Press Release
Embrace MES and create an era of empire under the metaverse
MES (METAVERSE EMPIRE) is a virtual world game based on blockchain. It uses MES+MEF as the governance token of the entire game ecology to reward all game players and allow players to experience the leap in the history of human civilization in parallel time and space. From farming tribes to war civilization, a new “metaverse empire” was opened.
Play-to-earn will see the advanced path of encrypted games

The total global game profit in 2020 exceeds 300 billion U.S. dollars, and the most popular blockchain metaverse game is undoubtedly Axie infinity. The price of its native token AXS starts from 0.1 U.S. dollars and reaches 155 U.S. dollars in October 2021. The high price of the game created a 1550 times the myth of the richness of the metaverse game, and its market value reached 30 billion U.S. dollars. In addition, the current transaction volume of the game has exceeded 29.5 billion U.S. dollars. Axie’s achievements as a benchmark are enough to prove the development prospects of blockchain games. However, with the development of new technologies, it has moved forward with the banner of blockchain transforming the game industry. There are more than 100 categories but the scale is still not as large as traditional Internet games. One ten-thousandth of that, between power and resistance, every bit of attempt is commendable. In this context, MES has opened a new singularity, creating a powerful blockchain application game with epochal and financial attributes.
MES starts the transformation from a service provider to an infrastructure provider

The MES (METAVERSE EMPIRE) metaverse empire game is jointly initiated by a group of blockchain geeks and senior game enthusiasts from the UK and Canada. Based on the Binance Smart Chain to build a new gameplay of twin tokens MES and MEF+NFT+ Meta universe exchange, use the game ecological governance token MES as the value carrier to anchor virtual scene applications, and use the metaverse exchange platform governance token MEF for value Circulation aims to subvert the economic model of traditional games through the application of blockchain technology and give games more financial attributes.
Let players earn huge profits through games, reach a community consensus system, and establish a medium for value transmission. At the same time, every value transfer is accompanied by a deflation model and a destruction mechanism, thereby forming a stable economic system and value-driven model through the ecology of the MES+MEF combination.
Hundreds of millions of bonuses promote the development of the alliance, and the global node launch will start immediately

In terms of economic model, METAVERSE EMPIRE uses MES and MEF twin tokens, which complement each other;
The economic model of game ecological token MES is:
Total number of tokens: 30 million
Foundation 5% (locked for 3 years)
Node + private placement 5% (the average release is divided into 20 months before the game goes live, 5% per month)
Ecological development 10% (6 months after the game is online, it will be determined by the node voting according to the ecological development situation)
Technical Team (Operation Team) 10% (Before the game goes live, it will be released for 20 months and 5% per month)
Mining 70% (effective players reach 50,000, start mining, 3000 daily)

The MEF economic model for the governance token of the Metaverse Exchange platform is:
Total number of tokens: 900 million
Project party (operation team) 10%
Game output 90%

How can MES and MEF twins help the development of the game ecosystem?
70% of the total amount of MES needs to pledge NFT for mining output, and the NFT can only be synthesized by the exchange platform governance token MEF generated during the game. All MEF tokens used to synthesize the NFT will be destroyed to ensure that the MEF is good More importantly, NFT pledge mining starts only after the number of effective game players (players who purchase characters) reaches 50,000. There is no pressure on the market to add MES, and when it reaches 50,000, every day The newly added game players can also consume most of the 3000 MES newly added for mining to ensure the demand for MES and enable its price to develop steadily. The exchange’s platform governance token, MEF, in addition to purchasing equipment in the game and synthesizing the NFT of mining MES, as an exchange platform token will also be an unlimited destruction mechanism. MES and MEF complement each other and help each other’s development.
How to participate in the MES game?
The super nodes and nodes recruited by the MES game can not only enjoy the ultra-low price MES as the identity of the game participant builder, but also enjoy the weighted income brought by the global game character dividends, and because of the identity of the participating builder, in the future Voting governance can also be participated in the ecological development; In addition, low-threshold private equity allows more ordinary players to deploy in advance and enjoy the wealth brought by price increases. The entire economic model of twin tokens MES and MEF complements each other through rigorous algorithms. The interspersed application of, guarantees the good circulation value of the secondary market, so that all ecological builders participating in the game can enjoy the benefits of the era brought by the metaverse empire game.
MES4.0 ecological planning, iterative development of specific forms in the future

From a value-oriented point of view, the highlight of the MES game lies in its small total amount of tokens, extremely low circulation, low participation threshold, unlimited deflationary destruction of gold standard tokens, MEF synthesis of NFT destruction mining, and dual-token interspersed application destruction. Maximum limit, support for multiple languages, and have a variety of highly free gameplay. MES is not only an entertainment tool, but also allows the game scene to carry the virtual reality of identity, wealth, and network, so that all players can make money while playing, and all behavior trajectories will be accompanied by value orientation. From the perspective of the overall ecological layout, compared to being a participant, users are more eager to have power. This is a change from the previous game model, giving players more opportunities to plan the ecosystem, but it does not mean that it is developed according to personal wishes. What MES links is not only the integration and interaction between virtual space and the real world. Through a series of smart contracts with optimized liquid mining strategies, it can automatically seek the best profit strategy for users. The game has gradually crossed from 1.0 farming civilization to the Stone Age. In the era of war, the era of civilization will finally form a benign and sustainable era of empire. This is the ecological development of MES.
Metaverse will be an interface revolution between the real world and the digital world. The immersive experience will defeat the abstract program interface, and the real world will be seamlessly connected with the digital world through the immersive experience. The metaverse structured the technological interaction between virtual and reality. MES+MEF opened a new outlet for value transmission. The metaverse empire game innovation infinite deflation and destruction of the twin game token model will surely drive a new wave of metaverse game wealth creation effects. ,What are you waiting for? Join us and create your own metaverse empire together!
Telegram: https://t.me/metaverseempire
twitter:https://twitter.com/mempiregame
E-mail:metaverseempire@gmail.com
About Author
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.
Press Release
apanese Anime Captures 60% of Asian Entertainment Revenue While K-Pop’s 150M Global Fans Dominate Music Charts
According to JapanNews.info, the Asia-Pacific region generated more than 60% of the global anime market’s $34.3 billion in revenue during 2024. Meanwhile, K-Pop continues its extraordinary global reach, with the genre accounting for approximately 2% of the world’s population as dedicated fans.
Many Asian growing up in Japanese anime and manga, and nowadays a striking divide in Asian entertainment dominance, with Japanese anime commanding over 60% of entertainment revenue across Asia-Pacific while K-Pop maintains its global music supremacy with an estimated 150 million fans worldwide.

According to comprehensive industry data compiled by Japan News Info and PR News Releaser, the Asia-Pacific region generated more than 60% of the global anime market’s $34.3 billion in revenue during 2024, driven by streaming platform expansion, merchandise sales, and cross-media adaptations. Meanwhile, K-Pop continues its extraordinary global reach, with the genre accounting for approximately 2% of the world’s population as dedicated fans.
Anime’s Regional Dominance
The anime industry’s stronghold in Asia reflects decades of cultural integration and recent digital transformation. Market research indicates Asia-Pacific held between 38.7% to 62.7% of global anime market share in 2024, with total regional revenue projected to reach $18.1 billion by 2030.
“Asia-Pacific dominated the anime market with the largest revenue share in 2024, driven by increasing consumption of digital content and the popularity of streaming services,” according to industry analysts. Japan remains the production epicenter, while China, South Korea, and Southeast Asian nations have emerged as major consumption markets.
Streaming platforms have accelerated anime’s accessibility across the region. Netflix expanded its anime catalog to 240 titles in 2024, while specialized platform Crunchyroll tripled its subscriber base from 5 million to over 15 million between 2021 and 2024. Notably, 69% of Gen Z respondents report watching anime content, compared to 57% of millennials.
The merchandising segment represents the largest revenue stream, accounting for approximately 29-32% of total anime market value. Popular franchises like Demon Slayer, Attack on Titan, and Jujutsu Kaisen generate substantial revenue through licensed products, games, and cross-media adaptations.
K-Pop’s Global Music Supremacy
While anime dominates Asian entertainment broadly, K-Pop maintains undisputed leadership in the global music industry. Industry estimates place the worldwide K-Pop fanbase at over 150 million individuals as of 2024, with the genre generating over $5.8 billion in annual revenue.
K-Pop’s influence extends far beyond Asia, with major markets in North America, Latin America, Europe, and the Middle East. Groups like BTS and BLACKPINK have achieved unprecedented international success, with BTS generating over $4.65 billion annually for South Korea’s economy and BLACKPINK’s music videos regularly surpassing one billion views.
Social media has proven instrumental in K-Pop’s global expansion. Over 7.8 billion K-Pop-related tweets were posted worldwide in 2021, representing a 16% increase from the previous year. The genre’s carefully orchestrated fan engagement strategies, multilingual content, and polished visual productions have created dedicated international communities spanning diverse demographics.
Major streaming platforms have recognized K-Pop’s commercial potential, with artists consistently appearing on global charts. BTS’s “Butter” spent 10 non-consecutive weeks at #1 on the Billboard Hot 100, while multiple K-Pop groups have achieved top-10 debuts on the Billboard 200 album chart.
Regional Dynamics and Market Trends
The entertainment landscape reveals distinct consumption patterns across Asia. While K-Pop enjoys strong popularity in Japan—with groups like Stray Kids and TWICE ranking among Japanese teens’ favorite acts—anime maintains broader entertainment market share through its integration with gaming, merchandise, and digital platforms.
Southeast Asian markets show particularly high engagement with both formats. Thailand and Indonesia report anime engagement rates of 59% and 56% respectively, while also hosting substantial K-Pop fanbases with dedicated concert audiences and streaming communities.
Industry experts note the genres serve complementary rather than competing roles. “Young Koreans are now openly consuming Japanese culture, including anime, without the historical stigma,” according to cultural analysts studying cross-border entertainment trends. Similarly, Japanese audiences have embraced K-Pop artists, creating a mutually beneficial cultural exchange.
Future Outlook
Both industries show robust growth trajectories. The global anime market is projected to reach $60-68 billion by 2030-2033, with streaming revenue expected to triple from $3.7 billion to $12.5 billion internationally. Technological innovations including AI-assisted production and virtual reality experiences are expanding creative possibilities.
K-Pop continues aggressive global expansion through strategic partnerships, multilingual releases, and international collaborations. Industry revenue surpassed $10 billion in 2020 and continues growing, with South Korea’s entertainment exports contributing over $5 billion to the national GDP.
The divergent success patterns—anime’s regional entertainment dominance versus K-Pop’s global music leadership—underscore how different content formats achieve international influence through distinct strategies and audience engagement models.
JapanNews.info provides comprehensive coverage and analysis of Japanese culture, entertainment, and society for English-speaking audiences worldwide. The platform delivers original reporting and data-driven insights on trends shaping Japan’s global cultural influence. (Market data compiled from Grand View Research, SkyQuest Technology, Parrot Analytics, IMARC Group, Mordor Intelligence, Korean Foundation for International Cultural Exchange, and industry reports published 2024-2025.)
Media Contact
Organization: PR NEWS AI LLC
Contact Person: Rachel Weiss
Website: https://prnews.ai
Email: Send Email
Contact Number: +19152134473
City: Dover
State: Delaware
Country:United States
Release id:39779
The post Japanese Anime Captures 60% of Asian Entertainment Revenue While K-Pop’s 150M Global Fans Dominate Music Charts 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
About Author
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.
Press Release
Japanese Anime Captures 60% of Asian Entertainment Revenue While K-Pop’s 150M Global Fans Dominate Music Charts
According to JapanNews.info, the Asia-Pacific region generated more than 60% of the global anime market’s $34.3 billion in revenue during 2024. Meanwhile, K-Pop continues its extraordinary global reach, with the genre accounting for approximately 2% of the world’s population as dedicated fans.
Many Asian growing up in Japanese anime and manga, and nowadays a striking divide in Asian entertainment dominance, with Japanese anime commanding over 60% of entertainment revenue across Asia-Pacific while K-Pop maintains its global music supremacy with an estimated 150 million fans worldwide.

According to comprehensive industry data compiled by Japan News Info and PR News Releaser, the Asia-Pacific region generated more than 60% of the global anime market’s $34.3 billion in revenue during 2024, driven by streaming platform expansion, merchandise sales, and cross-media adaptations. Meanwhile, K-Pop continues its extraordinary global reach, with the genre accounting for approximately 2% of the world’s population as dedicated fans.
Anime’s Regional Dominance
The anime industry’s stronghold in Asia reflects decades of cultural integration and recent digital transformation. Market research indicates Asia-Pacific held between 38.7% to 62.7% of global anime market share in 2024, with total regional revenue projected to reach $18.1 billion by 2030.
“Asia-Pacific dominated the anime market with the largest revenue share in 2024, driven by increasing consumption of digital content and the popularity of streaming services,” according to industry analysts. Japan remains the production epicenter, while China, South Korea, and Southeast Asian nations have emerged as major consumption markets.
Streaming platforms have accelerated anime’s accessibility across the region. Netflix expanded its anime catalog to 240 titles in 2024, while specialized platform Crunchyroll tripled its subscriber base from 5 million to over 15 million between 2021 and 2024. Notably, 69% of Gen Z respondents report watching anime content, compared to 57% of millennials.
The merchandising segment represents the largest revenue stream, accounting for approximately 29-32% of total anime market value. Popular franchises like Demon Slayer, Attack on Titan, and Jujutsu Kaisen generate substantial revenue through licensed products, games, and cross-media adaptations.
K-Pop’s Global Music Supremacy
While anime dominates Asian entertainment broadly, K-Pop maintains undisputed leadership in the global music industry. Industry estimates place the worldwide K-Pop fanbase at over 150 million individuals as of 2024, with the genre generating over $5.8 billion in annual revenue.
K-Pop’s influence extends far beyond Asia, with major markets in North America, Latin America, Europe, and the Middle East. Groups like BTS and BLACKPINK have achieved unprecedented international success, with BTS generating over $4.65 billion annually for South Korea’s economy and BLACKPINK’s music videos regularly surpassing one billion views.
Social media has proven instrumental in K-Pop’s global expansion. Over 7.8 billion K-Pop-related tweets were posted worldwide in 2021, representing a 16% increase from the previous year. The genre’s carefully orchestrated fan engagement strategies, multilingual content, and polished visual productions have created dedicated international communities spanning diverse demographics.
Major streaming platforms have recognized K-Pop’s commercial potential, with artists consistently appearing on global charts. BTS’s “Butter” spent 10 non-consecutive weeks at #1 on the Billboard Hot 100, while multiple K-Pop groups have achieved top-10 debuts on the Billboard 200 album chart.
Regional Dynamics and Market Trends
The entertainment landscape reveals distinct consumption patterns across Asia. While K-Pop enjoys strong popularity in Japan—with groups like Stray Kids and TWICE ranking among Japanese teens’ favorite acts—anime maintains broader entertainment market share through its integration with gaming, merchandise, and digital platforms.
Southeast Asian markets show particularly high engagement with both formats. Thailand and Indonesia report anime engagement rates of 59% and 56% respectively, while also hosting substantial K-Pop fanbases with dedicated concert audiences and streaming communities.
Industry experts note the genres serve complementary rather than competing roles. “Young Koreans are now openly consuming Japanese culture, including anime, without the historical stigma,” according to cultural analysts studying cross-border entertainment trends. Similarly, Japanese audiences have embraced K-Pop artists, creating a mutually beneficial cultural exchange.
Future Outlook
Both industries show robust growth trajectories. The global anime market is projected to reach $60-68 billion by 2030-2033, with streaming revenue expected to triple from $3.7 billion to $12.5 billion internationally. Technological innovations including AI-assisted production and virtual reality experiences are expanding creative possibilities.
K-Pop continues aggressive global expansion through strategic partnerships, multilingual releases, and international collaborations. Industry revenue surpassed $10 billion in 2020 and continues growing, with South Korea’s entertainment exports contributing over $5 billion to the national GDP.
The divergent success patterns—anime’s regional entertainment dominance versus K-Pop’s global music leadership—underscore how different content formats achieve international influence through distinct strategies and audience engagement models.
JapanNews.info provides comprehensive coverage and analysis of Japanese culture, entertainment, and society for English-speaking audiences worldwide. The platform delivers original reporting and data-driven insights on trends shaping Japan’s global cultural influence. (Market data compiled from Grand View Research, SkyQuest Technology, Parrot Analytics, IMARC Group, Mordor Intelligence, Korean Foundation for International Cultural Exchange, and industry reports published 2024-2025.)
Media Contact
Organization: PR NEWS AI LLC
Contact Person: Rachel Weiss
Website: https://prnews.ai
Email: Send Email
Contact Number: +19152134473
City: Dover
State: Delaware
Country:United States
Release id:39779
The post Japanese Anime Captures 60% of Asian Entertainment Revenue While K-Pop’s 150M Global Fans Dominate Music Charts 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
About Author
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.
Press Release
Xepeng Defines Merchant Outcome: Rupiah Settlement, Not Digital Asset Custody
Xepeng focuses on how merchants receive settlements exclusively in Rupiah without digital asset custody.
Denpasar, Bali, Indonesia, 2nd Jan 2026 — Xepeng today outlines the merchant outcome on its platform, focusing on how merchants receive settlements exclusively in Indonesian Rupiah (IDR) without any requirement for digital asset custody or management at any stage in the transaction lifecycle.

Xepeng’s design separates the initiation instrument, a customer’s digital asset, from the commercial event recorded by the merchant. The platform executes conversion and settlement so merchant cash flow remains bank-native, while Xepeng manages identity verification, risk controls, and conversion mechanics on the backend.
Merchants provide a transaction reference to confirm the commercial purpose. Funds are then transferred directly to the merchant’s bank account in Rupiah, maintaining familiar cash flow patterns. This approach means merchants never hold, store, manage, or account for digital assets at any stage. There is no need for wallets, private keys, or exchange registrations, reducing operational complexity.

The design supports standard practices in Indonesia, where merchants continue with Rupiah-based invoicing, reconciliation, accounting, and tax reporting. By handling all digital mechanics on the backend, Xepeng enables merchants to benefit from expanded international digital payment sources without altering their core operations.
“Merchants should not have to become asset custodians to accept new forms of international value,” said Budi Satrya, CMO of Xepeng. “Our role is to translate global value into clear Rupiah settlements so businesses can focus on service, not custody.”
Indonesia’s financial system prioritizes Rupiah for domestic transactions to promote stability and local circulation. Xepeng’s settlement model aligns with this by ensuring outcomes remain in local currency, supporting economic retention.
As international digital payments evolve, platforms like Xepeng provide merchants with a structured way to access new value streams while staying within established local practices.
About Xepeng
Xepeng provides a payment conversion platform that enables Indonesian merchants to receive Rupiah settlements from international digital payment sources without holding or managing digital assets.
Media Contact
Organization: Xepeng
Contact Person: Budi Satrya
Website: https://xepeng.com/
Email: Send Email
Contact Number: +6287862024247
Address:Jl. Cut Nyak Dien No.1, Renon
Address 2: Denpasar Selatan, Bali
City: Denpasar
State: Bali
Country:Indonesia
Release id:39776
The post Xepeng Defines Merchant Outcome: Rupiah Settlement, Not Digital Asset Custody 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
About Author
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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