Skys the limit for SouthPeak

Following a whopping multi-million dollar merger with GSPAC, newly-named SouthPeak Interactive Corporation has told MCV that it will step up its game portfolio and take on the big guns of the publishing world.

The big-money merger with Global Services Partners Acquisition was revealed last week, a transaction which is made up of five million shares of common stock and $5 million cash – leaving the publisher valued at $31 million. The newly-flush firm said that now it intends to use the cash injection to expand its publishing operations over the next two years.

We’ll primarily be focusing on expanding our catalogue and building on the momentum we’ve developed over the last two years to strengthen our position,” Melanie Mroz, CEO of SouthPeak Interactive Corporation told MCV.

Already, our 2008 catalogue is filled with titles and we’re sure 2009 will be even bigger for SouthPeak.

We’ve always had the drive and means to be competitive within our sector. Now we have a rock-solid base on which to develop our publishing operation and serious expansion is entirely possible. For us, the sky really is the limit.”

When asked, Mroz refused to rule out using SouthPeak’s new cash stockpile for publisher or developer acquisitions.

We will always consider any opportunities presented to us, but our real focus is to work with independent studios who have innovative and compelling games,” she added.
For now, publishing is our aim, rather than bringing as much as possible in-house.”

About MCV Staff

Check Also

games [Industry news] Games for Change and Tencent Games expand Raising Good Gamers with new programme to help families navigate positive play in video games

[Industry news] Games for Change and Tencent Games expand Raising Good Gamers with new programme to help families navigate positive play in video games

Games for Change, in partnership with Tencent Games, today announced the launch of a new programme that builds on the Raising Good Gamers initiative, designed to help families engage more confidently with the role video games play in young people’s lives. With 3.3 billion people playing video games worldwide, video gaming is now a central part of everyday life - reinforcing the need for more informed, evidence‑based and balanced dialogue around play.