Posts tagged with "Cision"

Art by Kaelen of 360 for use by 360 Magazine

FinnAir Introduces Business Light Ticket

Finnair brings more choice to customers, introduces Business Light ticket

Finnair will introduce a totally new Business Light ticket and renew its other ticket types on 15 June, addressing the increasing trend for personalization of the travel experience.  

Customers can choose a ticket for their needs from three ticket types – Light, Classic and Flex – that are available for both Business and Economy Class for all short-haul and most intercontinental journeys. When booking a ticket, customers select the travel class experience they prefer and the level of flexibility for making reservation changes – along with some additional services included in the ticket. The rest of the experience can be tailored with a wide selection of travel extras. 

There is an increasing need to personalize the travel experience, and our new ticket types offer opportunities for choice and tailoring says Ole Orvér, Chief Commercial Officer, Finnair. We want to offer our customers journeys that look like them, and we will be adding more choice and personalization opportunities to our offering as we re-introduce services and prepare for ramp-up of our operations.  

Business Light is a totally new ticket type designed especially for leisure travelers who want to travel light and affordably while enjoying Business Class comfort. Business Light includes carry-on baggage only. Reservation changes, refunds, airport priority services, lounge access and onboard internet are not included in the ticket price. Customers can always elevate their experience by choosing the travel extras that matter most for them.  

The Classic ticket is the most popular option allowing ticket date changes and including one piece of checked baggage. With a Classic ticket bought on 15 June or later, customers can make travel date changes flexibly, paying only the possible fare difference between the original and new tickets. A refund is not possible in the case of a customer cancelling their reservation.  

The Flex ticket is a fully flexible and refundable ticket option serving those whose plans can change. When changing travel dates with a Flex ticket, customers only pay the possible fare difference between the original and new tickets. In case a customer wants to cancel their trip, the ticket will be refunded. Flex tickets include checked baggage and advance seat reservation. A Flex ticket bought after 15 June doesn’t include airport priority services. 

Customers who purchased their tickets before 15 June will travel with their original tickets and the benefits that were included with them. Due to the coronavirus situation, Finnair offers all customers with bookings made latest on 31 August 2021 extra flexibility for travel date changes. 

More information is available at FinnAir’s website, Twitter, Facebook, Instagram and YouTube

About Finnair

Finnair is a modern premium network airline, specialising in passenger and cargo traffic between Asia and Europe. Helsinki’s geographical location gives Finnair a competitive advantage, since the fastest connections between many European destinations and Asian megacities fly over Finland. Finnair is the only Nordic network carrier with a 4-star Skytrax ranking and a member of the oneworld alliance. In 2019, Finnair’s revenues amounted to EUR 3,098 million and it carried over 14.7 million passengers. Finnair Plc’s shares are quoted on the Nasdaq Helsinki stock exchange.

Vaughn Lowery, 360 MAGAZINE, sara sandman, illustration

GameTruck Virtual Gaming Parties

Video Game Party Company Goes Virtual Helping Mom and Dad Save Birthday Parties

Arizona based, GameTruck, is adding Virtual Gaming Parties as part of their suite of video game party experiences guiding mom and dad to provide a virtual party experience.

GameTruck, the industry leader in mobile video game parties, is proud to announce a new offering to its video game party options: Virtual Gaming Parties.

Over the past 15 years, GameTruck, who invented the mobile video game party, has entertained and connected more than ten million children and their families across the country. Due to the extraordinary circumstances the world is facing, GameTruck is constantly looking for ways to get people connected. As a way to support communities, GameTruck officially launched Virtual Gaming Parties to provide entertainment and relief during this difficult time.

Virtual gaming parties offer customers a way to play and experience the joy of a video game party while practicing social distancing. A virtual gaming party will let up to 24 players connect with each other remotely through voice and text chat to communicate and join each other in the online games they share.

The goal of virtual gaming parties is to create a product that allows people to connect virtually while in-person parties are impossible. Moreover, GameTruck will insert the best parts of their in-person gaming parties and to create a virtual offering that is safe, easy, and tons of fun.

Here is how a virtual gaming party works:

GameTruck creates a private virtual party space for customers to join together, remotely.

Customers will play from their homes, and join the fun, remotely.

The GameCoach connects everyone, helps share friend codes, presents special challenges, and monitors the fun.

Customers will provide their own gaming equipment and games.

GameTruck will manage the setup, gameplay and will moderate the entire event.

“At its core, GameTruck is a human connection company. In-person social interaction has been the heart of our business. The current public health crisis gives us an opportunity to reimagine how to entertain communities without physically being together. We are excited to launch our Virtual Gaming Parties,” Founder Scott Novis said.

GameTruck virtual gaming parties are a turn-key solution to connecting people through video games. Scott Novis, GameTruck Founder, believes this offering could be a game-changer in the video game entertainment and esports market.

“With so many people staying home from school and work, our team came together and came up with a solution to connect people,” Novis said. “I am very proud to stand behind our virtual gaming party experience, and I believe we can continue our mission: to connect people through gaming.”

Virtual gaming parties will be available across the United States starting Monday, March 23, 2020. For more information, please visit: www.gametruckparty.com

About GameTruck™ and Global Youth Enterprises, LLC

Global Youth Enterprises, LLC is a human connection company that creates transformational video game experiences through excellence in entertainment, sports and learning. The company operates GameTruck™, and Gameplex™, franchises across the U.S. to deliver high-quality entertainment for private parties and corporate events. In addition, Bravous® Esports, serves the competitive and recreational Esports players of all ages. For more information, please visit www.globalyouthenterprises.com.

NFL, szemui ho, 360 MAGAZINE

iHeart Media x Anthem Sports

Anthem Sports & Entertainment and iHeart Media Announce Strategic Partnership

Partnership includes promotion of the Anthem properties across iHeartMedia’s multi-platform audio network; and collaboration on original programming

Anthem Sports & Entertainment Inc., a globally integrated multi-platform media company, and iHeartMedia, Inc. (NASDAQ: IHRT), America’s leading audio company, announced today that they have entered into a multi-year agreement to establish a strategic partnership under which the parties will collaborate on the co-production of original programming and on the marketing of Anthem’s properties across iHeartMedia’s multi-platform audio network.

The partnership comes at a time of expansion for Anthem, which acquired a majority interest in AXS TV in 2019, becoming partners with remaining shareholders Mark Cuban and Anschutz Entertainment Group while bringing Steve Harvey Global into the company as an investor and advisor on content development. Anthem also recently announced that it had become an investor and strategic partner in PlayersTV, the sports lifestyle digital network being launched by Players Media Group.

“We continue to build key strategic partnerships that expand our reach,” said Len Asper, Anthem CEO. “Our new partnership with iHeartMedia gives us unprecedented access to its quarter of a billion monthly listeners, reaching 9 out of 10 Americans each month through its national network of local radio stations and its ubiquitous digital app, live events, podcasts and other properties. Joining forces with iHeartMedia provides an invaluable opportunity to extend the reach of our brands, and to create unique and original content that serves our passionate communities.”

“It’s an exciting time for Anthem as they continue to expand their reach” said Peter Volynsky, Executive Vice President of Corporate Development and Ventures for iHeartMedia. “We are looking forward to collaborating with the Anthem team, offering even more unique and compelling content to our audiences, while also helping them build further awareness and grow their brand through our massive scale and national reach across our powerful multi-platform assets.”

Anthem Sports & Entertainment Inc.
Anthem Sports & Entertainment Inc. is a globally integrated multi-platform media company with offices and studios in Los Angeles, Denver, Nashville, New York, Toronto, London and Istanbul. Anthem’s portfolio includes AXS TV, a leading music, entertainment and lifestyle television channel; Fight Network, the world’s premier combat sports channel; IMPACT Wrestling, one of the world’s leading wrestling organizations specializing in original programming and live events; Game+, the leader in Esports and gaming content; GameTV, the home of game shows and competition-based reality series; and HDNet Movies, which features theatrically released films and documentaries. Anthem also has a significant ownership interest in Pursuit Channel, one of the top outdoor channels in the U.S.

About iHeartMedia
iHeartMedia (NASDAQ: IHRT) is the number one audio company in the United States, reaching nine out of 10 Americans every month – and with its quarter of a billion monthly listeners, has a greater reach than any other media company in the U.S. The company’s leadership position in audio extends across multiple platforms, including more than 850 live broadcast stations in over 150 markets; digital radio via its iHeartRadio digital service available across more than 250 platforms and 2,000 devices; through its on-air influencers; social; branded iconic live music events; and podcasts as the #1 commercial podcast publisher. iHeartMedia also leads the audio industry in analytics, targeting and attribution for its marketing partners with its SmartAudio product, using data from its massive consumer base. Visit iheartmedia.com for more company information.

Raising Children to Eat Greens

Getting children to eat their greens? Both parents need to set an example

A positive example set by both the mother and the father promotes the consumption of vegetables, fruit and berries among 3–5-year-old children, according to a new study from the University of Eastern Finland. The study explored the association of the home food environment and parental influence with the consumption of vegetables among kindergarten-aged children. The findings were published in Food Quality and Preference.

Children eat inadequate amounts of vegetables, fruit and berries across Europe and elsewhere, too. As the health and nutrition benefits of these foods are well-known, increasing their consumption among children is a challenge many countries are struggling with. Dietary habits also track from childhood to adulthood, and the period of early childhood is critical for adapting to a diet rich in greens.

The researchers studied the consumption of vegetables, fruit and berries, and the family’s home food environment, through a survey taken by parents. The study looked at 114 kindergarten-aged children and their parents (100) in Finland. Raw and cooked vegetables and fruit and berries were analysed separately.

The researchers found that to a certain degree, the consumption of vegetables is affected by different factors than the consumption of fruit and berries. Maternal example was associated with the consumption of raw and cooked vegetables as well as with the consumption of fruit and berries. Paternal example, on the other hand, was the strongest for cooked vegetables.

“This shows that teaching children to eat their greens is not something mothers should be doing alone. A positive example set by both parents is important, as is their encouragement of the child,” Researcher and Nutritionist Kaisa Kähkönen from the University of Eastern Finland says.

The study also showed that dinner is the most important meal at home when it comes to teaching children to eat vegetables. The families participating in the study often ate dinner together, highlighting the role of parental influence on the development of children’s dietary choices and preferences.

Dinner constitutes a daily opportunity to serve vegetables in a variety of different forms: as the main course, as a side dish, and as salad.

“Variation can be created by serving raw vegetables, such as the ever-popular cucumber and tomato, accompanied by cooked ones. In fact, many root vegetables, cabbages and squashes are best served cooked,”
Kähkönen says.

When it comes to eating fruit, evening snacks were the most important meal.

The study shows that many families still eat less vegetables, fruit and berries on average than would be beneficial in view of health promotion. Cooked vegetables and berries were the least eaten food items among the study population.

The Institute of Public Health and Clinical Nutrition at the University of Eastern Finland studies how food education in early childhood can support good nutrition among children and promote the establishment of healthy dietary habits.

The newly published study was carried out in collaboration between researchers from the Universities of Eastern Finland, Jyväskylä and Turku. The study was funded by the Jenny and Antti Wihuri Fund.