Gaming
Just 1 in 3 top selling video games of the last 16 years allow users to play as a female character
- The team at www.Cardschat.com have done extensive research into female representation in video games over the last 16 years, with a particular focus on the main characters that gamers can play as
- FIFA, Grand Theft Auto, Mario Kart, Just Dance and The Sims are among the games that featured in the analysis
- Data reveals that just over a third of the top selling video games released in the past 16 years allow users to play as a female character (35.26%)
- The game developer that has released the highest amount of video games allowing the main character to be female was found to be Nintendo
The team at Cardschat analysed a total of 160 video games – the top 10 grossing games per year from 2005 to 2021 – finding that only 35.26% of the top selling console games allow the gamer to play as a female character.
It was found that just a tenth (10%) of the top selling games released in 2005 allow gamers to play as a female character, compared to 90% of the top selling games in 2020 – every top grossing game, apart from Rockstar’s Grand Theft Auto V, allow female main playable characters.
The findings for each year were revealed to be:
- 2007 – 40% (of top grossing video games allowed playable female characters)
- 2008 – 40%
- 2009 – 50%
- 2010 – 30%
- 2011 – 30%
- 2012 – 20%
- 2013 – 20%
- 2014 – 10%
- 2015 – 40%
- 2016 – 20%
- 2017 – 40%
- 2018 – 20%
- 2019 – 60%
- 2020 – 90%
The data also delved into the most female-friendly game development companies, finding that Nintendo is the most female-friendly developer when it comes to allowing female playable characters in their games. 22.8% of the top grossing games with female characters have been developed by Nintendo over the last 16 years, with games such as Animal Crossing: New Horizons and the Mario Kart series. In second place was Ubisoft (15.79%), with games such as the Just Dance series and Assassins Creed: Valhalla. Activision and EA came in joint third place, having developed 14.03% of the top grossing games with playable female characters.
The team also determined the best and worst times to release a video game, based upon analysing the months that top grossing games year-on-year have been released; November was found to be the best time of the year to launch a new game, with 29.3% of top grossing games being launched in this month, whilst July was the only month of the year which has not seen a top grossing game launched.
Debi O’Neil, spokesperson for Cardschat, commented on the findings:”It’s very interesting to see how the rise of the female character in gaming has changed over the last 16 years. The fact that 2020 was found to have the most female-centred games is unsurprising, especially given the increase in the number of female gamers and consequently the growth in the market. Going forwards, I would expect most, if not all games to include female lead characters for this reason.
“November is the optimum time of the year to buy Christmas gifts, so this could be the main reason behind games being launched so late in the year.”
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Amusnet
Amusnet Releases Cocktail Splash, a Tropical-themed Crash Game
Amusnet has released Cocktail Splash, a high-energy crash game that blends summer vibes, fast decision-making and adrenaline-fueled gameplay into a bold new entertainment experience.
Set in a vibrant tropical ocean, Cocktail Splash throws players into a thrilling chase where a fearless rider glides across sparkling waves, cocktail in hand – while a relentless shark closes in, determined to steal the prize. Every second on the water raises the stakes as the multiplier climbs and tension builds, turning each run into a split-second decision: cash out or push further before the shark strikes.
At the heart of the gameplay is a simple but powerful risk-reward loop, enhanced by the 50% Cash Out feature, allowing players to secure part of their winnings while staying in the action for additional upside. This added layer of control creates more strategic depth without slowing down the fast-paced excitement.
Inspired by the signature Cocktail Rush experience, Cocktail Splash evolves the concept with sharper pacing, expressive visuals and an even more immersive crash structure. Powered by a Provably Fair algorithm, the game ensures transparent outcomes while maintaining the intensity and unpredictability that defines the genre.
With its mix of tropical aesthetics, instant engagement and high-stakes chase mechanics, Cocktail Splash reinforces Amusnet’s focus on delivering innovative, entertainment-driven crash titles designed to stand out in competitive game lobbies.
Amusnet continues to push the crash category forward – creating experiences that are not only visually striking but built to keep players on the edge of their seats from the first second to the last splash.
Gamble
Play the game and multiply the winnings through the Gambling feature.
Multipliers
The game starts with a multiplier set at 1x and rises gradually and can go up to a max coefficient of 1,000,000. Multiplier can potentially crash at 1x, ending the game round.
50% Cash Out
Players can cash out 50% of their bet during the game round and continue playing with the remaining 50%.
Jackpot Cards
The Jackpot Cards bonus game is triggered at random during the gameplay to allow players to win impressive jackpots.
The post Amusnet Releases Cocktail Splash, a Tropical-themed Crash Game appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
eSports
Study: 400m Gen Z esports fans say brand activations drive purchases
EFG, Hero Esports and Niko Partners survey 8,000 fans across eight markets; 74% report ads and brand presence influence buying.
ESL FACEIT Group (EFG), Hero Esports and Niko Partners have released a multi-country Gen Z esports study claiming around 400 million Gen Z consumers (20%) regularly engage with esports. The findings were published on 25th June 2026 in Cannes, France, in a white paper titled The Esports Generation: Who They Are & Why They Spend.
The report is based on survey data from 8,000 Gen Z esports fans aged 13-30 across eight markets. It positions esports as a high-attention channel for brands: 85% of respondents said they notice branding in esports, while 74% self-reported that advertising and brand participation in gaming spaces influences their purchasing behaviour. The study also reports that 66% have bought a product following a collaboration or co-branding partnership with an esports team, game or player.
On consumption and fandom touchpoints, the study found 71% regularly watch gaming content, including 66% who watch gaming livestreams and 33% who watch or listen to gaming podcasts. It also points to offline reach: 21% said they regularly attend gaming conventions and esports events, with the average respondent attending at least one in-person event in the past nine months.
The white paper also breaks out claimed purchase categories linked to esports collaborations over the past year, led by food and beverage (33%), electronics (33%) and fashion (32%). Beyond core categories, it reports 28% bought esports-related collectibles, 17% purchased makeup, beauty, or skincare products, and 10% bought from partnered brands in other categories.
Niccolo Maisto, CEO at ESL FACEIT Group said: “Esports has evolved into one of the most effective channels for companies looking to connect with Gen Z audiences at scale. What makes it unique is not just its reach, but the depth of engagement and trust that exists between fans, players, teams, and events. This research shows that esports fans are highly invested participants, not passive viewers, creating an opportunity for brands that show up authentically and build meaningful and lasting connections with this key audience.”
Danny Tang, Co-Founder and CEO of Hero Esports said: “This whitepaper confirms what we at Hero Esports have long believed: esports has evolved into a global cultural and economic force. The data shows an audience that is young, diverse, and deeply engaged. For brands, the message is clear—esports is no longer a niche market; it is the premier platform to connect with the next generation of consumers. We are proud to partner with Niko Partners and EFG to provide this blueprint for understanding and succeeding in this dynamic industry.”
Lisa Hanson, CEO at Niko Partners said: “Our data shows that, much like fans of other sports, Gen Z esports fans are incredibly passionate and have formed strong bonds within their communities. However, their media and consumer affinities extend well beyond gaming and esports, with our research revealing naturally connected interest areas that create valuable overlapping opportunities for brands and partners that show up authentically in this ecosystem.”
The post Study: 400m Gen Z esports fans say brand activations drive purchases appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Compliance
HIPTHER Launches HALLO: The Standard in Compliance Expertise
HIPTHER has launched HALLO (Highly Aligned Leaders in Legal Operations), a new platform designed to help organizations find and engage compliance professionals, legal operations experts and industry vendors. The company announced the launch in Europe.
HIPTHER said HALLO brings together a professional directory, industry intelligence hub, community platform and visibility tools aimed at sectors including gaming, fintech, payments, AI, cybersecurity, digital identity, AML and blockchain. The platform includes an Individual Professional Membership and an Enterprise Membership, with HIPTHER stating that all memberships include a 14-day free trial.
Alongside membership options, HIPTHER said compliance professionals can create free, publicly visible “Expert” profiles outlining experience and areas of specialization, with additional premium visibility opportunities available. The company positioned the platform as a way for organizations to discover and evaluate qualified compliance and legal operations expertise.
A core feature at launch is “HALLO Resources,” which HIPTHER described as an open-access compliance intelligence section that aggregates more than 17,000 regulatory and compliance-focused articles from the HIPTHER media network. HIPTHER said the section is updated daily, includes search by topic, jurisdiction and keyword, and covers areas such as gaming, fintech, AI, payments, AML, digital policy, cybersecurity and regulatory affairs.
Zoltan Tuendik, Co-Founder & Head of Business at HIPTHER, said: “Navigating the modern regulatory landscape requires more than just standard legal advice; it demands highly specialized, agile compliance expertise. With the launch of HALLO, we are bridging the critical gap between organizations facing complex global standards and the elite professionals who can guide them through. By combining an active directory with a massive intelligence hub, we are setting a new standard for compliance collaboration and empowering businesses to move forward with absolute confidence.”
HIPTHER also linked HALLO to its conference and media activities, including advertising and thought leadership opportunities through the Wayseers Booklet, an annual handbook it said is distributed at HIPTHER conferences in Europe and reaches more than 1,500 professionals across gaming, fintech, AI, compliance and regulatory sectors.
The post HIPTHER Launches HALLO: The Standard in Compliance Expertise appeared first on Americas iGaming & Sports Betting News.
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