PIF-owned Savvy Games expands ’s gaming footprint

The Esports World Cup in Riyadh brought together 2,000 players from 200 clubs com- peting for a $70 million prize pool across 24 titles. (SPA)
The Esports World Cup in Riyadh brought together 2,000 players from 200 clubs com- peting for a $70 million prize pool across 24 titles. (SPA)
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Updated 27 August 2025

PIF-owned Savvy Games expands ’s gaming footprint

PIF-owned Savvy Games expands ’s gaming footprint
  • Centerpiece was the Esports World Cup which brought together 2,000 players from 200 clubs competing for a $70 million prize pool across 24 titles

RIYADH: Savvy Games Group has underlined its commitment to ’s gaming and esports ecosystem, noting strong growth in its 2024 annual report.

The Riyadh-based company, fully owned by the Public Investment Fund, said it had made major strides across three pillars — game development and publishing, esports, and ecosystem building in the Kingdom.




The Esports World Cup in Riyadh brought together 2,000 players from 200 clubs com- peting for a $70 million prize pool across 24 titles. (SPA)

The centerpiece was the Esports World Cup, held in Riyadh, which brought together 2,000 players from 200 clubs competing for a $70 million prize pool across 24 titles.

Under its “ecosystem building” pillar the company launched the Savvy Academy, which focuses on games and esports education, as well as seven new partnerships to build the domestic sector.

FASTFACT

Savvy Academy is introducing training programs to support the domestic games and esports ecosystem.

Through partnerships with Princess Nourah University and King Abdulaziz University, and international companies including AWS, Unity and Feed Me Light, the academy is introducing training programs to support the domestic games and esports ecosystem.




Brian Ward, Savvy Games Group CEO

“We are working with the Ministry of Education on programs to roll out across 32,000 primary and secondary schools in the Kingdom, to give young people (the chance) to work with game development tools,” Brian Ward, group CEO of Savvy Games Group, told Arab News.  

Their “Next-Gen” program gives Saudi students hands-on experience in game development.




The Esports World Cup in Riyadh brought together 2,000 players from 200 clubs com- peting for a $70 million prize pool across 24 titles. (SPA)

“It was so successful in terms of their enthusiasm, their immediate adoption to the technologies in terms of game design, concepting, taking the concept to ideation,” Ward said. “We think kids would love this. (They) were so amazing.” 

While strengthening the Kingdom’s domestic sector, Savvy also expanded its global publishing operations. The company acquired Scopely in 2023 for $4.9 billion, and since then the publisher has tripled in size.

We are working with the Ministry of Education on programs to roll out across 32,000 primary and secondary schools in the Kingdom, to give young people (the chance) to work with game development tools.

Brian Ward, Savvy Games Group CEO

“Scopely is now the second largest mobile games publisher in the world,” said Ward.  

In March this year, Scopely signed a $3.5 billion deal to acquire the video game division of Niantic Labs, including Pokemon Go.

Scopely’s “Monopoly Go” became the fastest game to reach $5 billion in revenue, and the company was named one of TIME’S 100 Most Influential Companies for a second consecutive year. 




Walter Driver, Co-founder and co-CEO of Scopely. (Supplied)

At a media roundtable in Riyadh on Monday, Scopely co-founder and co-CEO Walter Driver said: “We saw over 5 billion hours of play time last year and perhaps the most unique aspect of this experience was 50 percent of our players were active on any given day playing seven days a week.  

“Since we have started Scopely, we have had over 1 billion people download our products,” he added.

With SR142 billion ($38 billion) allocated by PIF to accelerate gaming sector growth, Savvy said it would continue investing globally while anchoring development in .

Its strategy is aligned with the National Gaming and Esports Strategy to position the Kingdom as a global leader in the industry by 2030.


British Council introduces AI tool to aid learners of English and provide feedback

British Council introduces AI tool to aid learners of English and provide feedback
Updated 04 November 2025

British Council introduces AI tool to aid learners of English and provide feedback

British Council introduces AI tool to aid learners of English and provide feedback
  • The AiBC system is described as a support tool for traditional learning, rather than a replacement for teachers and formal lessons
  • Learners can repeat exercises as often as they like and the AI-powered engine provides personalized feedback on grammar, vocabulary, fluency and clarity

RIYADH: The British Council has introduced a new artificial intelligence-powered engine that helps people learning English to practice speaking the language, and provides them with real-time feedback.

The system, called AiBC, is described as a support tool designed to work alongside traditional learning rather than a replacement for teachers and formal lessons, offering an additional way for learners to build fluency and confidence between classes.

The organization said AiBC was developed internally by its English-language specialists, drawing on the organization’s 90 years of experience in teaching and assessing the language. Rather than multiple-choice exercises, the system uses simulated conversations designed to reflect real-life scenarios.

“AiBC now brings together our teaching expertise with AI so we can help learners practice life-like conversations, progress, and communicate confidently anytime, anywhere,” said Mark Walker, the British Council’s director of English and exams.

Learners can repeat the AI-powered exercises as often as they like and the engine generates downloadable reports with personalized feedback on grammar, vocabulary, fluency and clarity. The aim was to create a safe, judgment-free space for learners to help reinforce what they cover in class, the organization said.

It describes the system as “human-first,” because teachers and live lessons remain central and the AI functions as an extra layer for practicing, and said it was designed this way because many learners want flexible speaking opportunities outside of formal classroom sessions.

The launch of the system comes after the British Council highlighted research that found almost 80 percent of teachers in the UK had already changed how they design assignments because of AI. The organization said the new engine responds to this shift by using technology to extend the learning experience, rather than attempting to automate it.

The tool will initially be available to existing users of the organization’s online-learning platform. No additional release details or pricing information were immediately available.

The British Council is a UK organization operating in more than 100 countries that specializes in cultural relations and educational opportunities, and is known globally for its English-language teaching and exam programs.