24/7 Market News is dedicated to the swift distribution of financial market news and information. 24/7 Market News takes great pride in creating innovative public relations campaigns that help clients reach the target audience.

24/7 MARKET NEWS, INC Disclaimer
Please go to 24/7 Market News disclosure or https://www.247marketnews.com/disclaimer/ for disclaimer information. 24/7MN Will receive $2500 from a third party for covering Siyata this week and providing other services.

Cautionary Note Regarding Forward-Looking Statements

This press release contains forward-looking statements that are subject to various risks and uncertainties. Such statements include statements regarding the Company’s ability to grow its business and other statements that are not historical facts, including statements which may be accompanied by the words “intends,” “may,” “will,” “plans,” “expects,” “anticipates,” “projects,” “predicts,” “estimates,” “aims,” “believes,” “hopes,” “potential” or similar words. Actual results could differ materially from those described in these forward-looking statements due to a number of factors, including without limitation, the Company’s ability to continue as a going concern, the popularity and/or competitive success of the Company’s acquired football and other sports teams, the Company’s ability to attract players and staff for acquired clubs, unsuccessful acquisitions or other strategic transactions, the possibility of a decline in the popularity of football or other sports, the Company’s ability to expand its fanbase, sponsors and commercial partners, general economic conditions, and other risk factors detailed in the Company’s filings with the SEC. The forward-looking statements contained in this press release are made as of the date of this press release, and the Company does not undertake any responsibility to update such forward-looking statements except in accordance with applicable law.

To view the source version of this press release, please visit https://www.newsfilecorp.com/release/254455



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Encore Data Products Unveils Califone Soft Floor Rockers and Gaming Chairs for Ultimate Comfort and Support

Lafayette, Colorado – Encore Data Products, a key player in audio and tech solutions, is broadening its offerings with the new Califone Soft Floor Rocker and Gaming Chair. This new product aims to cater to schools, libraries, and businesses, emphasizing comfort and functionality for those who spend long periods sitting, whether for gaming or learning. […]

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Lafayette, Colorado –

Encore Data Products, a key player in audio and tech solutions, is broadening its offerings with the new Califone Soft Floor Rocker and Gaming Chair. This new product aims to cater to schools, libraries, and businesses, emphasizing comfort and functionality for those who spend long periods sitting, whether for gaming or learning.

The Califone Soft Floor Rocker and Gaming Chair is designed for comfort and support, making it a suitable choice for places where people sit for long stretches. It’s well-suited for students in class or library users engrossed in their books. Gamers will appreciate the chair’s ability to offer an immersive experience without sacrificing comfort.

Califone Deluxe Red Soft Rocker Chair

Located in Lafayette, Colorado, Encore Data Products has become known for its extensive range of audio and visual tools, including headphones, AV equipment, and health-conscious supplies. Their expertise includes supplying a variety of headphones, from school-friendly models to protective ear gear, as detailed on their website, enhancing choices for schools and businesses alike. Adding the gaming chair aligns with their mission of providing versatile and top-quality products across different platforms.

A representative from Encore Data Products shared their excitement about the new chair. “We are thrilled to introduce the Califone Soft Floor Rocker and Gaming Chair to our lineup. This addition underscores our commitment to enhancing the user experience through comfortable and innovative products,” the representative said. “Schools, libraries, and businesses can now access a seating solution that not only supports extended use but also complements a variety of settings.”

The chair features soft cushioning and an ergonomic design for ultimate comfort. Its sleek black color gives it a modern look, adding style to any room. While focused on comfort, it remains robust and durable enough for daily use.

Encore Data Products’ range extends beyond seating, offering a wide selection of headphones, from school-friendly models to protective ear gear. These options focus on being durable and easy to maintain, important for both schools and businesses.

They also serve the AV tech sector with products like charge and sync devices, document cameras, laptops, and touchscreens, designed to support digital learning and interactive presentations. Their line of clean and healthy supplies, including electronic sanitizers and covers, shows their dedication to safety and hygiene.

Over the years, Encore Data Products has been a reliable partner for many schools, libraries, and businesses, building a strong industry presence with its wide product range and customer service. Adding the Califone Soft Floor Rocker and Gaming Chair is a strategic step to further improve user experiences where comfort matters most.

The representative emphasized, “As educational and entertainment environments evolve, providing the right tools and accessories becomes increasingly important. Our new Califone Soft Floor Rocker and Gaming Chair represents our dedication to offering products that meet and exceed the needs of our diverse clientele.”

Encore Data Products leads innovation in the audio and visual tech world, always expanding to offer products that are both high-quality and functional. Those interested can learn more about their offerings in AV technology, including podcasting and esports systems, by visiting their website. The Califone Soft Floor Rocker and Gaming Chair highlights their commitment to supporting educational, work, and entertainment spaces with well-thought-out, comfortable products.

The gaming chair is now available through the Encore Data Products website, allowing institutions and consumers to upgrade their spaces with this quality seating solution. Those interested can find more details by visiting their website.

Recent News: Encore Data Products Expands Product Lineup with Innovative 86″, 75”, and 65” QOMO BundleBoard i Series Panel

###

For more information about Encore Data Products, contact the company here:

Encore Data Products
Media Relations
866-926-1669
marketing@encoredataproducts.com
https://www.encoredataproducts.com/
1729 Majestic Drive, Suite 5
Lafayette, Colorado 80026



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Ahead of the Brisbane Olympics, it’s time for Australia to get serious about esports

Most of us have heard of esports but many don’t realise the fast-growing world of competitive video gaming features tournaments, university scholarships and billions of dollars in revenue. As we approach the 2032 Brisbane Olympic and Paralympic Games, it’s time for Australia to develop esports talent pathways and invest in infrastructure. Doing so would create […]

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Most of us have heard of esports but many don’t realise the fast-growing world of competitive video gaming features tournaments, university scholarships and billions of dollars in revenue.

As we approach the 2032 Brisbane Olympic and Paralympic Games, it’s time for Australia to develop esports talent pathways and invest in infrastructure.

Doing so would create social benefits and economic opportunities, creating jobs in game development, content creation, events and tourism.

The athletes

For those unaware, esports refers to the organised, competitive playing of video games. All esports are video games but not all video games are esports.

Esports players compete in competitions ranging from online ranked play (where you get an Elo rating, like chess) to live, in-person tournaments.

Popular games include League of Legends, Dota 2 and Counter-Strike.

Professional players compete in leagues and tournaments, online or in packed stadiums.

Like most pro athletes, these players often train with their teams daily, and many also train by themselves informally. During training, they are honing reflexes, refining tactics and analysing opponents.

Some competitions offer prize pools worth millions and global audiences can rival major traditional sports broadcasts.

Like traditional sports, esports athletes are scouted young, attend development academies and receive university scholarships.

An Olympic horizon?

Esports has been around in some form since the 1970s but it’s exploded into the mainstream in the past decade.

Unlike traditional sports, which depend on TV deals and fixed broadcast schedules, esports live online. Events are streamed on platforms like Twitch and YouTube, letting fans tune in from anywhere in the world.

Much of the global momentum comes from Asia. South Korea is often credited with legitimising esports through the Starcraft boom of the early 2000s.

Today, China, Japan and other nations have government-backed esports strategies, dedicated arenas and thriving pro circuits.

The International Olympic Committee (IOC)’s announcement of the 2027 Esports Games marks a significant step.

While not part of the main Olympics, this event is a signal esports is valued for its skill, global reach and cultural impact.

With Brisbane to host the 2032 Olympic and Paralympic Games, this may be Australia’s moment to step up by building talent development pathways and investing in major infrastructure: purpose-built training centres, venues for live competition and streaming and systems to support players from grassroots to elite levels.

What’s happening in Australia?

Australia is home to a growing esports community, with thousands of young Australians competing in national and international tournaments.

Esports have become a central part of youth culture, from local high school leagues to university tournaments.

Australia has already shown it can host major international esports events. Over the past decade, we’ve hosted qualifiers for titles such as Counter-Strike, Dota 2 and League of Legends.

Flagship events such as Intel Extreme Masters (IEM), one of the most prestigious esports tournaments globally, continue to highlight Australia’s potential: in 2019, IEM Sydney drew thousands of fans and international teams, filling stadiums and putting Australia on the global esports map.

More recently, IEM Melbourne in April this year brought Counter-Strike 2 back to local fans.

If the right infrastructure is developed here, Australia could become a regular destination for international esports tournaments.

On the education front, universities such as Queensland University of Technology, Swinburne and Southern Cross are leading the way with esports degrees, scholarships and research centres.

These programs don’t just train players, they prepare students for careers in broadcasting, game development, coaching and performance science.

Despite limited national support, some states and councils are experimenting with community programs, while broadcasters such as ESL Australia continue to grow local events and coverage.

Challenges and opportunities

Australia’s esports industry boasts immense potential, but it still faces significant challenges.

The biggest hurdle is a lack of national investment and infrastructure.

Unlike traditional sports, esports have no central body coordinating funding, training or pathways from amateur to professional. While other countries are investing in esports stadiums and elite teams, Australia has largely left the sector to develop on its own.

Another issue is cultural: esports still struggle for full acceptance from sporting bodies, schools and sections of government.

Without a coordinated effort to integrate esports into national sporting strategy, Australia risks being left behind.

Yet the opportunities are clear.

The IOC’s 2027 Esports Games could be a turning point. Ahead of Brisbane 2032, Australia is uniquely positioned to lead a national commitment to esports infrastructure and player development.

Brisbane’s organisers could also advocate for esports’ inclusion in the 2032 Olympics, which could position Australia as a leading contender in this emerging field.

There’s also a chance to combine esports with Australia’s world-class research in sports science and mental health: Australia is leading the way in developing health-focused research and initiatives that address player wellbeing from grassroots to professional levels.

With the right support, Australia could shift from spectator to serious player.



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Grinding at the Game Pays Off for UNCG Esports

No one will call UNC Greensboro’s Esports community a bunch of “newbs” after this incredible year. Just a few months in, its current teams began blowing past high scores and records in matches against longstanding collegiate players. Because at UNCG, it’s all about the love of the game. The 2024-25 academic year became “Year Zero” […]

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No one will call UNC Greensboro’s Esports community a bunch of “newbs” after this incredible year. Just a few months in, its current teams began blowing past high scores and records in matches against longstanding collegiate players.

Because at UNCG, it’s all about the love of the game.

The 2024-25 academic year became “Year Zero” for fielding varsity-like esports teams at the competitive collegiate levels, and UNCG eclipsed every expectation set before them.

“Each of us possesses a different set of skills that enable us to work so successfully as a team,” says Grace Zobkiw, a high-ranking player in Overwatch 2. “From the smallest tips and tricks to full on gameplay review, each team member has something to offer the others that improves our team performance. We have made so much progress in this way from the beginning of the year to now.”

There are currently two premier esports teams at the University for separate game titles: Super Smash Bros. Ultimate and Overwatch 2. Made up of 15 students in total, they compete every week across 2-3 collegiate leagues, proving that we are a top esports program in the collegiate landscape.

UNCG esports players playing in front of a console.

Esports Team Achievements 

In Year Zero, the Esports team bagged a lot of high scores and wins: 

  • UNCG won Spring 2025’s Playfly Grand Championship (a $2,000 prize).
  • UNCG beat more than 500 schools to secure the NECC Nationals’ collegiate league and the NACE championships for Super Smash Bros.
  • The Overwatch 2 squad placed in the Top 18 out of more than 300 schools nationally in the NACE playoffs.
  • The “Smash” team won the “Cavalier Clash” collegiate tournament in Virginia (a $1,300 prize pools).

Furthermore, the team currently has the top-ranked Smash player in North Carolina. Jordan Marelli is in the Top Three on the team and among the Top 150 players in North America. On the Overwatch side, Zobkiw started in the Platinum rank (Top 50%) and is now in High Master Tier (Top 2%).

“The most rewarding part of being on a team at UNCG has been the many social connections I’ve had the opportunity to make,” says Zobkiw. “I have made so many new friends this year because of my time on the esports team.”

They Play to Win, But All in Good Fun 

It may be Year Zero, but the groundwork had already been laid for a successful esports community at UNCG. The Esports club first took shape in 2012 as a League of Legends group. With the opening of the new Esports Arena in 2022, the momentum around the gaming community has held through each year.

As of Spring 2025, the club has around 1,600 members; 120 of them compete across 11 teams. Both teams attended tournaments in New York, Miami, Sandusky, Chicago, and other locations. Moreover, UNCG competes through three of the five big organizations: NACE, NACC, and Playfly.

Zobkiw says, “To any incoming students interested in esports I will say this: It can seem a bit intimidating at first to take a step into the arena, but once you do you will find the friendliest environment on campus. It offers so much, from new friendships to competitive opportunities, and I owe so much of my positive experiences at UNCG to the people there.”

What comes next after Year Zero? Dozens of students are asking about how to get involved. With all that excitement, UNCG Esports has proven they’re ready for the next stage.

And other teams better watch out! UNCG loves a challenge.

Story by Janet Imrick, University Communications; with contributions by Zach Ephlin, UNCG Esports
Photography by Sean Norona, University Communications; and Zach Ephlin, UNCG Esports

Gamers in esports arena.



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Jordan Warren Promoted to Head Coach of UAH Men’s Lacrosse

Story Links HUNTSVILLE | UAH Director of Athletics Dr. Cade Smith has announced the promotion of Jordan Warren to head coach of the UAH men’s lacrosse program after being the top assistant for the Chargers over the past four seasons.   “I am proud to announce Jordan Warren as the leader of […]

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HUNTSVILLE | UAH Director of Athletics Dr. Cade Smith has announced the promotion of Jordan Warren to head coach of the UAH men’s lacrosse program after being the top assistant for the Chargers over the past four seasons.
 
“I am proud to announce Jordan Warren as the leader of the UAH men’s lacrosse program,” Dr. Smith said. “Jordan is a person of incredible character and work ethic, which has helped mold the UAH men’s lacrosse culture over the past four years. I am excited to see him take the reins of the program and I believe he will continue to make a positive impact for UAH men’s lacrosse and the department as a whole.”
 
Warren has helped the Chargers achieve 29 wins in his time on the UAH bench, including back-to-back 10-win seasons in 2022 and 2023. In 2025, he mentored seven All-Peach Belt Conference honorees for the Chargers.
 
“Thank you to UAH President Dr. Chuck Karr and Dr. Smith for this opportunity to lead the UAH men’s lacrosse program,” Warren said. “I am honored to be named the fourth head coach in team history and I’m very excited for the future of our program. I plan to build on our past success and have a standard of culture that will help us accomplish our goals.”
 
Before Huntsville, Warren grew up in the Cumberland Valley of south-central Pennsylvania.
 
Upon graduation from high school Warren decided to forgo his college offers, choosing to enlist in the United States Marine Corps from 2008-2013. During his five-year enlistment Warren played for the Marine Corps lacrosse team and had the opportunity to play against Ryukyu University of Okinawa, Japan, in 2010.
 
During his enlistment Warren spent three years overseas serving tours to Afghanistan and the Pacific on the USS Bonhomme Richard. While stationed in Camp Pendleton California, Warren coached with the Carlsbad youth lacrosse program.
 
After earning his honorable discharge, Warren left the Marine Corps, enrolling and playing lacrosse at NCAA Division III Houghton College in western New York.
 
Additionally, Warren holds a degree from UAH with a Bachelor of Arts.



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PBC Releases Women’s Tennis Team of Academic Distinction

Story Links AUGUSTA, GA — The Peach Belt Conference has released the 2024-25 women’s tennis Team of Academic Distinction, presented by Barnes & Noble College.  The team is a part of the PBC’s larger initiative to celebrate the academic achievements of PBC student-athletes. To be eligible for the team, a student-athlete must […]

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AUGUSTA, GA — The Peach Belt Conference has released the 2024-25 women’s tennis Team of Academic Distinction, presented by Barnes & Noble College.  The team is a part of the PBC’s larger initiative to celebrate the academic achievements of PBC student-athletes.

To be eligible for the team, a student-athlete must 1) participate in at least half of his/her team’s events and be either a starter or significant contributor; 2) achieved a 3.50 cumulative grade point average (on a 4.0 scale) and 3) completed at least one full academic year at his or her current institution and has reached sophomore athletic eligibility. The Peach Belt Conference Sports Information Directors oversee the program.

Barnes & Noble College currently operates more than 1,400 campus bookstores and their school-branded e-commerce sites, serving more than 6 million college students and faculty nationwide. As a strategic partner, Barnes & Noble College is a retail and learning company. The company is headquartered in Basking Ridge, New Jersey.

 


























Name Institution Year Hometown GPA Major (Minor)
Annie Adams Columbus State Grad. Fortson, Ga. 3.50 Master of Business Administration
Madeline Barnes Georgia Southwestern Jr. Leesburg, Ga. 3.60 Accounting
Shradha Chhabra Georgia College & State University Sr. New Dehli, India 3.81 Psychology (Criminal Justice)
Luciana Bejarano Cuellar Augusta So. Santa Cruz, Bolivia 3.90 Business Administration
Melissa Duarte Georgia Southwestern So. Brasília, Brazil 3.59 Computer Science
Mille Elsborg Lander Sr. Roskilde, Denmark 3.81 Biology
Andrea Gonzalez Augusta Jr. Saltillo, Mexico 3.92 Business Administration
Nikoline Gullacksen Columbus State Jr. Helsingor, Denmark 3.81 International Business
Dana Heimen Flagler Jr. Ketsch, Germany 3.56 Business
Eryka Kruk Flagler Jr. Minsk, Belarus 3.86 Business
Sofia Lauretti Columbus State So. Rome, Italy 3.50 Business
Bailee Martin Lander Jr. Perth, Australia 3.90 Business Administration
Isadora Oliveira Columbus State Grad. Sao Paulo, Brazil 4.00 Cybersecurity
Julieta Palma Augusta So.

3.90 Business Administration
Laura Pesickova Columbus State Jr. Milevsko, Czech Republic 3.62 Business
Giovanna Piedemonte Patrocinio Augusta So. Sao Paulo, Brazil 3.50 Kinesiology
Hannah Panchal Lander Sr. Upminster, England 4.00 Exercise Science
Mariana Ramirez Columbus State Grad. Pereira, Colombia 3.83 Master of Business Administration
Chiara Santoro Georgia College & State University Sr. Santa Ursula, Spain 3.93 Exercise Science
Camila Taborga Augusta So. La Paz, Bolivia 3.61 Kinesiology
Victoria Conde Vendrell Georgia College & State University Jr. Paris, France 3.76 Psychology
Maria Jose Zarza Lander So. Asuncion, Paraguay 3.77 Business Administration



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