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AudioMob, Black Owned Gaming Ad Company Reaches $110 Million Valuation in One Year

AudioMob is a Black owned gaming advertisement company created to help developers monetize their games through non-interrupting audio ads.

Their unique in-game audio ad format allows gameplay and connects brands with highly engaged audiences. According to AudioMob, their clients see up to a 2000% increase in engagement when compared to banner ads.

Audiomob has been used in marketing campaigns for major artists like Nas and Justin Bieber, as well as brands such as Intel and Jeep.

Nas himself has commented, “It was interesting to witness the music react in a different landscape. It’s a dope medium for artists to connect with the globe.”

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AudioMob cofounders Christian Facey (left) and Wilfrid Obeng (right). AUDIOMOB

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AudioMob cofounders Christian Facey (left) and Wilfrid Obeng (right). AUDIOMOB

Founded in 2020, the UK-based company recently announced that it has successfully raised $14m for its series A funding, bringing its total valuation to a reported $110 million.

The funding will be used to expand the team in London and Abu Dhabi and develop more experimental audio technology. The company will also continue to file patents in more countries, build out its team and open up opportunities in other regions and markets.

Lead investors Makers Fund and Lightspeed Venture Partners. Additional investors include Sequoia Capital and Google which are known for producing unicorns including Snap and Epic Games alongside some music artists which takes total investment to date $16million.

Christian Facey, CEO at AudioMob told TechCrunch: “We’re thrilled to see investors’ excitement for AudioMob’s vision for long term success and our future. We’re on the precipice of innovating a whole industry with audio and now we’re able to build out our tech and team to ensure we’re disrupting the industry in the right way and ensure we eventually become a future tech industry unicorn.”

Wilfrid Obeng, CTO at AudioMob said: “We understand that consumers don’t want to be interrupted, advertisers want their ads to be heard and game developers want to ensure monetization does not affect retention. And now we have built products which meet all three needs.”

Tony O. Lawson


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