Strexm

Quezon City, Philippines Founded: 2015 • Age: 11 yrs Acquired By SplitmediaLabs
Esports gameplay videos are edited and broadcast via Strexm software.

About Strexm

Strexm is a Media & Entertainment company based in Quezon City (Philippines) founded in 2015, and was acquired by SplitmediaLabs in September 2016. Esports gameplay videos are edited and broadcast via Strexm software. Its focus areas include Gaming, Gaming Tech, Gamers Tools and Streaming Management.

Company details

Strexm was founded in 2015 in Quezon City, Philippines, as esports broadcasting software. Gameplay videos from titles such as CS:GO, Battlefield, and Call of Duty are edited by users through the platform. These edited videos are then streamed to viewers via Twitch accounts. Operations focus on supporting gamers in content creation and distribution within the esports sector.

Key Metrics

Investors in Strexm

Strexm has secured backing from 1 investor. Prominent investors backing the company include SplitmediaLabs.

All
InvestorDescriptionFounded YearDomainLocation
Develops and publishes multimedia tools for streaming, recording, and AI video enhancements.
2009splitmedialabs.comQuezon, Philippines
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Investor details for Strexm

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Timeline of Strexm

2 dated milestones of Strexm across 1 years, from founding to its latest funding, stage changes and deals.

  1. Founded Strexm is founded.
  2. Exit Acquired by SplitmediaLabs.
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Frequently Asked Questions about Strexm

Strexm was founded in 2015.

Strexm is headquartered in Quezon City, Philippines.

Strexm was founded in 2015 in Quezon City, Philippines, as esports broadcasting software. Gameplay videos from titles such as CS:GO, Battlefield, and Call of Duty are edited by users through the platform. These edited videos are then streamed to viewers via Twitch accounts. Operations focus on supporting gamers in content creation and distribution within the esports sector.

Strexm has 1 investor. Key investors include SplitmediaLabs.

Yes. Strexm was acquired by SplitmediaLabs in September 2016.

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