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The number one player of Metaverse Player One in Metaverse: Why is it sought after by players?

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Did you know that Neil Stephenson’s 1992 science fiction novel “Avalanche” was regarded as a bible by Facebook’s founder Zuckerberg and was widely circulated throughout the company.

This book describes a virtual world parallel to reality. In Metaverse, everyone has a custom avatar Avatar, which is parallel to the real world, interacts with each other, and is always online. It is lifelike and immersive. The movie “Avatar” created a magnificent Genesis, and its inspiration also came from this.

There are two roads in front of human beings: one outward, leading to the sea of ​​stars, and the other inward leading to virtual reality.

——Liu Cixin

With the maturity of AR, VR, application of 5G and artificial intelligence autonomous generation technology, the improvement of wearable supporting hardware facilities, and the formation of the blockchain economic system, the world in the novel is coming to us, and the users of Metaverse begin to make their own civilization.

The movie “Number One Player” depicts the meta-universe we yearn for. It has a fully operational economic system that spans the physical and digital worlds. Data, digital objects, content, and IP can all pass through the meta-universe. Everyone is in this world. Enjoying the existing facilities, you can also participate in the creation by yourself, thus enriching and prospering the entire universe.

When reality is not so satisfactory and surrounded by pressure and frustration, people in the Z era are more seeking to explore the world in the Metaverse to achieve spiritual satisfaction and self-worth.

The launch of Metaverse Player One game is the best carrier for Metaverse

What is Metaverse Player One?

Chinese name: Yuan Universe-the number one player

 Metaverse Player One is designed by Raven SoftwareMeta Studio, a well-known game developer in Europe and the United States. Raven SoftwareMeta has many years of rich experience in game production, among which “Call of Duty: Planet” is its representative work, and more than 300 million players have experienced it worldwide.

  Inspired by the combination of Metaverse and NFT, Metaverse Player One strives to become the world’s first fully immersive virtual world gaming experience, creating the world’s largest gaming and earning GameFi. With 8 planets as the background, every player has a cosmic planet created by himself in the vast starry sky. Let players write their own story of conquering the planetary universe on the blockchain

  Metaverse Player One uses the combination of DEFI+NFT to become a true metaverse infrastructure. After Metaverse Player One goes live, any player and industry developer will be able to expand the Metaverse ecological landscape by becoming an ecological builder through “Metaverse Player One” and through modules Incentive mechanism to establish a strong community consensus, forming a perfect practice of a new generation of innovative blockchain that NFT+DeFi+GameFi empowers the Internet industry. Metaverse Player One will be the first innovative fusion of NFT+DeFi+Gamei, so that every player is Player One.

  Because the current transaction fees of OEC are the lowest compared to the transaction fees of several other public chains. OKExChain is a decentralized public chain, which can realize the compatibility of smart contracts on the basis of supporting high-performance transactions, which greatly reduces the high handling fee and easy congestion threshold for users to participate in DeFi on Ethereum. Developers and users are very easy to use and friendly, so we chose to build on OEC for the first launch, and later will soon complete the 2.0 version deployment in ETH, HECO, bsc, and Polygon.

The Metaverse Player One team has developed a set of tools and smart contracts to complete a truly decentralized ecosystem. In this ecosystem, through smart contracts, users can freely control and control their own assets. The existence of distributed ledgers protects the account from the risk of theft. The open source code means that players can freely innovate and combine and become the creator of the game. NTF maps the assets in your hands to the physical world. With visualization and identity, virtual goods are transformed from services to transaction entities, thereby enhancing the emotional experience of users. User participation and contribution will be rewarded. Whether it is harvesting farms, creating unique NFTs, developing games, or just using the tools provided by the platform. The Metaverse ecosystem will reward everyone for their contributions.

   UFO is the native token of Metaverse Player One, which corresponds to the self-value of the platform. As a decentralized community autonomous universe, UFO was created by the co-builders of the planet. Therefore, UFO is also controlled by community co-builders. Planeters can use it to buy cards, exchange props and other assets with other players, or trade in virtual auction houses.

UFO token model:

Total amount: 1000W

Game mining

80%

LP and card mining

Private placement

8%

Top seed player

Operation

5%

Open the whole market promotion, marketing

team

4%

6-month linear release, 30-month release completed

Liquid mining pool

1%

Preliminary liquidity mining pool addition

consultant

2%

Attract more institutions to participate

 Features and gameplay of “Metaverse Player One”:

Metaverse Player One will be divided into 3 versions.

There will be a small number of rare planet cards in version 1.0, and users can only purchase rare planet cards through IDO to participate in the game. When the rare card sales are completed, 50% of the card sales revenue will be used to reward users who promote Metaverse Player One early, and 50% of the revenue will be used to add to the LP liquidity pool.

Version 2.0. Online LP liquidity mining pool, card pledge function, DAO pool. For the description of the function parameters of version 2.0, see Table 3 below

Version 3.0: In the game, players can design their own planet image, decorate their planet, and interact with friends and other non-player characters (NPC). The original intention and vision of the design team is to create a “second planet” for all players, allowing them to relax in the game, enjoy the fun of the game, and at the same time monetize the time and energy invested.

The launch of Metaverse Player One has been supported by many partners, thank them for their great contributions to the design of Metaverse Player One.

Partners: Raven SoftwareMeta Carbonated Games OSL OKExChain Xsolla

 The land of the virtual world (like the planet in Metaverse Player One) has been hyped since its inception and has become the biggest sweet pastry in the entire ecology.

In June 2021, 9 virtual lands in Axie Infinity were sold at a high price of 888.25 ETH, which is approximately US$1.5 million.

On June 9, 2021, Boson announced that it would purchase virtual real estate in the Vegas district of Decentraland at a market price of approximately US$704,000, and plans to build a virtual shopping mall.

On June 18, 2021, digital real estate developer Republic Realm purchased 259 digital plots, or 66,304 virtual square meters, for 1.295 million MANAs, at a price of approximately US$913,000.

In July 2021, more than 5.3 million square meters (24*24) of virtual land on The Sandbox was auctioned for nearly US$880,000.

Virtual land is like a pig on the wind. Under the Duolun auction and competition, the price of virtual land has risen sharply, bringing huge returns to early investors.

The record increase was a piece of land called “9 Robotis Route” on CryptoVoxels. The initial price was US$101.2, and the current price has reached US$9570.8. The land has only been resold 3 times, and it has reached a 93-fold increase. .

Behind the soaring price is the economics behind each Metaverse.

After the ownership is returned to the player in the form of NFT, each planet is a unique existence, and all transactions are open, transparent and traceable, which is more wonderful than real-world transactions.

Metaverse Player One of the planetary continent

The soaring price of virtual NFT has attracted enough attention, and will step out of the circle in the next big wave of NFT, but the value support behind it still needs to be built on the prosperity of the meta universe itself. The future of the virtual planet land requires a large number of users to develop and construct, build scenarios and expand the scale, so as to realize the real Metaverse, and put our real world and imagined world into it.

Official English telegram: https://t.me/ufoNumberoneplayer

Official Chinese telegram:https://t.me/ufopilotufo

UFO Metaverse Number One Player Dapp:http://www.ufox.io

Process: download TP wallet → create OK chain wallet → top up USDT and okt → copy UFO meta universe Dapp link on TP wallet discovery page and enter → buy various planet blind boxes required by the top player

OKEX Exchange Apple download link:https://www.okex.com/download

OKEX Exchange Android download address:https://okmobiledev.github.io/download/okex/android.html

TP wallet download address:https://www.tokenpocket.pro

Contract address of the number one player in Metaverse:ex144yc437gyr7jv23waxwuqazwugn2xv8rg0ga6q

Block explorer:https://www.oklink.com/

Whatsapp:+44 7761968154

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Press Release

iBLOXX Secures USD 5.4 Million for Global Launch of StrayShot

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iBLOXX Studios DMCC has raised USD 5.4 million to finalize development and support the global launch of its mobile-first third-person shooter, StrayShot.Based in Dubai and part of the DMCC Gaming Centre and Dubai Program for Gaming 2033, the studio collaborates with partners like the Dubai Future Foundation and Xsolla. StrayShot features multiple modes (Battle Royale, Team Deathmatch, Extraction), is optimized for low-end devices, and is set in the fictional region of Sierra Verde. Currently in closed testing, the game will include blockchain-enabled asset ownership. The funding will fuel global marketing, live operations, ongoing updates, and future console versions.

Dubai, United Arab Emirates, 4th Feb 2026 — iBLOXX Studios DMCC, a Dubai-based game development studio, has raised over USD 5 million to finalise development and support the upcoming launch of its third-person shooter, StrayShot.

Headquartered in the DMCC Free Zone, iBLOXX Studios is a member of the DMCC Gaming Centre and participates in the Dubai Program for Gaming 2033 (DPG33). The studio works closely with ecosystem partners including the Dubai Future FoundationXsolla, and the Dubai Culture & Arts Authority, and previously participated in the Dubai Pavilion at Gamescom.

StrayShot is a mobile-first shooter designed to deliver high-quality gameplay while remaining accessible on low-end devices. The game features multiple modes, including Battle RoyaleTeam Deathmatch, and Extraction. Set in the fictional South American region of Sierra Verde, players take on the role of mercenaries competing against each other and the cartel led by El Fuego.

The title is currently in closed testing and will include blockchain-enabled features to support in-game asset ownership and trading.

The new funding will be used to support global marketing and distributionlive operations, ongoing game updates, and the preparation of console versions.

“The capital allows us to bring StrayShot to market with the level of quality and operational readiness we believe players expect,” said Domenik Maier, CEO of iBLOXX Studios.

More information is available at www.strayshot.game and www.ibloxx.com.

About iBLOXX Studios DMCC
iBLOXX Studios DMCC is a Dubai-based game development studio focused on creating multiplayer experiences for a global audience.

Media Contact

Organization: iBLOXX Studios DMCC

Contact Person: Maya Apostolovic

Website: https://www.ibloxx.com

Email:
press@ibloxx.com

Contact Number: +97145820238

Address:Office 2101, JLT-Jumeirah Bay X3

City: Dubai

Country:United Arab Emirates

Release id:41021

The post iBLOXX Secures USD 5.4 Million for Global Launch of StrayShot appeared first on King Newswire. This content is provided by a third-party source.. King Newswire makes no warranties or representations in connection with it. King Newswire is a press release distribution agency and does not endorse or verify the claims made in this release. If you have any complaints or copyright concerns related to this article, please contact the company listed in the ‘Media Contact’ section

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Design as a Long-Term Capability: How Geekvape and Geek Bar Drive Systematic Innovation in the Global Design Ecosystem

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China, 4th Feb 2026 – In 2025, Geekvape and Geek Bar achieved a major breakthrough on the global design stage, driven by years of deep investment in design capability and systematic innovation. Together, the two brands won a total of 14 internationally recognized design awards—with Geekvape receiving 10 awards and Geek Bar securing 4—spanning top-tier global design systems such as the German iF Design Award, Red Dot Award, as well as the MUSE Design Awards, International Design Awards (IDA), European Product Design Award, and the Paris Design Awards.

This was not a coincidental “harvest of awards,” but rather the result of long-term design methodologies, organizational capabilities, and systematic user research working in concert.

Multi-System Recognition in Design Awards” 

Multi-System Recognition as Proof of Design Leadership

Design awards have long served as an important external benchmark of brand design capability. Within the industry, most brands’ design honors tend to be concentrated within a single award system—such as the MUSE Awards or the German Red Dot Awards. Brands that achieve recognition simultaneously across multiple design evaluation systems in the United States, Europe, and France remain rare.

Among the award-winning products:

Geekvape Aegis legend 5 received the European Product Design Award – Honorable Mention, seamlessly combining a powerful exterior with professional-grade durability, setting a benchmark for high-end functional product design.

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Warning Statement:This product contains nicotine. Nicotine is an addictive chemical.

Geekvape Wenax M Starter Kit won both the 2025 Red Dot Design Award (Germany) and the European Product Design Award. Its modular design philosophy is deeply integrated with a battery compartment utilizing innovative bio-based materials, achieving a balance between modern aesthetics and material efficiency.

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Warning Statement:This product contains nicotine. Nicotine is an addictive chemical.

 

Geekvape Soul 2 earned the MUSE Design Award, using a minimalist yet tech-forward design language to express a refined aesthetic balance for modern electronic devices.

3

Warning Statement:This product contains nicotine. Nicotine is an addictive chemical.

Wenax Q 2 was awarded the International Design Award (IDA) in the United States. Its design is based on clean lines enhanced by an elegant “smile curve,” showcasing refined design craftsmanship.

6

Warning Statement:This product contains nicotine. Nicotine is an addictive chemical.

Geek Bar also delivered outstanding results:

Geek Bar spark received the Paris Design Awards Silver (PAR25), combining a compact form, refined appearance, and  responsive interactive design to offer both functionality and visual engagement—redefining the modern vaping experience.

7

Warning Statement:This product contains nicotine. Nicotine is an addictive chemical.

Geek Bar Pulse X won the MUSE Design Award, leveraging a dynamic 3D curved display and structural innovation.

Warning Statement:This product contains nicotine. Nicotine is an addictive chemical.

Minimore E-cigarette received the iF Design Award Winner, focusing on the selection and application of eco-conscious  materials. It features a composite shell made from cork sourced from cork oak bark combined with resin, ensuring durability and structural integrity.

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Warning Statement:This product contains nicotine. Nicotine is an addictive chemical.

The Cube Modular E-cigarette also earned the iF Design Award Winner. Centered on “user-friendly” and “resource-conscious” principles, it adopts a magnetic assembly system to enable multifunctional expansion, delivering personalized user experiences while promoting sustainable development.

1

Warning Statement:This product contains nicotine. Nicotine is an addictive chemical.

Recognition across multiple design systems signifies that these products are not merely visually appealing, but achieve a mature and stable balance among functionality, user experience, aesthetics, and manufacturability. This is the fundamental reason why Geekvape and Geek Bar continue to earn recognition from international design institutions.

Where Design Leadership Comes From:

High Investment, Early Integration, and User-Centered Design Systems

Within Geekvape and Geek Bar, design is not a downstream decoration added after product development—it is a core driving force embedded throughout the entire process. From the very first day of project initiation, design thinking is deeply involved, defining not only how a product looks, but how it should be experienced.

In the early stages of product planning, design teams invest substantial time and resources in refining creative direction and design language, continuously studying and benchmarking international design trends, and systematically deconstructing real user needs and usage scenarios.

This early-stage, high-investment approach ensures that products are thoroughly refined in terms of experience and aesthetics before entering engineering and mass production—rather than relying on late-stage “patch fixes.”

头脑风暴

Above: brainstorming sessions within the design team.

Inside the Design Department:

A Systematic, User-Experience–Centered Workflow

In practice, the work of the design department is not driven by isolated bursts of inspiration, but by a highly structured, end-to-end process centered on user experience.

1. Forward Collaboration: Extracting Real Needs from Market Noise

Design begins with systematic information input and goal alignment.

At the start of each project, the design team conducts desktop research to analyze industry trends, competitor strategies, and evolving user behaviors, establishing an initial design framework. At the same time, they proactively collaborate with product, marketing, and sales teams to integrate diverse perspectives on user needs and business objectives.

The team also regularly conducts on-site market observations and user interviews to capture authentic usage scenarios and latent pain points. For example, during the design of Geek Bar Pulse X, the team identified strong user demand for visible e-liquid and battery indicators, as well as differentiated flavor experiences. This insight led to the creation of the world’s first vaping device featuring a 3D curved display, inspired by a “cosmic aesthetics” visual motif. Through dynamic visual interaction and selectable flavor modes, device status and inhalation feedback are transformed into intuitive visual language—making each use perceptible and shareable.

2. Creative Exploration and Solution Validation: Finding Optimal Answers Within Constraints

Once design objectives, engineering conditions, and cost boundaries are clarified, the design enters a systematic creative exploration phase.

This stage typically begins with extensive sketching and mood board exploration to quickly define design language and overall character, followed by iterative cycles of “design–validation–optimization.”

Taking Legend 5 as an example, its ID design went through three major iterations before finalization:

Version 1 established the modern rugged design direction, innovative screen interaction, and fundamental form through more than ten sketches and five rounds of modeling.

Version 2, refined through three additional modeling rounds, optimized component proportions and cross-sections for improved grip, refined top and bottom structures, and introduced metal inlays as visual highlights.

Version 3 focused on detailed elements such as the silicone plug, ALOCK switch, and bottom push button, ensuring overall coherence, layering, and refinement.

For CMF design, the team reviewed the evolutionary strengths and weaknesses of the Legend series and drew inspiration from cross-industry icons such as the iconic rugged automotive designs. Anchored in the brand’s positioning, they defined a design strategy centered on “Born Legendary, Pioneer Exploration, Limitless Rise.” Through multiple rounds of directional exploration, prototyping, and process testing, the final solution incorporated tri-material leather panels, multi-layer laser-engraved aluminum alloy, ALOCK mechanisms, and CNC pyramid textures—creating a rugged device with both depth and sophistication.

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Above: design sketches for Legend 5.

Rapid validation is achieved through 3D-printed prototypes within 48 hours to test ergonomics, proportions, and functionality. Once a direction is confirmed, high-fidelity appearance prototypes are produced to precisely evaluate volume, lines, light, shadow, and materials—providing a solid foundation for engineering and supply chain alignment.

Above: comparisons and iterations of 3D-printed prototypes.

3. Backward Collaboration: Bringing Design to Life with R&D and Manufacturing

Once a design direction is finalized, the focus shifts to deep collaboration with R&D, structural engineering, and the supply chain.

Design teams provide clear CMF standards and physical color samples, working closely with suppliers to finalize samples. For instance, achieving the ideal transition between matte leather and polished metal on Wenax Q 2 required more than ten rounds of sampling. For complex surfaces or special structures, the team repeatedly validates mold feasibility and mass-production readiness with engineers, adjusting details down to 0.1 mm to strike the optimal balance between aesthetics, experience, and efficiency.

By integrating the technological sheen of pearlescent films, the warmth of leather, and the precision of metal edging, a clear material hierarchy is established: film for visual impact, leather for tactile comfort, and metal for stability—creating a restrained yet premium overall aesthetic.

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Above: Wenax Q 2 sampling visuals.

4. Product Launch Is Not the End, but the Start of the Next Design Cycle

A complete user feedback loop has been established. After each product launch, design teams systematically collect real-world feedback through sales channels, social media, and user communities. These first-hand insights not only drive rapid optimization of current products, but also serve as core inputs for next-generation innovation—exemplified by the evolution from Legend 3 to Legend 5.

After Legend 3 entered real-world use, user interviews, after-sales data, and cross-team reviews revealed opportunities for further refinement. While widely praised for durability and bold design, some users expressed needs for more intuitive physical controls when outdoors or wearing gloves, improved grip stability and hand comfort during prolonged use, and enhanced readability and visual hierarchy in bright or complex environments.

Rather than treating these as isolated issues, the design team re-evaluated ergonomics, structure, and interaction holistically. In Legend 5, these insights were systematically translated into concrete improvements: subtle refinements to grip curves and structural transitions balanced hand pressure; button placement and tactile feedback were recalibrated for reliable operation across environments; and interface contrast and hierarchy were enhanced while maintaining a professional, restrained visual language. Crucially, these upgrades were validated through multiple rounds of prototyping and real-use testing, ensuring that existing users could intuitively feel the improvements with minimal learning cost.

The evolution from Legend 3 to Legend 5 embodies Geekvape’s consistent design philosophy:listen to users, analyze systematically, and optimize cautiously—changing only what truly enhances the experience. This feedback-driven, long-term approach allows products to grow alongside users, rather than being replaced through superficial iteration.

Design as Long-Termism

The multiple international design awards received in 2025 represent a milestone rather than a finish line. For Geekvape and Geek Bar, design is not a short-term competitive tactic, but a long-term capability requiring sustained investment and continuous validation. Looking ahead, both brands will continue to place user experience at the core, exploring within the global design context and driving the ongoing evolution of product innovation and industry aesthetics.

IMPORTANT NOTICE:

1. Age Restriction: This content is intended solely for adult consumers of legal smoking/vaping age in their respective jurisdictions (21+ in the USA, 18+ in the UK/EU/International).

2. Health Warning: This product contains nicotine. Nicotine is an addictive chemical.

3. Not for Medical Use: The products mentioned are not smoking cessation devices and have not been evaluated by the Food and Drug Administration (FDA) or any other regulatory authority for the treatment or prevention of any disease.

4. Regulatory Compliance: Product availability and specifications may vary by region to comply with local laws (e.g., TPD in Europe, PMTA in the USA). Please refer to the specific packaging and user manual for regional compliance information.

 

Media Contact

Organization: Geekvape

Contact Person: Hillary Jiang

Website: http://www.geekvape.com/

Email: Send Email

Country:China

Release id:41005

The post Design as a Long-Term Capability: How Geekvape and Geek Bar Drive Systematic Innovation in the Global Design Ecosystem appeared first on King Newswire. This content is provided by a third-party source.. King Newswire makes no warranties or representations in connection with it. King Newswire is a press release distribution agency and does not endorse or verify the claims made in this release. If you have any complaints or copyright concerns related to this article, please contact the company listed in the ‘Media Contact’ section

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Press Release

VCM Interactive Produces Educational and Inspiring Animated Explainer Videos and Client Success Stories for Sunnybrook’s Thompson Anxiety Disorders Centre

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Canada, 4th Feb 2026 – VCM Interactive Inc., a leading Toronto-based video production and animation company, was commissioned by Sunnybrook Health Sciences Centre’s Frederick W. Thompson Anxiety Disorders Centre to create a series of educational, informative, and emotionally impactful videos. The project raises public awareness about Obsessive-Compulsive Disorder (OCD) and showcases the Centre’s evidence-based Exposure and Response Prevention (ERP) therapy, which provides critical support for individuals facing severe OCD.

As part of this initiative, VCM Interactive developed two fully animated explainer videos now featured on the Frederick Thompson Centre’s homepage. These engaging animations are designed to help audiences better understand:

What is OCD? – A clear, accessible explanation of the disorder, and the OCD cycle, addressing misconceptions as well as illustrating how OCD affects daily life.

What is ERP (Exposure and Response Prevention)? – An overview of the leading evidence-based treatment for OCD, demonstrating how E-R-P therapy empowers people to reduce symptoms and regain control.

In addition to the animated videos, VCM Interactive produced three live-action client testimonial videos that highlight real recovery journeys supported by the Thompson Centre’s specialized OCD program. These authentic stories aim to inspire, reduce stigma, and provide hope for individuals who may be silently struggling.

The patient stories include:

  • Cassie’s Story – A young woman’s journey of confronting her fears and breaking free from debilitating OCD.
  • Fadi’s Story – A powerful reflection on resilience and transformation through ERP therapy after years of suffering quietly.
  • Gail’s Story – A heartfelt account of healing and rediscovering joy after decades of living with OCD. 

One of Gail’s therapists shared, “This is SO beautiful it made me tear up! I love the clips of her interacting (and dancing!) with her granddaughter—so special, and such a great depiction of Gail’s personality and strengths.”

Gail added, “Paul! I’m bawling my eyes out! A huge Thanks to you and the Thompson Centre (TC)!! I hope this video testimonial helps to ‘pay it forward’… I hope everyone involved in working with OCD sufferers understands and knows the impact and significance of what you’re doing and the lives you’re helping and saving.”

“Creating both the animated explainer videos and testimonial stories for Sunnybrook’s Thompson Centre was a deeply meaningful project for our team,” said Paul Nandrajog, Producer/Director at VCM Interactive Inc. “Our goal was to make these powerful journeys accessible and relatable, using real voices and animation to show that while OCD is serious, recovery is possible with the right tools and support.”

All videos are available on the Frederick W. Thompson Anxiety Disorders Centre homepage and Sunnybrook’s YouTube channel, serving as valuable educational resources for patients, families, healthcare professionals, and the wider community.

“These videos help break the stigma surrounding OCD and clearly show that treatment works,” said Dr. Peggy Richter, Director of the Thompson Centre. “We’re grateful to VCM Interactive for helping us communicate our work in such a meaningful and compassionate way.”

About VCM Interactive Inc.

VCM Interactive Inc. is a full-service video production and animation studio based in Toronto, Canada. With over 30 years of industry experience, the company specializes in producing impactful content for healthcare, corporate, and educational organizations.
Learn more at www.vcminteractive.com.
Check out VCM Interactive’s YouTube Channel.

About the Frederick W. Thompson Anxiety Disorders Centre

Located at Sunnybrook Health Sciences Centre in Toronto, the Thompson Centre is a leader in clinical care, research, and education for anxiety disorders, specializing in Obsessive-Compulsive Disorder (OCD) and Body Dysmorphic Disorder (BDD). The Centre delivers innovative, evidence-based treatments designed to improve patient outcomes.
Visit sunnybrook.ca/thompsoncentre for more information.
www.vcminteractive.com
 

Media Contact

Organization: VCM Interactive Inc.

Contact Person: Paul Nandrajog | Sr. Producer

Website: http://www.vcminteractive.com/

Email: Send Email

Country:Canada

Release id:40943

The post VCM Interactive Produces Educational and Inspiring Animated Explainer Videos and Client Success Stories for Sunnybrook’s Thompson Anxiety Disorders Centre appeared first on King Newswire. This content is provided by a third-party source.. King Newswire makes no warranties or representations in connection with it. King Newswire is a press release distribution agency and does not endorse or verify the claims made in this release. If you have any complaints or copyright concerns related to this article, please contact the company listed in the ‘Media Contact’ section

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Disclaimer: The views, suggestions, and opinions expressed here are the sole responsibility of the experts. No Digi Observer journalist was involved in the writing and production of this article.

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