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Player ratings

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Photo courtesy of the Philadelphia Union

The Streak came to an end in ignominious fashion. A botched penalty and a defensive breakdown moments later let the New York Red Bulls savor their first win over the Union since 2019.

Here are the ratings.

Player Ratings

GK Andre Blake – 5

Unfortunately subbed off after a mere 28 minutes (five of which was for treatment) due to a pulled hamstring, Blake did not have much time to make an impact while on the field. His presence was missed, however, on the Red Bulls’ goal.

LB Kai Wagner – 6

A mixed night for the German left back. He created the most chances (three) of any player on the pitch, and his defending was solid as usual. Wagner had 13 passes into the final third and also took three shots all from outside the box. On the downside, his crosses and long balls were not accurate on the night, and the team suffered for it. Almost tied it late in the game with his final shot on the night.

CB Olwethu Makhanya – 6

A solid defensive night from the young center back. Makhanya won all his duels, had six successful clearances, and had eight recoveries. He was confident carrying the ball up the field and had nine passes into the final third.  

CB Nathan Harriel – 5

Called upon again to play out of position as a center back, Harriel almost held his own on the night. He had six clearances and won more headers than he lost, but the one time he was dribbled past led directly to New York’s goal. It was Eric Maxim Choupo-Moting that went right by him, which is the only reason he isn’t a point lower. 

RB Olivier Mbaizo – 5

Offensively his statistics were better on the night than Wagner, but that masks the fact that Mbaizo was often missing on defense, including New York’s goal. 

DM Jesus Bueno – 6

The drop off from Danley Jean Jacques was not massive, and Bueno was an acceptable starter on a night that Bradley Carnell chose to rotate his line-up. He lost more tackles than he won, which he made up for with eight successful recoveries.

DM Jovan Lukić – 6

Statistically the Serbian midfielder was one of the more successful Union passers on the night (80%, from a team well below 70%), but the eye-test said otherwise as Lukić seemed to give the ball away too much with either poor passing or wishful thinking.

AM Alejandro Bedoya– 5

The drop off from Quinn Sullivan and Indiana Vassilev (who was not on the bench due to a concussion) was noticeable. Bedoya’s best use nowadays is probably coming off the bench to give a spark to the team.

AM Chris Donovan – 4

Another massive drop off from the usual rotation. Granted, he was asked to play as a winger / attacking midfielder, but other than pressing on defense Donovan did not bring much to the game. 

FWD Milan Iloski– 5

Perhaps too unselfish with the ball (Iloski was 15 of 19 passing, mostly in the final third), the new striker had a quiet night. Too quiet for having played a full 90 minutes. He did look sharp finding open teammates (see passing statistic again). But he only took one shot, from well outside the box, and only created one chance on the night. 

FWD Mikael Uhre – 4

Not a good night from the Dane. Much less successful in the air than usual (winning only two out of ten headers), Uhre’s face said it all – he is frustrated and doesn’t know what to do. 

Substitutes:

(28’) Andrew Rick – 5

Probably made only one mistake on the night – shading to the near post on New York’s goal. Probably (hopefully?) something that improves with age and maturity. Unfortunately, it cost the Union the match. 

(46’) Bruno Damiani – 4

Sure, he won the penalty. Or would have won the penalty if a hand ball wasn’t already called. And sure, sometimes a penalty can help a striker break out of a funk. (Though it didn’t after he converted one in Chicago.) But if you plead with your coach to step up, you better make it. 

(61’) Quinn Sullivan- 5

Only on the field for 30 minutes plus injury time, Sullivan did not make much of an impact on the game. Barely broke 50% on passing for the night, but he was fouled twice and didn’t give the ball away (except for over-aggressive passes).

(61′) Tai Baribo – 6

Also on the field for a mere 30 minutes and injury time, Baribo was the most aggressive player on Union for that stretch. Accurate on all his passes, always looking towards goal, and winning aeriel duels, he just wasn’t given enough time to change the outcome.

(78′) Danley Jean Jacques – 5

Statistically not a bad night for the midfielder (statistically he probably warrants a score of 6), Danley was the final substitute brought on in an attempt to salvage a point. He just couldn’t help.

Geiger Counter

Ismir Pekmic – 6

Probably let New York get away with more fouls than he should have, but he did get the penalty call correct without the need for VAR.

Player of the Match – Eric Maxim Choupo-Moting

Choupo-Moting calmly dribbled past Harriel and slid a beautiful pass into the path of Dylan Nealis. Three points New York. 

What’s Next…

The Union welcome mid-table Chicago Fire to Subaru Park on Saturday, August 23.  (7:30 p.m. ET/ Apple TV).

Author:
A Union season ticket holder since “Day One”, Chris has also been a Chelsea supporter since the early 1990’s, though he counts perennial lower league side Leyton Orient his “local” team from time spent living in London’s East End. Chris is an avid marathoner, and when not working as a lawyer, travels the globe in search of good food, drink, and meeting fellow soccer fans.

NIL

Hunter Yurachek dishes on ‘new financial commitments’ for Arkansas football

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Arkansas vice chancellor and director of athletics Hunter Yurachek formally introduced Ryan Silverfield as the 35th coach in the football program’s history on Thursday afternoon to assembled media in the Broyles Center. As part of the hour-long introductory press conference, Yurachek answered a plethora of questions regarding the financial support surrounding the football program.

Back in September, following the Sam Pittman’s dismissal after six seasons as coach, Yurachek admitted that the football program didn’t have the necessary funding to compete with the majority of SEC programs in football. At the time, he seemed optimistic that would change in lock-step with a new coaching hire. 

As part of his opening statement on Thursday, Yurachek revealed the funding has indeed improved. The goal is to build a championship program at Arkansas and, as Yurachek put it, this new commitment was the first step in the process of accomplishing that goal. 

“The top-down alignment of a new financial commitment from our Board of Trustees, the University, the department of athletics and so many generous donors that have taken place over the last several weeks was the first step to us being all in on this goal,” Yurachek said. “This financial commitment will push us to the top half in key SEC items such as our assistant coaches pool, our strength and conditioning staff, our support staff pool and our talent acquisition through revenue sharing and legitimate NIL.”

Yurachek was peppered with questions regarding this ‘new financial commitment’ but wouldn’t divulge any specifics on the budget or amount of newly committed funds, citing a competitive advantage as the reason not to. He did, however, say the investment was “significant.”

“I think it’s our competitive advantage not to give details of what that is other than to tell you that it is a significant investment in all aspects of our football program,” Yurachek said. “That will move us to the top half of spending in all of those categories I mentioned in the Southeastern Conference.

“I don’t believe we need to be at the top of spending, we need to be somewhere where we’re really competitive and Ryan and I are on the same page with where we are. It allows him to go out and hire the assistant coaches that he believes he needs to hire to build a championship program and to invest in our revenue sharing and legitimate NIL to make sure that we acquire the best talent for our roster.

“I want to make sure that we have a competitive advantage. I think once you put your financials out there and tell other schools what you’re doing, that allows them the opportunity to come meet you where you are or exceed where you’re at.”

While the financial commitment is improved according to Yurachek, he also revealed they’re still not to the level they want to be from a fundraising standpoint. He explained that the program is off to a good start with the last few months, but they still haven’t accomplished their goal. 

“We’re not to the finish line, but I will tell you from a fundraising standpoint, we’re off to a great start,” Yurachek said. “With the athletic department is going to commit is significant and that’s how we’re going to reallocate some of the dollars that we have. The board is going to make a commitment to our football program as well, and all of that is significant. I don’t want to tie down a specific dollar amount to any of that, because I don’t want to limit what we can do

a couple of different revenue sources that we’re looking through, both through our foundation and through the athletic department, and then just how we reallocate money that we’re currently spending within our department, whether that’s from a salary standpoint, an operational standpoint, but we feel like we can do some things differently to be more efficient, that we can reallocate more dollars to our football program.

Yurachek explained that some of the financial commitment from the athletic department will come from reallocation of what they’re currently spending. He mentioned salaries, operations and that there are other ways they can be more efficient which helps push more money toward football. 

When asked how fans will be able to notice the new financial commitment behind the football program, Yurachek pointed to Silverfield’s recruiting and staff additions among other things. 

“It will come when he announces some of the people on his staff, that will be the first piece,” Yurachek said. “Then when you see how our roster comes together after the transfer portal officially opens in January, you see we’ve got a couple of young men in here (Quincy Rhodes and KJ Jackson) that are coming back. That’s a part of the financial commitment that we’ve made into our football program, to be able to retain those high-caliber, very talented young men.”

It’s not just Yurachek and his staff helping get Arkansas football in better financial shape. Silverfield himself has hit the ground running in that department and has made a difference in just a matter of days. Yurachek shared a story of the new Razorbacks head coach leaving quite the impression on one donor at Thursday’s basketball game. 

“Let me touch on his fundraising prowess,” Yurachek said of Silverfield. “He doesn’t even know this yet. He was in the courtside club last night, and he was doing what he does in building relationships with donors. Right off the bat, he walked away from one donor, the donor came up to me and committed to a seven figure gift to a football program, just with a brief five minute encounter.”



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Sports

Volleyball Closes Season Against No. 1 Kentucky in NCAA Tournament

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LEXINGTON, KY. – The Wofford volleyball team was defeated by the No. 1 seeded Kentucky Wildcats 3-0 on Thursday night inside of Historic Memorial Coliseum in the first round of the NCAA Tournament. The Terriers close the season 17-14 with a 10-6 record in conference action. Kentucky will take on UCLA tomorrow night.

“Our mindset was to come out and leave it out there,” said head coach Lynze Roos. “I feel like we competed in some really good points. They got some separation and that was tough, but I’m really proud of the way that these women competed in the season that we had.”

 

Wofford totaled 27 kills on 26 assists throughout the match. On defense, the team posted 54 digs and four blocks. The Wildcats finished the match with 45 kills on 44 assists. Kentucky also posted 56 digs and four blocks.

 

Leading Wofford was Bradley Brown who had 10 kills on a .259 hitting percentage. Brown also led the team with three blocks. Following behind was Chloe Smith with six kills. Maddy Frazier dished out a team-high 13 assists, while Taylor Pecht had 10. Laney Klika recorded a team-high 13 digs, along with 10 from Caroline Przystup. Annemarie Rakoski and Natalie Arnold tallied one block apiece.

 “We talk a lot about playing relentless defense and going for every single ball. We knew that tonight was going to be a tough task, but you never really know unless you go for it,” said Laney Klika

“We talked a lot before the game about playing how we play and not letting their offense or defense change the way that we like to play,” added Annemarie Rakoski.

“It was amazing just to be able to have some family and friends that I don’t get to see very much anymore come watch me play. It was super cool to just have that support,” said Chloe Smith.

 

Kentucky grabbed the first two points of set one, but Wofford responded with a solo block by Annemarie Rakoski. Another solo block from Bradley Brown kept the Kentucky lead within one point. With the Wildcats leading 13-8, Kentucky would add four unanswered points to bring the Wofford deficit to nine points. The Terriers could not overcome the Kentucky lead, losing set one 25-11.

 

The teams were back-and-forth to start set two, as the Terriers would take an early 5-4 lead. Wofford took its biggest advantage – a 15-13 lead – after a pair of Kentucky attacking errors. The Wildcats fought back to take a 20-19 lead, and the team scored the final five points of the stanza to take set two 25-19. Bradley Brown totaled eight kills and one block in the second set alone.

 

Wofford jumped out to a 2-0 lead to start the third set of the match by way of a Bradley Brown kill. Kentucky responded with a 7-1 run, however, to regain the lead. The Wildcats would eventually take a 13-4 advantage. Wofford cut the deficit to six points a few rallies later, but the team would lose set three and ultimately the match.

 

Wofford concludes the season 17-14 with a 10-6 mark in Southern Conference play. The team entered the conference tournament as the No. 3 seed and defeated both No. 6 Samford and No. 2 Furman to reach the championship match. The Terriers took down No. 1 ETSU to win their third-straight conference championship and earn another bid to the NCAA Tournament.

 



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Technology

Gaming Computers Market Growth Trajectory Strengthens with

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Gaming Computers Market Growth Trajectory Strengthens with

New Jersey, US State: “The global Gaming Computers market in the Consumer Goods and Retail category is projected to reach USD 71.3 billion by 2031, growing at a CAGR of 7.4% from 2025 to 2031. With rising industrial adoption and continuous innovation in Consumer Goods and Retail applications, the market is estimated to hit USD 42.6 billion in 2024, highlighting strong growth potential throughout the forecast period.”

Gaming Computers Market Size & Forecast 2031

The Gaming Computers Market is projected to expand significantly through 2031 fueled by rising global gaming engagement, esports growth, and advancements in high-performance hardware. Demand for powerful processors, advanced GPUs, and immersive gaming experiences continues to accelerate.

Further growth is supported by increased customization options, improved cooling systems, and expanding online gaming ecosystems. As gaming becomes more mainstream worldwide, the gaming computer market is expected to maintain strong and sustained growth.

Key Players in the Gaming Computers Market

Alienware

Corsair

MSI

ASUS

HP Omen

CyberPowerPC

iBUYPOWER

NZXT

Dell

Thermaltake

For Further Detail, Download the Sample PDF with Complete TOC, Tables, Figures, Charts, And More @ https://www.marketresearchintellect.com/download-sample/?rid=378743&utm_source=OpenprJune&utm_medium=023

Factors Supporting Growth of Gaming Computers Market in the Future:

1.Technological Advancements and Innovation:

The continuous evolution of technology is playing a vital role in driving the Gaming Computers market forward. Cutting-edge innovations are improving product functionality, enhancing performance, and reducing costs, making these solutions more accessible to a broader range of industries. Emerging technologies such as AI, IoT, advanced analytics, and automation are also enabling smarter and more efficient use cases, further expanding the scope of the market. These advancements are not only upgrading existing systems but are also creating entirely new application opportunities that will support long-term market expansion.

2. Expanding Applications Across End-Use Sectors:

The increasing integration of Gaming Computers solutions across diverse industries such as automotive, healthcare, consumer electronics, telecom, and industrial manufacturing is significantly boosting market demand. Each sector brings unique requirements, pushing companies to diversify their offerings and customize solutions. This cross-industry relevance ensures consistent demand growth, while rising digitalization and adoption of smart technologies amplify the market potential across both developed and developing regions.

3. Favorable Government Policies and Infrastructure Push:

Supportive initiatives by governments around the world, including funding programs, tax incentives, and policy frameworks, are providing a strong foundation for market development. Efforts to strengthen digital infrastructure, promote energy efficiency, and drive sustainable development are fueling demand for advanced Gaming Computers technologies. Moreover, public-private partnerships and national transformation agendas such as smart cities and Industry 4.0 are creating favorable conditions for rapid market expansion, especially in emerging economies

4. Increased Investment and Focus on Research & Development:

The Gaming Computers market is experiencing a surge in investment from both private and public entities, driven by the urgency to innovate and stay competitive. Companies are dedicating substantial resources to research and development to create next-generation products with higher efficiency, scalability, and environmental sustainability. Venture capital funding, mergers, acquisitions, and collaborations are also contributing to a dynamic ecosystem that fosters experimentation and accelerates commercialization of novel solutions, ensuring sustained market growth in the future.

To avail a discount on the purchase of this report visit the link @ https://www.marketresearchintellect.com/ask-for-discount/?rid=378743&utm_source=OpenprJune&utm_medium=023

Key Segments Covered in Our Report: Gaming Computers Industry

Gaming Computers Market by Type

Desktop Gaming PCs

All-in-One Gaming PCs

Custom Gaming Builds

Pre-Built Gaming Systems

Gaming Computers Market by Application

Gaming

Content Creation

VR

High-Performance Computing

The Application segment showcases the industries and sectors that use Gaming Computers products for example Gaming Computers targeting healthcare and automotive industries etc. It also provides a perspective of the market rate of acceptance, usage of the products, and new applications that are paving the way for the future of the market.

Global Gaming Computers Market Regional Analysis

The Global Gaming Computers Market is examined in dimensions of regions, wherein each region has its own market growth, trends as well as dynamics. This section highlights on the detailed market performance, major shifts, and trends and underlying factors explaining growth in different places around the world.

North America: North America accounts for a large share of the Gaming Computers market which is a result of the developed technology, intense consumer market, and huge investments in the Gaming Computers industry. To add, the U.S. market also plays a crucial role as this economy is more concerned with innovation and was also one of the first to implement Gaming Computers products in its Gaming Computers sectors. The region is expected to see a gradual rise till 2031 and this is because of its reinforced infrastructure and existing regulation mechanisms.

Europe: Global has the fastest growing Gaming Computers market and is oriented around environmental protection, renewed efforts and environmental awareness. The market is dominated by countries like Germany, the UK, and France that have improved their technologies and have a strong industrial structure. Increased request for green solutions along with regulatory efforts are increasing demand in the market’s key areas such as Gaming Computers sectors.

Asia-Pacific: The growth potential in the Gaming Computers market is expected to be maximum for Asia-Pacific region. Increased maturation, urban migration as well as expanding middle class in China, India, and Japan and other developing economies are great constituents of market growth. Further, there is an increasing contribution to investments in the Gaming Computers sector which is increasing the demand for Gaming Computers regions-supplying throughout the area.

Rest of the World: Countries and areas like Latin America, Middle East & Africa have also been showing moderate Gaming Computers market growth. Although still developing, these markets are fueled by a fast increasing infrastructure, expending industrial activities and growing consumer demand for Gaming Computers goods. These regions pose great opportunities for the market players to tap into other sources of growth.

Frequently Asked Questions (FAQ) – Gaming Computers Market

Q1: What is the anticipated growth rate of the Global Gaming Computers Market?

A1: With a growth rate of CAGR of 7.4%, the Global Gaming Computers Market is anticipated to reach USD 71.3 billion by 2031. Industrial demand and innovation will lead it to reach USD 42.6 billion by 2024.

Q2: Which regions provide the highest growth opportunities for the Gaming Computers Market?

A2: Asia-Pacific is likely to provide the highest growth prospects based on speedy industrialization and infrastructure growth, followed by robust markets in Europe and North America.

Q3: Which are the primary drivers of market growth?

A3: The primary drivers are technology innovation, growing industrial applications, heightened government initiatives, and expanding use of Gaming Computers solutions in different industries.

Q4: What are the challenges faced by the Gaming Computers Market?

A4: The challenges are tight regulatory systems, high upfront capital expenditures, fragmentation of the market in the emerging markets, and geopolitical risks in some regions.

Q5: Which are the major players in the Global Gaming Computers Market?

A5: The market has a number of leading players with a focus on innovation, strategic alliances, and global expansion.

Q6: How does innovation influence the Gaming Computers Market?

A6: Market growth is driven by innovation, which enhances product efficiency, lowers costs, and facilitates new applications, making the overall market potential broader.

Q7: Which industries utilize Gaming Computers products mostly?

A7: Major industries include manufacturing, automotive, energy, electronics, and infrastructure, among others, where Gaming Computers solutions deliver operational efficiency and sustainability.

Q8: How is the market anticipated to change after 2031?

A8: Although projections beyond 2031 are uncertain, continued technological advancement and increasing industrial demand are expected to continue supporting long-run growth patterns.

For More Information or Inquiries, Visit @ https://www.marketresearchintellect.com/product/global-gaming-computers-market-size-and-forecast/?utm_source=Linkedin&utm_medium=023

About Us: Market Research Intellect

Market Research Intellect is widely recognized as one of the leading global market research companies, with strong capabilities in data interpretation as well as business intelligence. Our objective is to support businesses in various sectors with relevant insight of their markets enabling them to make sound choices, expand and remain competitive in the changing business environment.

Backed with an expert team of analysts, we carry out detailed market assessment and market potential forecasts for a wide range of fields including but not limited to technology, healthcare, automotive, energy, and many more. This also includes market definition, development of market forecasts, trend analysis, analysis of competitive environment and core comprehensive market research that is necessary for the client.

As a focus, we always strive to provide accurate and reliable data, or if need be, tailored solutions to the problems and possibilities present in the market worldwide. With the use of novel research approaches, we are able to provide intelligence that will help organizations in the ever dynamic business world.

Should you have any queries, please contact us as follows:

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NIL

New Arkansas coach Ryan Silverfield says it won’t take long to rebuild the program

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FAYETTEVILLE, Ark. (AP) — Ryan Silverfield had a second stop to make Thursday after his first press conference since being hired as Arkansas football coach.

He had to face the people he needs to win over, the ones the Razorbacks need to increase their spending so they can compete with the SEC’s power programs.

Silverfield signed a five-year, $33.5 million deal to take over in Arkansas earlier in the week. He had coached Memphis since the 2020 season, plus a single game with the Tigers as interim head coach in 2019. Memphis qualified for a bowl in every season with Silverfield at the helm and peaked in 2024 with an 11-2 record. The Tigers hold an 8-4 record ahead of a likely bowl game.

Those kinds of results at Arkansas would be a boon. The Razorbacks’ season concluded Saturday with a loss to Missouri. That ended a 2-10 season with an 0-8 record in the Southeastern Conference, the third season in the last seven Arkansas finished with those marks.

“This program is built on pride, resilience and toughness, and it’s time to bring it all back,” Silverfield said at the press conference. “Being all in together, we will rebuild it, we will earn it, and we will make this state proud.”

Finances were one of the biggest points in both the press conference and the public introduction a few hours later. Arkansas athletic director Hunter Yurachek has made a point for the last year that the Razorbacks need more contributions for NIL funds in order to compete at a higher level in the SEC. The first audible announcement over the loudspeaker before Silverfield took the dais was one asking for money.

NIL war chests are tight-lipped secrets across college football. But Arkansas’ football attendance, which equates to revenue earned, ranks fifth from the bottom in the SEC. Both Silverfield and Yurachek said finances were a key topic during the interview and contract negotiations.

“I think it’s our competitive advantage not to give details of what that is, other than to tell you that it is a significant investment in all aspects of our football program that will move us to the top half of spending in all of those categories I mentioned in the Southeastern Conference,” Yurachek said. “I don’t believe we need to be at the top of spending. We need to be somewhere where we’re really competitive and Ryan and I are on the same page with where we are.”

Quarterback KJ Jackson and defensive end Quincy Rhoads Jr. both joined the press conference and announced they would return to the team in 2026. Jackson, a rising sophomore, took over as Arkansas’ starting quarterback for the final game of the season and is largely considered the future of the position. Rhoads finished in a tie for fifth in the SEC in sacks (8) and second in the league in tackles for-loss (17 1/2).

Silverfield told fans he doesn’t think a rebuild will take long.

“It’s not one of those things where we’re sitting here saying, ‘Hey, you know, Hunter, I need three years to rebuild this,’” Silverfield said. “No. We can start rebuilding the culture the moment we step down.”

___

Get poll alerts and updates on the AP Top 25 throughout the season. Sign up here and here (AP News mobile app). AP college football: https://apnews.com/hub/ap-top-25-college-football-poll and https://apnews.com/hub/college-football



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Demon Deacons Open Season at Liberty Kickoff

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LYNCHBURG, Va. – The Wake Forest track and field team opened their 2024-25 indoor track schedule on Thursday afternoon as a pair of Demon Deacons competed in the Liberty Kickoff at the Liberty Indoor Track Complex.

Junior Seren Rodgers secured a third place finish in the pentathlon, totaling 3,771 points. With the result, the Taunton, England, native now sits sixth all-time in program history in the women’s indoor pentathlon.

Overall, Rodgers recorded three podium finishes during the competition, including a pair of runner up results in the long jump, where she recorded a jump of 10.32 meters, and the 800m, crossing the line in 2:19.62. Rodgers also claimed third place in the 60m hurdles after clocking a time of 8.86 seconds.

Meanwhile, freshman Julia Aere also competed in the pentathlon, securing eighth place with 3,462 points in her collegiate debut. The Delray Beach, Fla., native placed inside the top-10 in all five events, highlighted by a third place finish in the shot put after recording a distance of 11.13 meters, as well as a fifth place result in the 800m after recording a time of 2:27.34.

Notable Finishes

Pentathlon

2025-26 Indoor Track and Field Top-10 Marks in School History

From the Staff
“I’m really pleased with how the competition progressed today. Julia and Seren competed well and this meet was a great measure of how hard we have worked throughout the fall semester. It gave us a chance to get out, perform at a high level and still recognize that we left some points on the table, which is exciting. We are in a great place heading into the holiday break and this will keep us motivated and hungry. These two ladies set the tone early for the team and we are eager for the rest of the team to compete this weekend.” – Assistant Coach Ryan Grinnell

Up Next

The Demon Deacons return to action on Saturday with a pair of meets. One group of Wake Forest athletes will travel to Boston to compete in the 5K race at the Sharon Colyear-Danville Season Opener. Meanwhile, several Deacs will compete at the Visit Winston-Salem College Kick-off at the JDL Fast Track.



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Metaverse in Gaming Market to Surge at 27.62% CAGR, Anticipated

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Metaverse in Gaming Market to Surge at 27.62% CAGR, Anticipated

The metaverse in gaming market has emerged as one of the most transformative segments within the entertainment and digital technology landscape. With the convergence of virtual reality (VR), augmented reality (AR), blockchain, and cloud computing, the gaming industry is undergoing a radical evolution.

According to analysis by MRFR (Market Research Future), the Metaverse in Gaming Market was valued at USD 14.22 billion in 2024. The industry is experiencing rapid expansion fueled by advancements in immersive technologies, blockchain integration, and increasing consumer demand for virtual interactive experiences. The market is expected to reach USD 18.14 billion in 2025 and is projected to grow dramatically to USD 207.93 billion by 2035, reflecting a compound annual growth rate (CAGR) of 27.62% from 2025 to 2035.

Players across the globe are increasingly exploring immersive, interactive, and persistent virtual worlds, while developers are leveraging advanced technologies to create complex, engaging, and monetizable experiences. The growing adoption of next-generation platforms, coupled with increasing investment from major gaming studios and technology firms, has propelled the metaverse in gaming market into a high-growth trajectory. Market analysts project sustained growth through 2032, driven by technological innovation, rising consumer interest, and the integration of social and economic experiences within virtual environments.

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Market Segmentation

The metaverse in gaming market can be segmented based on component, technology, platform, application, and region. Components include hardware and software, with hardware encompassing VR headsets, AR glasses, haptic devices, and consoles, while software includes gaming engines, platform software, and virtual asset management tools. Technology segmentation covers virtual reality (VR), augmented reality (AR), mixed reality (MR), blockchain, and artificial intelligence (AI), all of which contribute to creating immersive and interactive gaming experiences. Platforms are categorized into PC, console, mobile, and cloud-based gaming. Application-wise, the market caters to mass-market gaming, esports, social interaction and collaboration, and virtual commerce within gaming environments. Geographically, the market spans North America, Europe, Asia-Pacific, and the rest of the world, with each region displaying distinct adoption patterns influenced by technology penetration, consumer preferences, and investment levels.

Market Drivers

Several factors are driving the growth of the metaverse in gaming market. The proliferation of high-speed internet, 5G connectivity, and cloud infrastructure enables seamless gameplay and persistent virtual worlds, providing the technical foundation for the metaverse. Rising consumer demand for immersive experiences, gamification, and social interaction within digital spaces is another significant driver, as players seek more engaging and collaborative forms of entertainment. Technological innovations in VR, AR, and AI are enhancing the realism, responsiveness, and interactivity of gaming environments, thereby expanding user engagement and retention. Additionally, the integration of blockchain technology and non-fungible tokens (NFTs) allows players to own, trade, and monetize virtual assets, creating new revenue streams and enhancing the economic dimension of gaming. The convergence of gaming, social networking, and virtual commerce is also fueling adoption, making the metaverse a central hub for digital interaction.

Market Opportunities

The metaverse in gaming market presents extensive opportunities for growth and innovation. The increasing integration of artificial intelligence and machine learning into game design and player experience provides opportunities for more dynamic, adaptive, and personalized gameplay. The expansion of virtual worlds across genres from open-world adventure and multiplayer online battle arenas (MOBAs) to educational and simulation games broadens the potential user base. Emerging technologies, such as haptic feedback devices and brain-computer interfaces, create opportunities for heightened immersion and sensory engagement. Additionally, the rise of virtual economies and digital asset marketplaces opens new avenues for monetization, sponsorship, and advertising, offering developers, investors, and players opportunities to participate in sustainable economic ecosystems. Strategic collaborations between technology companies, gaming studios, and platform providers further enhance market prospects by enabling seamless integration of hardware, software, and social features.

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Market Challenges

Despite its promising growth, the metaverse in gaming market faces several challenges. The high cost of VR and AR hardware limits widespread adoption among casual gamers, while developing fully immersive, persistent virtual worlds requires substantial investment and expertise. Interoperability issues among different platforms and ecosystems remain a significant hurdle, as users expect seamless experiences across devices and applications. Concerns related to data privacy, security, and digital asset ownership complicate the development and adoption of blockchain-based solutions. Furthermore, regulatory uncertainty and the absence of standardized governance frameworks for virtual economies and digital assets can create legal and operational challenges for developers and service providers. Addressing these barriers requires innovation, collaboration, and clear guidelines to ensure sustainability and trust within the metaverse ecosystem.

Market Key Players

The competitive landscape of the metaverse in gaming market is highly dynamic, comprising established technology giants, gaming studios, and emerging startups. Leading companies include Meta Platforms Inc., Microsoft Corporation, NVIDIA Corporation, Tencent Holdings Ltd., Sony Interactive Entertainment, Epic Games, Roblox Corporation, Unity Technologies, NetEase Inc., and Decentraland. These players are investing in hardware innovation, software development, platform expansion, and immersive content creation to strengthen their market position. Strategic partnerships, acquisitions, and R&D investments are central to their growth strategies, enabling them to deliver enhanced user experiences, expand global reach, and monetize digital assets effectively. Continuous innovation in immersive technologies, gaming engines, and digital economies is shaping the competitive landscape and defining the future of the market.

Regional Analysis

Regionally, North America dominates the metaverse in gaming market, driven by technological infrastructure, high disposable income, and early adoption of gaming innovations. The United States and Canada are at the forefront, with extensive investments in VR/AR technologies, cloud gaming platforms, and esports. Europe follows closely, with key markets including the United Kingdom, Germany, and France, where strong gaming communities, regulatory support, and technological innovation foster growth. Asia-Pacific is emerging as the fastest-growing region, powered by large populations, increasing smartphone penetration, and rapid adoption of mobile and console gaming. Countries such as China, Japan, and South Korea are witnessing significant investments in esports, gaming studios, and immersive technologies. Latin America and the Middle East & Africa are gradually expanding their presence, supported by growing digital infrastructure, gaming communities, and interest in immersive and social gaming experiences.

Industry Updates

Recent developments in the metaverse in gaming market highlight the ongoing evolution of immersive digital entertainment. Major technology companies are investing heavily in VR headsets, AR glasses, and cloud gaming solutions to enhance accessibility and performance. Gaming studios are integrating blockchain and NFT-based asset ownership into popular game titles, enabling players to participate in virtual economies. The growth of esports and competitive gaming is also accelerating, as virtual arenas and multiplayer platforms attract global audiences. Industry collaborations are expanding the reach of metaverse ecosystems, with cross-platform compatibility becoming a key focus. Furthermore, AI-driven content creation, procedural generation, and adaptive gameplay are enabling richer and more personalized experiences for users, enhancing engagement and retention. These trends reflect the dynamic, fast-paced, and innovative nature of the metaverse gaming industry.

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Future Outlook

The future of the metaverse in gaming market appears highly promising, with strong growth expected through 2032 and beyond. The convergence of VR, AR, AI, blockchain, and cloud computing will continue to transform the gaming landscape, enabling increasingly immersive, social, and economically integrated virtual worlds. Emerging technologies such as haptic feedback, motion capture, and brain-computer interfaces are likely to redefine player interaction and sensory engagement. As virtual economies mature, the monetization of digital assets and virtual experiences will become a central aspect of the market, creating sustainable revenue models for developers and platform providers. With ongoing investments, strategic collaborations, and continuous innovation, the metaverse in gaming market is poised to redefine entertainment, social interaction, and digital commerce, creating a holistic ecosystem for gamers, creators, and businesses worldwide.

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