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Friday, November 15, 2024

Read my writing on The Deck

News website The Deck s where you can see more of my coverage of:
- Wrestling (WWE, independent wrestling, Japanese wrestling / プロレス, and international wrestling
- Soccer / Football
- Other sports and combat sports
- Gaming
- Technology

https://thedeck.news/author/hwilliams1313/

Thursday, November 14, 2024

[Michinoku Pro] Ticket Information for Michinoku Pro's 12/13/24 event at the Korakuen Hall!

Join Michinoku Pro on December 13 (6:30 PM start time) at the Korakuen Hall for Michinoku Pro's biggest show of the year! This will also be the last time that Michinoku Pro will be appearing at the Korakuen Hall this year. You can read a preview of the event here.

Tickets are available at Lawson, Ticket Pia, e +, Famiport, Korakuen Hall 5th Floor Office, Champion, and via Michinoku Pro Wrestling Telephone Reservation- 019 (687) 2431.

[Michinoku Pro] Ticket Information for Michinoku Pro's 11/17/24 event in Sendai!

Join Michinoku Pro on November 17 (1:00 PM start time) at Yume Messe West Hall in Sendai! You can read a preview of the event here.

Tickets are available via Michinoku Pro Wrestling Telephone Reservation- 019 (687) 2431.

Friday, November 8, 2024

Archive Interview: Craig Johnson (Jon Horton)

(originally published 10/19/03)


Craig Johnson (Jon Horton) worked for the GWF and the USWA as their Play-by-Play announcer. In this interview, he discusses the GWF, USWA, WCW, and more.

Q: Why did you enter the pro-wrestling industry?

A: I was a long time fan of the sport as a little kid. As a teenager, I spent many a Friday summer night at Charleston County Hall at the Mid-Atlantic Championship Matches. Then when I moved to Texas, I was a regular fan at the Sportatorium during the Freebird/Von Erich rivalry. After graduating, I began work with Lee Martin Productions in Dallas, the company that Max Andrews did syndication for. I told Max that if ever he needed a fill in host when Marc Lowrence was on vacation, that I would love to do it. I was a regular sport Play-by-Play guy, but loved the idea of doing wrestling. On my birthday in 1991, I went out to Dallas to fill in for Lowrence, but found out he had retired from announcing. I was not going to be auditioning to be the fill in - I was going to be the guy if they liked me. Well, my first meeting with Jerry Jarrett was interesting as I brought a different style of announcing to the table. I had done my research on the wrestlers before coming in - just like I would have done for a basketball game or a football game. When I went out for my first taping, I brought all that knowledge with me, and at the intermission, I went back to the dressing room, where the guys and Jerry were monitoring the show. They all were convinced that I had done wrestling before. I said - guys - I am a sports broadcaster and today the sport is Wrestling. I was hired to work there on the spot.

Q: Why did you work under the name, "Craig Johnson" as opposed to your real name? Was this ESPN's idea?

A: I wanted to save my Real Name for actual sports Play-by-Play, and I really thought this was going to be a summertime fill-in thing. My original name was Jon Craig Horton, but my parents changed it at the last minute, so that's where the Craig came from. The Johnson was because I was John's son.

Q: What was the best part about being in the business?

A: Easily, it was the friendships I made. I still keep in touch with [Scott] Hudson, [Joe] Pedicino and [Steve] Prazak. It's always great to see some of the other guys, but I was never one to be invited backstage like a lot of my other friends were. Don't know why, but it only happened once when Percy Pringle brought me backstage at a WWF event to see some of the guys.

Q: What are your thoughts on the following former USWA members:

STEVE AUSTIN- Great guy, and really wanted to be the best he could be. It's amazing to see what his persona has become. He has always had the charisma, but I don't think any of us would have ever thought he would be where he is today. He deserves it.

CHRIS ADAMS- Chris and I got along, but to be frank, I think he was always looking out for himself and how to get himself over. I never saw the bad side of him, but I never saw something that would make me want to be his friend.

JEANNIE ADAMS- Jeannie and I became close friends during my stint there, and even went out to lunch once. As a single guy, I thought it was great, but never thought of it as anything but friends (although I thought she was sexy as all get out). I had no idea she was going out with Steve. Call me naive. Our favorite moment came during an interview where she was talking about cutting Toni's hair. She had broken her wrist the night before, and was holding the scissors with the hurt wrist. During the interview, she spun around and almost stabbed me in the nether regions - yep - down there. Well, I winced and left the interview handing the mic to Percy while she could not stop laughing. We did everything in one take so she somehow got herself together, I stepped back in and we went to commercial. When I came back to the dressing room, we were all cracking up about it.

JERRY JARRETT- I enjoyed working for Jerry. And I think he thought I was a pretty good announcer - different, but good. The best Jerry story I can think of was during an early Saturday production meeting upstairs at the Sportatorium, he was telling me about an angle they were doing with Akbar and Jeff. I was half asleep... and found myself engulfed in a fireball. My chair toppled back, I hit my head on the wall and everyone lost it. I laughed the hardest. He just said "Wanted to see if you were awake Craig." After that I was!

TONI- See the note about Chris. She was nice enough, but not someone I ever got to know.

Q: Why did you leave USWA for the GWF? Were you actually under contract with ESPN and therefore worked for the GWF when they replaced the USWA as ESPN's wrestling show, or was there another reason?

A: I never under contract to anyone. I worked because I wanted to. My leaving the USWA came from the fact I had a real job - and that was as the Play-by-Play voice of George Washington University basketball, and as an announcer for the Major Indoor Lacrosse League. Jerry flew me in for some massive tapings, as he had lost the Sportatorium for a while, and we taped on the road. But when he got the building back, he brought in Michael St. John. In my early days of doing USWA, I was also working on the syndication end of the business. It was there I first talked to Boni Blackstone, as WVEU was one of the stations that USWA aired. I called her and asked her what she thought of my work. She passed the phone to Joe Pedicino, who was there putting his Saturday show together. Joe gave me a critique. I found out later that he thought that I knew about the Global deal, when in fact, I just wanted to get a critique of my work from someone in the business. About four months later, I had lunch with Joe and Boni at a barbeque place in Dallas. They asked me about my background and wanted to know if I wanted to do the business full-time. I said it sounded interesting. It was there he told me about Global. In fact, he had already decided on Chris Cruise to be his main guy over another announcer who had also applied. His name was Eric Bischoff. For some reason, Joe liked my attitude and style, and decided that I would be the Voice of the GWF.

Q: When the GWF first started, it had been believed that Joe Pedicino had a backer from Nigeria who was going to invest $10 million dollars into the company. When did it become apparent that the GWF did not have the financial stability that it was originally believed to have had?

A: Olu Oliami was a con artist. That's the simple fact. It was when the Overstreet family and Joe decided to go on with the project that I knew it was not going to be a high-dollar promotion, but it was a job. When the Overstreets pulled out, I thought time was going to be short. It actually was longer as Max funded things. However, my job was not paying enough for me to carry on, and they did not want to travel me. So I just said goodbye on good terms.

Q: What are your thoughts on the following former GWF members:

SCOTT HUDSON- One of my best friends and possibly one of the funniest guys I know. I wish I lived in Atlanta to keep up my friendship with him and Prazak (Steven DeTruth) but I am on the West Coast with my real life. I miss those guys a lot. Steve and Scott were both groomsmen in my wedding. The Shenanumake Post newsletter that we all put together is still some of the funniest stuff I ever was a part of. We still talk about it to this day.

BRUCE PRICHARD- A great guy who I stayed in touch with when he went on to the WWF. He was appreciative of me lobbying to bring him into the GWF, but I could never get him interested in me coming to the WWF.

STEVEN DETRUTH (now with NWA Wildside as Steve Prazak)- See note about Scott.

MIKE DAVIS- Funny guy. I don't think either one of us thought that Viper gimmick would last - I didn't think it would be my last moment in wrestling either.

EDDIE GILBERT- I miss Eddie. There were two parts to Eddie. The first was the guy who brought Madusa to my house for a badly cooked Spaghetti dinner, and told me that it was one of the nicer moments he had had in a long time. The other was the side that was so creative that it bordered on Genius. It's sad he went like he did - but Eddie never slowed down. I really think that if he were around today, and he had cleaned up his act, he would be writing Raw and we would all be loving it.

BARRY HOROWITZ- He was the only guy I ever got to write a gimmick for, and luckily, he thanks me for it. The Winner actually had a lot more to go on the angle when the money ran out. Barry was not going to win another match, but he wasn't going to lose either. It was a funny idea, and one I wish I could have finished.

GIANT WARRIOR- Big Guy - only saw him once. Can't remember that much. I'll bring it up here. Those guys were a lot shorter to me than they were to the fans. I actually stooped to make them bigger, as I am a legit 6-4. When they brought in the guy who was supposed to be a 7-footer, and I was head to head with him - I had to make myself small quickly.

SCOTT ANTHONY (now with NWA-TNA as Raven)- One of my favorite guys to work with. Sent him a note a couple of years ago that made him laugh. He's so funny, yet his character is so dark. Never knew the Raven side of him, but think he could have gone a long way with a funny character. Shows what I know.

JOE PEDICINO- Like a Dad to me at times. He and Boni called me "their thun" (you have to do a Dusty accent when you say that). I still talk to him today, about business. He is a person I greatly respect and wish nothing but the best for.

MAX ANDREWS- I saw Max last year at a Broadcasting convention in Las Vegas. He's the same guy. I think he had a good thing going, but thought that he would be a good talent instead of sticking with what really made him money - syndication. I think it might have cost him. He's in Oklahoma now (home for him) working in Education. He seems great, and I hope he is.

DOYLE KING- Never liked his commentary - and I think he would probably say the same thing about mine. Just thought he did not get it.

Q: During your time with the GWF, the promotion was being presented as a company that not only had an American office, but it also had a main office in Barcelona, Spain. The main home for GWF shows was the, "Globaldome". The first World Tag Team Champions were supposed to have been The English Lords, a team that had never actually existed. Do you think that the GWF would have benefited financially if they instead would have acknowledged that their shows were actually done at the world-famous Sportatorium, and that they were a brand new promotion based in Texas featuring stars of the future and the best pro-wrestling entertainment?

A: I think Joe wanted to start new rather than being a Texas show. People were used to the USWA and World Class. We were not wanting to stay in the Sportatorium forever. I think the Globaldome was our Center Stage - a great place to shoot that didn't cost much. As for the English Lords and Baron Von Steiger/Steiner/Stagger - I think that was a mistake - but a small one.

Q: Both you and Scott Hudson had a very unique announcing style. During a time period when WWE and WCW never mentioned a promotion by name (unless it has a promotion that they were working with), it was very common on GWF-TV to hear both of you mention other promotions by name, and whenever a talent left GWF and went to WWE or WCW, it would be stated. Did Joe Pedicino ever have a problem with this, or did he consider that the sign of a good announcer?

A: That was actually my idea, and it came from my background as a regular sports announcer. In basketball or football, you always referred to an athlete's school or college, and established their background by what they had accomplished. We brought the same to wrestling. If they did well in another promotion, it helped establish them as credible wrestlers. You will also notice I talked about their other sports and their legit athletic backgrounds as well. It was very much on purpose, and Joe loved the idea. Sure got everyone talking. When someone left, we always wished them well, because in EVERY case, they left by saying thanks for helping them get to where they were going. We knew we did not have the money to keep them around, so we made the best of it and talked about them after they left.

Q: Did you prefer working for the USWA or the GWF?

A: Both were great. The GWF was a full-time job - so I got to be a bigger part of that promotion, including some creative stuff which was fun.

Q: Why did you leave the GWF?

A: Money, and the lack of it.

Q: If the GWF had given you creative control, what would you have done differently? Do you think that they would still be here today if you had been at the helm?

A: I don't think anything short of a network contract could have saved it. We were talking to Pay Cable (HBO or Showtime) about a new show. We also were planning a Pay Per View which would have been on the deck a US Navy Aircraft Carrier, There were a lot of fresh ideas, but no money to make them happen.

Q: Which do you feel was your best match that you ever called?

A: The Terry Gordy-Cactus Jack match ranks up there, as does the Lightning Kid-Jerry Lynn classic, which people still talk about today.

Q: Which match did you enjoy calling the most?

A: The Kid-Lynn match

Q: Did you have any interest in becoming a heel announcer?

A: I was a heel manager for one night in Georgia for an indy that only ran one time. I had them put my name in small letters on the posters, even though I might have been the best known person on the card that night with all the ESPN and television exposure. I turned heel after I was shoved by one of the bad guys who blamed it on a good guy. One of the most fun nights I ever had.

Q: Were you a wrestling fan before you were in the business?

A: I started watching Wrestling and Roller Derby on WDCA TV 20 in Washington, DC. I really got hooked when I spent the summers in Charleston, SC and got to see Mid Atlantic and World Wide wrestling.

Q: After leaving the business, did you continue to follow pro-wrestling, meaning watching it often on television, going to shows, etc.?

A: Still watch it now, although I tape it and fast forward through most of it. I went to Wrestlemania by myself last year when it came to Seattle. Thought it was an awesome show, and had the thoughts of - wow - Steve Austin is down there and I am sitting up here in the stands. I could have been there as an announcer - but oh well.

Q: In a 1996 Eric Bischoff Prodigy Chat, you had introduced yourself to Bischoff as, "the announcer who was too tall to work for you". Had you really ever seeked employment with WCW?

A: Yes - Definitely, and Bischoff told me under no uncertain terms that I was too tall and could NEVER work for him. So I basically gave up, but I did try for a long time. I never gave the WWF much consideration, and they never thought of me either. I really think I could have done well in either, but who knows. I tried to contact Jarrett for TNA, but never got through to him. That was my last attempt to become Craig Johnson again.

Q: How do you want wrestling fans to remember Craig Johnson?

A: As an announcer who genuinely got excited about what he was doing, and wanted to be the best announcer - wrestling or otherwise - that I could be.

Q: What is your long-term goal?

A: I am now on the creative side of television, and am even pitching a Sitcom I created to Paramount later this month. I have Six regional Emmy Awards and 17 nominations, all for production of sports shows. I would have never gotten any of those working in wrestling. I hope to get the Sitcom and a could of game shows off the ground soon. If people want to see what I ended up doing, they can visit my company website at www.flyingcolours.tv.

Thanks for the opportunity to talk about the old days. I always love to look back, and if ever anyone needs an announcer - I probably have a couple of good matches left in me (grin).

I hope you enjoyed this interview with Craig Johnson (Jon Horton). In 2003, I began running my own website, World Wrestling Optimum, which consisted of news, articles, and interviews, including this one.

Thursday, October 24, 2024

Successful Tech Integrations in Professional Wrestling

Professional wrestling has been at the forefront of technological innovation, embracing new tools and platforms to enhance the fan experience and streamline operations. There are many notable examples of successful tech integrations in the industry.

WWE has been a pioneer in Virtual Reality (VR) experiences. In 2018, the company began a partnership with NextVR, a virtual reality distribution technology company that specializes in broadcasting live events in virtual reality. For free, members of the WWE Universe were able to watch a WWE channel within the NextVR app and see WWE action as if they were ringside at the event.



Promotions have leveraged social media platforms to interact with fans in real-time, fostering a sense of community. Wrestlers have done the same, particularly via Twitch. The wrestlers include Kenny Omega, Adam Cole, Johnny Gargano, Dakota Kai, and Michin.



Many promotions have used live streaming platforms to stream matches and events, reaching a wider audience. Yanagase Pro Wrestling broadcasts shows on TwitCasting, a livestreaming service based in Japan that has over 33 million registered users worldwide. Michinoku Pro joined WRESTLE UNIVERSE this March, and before then, the wrestling company was using general-purpose streaming platform YouTube to stream, "Michinoku Pro Wrestling LIVE". World Woman Pro-Wrestling Diana has its own live streaming service, Diana Live. Meanwhile, the Singapore independent wrestling scene also uses streaming to introduce its top stars. After a five-year hiatus, WOS Wrestling made its return last month, and content from the event will be made available online for fans both inside and outside of the UK. And in January 2025, WWE Raw will become exclusive to Netflix, plus WWE also utilizes Peacock as an exclusive streaming partner and partnered with Abema in Japan with the partnership involving WWE making its live content available exclusively via a streaming service. Also, WWE has created "WWE Speed", a program that is streamed exclusively via X.

Interactive fan engagement apps have been created, such as WWE SuperCard, WWE 2K, WWE Immortals, and AEW: Rise to the Top. These apps offer a variety of features, from collectible card games to role-playing experiences. Not only do they entertain fans and enhance fan engagement, but these apps also foster community building, generate revenue, and provide valuable data for marketing and product development.



Wrestling promotions have embraced e-commerce to sell merchandise directly to fans (via WWE Shop, Shop AEW, and many more), offering a convenient and global shopping experience. Some of them have experimented with the integration of non-fungible tokens (NFTs) to create unique digital collectibles for fans.

These are just a few examples of how technology has been successfully integrated into professional wrestling. As technology continues to evolve, we can expect to see even more innovative applications in the future, with technology playing an increasingly important role. From virtual reality experiences and social media engagement to live streaming and interactive apps, these innovations are transforming the way fans experience and interact with the industry. As technology advances further, we can expect to see even more exciting and innovative applications that will continue to enhance the wrestling experience for fans around the world.

Wednesday, October 23, 2024

The Ethical Implications of AI in Wrestling

The advent of artificial intelligence (AI) has revolutionized numerous industries, and the world of professional wrestling is no exception, as AI rapidly becomes an essential part of the industry. It offers new tools for fan engagement and training- by analyzing vast amounts of data, AI can personalize fan experiences, and optimize wrestler performance. However, the integration of AI also raises significant ethical concerns that must be carefully considered.

One of the primary ethical implications of AI in wrestling is the potential for privacy violations. AI systems often require very large amounts of data to function effectively. This data can include personal information about wrestlers, such as their health records, training routines, and even their personal lives. If this data is mishandled or falls into the wrong hands, it could have serious outcomes for the wrestlers involved.

Another ethical concern is the potential for AI to displace human jobs within the wrestling industry. As AI technology becomes more advanced, it is possible that it could automate tasks traditionally performed by human workers, such as simulating matches for training or fan engagement, managing social media accounts, predicting ticket sales, doing commentary, creating match ideas, writing storylines, booking matches, or even creating wrestling characters. This could lead to job losses and economic hardship for those working in the industry. And on a side note, AI could never truly replace writers, bookers, and producers. Relying on AI could lead to predictable matches and spots, causing fans to become bored and dissatisfied with the product. While AI can be a valuable tool, it is important to understand that human creativity and intuition remain essential for creating compelling storylines and engaging fans. Human writers can craft complex storylines that resonate with audiences, while human bookers can create interesting characters that fans connect with.

It should also be noted that wrestlers bring their own unique styles, charisma, and athleticism to the ring, which cannot be duplicated by AI. Wrestling is about athleticism, but it's also about showmanship, storytelling, human connection, action, and drama. AI can crunch numbers and generate algorithms better than people, but it can't replicate the chemistry of two professional wrestlers who are at the top of their games as they make magic in the ring, the impressive way that a talented performer quickly recovers from a botched spot, or the true emotion displayed when a wrestler wins a championship. AI is able to assist with tasks like analyzing data, but it cannot replicate the human touch that makes wrestling as special as it is.

AI systems are only as good as the data they are trained on. If that data is biased, then the AI system will also be biased. This could lead to unfair treatment of wrestlers based on factors such as race, gender, or other demographic characteristics. For example, an AI system trained on historical wrestling data that is dominated by wrestlers of a specific race and gender may be more likely to favor wrestlers of that race and gender in future simulations. Also, AI bias can pose significant risks in the industry. For example, facial recognition systems may misidentify people of color, hiring algorithms can be biased against women, and language models can perpetuate harmful stereotypes. In wrestling, an AI system trained on a dataset of wrestlers predominantly of a specific race and gender may be more likely to generate character ideas that conform to those stereotypes. These examples illustrate the importance of ensuring that AI systems are developed and used in a fair and unbiased manner. Wrestling companies can reduce AI bias by ensuring diverse training data, conducting regular audits, being transparent about AI use, maintaining human oversight, and developing ethical guidelines. These strategies can help ensure that AI is used ethically and responsibly in the industry.

The ethical implications of AI in wrestling are complex and complicated. While AI offers many potential benefits to the industry, it is necessary to approach its integration with caution and consideration. By addressing these ethical concerns in advance, the wrestling industry can ensure that AI is used in a way that benefits both fans and wrestlers alike.

As the use of AI in wrestling continues to grow, it is mandatory that the industry engages in open and honest discussions about the ethical implications of this technology. By doing so, we can help to guarantee that AI is used responsibly and for the advancement of the industry. Wrestling organizations can prioritize ethical considerations in their AI initiatives by conducting ethical impact assessments, involving stakeholders, and staying informed about AI developments. This approach can help ensure that AI is used in a way that benefits the industry and avoids negative consequences.

While focusing on the ethical concerns, it's important to acknowledge the potential benefits of AI in wrestling. It offers numerous potential benefits to the industry, including improved wrestler safety, enhanced fan engagement, and streamlined operations. For example, AI can analyze match data to identify potential risks and injuries, and it can personalize fan experiences by recommending matches or events based on their preferences. Additionally, AI can automate tasks such as ticket sales and merchandise management, freeing up human resources for other tasks. By leveraging AI, wrestling organizations can increase efficiency, enhance wrestler safety, and improve the overall fan experience. However, the collection and use of fan data to personalize experiences can raise privacy concerns. Fans may not be aware of the extent of data being collected about them or how it is being used. There is a risk of data sharing and data breaches, which could lead to the exposure of sensitive fan information. To lessen these risks, wrestling organizations should be clear about their data collection practices, obtain definite consent from fans, and implement powerful security measures to protect fan data.

As AI is used in wrestling long-term, the implications could be across the board, with notable changes in the nature of the industry and altered fan-wrestler relationships. For example, excessive reliance on AI could lead to a decline in creativity and unpredictability, while AI could shift the focus of wrestling away from in-ring action and storytelling. Also, while AI could create more personalized fan experiences, it might also limit exposure to different perspectives. New forms of fan-wrestler interaction could happen because of AI, but privacy and authenticity concerns may arise.

The psychological impact of AI on wrestling can be noteworthy for both wrestlers and fans. For wrestlers, AI-powered analytics and simulations could create increased pressure to perform, leading to anxiety and burnout. Additionally, AI-generated content may lead to a loss of individuality and raise ethical concerns regarding the use of AI to make decisions about a wrestler's career or compensation. For fans, AI-generated content may be less able to evoke emotional responses and could lead them to stop caring about the product. Ethical concerns also arise regarding the use of AI to collect and analyze fan data.

It is important to carefully consider psychological implications and potential long-term effects, then proactively address any negative consequences to make sure that AI is used in a way that benefits both fans and wrestlers, as well as take steps to alleviate any undesirable results that could still happen. This is why a regulatory framework is essential to govern the use of AI in wrestling and ensure that ethical standards are met. Such a framework could include creating oversight bodies, implementing enforcement mechanisms, and encouraging international cooperation. By doing so, the wrestling industry can create a more predictable and ethical environment for the use of AI, protecting the interests of fans, wrestlers, and other stakeholders.

Along with potential negatives of long-term use of AI in wrestling it could also lead the creation of new forms of wrestling entertainment, such as interactive experiences or virtual reality simulations. This could result in a new diversification of the industry and attract new audiences.

AI can also have a meaningful impact on the business side of wrestling in the industry's current form. For example, AI can be used to dynamically adjust ticket prices and optimize merchandise sales. By using AI, wrestling organizations can improve their business operations, increase revenue, and better meet the needs of their fans.

AI can play a valuable role in talent development in wrestling as well. By analyzing performance data and identifying potential risks, AI can help organizations improve their talent development processes, and ensure that wrestlers have the resources and support they need to succeed.

Saturday, October 19, 2024

[Michinoku Pro] Ticket Information for Michinoku Pro's 11/16/24 event in Yahaba Town!

Join Michinoku Pro on November 16th (6:00 PM start time) at Yahaba Town Citizens General Gymnasium in Yahaba Town, Iwate! You can read a preview of the event here.

Tickets are available at Lawson, Ticket Pia, e +, and via Michinoku Pro Wrestling Telephone Reservation- 019 (687) 2431.

Friday, October 18, 2024

[The Deck] Motor City Machine Guns to Appear in WWE?

Are the Motor City Machine Guns (Alex Shelley & Chris Sabin), one of the greatest tag teams of all time, going to appear in WWE? In my article on The Deck, I analyze a recent teaser than was shown on WWE SmackDown that appears to indicate this. Click here to read the article!: https://thedeck.news/motor-city-machine-guns-to-appear-in-wwe/

Wednesday, October 16, 2024

How Web3 Will Mark a New Era for Wrestling Promoters and Wrestlers

Web3 is a decentralized internet that offers groundbreaking potential for the wrestling industry. By leveraging blockchain technology, promoters and wrestlers can benefit from increased transparency, efficiency, control over their careers, and financial opportunities. This new model can create a more sustainable environment for all stakeholders, along with creating new revenue streams and driving innovation.



Web3 can enable smart contracts for wrestler contracts, ensuring fair and transparent terms. These contracts can be automatically executed, reducing the risk of disputes and delays. Also, blockchain technology can provide a transparent record of payments and transactions, enhancing trust and accountability.



Promoters can explore innovative revenue-sharing models based on blockchain, allowing wrestlers to participate directly in the financial success of their matches and events. For example, wrestlers could receive a percentage of ticket sales or merchandise revenue based on their performance or popularity. The more money the wrestler brings in, the more money they will make. This would motivate the wrestler to put in more effort, improve their skills, and strive for more memorable matches.



Wrestlers can use crowdfunding platforms built on Web3 to raise funds for their own projects, such as merchandise, independent events that they produce themselves, or training. This can empower wrestlers to take control of their careers and pursue their passions without relying solely on traditional funding sources.



Wrestlers can establish their digital identities on the blockchain, giving them greater control over their personal and professional information. This can help protect their brand, prevent unauthorized use of their likeness, and facilitate licensing deals.



Wrestlers can directly sell their merchandise and manage licensing agreements through decentralized marketplaces, reducing the need for a middleman. This can increase their revenue and give them more control over their brand.



Web3 can provide tools for wrestlers to track their performance metrics, build their brand, and connect with fans directly. For example, wrestlers could use blockchain-based platforms to create digital collectibles, engage with fans through social media, or analyze their match data. The metaverse also offers unique opportunities for wrestlers to relate with fans on a deeper level. Wrestlers could host virtual meet-and-greets, offer personalized training sessions, and release exclusive merchandise within the metaverse. By utilizing these interactive features, wrestlers can create memorable experiences for their fans and foster stronger connections with their fanbase.



Of course, along with the promising potential of Web3, there are also challenges to address. Implementing Web3 solutions can be complex and require specialized knowledge. Ensuring that Web3 applications can handle the large number of transactions and users in the wrestling industry is a significant challenge. Also, the regulatory environment for Web3 is still evolving, and promoters and wrestlers must navigate potential legal and compliance issues.

The successful implementation of Web3 in wrestling requires overcoming technical challenges such as scalability and interoperability. Additionally, the evolving regulatory landscape presents uncertainties for promotions navigating legal requirements. To address these challenges, the industry can explore scalable blockchain solutions, foster interoperability, and stay informed about regulatory developments. By addressing these issues in advance, wrestling promotions can harness the full potential of Web3 while mitigating risks and ensuring a sustainable future.

Wrestling promotions must also address in advance challenges such as as hate speech, harassment, cyberbullying, and inappropriate content, in order to ensure a positive and inclusive environment within the wrestling metaverse, a digital realm where virtual worlds converge and interact. By implementing powerful moderation systems, clear community guidelines, and educational campaigns, promotions can create a safe and welcoming space for all fans. Also, addressing discrimination and bias through inclusive guidelines and initiatives is crucial for fostering a diverse and welcoming community within the metaverse.

Web3 offers a groundbreaking potential for the wrestling industry, empowering promoters and wrestlers with greater control, transparency, and financial opportunities. By addressing the challenges and embracing the opportunities presented by this new technology, the wrestling industry can create a more sustainable environment for all stakeholders. This potential is exiting, as Web3 can mark a new era of innovation and opportunity for the industry.

Friday, October 11, 2024

News: AJ Styles Injured! Get the Latest Updates on The Deck

AJ Styles is one of the most popular and talented wrestlers in the world, and if you are looking for information regarding his recent injury and potential recovery timeline, you can find it in my article on The Deck. I go into detail regarding the specifics and cause of the injury, potential treatment options, and I also take a look at Styles' future. Click here to read the article!: https://thedeck.news/update-on-aj-styles-injury-and-a-look-at-his-future/

Thursday, October 10, 2024

The Metaverse and Wrestling

The metaverse, a digital realm where virtual worlds converge and interact, is rapidly becoming a reality. Its potential to revolutionize various industries, including entertainment, has captured the imagination of many. And wrestling, with its exciting action and passionate fanbase, is a natural fit for the immersive experiences the metaverse can offer. It will be a groundbreaking opportunity for the wrestling industry to redefine fan experiences, enhance training, create new revenue streams, and more. By leveraging technology, wrestling promotions can connect with fans in new ways and drive innovation within the industry.

The metaverse could provide fans with unprecedented access to events and their favorite wrestlers. Imagine being able to attend a virtual wrestling match from the comfort of your own home, feeling the excitement and energy of the crowd. Fans could also participate in virtual meet-and-greets.



Beyond the individual fan experience, a wrestling metaverse could foster a stronger sense of community among fans by providing dedicated spaces for discussion, virtual fan clubs, and role-playing games. Social gatherings such as watch parties and live events could create opportunities for fans to connect and share experiences, and collaborative features like fan-created content and community-driven initiatives could empower fans to contribute to the metaverse and feel a greater sense of ownership and involvement.



Wrestlers could use the metaverse to train in a safe and controlled environment as they perfect techniques. Also, the metaverse could be used to create virtual arenas for wrestlers to experiment with new styles, characters, and entrances, with advanced computer graphics and artificial intelligence being used to create a realistic and immersive experience. Although it would not 100% be the same as the energy and excitement of a live audience, it would be a powerful tool that could capture a similar, motivating simulation.



Virtual arenas could also provide customizable environments and immersive crowd experiences, enabling wrestling promotions to host global events that cater to fans from all over the world. And the metaverse could also offer unique training opportunities for wrestlers, such as personalized drills and AI-powered training partners. These are just a couple of examples of how the metaverse could change the way wrestling is experienced and produced.



Wrestling could seamlessly integrate with the world of esports and gaming. Fans could compete against each other in virtual wrestling matches, participate in tournaments and interactive storylines, and even create their own custom characters or become virtual wrestlers themselves. By offering these interactive features, wrestling promotions can create a more immersive and personalized experience for fans, fostering a deeper connection to the business and its characters.



Successful metaverse implementations in gaming (Fortnite and Roblox), social media (Horizon Worlds), retail (Gucci Garden), and education (Spatial) demonstrate the potential for this technology to create immersive and appealing experiences. By drawing inspiration from these examples, the wrestling industry can explore innovative ways to leverage the metaverse to enhance fan experiences, generate new revenue streams, and drive growth.





Other revenue streams that can be generated are selling digital collectibles, partnering with brands for sponsored experiences, and offering paid access to exclusive content.

However, it should be noted the current state of technology may limit the level of immersion and realism that can be achieved in the metaverse. Also, it should be ensured that the metaverse will be accessible to all fans, regardless of their technical skills or financial resources. And issues such as safety and privacy need to be addressed to create a positive and inclusive experience.


Protecting fan data is crucial in the metaverse to ensure privacy and build trust. Wrestling promotions must implement strong data security measures to prevent unauthorized access, data breaches, and the misuse of personal information. Also, transparent data privacy policies should be communicated to fans, outlining how their data is collected, used, and protected. By prioritizing data privacy, wrestling promotions can create a safe and secure environment for fans to enjoy the metaverse.

It is also necessary for wrestling promotions to proactively address challenges such as hate speech, harassment, cyberbullying, and inappropriate content in the metaverse. Powerful moderation systems, clear community guidelines, and educational campaigns can help promotions create a friendly and protected space for all fans. Furthermore, addressing discrimination and bias through inclusive guidelines and initiatives is significant for fostering a diverse and warm community within the metaverse.

In addition, wrestling promotions must make sure that the metaverse is accessible to all fans. This includes implementing features that accommodate fans with disabilities, such as closed captions, audio descriptions, and customizable controls. Also, efforts should be made to bridge the digital divide by providing affordable access to metaverse technology and offering training or support for those who may be new to virtual environments. By focusing on accessibility, wrestling promotions will create a metaverse that welcomes and includes fans of all backgrounds.

While the metaverse can offer unique and engaging experiences, it's important to recognize that live wrestling events have their own irreplaceable appeal. The enthusiasm of the crowd, the social experience of attending a live event with friends and family, being in a venue with people who love the entertainment value of professional wrestling as much as you do, and the opportunity to see your favorite wrestlers perform in person are factors that cannot be fully duplicated in a virtual environment. Ultimately, the metaverse and traditional live events can coexist, with each offering distinct advantages to fans. The metaverse can provide a complementary experience, offering unique content, virtual interactions, and global accessibility, while live events continue to offer the unmatched emotion and passion of a live crowd.



The metaverse is an opportunity for the wrestling industry to innovate and connect with fans in new and exciting ways. By embracing the potential of this technology as the metaverse continues to develop, it is likely that we will see even more groundbreaking applications in the world of wrestling as it evolves.

Friday, October 4, 2024

The Potential for 5G Technology in Wrestling

5G technology, with its ultra-fast speeds and low latency, is poised to revolutionize the world of professional wrestling. By providing a more seamless and immersive experience for fans, 5G is set to redefine how wrestling matches are produced, consumed, and experienced.



One of the most immediate impacts of 5G on wrestling will be via live streaming. With its ultra-low latency, 5G will enable real-time, high-definition streaming of wrestling events, eliminating the lag and buffering issues that can sometimes plague traditional internet connections. This will provide fans with a more seamless and enjoyable viewing experience, whether they are watching on their smartphones, tablets, or smart TVs.



5G technology can also be used to create innovative and interactive fan experiences. For example, fans could also use 5G-enabled devices to participate in virtual reality (VR) experiences that put them right in the middle of the action.


This would be an especially promising source of revenue from fans who are watching a pay per view or Premium Live Event from home and want an immersive VR experience of watching the matches from a ringside perspective. Wrestling fans have consistently demonstrated a willingness to pay a premium for exclusive content. WWE WrestleMania generates millions of dollars in revenue, showcasing the high demand for premium wrestling content. Also, platforms like WWE Network, Peacock, AEW Plus, and TNA+ have gained significant subscriber bases, indicating that fans are willing to invest in monthly subscriptions for exclusive access to content. So, there is no question that VR passes would be a financially sound venture by a wrestling company. The same could be said for AR-enhanced merchandise, 5G powered-powered mobile games, and live streaming subscriptions. Not only would all of these ideas lead to increased revenue, but to increased brand loyalty as well.

5G can also be used to improve the production quality of wrestling events. For example, 5G-enabled cameras can capture high-resolution footage from multiple angles, allowing for more appealing and dynamic broadcasts. Additionally, 5G can enable the use of advanced production techniques, such as virtual sets and real-time graphics, to enhance the visual appeal of events.



In addition, 5G technology could revolutionize training and health monitoring in professional wrestling. Coaches could provide real-time feedback using 5G-enabled devices, while wearable technology could track performance metrics and identify potential injuries. And 5G could enable virtual training environments and make remote medical assistance possible. These advancements have the potential to improve wrestler safety, enhance performance, and reshape the way wrestlers are trained.



Just like AI, VR, and the metaverse, there are both benefits and challenges when it comes to utilizing 5G technology in the pro-wrestling industry. One of the biggest challenges is the cost of deploying 5G infrastructure, which can be expensive. Also, there may be concerns about the potential for network congestion during major wrestling events. Still, by embracing 5G, pro-wrestling companies can provide fans with a more immersive and engaging experience, which would ultimately lead to increased viewership and revenue.

5G technology has the potential to revolutionize the world of professional wrestling. As 5G networks continue to expand, we can expect to see even more innovative and exciting applications in the industry. One possibility is that 5G will eventually enable real-time, interactive wrestling matches where fans can participate from home, stepping into the ring virtually. This would shake up fan engagement and create added revenue streams for wrestling companies, while bringing us closer to a future where the lines between the virtual and physical worlds of wrestling blur.



By enabling faster, more reliable, and more synergetic experiences, 5G can redefine how fans consume and enjoy wrestling content. As 5G networks continue to expand, we can expect to see even more innovative and exciting applications of this technology in the wrestling industry.

Tuesday, October 1, 2024

Do You Want to Reach New Fans for Your Wrestling Event?

As a wrestling blogger with readers internationally (and especially in North America, Asia, and Europe), and experience covering international events and catering to a global audience, I offer valuable services. In particular, I have experience with creating written content and promoting upcoming events to a targeted international audience via my blog, which has direct traffic and is experiencing growth, thanks to my connection with a global wrestling fanbase.

I also have experience with providing insightful international livestreaming coverage, being very thorough with content that resonates multi-regionally. You can see an example of livestreaming coverage I have done for Yanagase Pro Wrestling here:

Visit my Samples of My Work page to see more examples of my writing and promotion strategies.

To learn more about my expertise, check out these related blog posts:

How to Use Streaming Services to Reach a Wider Audience for an Independent Wrestling Promotion
How to Market and Brand Your Wrestling Promotion
How to Increase Attendance at Wrestling Events
How to Promote Wrestling Events Effectively
Harnessing the Power of Marketing Strategies to Elevate Your Wrestling Promotion

If you are interested in working with me, I would be happy to discuss how my skills and experience can specifically benefit your promotion. Contact me via info@harold-williams.com

The Impact of NFTs on Wrestling: A New Era of Fan Ownership

NFTs, or Non-Fungible Tokens, are unique digital assets that represent ownership of something one-of-a-kind. They are unique and cannot be replaced, making them valuable as collectibles and can be used to represent ownership of digital or physical assets. The concept of NFTs gained significant attention in 2017 with the launch of CryptoKitties, a game that allowed users to breed and collect digital cats. This early success demonstrated the potential of NFTs to create digital scarcity and value. After that, the NFT market exploded, with various types of digital assets being tokenized, including art, music, gaming items, and even real-world assets. The popularity of NFTs has been driven by factors such as digital ownership, its scarcity and investment potential, as well as its ability to encourage new communities to be formed around specific digital assets while creating new cultural trends. NFTs have become very popular, and in recent years, the wrestling industry has begun to explore the potential of NFTs to revolutionize fan engagement and create new revenue streams.

One of the most obvious applications of NFTs in wrestling is the creation of digital collectibles. Wrestling companies can offer fans the opportunity to own unique, limited-edition digital assets such as digital trading cards, exclusive items in video games, and virtual memorabilia. These digital collectibles can be traded, bought, and sold on NFT marketplaces, offering fans a new way to build collections. Best known so far have been the Topps WWE Slam digital trading card game, and Upper Deck's (under their Evolution banner) “AEW Sensations” digital trading cards which feature three highlights from the previous week’s broadcasts of “AEW Dynamite” and “AEW Rampage”.



Another NFT initiative in wrestling was the June 2022-launched WWE Moonsault, the company's first official NFT collection, and a limited edition that included 10,000+ “NFT Flips,” each featuring a WWE Superstar tied to that year's HELL IN A CELL event.


NFTs can also be used to create exclusive fan experiences. For example, wrestling companies could offer NFT holders exclusive interviews, VIP meet-and-greets, headquarters tours, early access to new merchandise, as well as merchandise that would not be available anywhere else. By offering these experiences, wrestling companies can reward their most loyal fans and foster a stronger sense of community. Imagine, for example, NFT holders being given a tour of the new WWE headquarters, featuring behind-the-scenes glimpses of the company's operations, historical items, and perhaps even appearances by WWE Superstars.


Other ways that wrestling companies could foster a stronger sense of community via NFTs are opening the door to interactions and trading, as well as creating online communities centered around specific wrestlers and factions.

NFTs can provide a new source of revenue for wrestling companies. The sale of NFTs can generate significant income, which can be used to fund new projects, improve production quality, and acquire new talent. Furthermore, the secondary market for NFTs can continue to generate revenue for the original creators. As fans trade and sell their NFTs, a portion of each transaction can be returned to the wrestling company, creating a sustainable revenue stream.

NFTs could also be used to create interactive experiences connected to television broadcasts. Fans could purchase NFTs tied to specific wrestlers or factions that could unlock exclusive content. For example, a fan who owns an NFT tied to a popular heel could receive exclusive access to a backstage segment where the wrestler is cutting a promo on a face minutes before the heel sneak attacks the face after a match.

If combined with augmented reality (AR), NFTs can help create immersive fan experiences. For example, imagine scanning an NFT trading card with your smartphone to see the wrestler come to life in AR. These technologies can enhance the value of NFTs and provide fans with unique and engaging experiences that go beyond traditional digital collectibles.

While the potential benefits of NFTs in wrestling are noteworthy, there are also possible challenges. The value of NFTs can fluctuate widely, making it difficult to predict long-term returns; implementing NFT technology can be complex and expensive, and the regulatory landscape for NFTs is still evolving, which could create legal and compliance risks. Also, the environmental impact of blockchain technology is an emerging concern that needs to be carefully addressed.

However, NFTs offer a promising new avenue for wrestling companies to engage with fans and generate revenue, making them worth the possible difficulties. As the technology continues to mature, we can expect to see even more innovative and exciting applications of NFTs in wrestling, from digital collectibles to exclusive fan experiences that will be rewarding. By embracing NFTs, wrestling companies can position themselves at the forefront of the digital revolution, ensuring their continued relevance and success in the years to come.

Celebrity Spirits: The Top 10 Brands

The trend of celebrities launching their own alcohol brands has exploded in recent years. From tequila to whiskey, famous faces are cashing in on their popularity and entrepreneurial spirit. Have you ever wondered which celebrities have the most successful alcohol brands? A recent study has revealed the top 10 most popular celebrity spirits.

To determine the most popular celebrity alcohol brands, business and marketing experts QR Code Generator analyzed Google search data and Instagram follower counts for over 150 brands. A combined index score was created to rank the brands based on both online search popularity and social media engagement.

The Top 10
1. Kendall Jenner's 818 Tequila: This relatively new brand has quickly gained a massive following, thanks in part to Jenner's social media influence.


2. Dwayne "The Rock" Johnson's Teremana Tequila: The 10-time world champion's tequila brand has been a huge success, known for its quality and Johnson's charismatic promotion.



3. Paul Wesley and Ian Somerhalder's Brother's Bond Bourbon: This bourbon brand, created by the former Vampire Diaries stars, has a strong fanbase.


4. George Clooney's Casamigos Tequila: One of the pioneers of the celebrity alcohol trend, Casamigos has become a popular choice.


5. Ryan Reynolds' Aviation Gin: The Deadpool star's gin brand has gained a loyal following.


6. Aaron Paul and Bryan Cranston's Dos Hombres Mezcal: This mezcal brand, inspired by Breaking Bad, has a unique appeal.


7. Conor McGregor's Proper No. Twelve Whiskey: The former UFC Featherweight and Lightweight Champion's whiskey brand has a strong presence in the market.


8. Kevin Hart's Gran Coramino Cristalino Tequila: Hart's tequila brand offers a premium experience.


9. Mark Wahlberg's Flecha Azul Tequila: Wahlberg's tequila brand has a growing fan base.


10. Kenny Chesney's Blue Chair Bay Rum: This rum brand is popular among country music fans.


While celebrity status can certainly help, it's not the only factor that determines the success of an alcohol brand. Many of the top-ranked brands have unique selling points, such as quality ingredients, interesting flavors, or a strong brand identity that has been built for the brand. Additionally, social media marketing and partnerships play a significant role in building a brand's reputation.

The popularity of celebrity alcohol brands shows no signs of slowing down. As consumers continue to seek out unique and exciting products, we can expect to see even more famous faces entering the spirits industry.