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Metaverse Stocks

Top 5 Holdings of MTVR

Data as of 01/20/2022

Holdings Subject to Change

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AAPL

14.46%

Apple Inc.

Technology

NASDAQ

Apple, Inc. engages in the design, manufacture, and sale of smartphones, personal computers, tablets, wearables and accessories, and other variety of related services. It operates through the following geographical segments: Americas, Europe, Greater China, Japan, and Rest of Asia Pacific. The Americas segment includes North and South America. The Europe segment consists of European countries, as well as India, the Middle East, and Africa. The Greater China segment comprises of China, Hong Kong, and Taiwan. The Rest of Asia Pacific segment includes Australia and Asian countries. Its products and services include iPhone, Mac, iPad, AirPods, Apple TV, Apple Watch, Beats products, Apple Care, iCloud, digital content stores, streaming, and licensing services. The company was founded by Steven Paul Jobs, Ronald Gerald Wayne, and Stephen G. Wozniak in April 1976 and is headquartered in Cupertino, CA. more

FB

6.40%

Meta Platforms, Inc.

Technology

NASDAQ

Meta Platforms, Inc. operates as a social networking company worldwide. The company engages in the development of social media applications for people to connect through mobile devices, personal computers, and other surfaces. It enables users to share opinions, ideas, photos, videos, and other activities online. The firm's products include Facebook, Instagram, Messenger, WhatsApp, and Oculus. The company was founded by Mark Elliot Zuckerberg, Dustin Moskovitz, Chris R. Hughes, Andrew McCollum, and Eduardo P. Saverin on February 4, 2004 and is headquartered in Menlo Park, CA. more

GOOGL

5.45%

Alphabet Inc. Class A

Technology

NASDAQ

Alphabet, Inc. is a holding company, which engages in the business of acquisition and operation of different companies. It operates through the Google and Other Bets segments. The Google segment includes its main Internet products such as ads, Android, Chrome, hardware, Google Cloud, Google Maps, Google Play, Search, and YouTube. The Other Bets segment consists of businesses such as Access, Calico, CapitalG, GV, Verily, Waymo, and X. The company was founded by Lawrence E. Page and Sergey Mikhaylovich Brin on October 2, 2015 and is headquartered in Mountain View, CA. more

263750 KS

2.71%

PearlAbyss Corp.

Technology

KOREA

PearlAbyss Corp. engages in developing online games. It specializes in offering massive multiplayer online role playing games. The company was founded by Dae-il Kim on September 10, 2010 and is headquartered in Anyang, South Korea. more

4661 JP

2.47%

Oriental Land Co., Ltd.

Consumer Services

TOKYO

Oriental Land Co., Ltd. engages in the operation and management of leisure facilities. It operates through the following segments: Theme Parks, Hotels and Others. The Theme Parks segment operates Tokyo Disneyland and Tokyo DisneySea theme parks. The Hotels segment manages Tokyo Disneyland Hotel, Disney Ambassador Hotel, Tokyo DisneySea Hotel MiraCosta, and Palm & Fountain Terrace Hotel. The Others segment includes land development operations. The company was founded by Chiharu Kawasaki and Hideo Edo on July 11, 1960 and is headquartered in Urayasu, Japan. more

MSFT

11.91%

Microsoft Corporation

Technology

NASDAQ

Microsoft Corp. engages in the development and support of software, services, devices, and solutions. It operates through the following business segments: Productivity and Business Processes; Intelligent Cloud; and More Personal Computing. The Productivity and Business Processes segment comprises products and services in the portfolio of productivity, communication, and information services of the company spanning a variety of devices and platform. The Intelligent Cloud segment refers to the public, private, and hybrid serve products and cloud services of the company which can power modern business. The More Personal Computing segment encompasses products and services geared towards the interests of end users, developers, and IT professionals across all devices. The firm also offers operating systems; cross-device productivity applications; server applications; business solution applications; desktop and server management tools; software development tools; video games; personal computers, tablets; gaming and entertainment consoles; other intelligent devices; and related accessories. The company was founded by Paul Gardner Allen and William Henry Gates III in 1975 and is headquartered in Redmond, WA. more

GOOGL

5.46%

Alphabet Inc. Class A

Technology

NASDAQ

Alphabet, Inc. is a holding company, which engages in the business of acquisition and operation of different companies. It operates through the Google and Other Bets segments. The Google segment includes its main Internet products such as ads, Android, Chrome, hardware, Google Cloud, Google Maps, Google Play, Search, and YouTube. The Other Bets segment consists of businesses such as Access, Calico, CapitalG, GV, Verily, Waymo, and X. The company was founded by Lawrence E. Page and Sergey Mikhaylovich Brin on October 2, 2015 and is headquartered in Mountain View, CA. more

Subscription Stocks

Top 5 Holdings of SUBS

Data as of 01/20/2022

Holdings Subject to Change

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700 HK

3.32%

Tencent Holdings Ltd.

Technology

HONG KONG

Tencent Holdings Ltd. is an investment holding company. It operates through the following segments: Value-Added Services, FinTech and Business Services, Online Advertising, and Others. The Value-added Services segment involves online and mobile games, community value-added services, and applications across various Internet and mobile platforms. The FinTech and Business Services segment provides fintech and cloud services, which include commissions from payment, wealth management and other services. The Online Advertising segment represents display based and performance based advertisements. The Other segment consists of trademark licensing, software development services, software sales, and other services. The company was founded by Yi Dan Chen, Hua Teng Ma, Chen Ye Xu, Li Qing Zeng, and Zhi Dong Zhang on November 11, 1998 and is headquartered in Shenzhen, China. more

ORCL

2.55%

Oracle Corporation

Technology

NYSE

Oracle Corp. engages in the provision of products and services that address all aspects of corporate information technology environments. It operates through the following business segments: Cloud and License, Hardware, and Services. The Cloud and License segment markets, sells, and delivers applications, platform, and infrastructure technologies. The Hardware segment provides hardware products and hardware-related software products including Oracle Engineered Systems, servers, storage, industry-specific hardware, operating systems, virtualization, management and other hardware related software, and related hardware support. The Services segment offers consulting, advanced support, and education services. The company was founded by Lawrence Joseph Ellison, Robert Nimrod Miner, and Edward A. Oates on June 16, 1977 and is headquartered in Austin, TX. more

NFLX

2.46%

Netflix, Inc.

Technology

NASDAQ

Netflix, Inc. operates as a streaming entertainment service company. The firm provides subscription service streaming movies and television episodes over the Internet and sending DVDs by mail. It operates through the following segments: Domestic Streaming, International Streaming and Domestic DVD. The Domestic Streaming segment derives revenues from monthly membership fees for services consisting of streaming content to its members in the United States. The International Streaming segment includes fees from members outside the United States. The Domestic DVD segment covers revenues from services consisting of DVD-by-mail. The company was founded by Marc Randolph and Wilmot Reed Hastings Jr. on August 29, 1997 and is headquartered in Los Gatos, CA. more

Investment Ideas

Virtual World: A Concept of the Metaverse

What is a virtual world? How can you access it? Do virtual worlds offer investment opportunities?

 

What Is a Virtual World?

A virtual world is a computer-simulated environment populated by multiple users. They can create personal avatars to explore virtual spaces and interact with other users. There is wide range of virtual worlds to choose from, and they can be modeled after the real world or fantasy in nature.

 

How Can One Access the Virtual World?

Virtual worlds are commonly associated with MMOGs (massively multiplayer online games) like MineCraft. However, virtual worlds have other applications like:

 

Entertainment: Concerts, plays, and other performances may be created in virtual worlds. Lil Nas X and Ariana Grande have performed virtual concerts.
Workplace: Individuals from all around the world, via their personal avatars, can work in virtual offices and conference rooms.

Education: Virtual training applications may include military training through simulations of warfare and medical training through simulated operating or emergency rooms.

 

How Can One Make Money from the Virtual World?

Virtual worlds can offer real life profit. Some examples include:

  • A fee to access to a virtual world
  • Advertisements
  • Sale of products exclusive to virtual worlds (stickers, skins for avatars, etc.)
Subscription Business Model Benefits

More and more consumers are gaining access to at least one type of subscription service. There are obvious, potential benefits to offering subscriptions because of this consumer demand.

 

Economical Benefits

Subscriptions have the potential to provide regular, recurring income streams for a company. More predictable cash flows may lead to better financial forecasting because a company can better predict portions of its revenue stream. Additionally, subscriptions may offer additional revenue streams because companies can reach consumers who prefer flexible forms of consumption rather than outright purchase of a product or service.

 

Customer Engagement

Subscriptions give companies the opportunity to have regular touchpoints with their customers as they deliver a product or service regularly. Gathering customer preferences may help companies customize product offerings and services. Increased engagement and greater customization may lead to higher customer loyalty.

Changes After COVID-19

The COVID-19 pandemic that struck the world forced individuals and companies alike to adjust and adapt. How did the pandemic’s restrictions alter our perceptions of the global workforce? What businesses experienced growth during lockdowns?

 

Metaverse to the Rescue

The COVID-19 pandemic essentially forced majority of the world’s workers to work remotely. Surprisingly, a study from Apollo Technical showed that more than half of employees working from home did the same amount of work as they would do in the office in either equal or less time. Although people found WFH to be constructive, a study from AT&T indicated that employees rank their social work relationships equally as important as the work itself. Advancements in metaverse technologies may cater to both these demands. One social networking company created a virtual workroom where users, with the help of virtual reality headsets, can meet in virtual conference rooms or offices, and collaborate on shared whiteboards or documents. This allows for more collaboration and creativity even when working remotely.

 

Growth in the Subscription Economy

Zuora stated that four out of five companies that offered subscription-based services grew during the period with the most severe lockdowns. Subscriptions increased significantly in video streaming (+400%), digital news and media (+110%), and e-learning (+80%). Even when restrictions lifted, consumers stuck with the subscription model. Business models quickly adapted to this new consumer interest. Hard-hit industries, like restaurants and lodging, started selling meal plans and hotel room packages. Additionally, industries that were not known for subscription plans, like automobile makers and industrial manufacturers, began to offer subscription-based plans. UBS estimates that the subscription economy may grow to $1.5 trillion by 2025.

Latest Posts

01-Jan-2022

Is the Metaverse the New Frontier for Healthcare?

While it is not entirely built out, elements of the metaverse are being used in both medical training and procedures. As technology advances, the metaverse may offer the potential for significant advances in the field of medicine.Current Metaverse Technologies in UseCurrently, the healthcare industry is utilizing some of the essential components that will ultimately comprise the metaverse, namely, virtual reality (VR), augmented reality (AR), mixed reality (MR), and artificial intelligence. As these technologies are built out, the medical industry will likely make greater use of them.Virtual TrainingAR and VR are being used extensively in medical training. Examples include:The World Health Organization (WHO) is using AR to train COVID responders, including a training course on the proper techniques and sequences to put on and remove personal protective equipment.Medical schools are using AR and VR to train students to perform a wide range of surgical procedures. AR and VR allow for a 360-degree view of ailment, as well as the replication of real-life procedures.AR and VR technologies may be used to create real-life situations, allowing students to perform virtual procedures without the risk of making mistakes on human subjects. It may allow the assemblance of students from far-flung locations to train in one virtual classroom.Real-Life ProceduresAR and VR systems are being used for activities that support diagnoses and pre-surgical preparation and training. For example, using X-rays, MRIs, and CT scans can create an immersive virtual environment that allows a surgical team to devise the procedure before making the first incision and rehearse the surgery beforehand.AR and VR technology is also being used to assist in surgical procedures. Such technology was used in June 2020 in when surgeons at Johns Hopkins used AR in a procedure that inserted six screws in a patient’s spine during a spinal fusion surgery. The surgeons used an AR headset with a see-through eye display that projected images of the patient’s internal anatomy. The surgeon described it as “having a GPS navigator in front of your eyes in a natural way so you don’t have to look at a separate screen to see your patient’s CT scans."Medical Facility DesignAR and VR technology has been used when designing operating rooms. The technology allows visualization of all the people, equipment, and surgical setups for various procedures. This virtual process will allow for optimal design without the need of workers being physically present in the operating room.Moving ForwardMetaverse technology will likely continue to improve. As such, the potential for its use in the medical field will also likely progress. How may individuals gain exposure to the metaverse?The Fount Metaverse ETF (MTVR)The Fount Metaverse ETF seeks to provide investment results that, before fees and expenses, generally correspond to the performance of the Fount Metaverse Index. The index was designed to measure the performance of companies that develop, manufacture, distribute, or sell products related to metaverse technology.MTVR may hold companies developing technologies that will be used in the medical industry.MTVR may provide an attractive vehicle for individuals to gain exposure to the metaverse.

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01-Jan-2022

Will Subscriptions Drive a Change in the Automobile Industry?

Traditionally, individuals have gained access to an automobile through ownership or a lease agreement. Both entail a substantial financial commitment and marry the individual to the vehicle for a potentially long period of time. However, the shift from ownership to usership [1], which has permeated almost every other good and service that we consume, may also be infiltrating the automobile industry.What potential benefits do car subscriptions offer? How large might car subscriptions become?Essentials of a Car SubscriptionCar subscriptions are somewhat similar to leases. Individuals gain access to the vehicle for a fixed amount of time for a specified price. While leases are generally for periods of two to four years, subscriptions offer more flexibility in their duration, even for periods as short as months.Generally, in a lease agreement, expenses such as maintenance, repairs, and insurance are borne by the lessee. In a subscription arrangement, the individual does not bear these expenses.Potential Benefits of the Subscription ModelThe automobile subscription model may offer the following potential benefits:Minimal commitment relative to ownership or leasingEliminates the financial commitment of long-term ownership of a rapidly depreciating assetEliminates the paperwork associated with purchasing a car, as the subscription usually covers registration, insurance, etc.More flexible, as the duration and terms of the subscription may be customized for the consumerThe subscription agreement includes most of the costs associated with car ownershipLow risk means of trying new car brands and modelsPotential Size of the Automobile Subscription MarketA recent report published by the Boston Consulting Group (BCG) [2] estimates that the market for car subscriptions could grow to $30 to $40 billion by 2030 and could make up 15% of all new car sales by that time. BCG also notes that others estimate that subscriptions could grow to represent 20% to 40% of all new car sales by 2030.Mirroring Larger Economic TrendsAs we have previously noted, the luster of ownership is fading. Consumers are opting for the flexibility, convenience, and customization that may be offered by the subscription model. This shift has the potential to change how individuals consume products and services.How may individuals gain exposure to the subscription economy?The Fount Subscription Economy ETF (SUBS)The Fount Subscription Economy ETF (SUBS) seeks to provide investment results that, before feesand expenses, generally correspond to the total return performance of the Fount SubscriptionEconomy Index. The Index was designed to measure the performance of companies engaged in the business of providing subscription services, i.e., companies that sell products or services for recurring subscription revenue.SUBS may offer investors an attractive vehicle to gain exposure to the subscription economy.1 See our blog: The Shift from Ownership to Usership May Help Bolster the Subscription Economy2 Will Car Subscriptions Revolutionize Auto Sales?, Boston Consulting Group, July 2021

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28-Dec-2021

A Virtual Real Estate Boom

Real estate sales are booming in the metaverse as investors are spending millions of dollars to acquire virtual tracks of land, according to a Yahoo Finance article [1]. What is behind this boom? How may investors gain exposure to the metaverse?Sales Are BoomingRecently, sales of digital land have totaled in the millions. According to Yahoo Finance, one week of sales in late November 2021 totaled $100 million. What are some factors driving this boom?Location, Location, LocationImitating the physical world, location is crucial in metaverse real estate. The metaverse is made up of multiple virtual worlds. Demand and prices are highest in the most desirable virtual worlds.Sandbox and Decentraland, two popular virtual worlds, saw sales totaling $86 million and $15 million, respectively, during that one week in November. As most virtual real estate transactions are conducted in cryptocurrency, one plot on Fashion Street in Decentraland sold for the equivalent of $2.48 million. In addition, one plot of land in Sandbox sold for a record $4.3 million. [2]ScarcityCreators of virtual worlds only create a finite number of plots. Decentraland has carved out 90,000 parcels measuring 50ft. X 50ft. As these plots are purchased, prices are likely to rise.The Appeal of Digital LandAs the metaverse is built out, more people are joining online communities. As such, they may have a creative desire to express themselves by owning things in these virtual worlds, including land. In several instances, individuals are acquiring virtual “stuff.” This includes, but is not limited to, items used in online games. To store these things, users need digital homes.Online Shopping and EventsRetailers are setting up virtual stores where individuals may purchase goods for both the digital and physical world. Events are held in virtual worlds. Superstars such as Justin Bieber, Ariana Grande, and the Weeknd held concerts in virtual worlds.Companies may use their digital real estate for advertising. Virtual world real estate is being snapped up as companies bet that more people will shop and attend events in digital spaces, thus driving up the value of digital land.Becoming a Digital LandlordA lot of companies are buying large tracts of digital space in hopes of renting it out to retailers or event planners. For example, they may construct a virtual mall and rent out stores within that mall. One firm is constructing an 18-story building with plans to lease it to lawyers and cryptocurrency exchanges.As in the real world, zoning rules dominate the metaverse, dictating what can be built and where.As more individuals join virtual worlds, the potential value of digital real estate may increase.The Fount Metaverse ETF (MTVR)The Fount Metaverse ETF seeks to provide investment results that, before fees and expenses, generally correspond to the performance of the Fount Metaverse Index. The index was designed to measure the performance of companies that develop, manufacture, distribute, or sell products related to metaverse technology.MTVR may provide an attractive vehicle for individuals to gain exposure to the metaverse.1 Bizouati-Kennedy, Yael, Metaverse Virtual Real Estate is Booming: What’s the Appeal?, Yahoo Finance, 12/3/212 Putzier, Konrad, Metaverse Real Estate Piles Up Record Sales in Sandbox and Other Virtual Realms, Wall Street Journal, 11/30/21

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28-Dec-2021

Subscription Use Continued to Grow

Consumers’ use of subscriptions continued to grow in the fourth quarter of 2021, according to a report published by PYMNTS.[1] What does the report show regarding the latest trends in subscription use? What is helping to drive this growth?Increased Use of SubscriptionsConsumers, on average, subscribed to more services, spent more on subscriptions, and intend to keep them longer. During the fourth quarter of 2021:Nearly one-third of all consumers had at least one retail subscriptionThe average retail subscriber had five subscriptions, an increase of 1.3% over Q3:2021Retail subscribers spent $15 billion per month on subscriptions, which was $9 billion or 67% more than in Q3, and a five-fold increase over Q1The number of consumers intending to keep their subscriptions increased 76% from Q3Why Are Consumers Using More Subscriptions?Consumers cited access to high-quality products as the number one reason for using subscriptions, supplanting convenience. The PYMNTS report also found that retail subscription commerce products could lose as much as $2.2 billion by failing to offer better subscription experiences.Pandemic-Related IncreaseA lot of individuals signed up for free trials during the pandemic. More than half of those people intend to keep those subscriptions.The Free TrialThe report also highlighted that free trials were an effective marketing strategy–resulting in subscriber increases. Nearly 80% of retail subscribers have one subscription that began as a free trial. Overall, 54% of individuals who received free trials ended up keeping it.Going Straight to the BrandNearly two-thirds of all retail subscribers purchased products directly from the brand itself. Why? Reasons driving this trend, according to the PYMNTS report, include:Access to better productsGuarantee of authenticity (not a fake or knock-off)Better pricingBetter customer serviceAccess to better coupons/discountsBetter rewardsEasier returnsSubscriptions: A Potentially Effective Marketing StrategyThe increased use of subscriptions during the fourth quarter of 2021, coupled with an increase in money spent on subscriptions, underscores the potential advantages of the subscription model. Consumers appear to be drawn to the subscription model by its advantages and by the benefits provided that consumers might not be able to realize in a brick-and-mortar retail setting.Companies that embrace the subscription model and offer consumers a favorable experience may prosper from these shifting preferences.How may investors gain access to companies that may be poised to benefit from a shift to a subscription economy?The Fount Subscription Economy ETF (SUBS)The Fount Subscription Economy ETF (SUBS) seeks to provide investment results that, before feesand expenses, generally correspond to the total return performance of the Fount SubscriptionEconomy Index. The Index was designed to measure the performance of companies engaged in the business of providing subscription services, i.e., companies that sell products or services for recurring subscription revenue.SUBS may offer investors an attractive vehicle to gain exposure to the subscription economy.1All data sourced from: Subscription Commerce Conversion Index, PYMNTS, November 2021

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29-Nov-2021

How Businesses Might Benefit from A Subscription Model

A recent survey from PYMTS highlighted that 81% of US consumers have access to at least one type of subscription service.[1] While companies are responding to consumer demand, there are many benefits that companies may enjoy by offering subscriptions. Here are some examples:Potential Benefits of a Subscription ModelMore predictable cash flows: Subscriptions may provide regular, recurring income streams for a company.Better financial forecasting: More predictable cash flows may lead to better financial forecasting as the company can better predict at least a portion of its revenue stream. Additionally, the company may better manage its inventory as it knows what products need to be delivered and when.An additional revenue stream: Subscriptions may offer access to consumers who either do not want to own a product or service outright or are looking for a more flexible form of consumption.Increased engagement, better relationship with customers: Companies have a regular touchpoint with their customers as they deliver a product or service regularly. This allows the company to glean information about customer preferences and customize product offerings and services.Greater customer loyalty: Increased engagement and greater customization may lead to higher customer loyalty.Increased return on the cost of acquiring new customers: Subscriptions imply repeat business, so the return on acquiring customers may be enhanced.Lower retention spending: The implied repeat business from the subscription model may also lead to lower costs associated with retaining customers.How may investors gain access to companies that may be poised to benefit from a shift to a subscription economy?The Fount Subscription Economy ETF (SUBS)The Fount Subscription Economy ETF (SUBS) seeks to provide investment results that, before feesand expenses, generally correspond to the total return performance of the Fount SubscriptionEconomy Index. The Index was designed to measure the performance of companies engaged in the business of providing subscription services, i.e., companies that sell products or services for recurring subscription revenue.SUBS may offer investors an attractive vehicle to gain exposure to the subscription economy.[1] Subscription Commerce Conversion Index, PYMNTS, 2021

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29-Nov-2021

Real Life in a Virtual World

When one thinks of the metaverse, the concept of a virtual world may be the first thing that comes to mind. But what is a virtual world? What investment opportunities may be afforded by virtual worlds?What Is a Virtual World?A virtual world is a computer-simulated environment that may be populated by multiple users who can create a personal avatar (virtual representation) and simultaneously and independently explore the space, participate in its activities, and communicate with others.Virtual worlds generally possess the qualities of persistence and interactivity. There is a range of virtual worlds from which to choose. Some are closely modeled on the real world, while some are completely fantasy in nature.More Than Just GamesPeople may associate virtual worlds with massively multiplayer online games (MMOGs), such as Half-Life and MineCraft. However, there is more to virtual worlds than just games. Other applications may include:Entertainment:Several well-known artists, such as Lil Nas X, Ariana Grande, and Travis Scott have performed in virtual concerts. Concerts, plays, and other interactive performances may be created in virtual worlds.Meetings, Remote Work, and Conferences: Applications exist to bring individuals together from around the world in virtual workspace or conference room. Conferences may be held virtually with attendees participating via their avatars.Social Interactions:Applications exist to facilitate user interaction, education, and training through simulated worlds. Users can explore landscapes, visit foreign countries, wall through a museum, and attend virtual classes.Training: Training may be conducted in virtual environments.Applications may include military training through simulations of warfare and medical training through simulated operating or emergency rooms.Medical:People with disabilities of impairments may be able to experience freedom from their disabilities in a virtual world. They could engage in activities through their avatars that may be difficult to do in the real world. These activities may include walking, running, dancing, skiing, swimming, etc.You May Be Able to Make MoneyOne of the more obvious ways to make money is through charging for access to a virtual world, such as a game licensee fee. However, other means exist to potentially profit from virtual worlds.Several companies and organizations now incorporate virtual worlds as a form of advertising. They may set up a store in a virtual town square.They may advertise in a virtual world, such as in-game advertising which is already found in a number of MMOGs.Products exclusive to virtual worlds may be sold. They may be anything from stickers to clothing for your personal avatar.This means that virtual worlds may offer real-life potential for profit.How may individuals gain access to the metaverse?The Fount Metaverse ETF (MTVR)The Fount Metaverse ETF seeks to provide investment results that, before fees and expenses, generally correspond to the performance of the Fount Metaverse Index. The index was designed to measure the performance of companies that develop, manufacture, distribute, or sell products related to metaverse technology.MTVR may provide an attractive vehicle for individuals to gain exposure to the metaverse.

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Investors should consider the investment objectives, risks, charges and expenses carefully before investing. For a prospectus or summary prospectus with this and other information about the Fund, please call 855-425-7426 or visit our website at www.fountetfs.com. Read the prospectus or summary prospectus carefully before investing.

Exchange Traded Concepts, LLC. serves as the investment advisor to the Funds. The Funds are distributed by SEI Investments Distribution Co., (SIDCO) 1 Freedom Valley Drive, Oaks, PA 19456. SIDCO is not affiliated with Exchange Traded Concepts, LLC. or Fount Investment Co. Ltd.

Risk Disclosure:

 

Investing involves risk, including possible loss of principal. There is no guarantee the Funds will achieve their stated objectives. In addition to the normal risks associated with investing, international investments may involve risk of capital loss from unfavorable fluctuation in currency values, from differences in generally accepted accounting principles or from social, economic or political instability in other nations. Emerging markets involve heightened risks related to the same factors as well as increased volatility and lower trading volume. The Funds’ concentration in an industry or sector can increase the impact of, and potential losses associated with, the risks from investing in those industries/sectors. The Funds are non-diversified. The Funds are new and have limited operating histories for investors to evaluate. New and smaller funds may not attract sufficient assets to achieve investment and trading efficiencies. In addition to the normal risks associated with investing, investments in smaller companies typically exhibit higher volatility. 

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