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Paf employees donated €125,000

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The Nordic gaming company Paf decided to give all employees the opportunity to donate €125,000 to various good causes, initiatives and projects. The causes were selected through a nomination and voting process by the employees.

All Paf employees were given the opportunity to nominate their own initiatives that they felt were worthy of Paf’s €125,000 donation. Once the nomination process was complete, employees were asked to vote for the initiatives, and it was the employees’ votes that determined which initiatives received the donation and how much of the sum was allocated to each project.

“It’s really important that everyone who works at Paf feels that our core mission is different and that it’s well worth working for. That’s why we wanted to involve the employees and give everyone a direct opportunity to determine the distribution of the donation,” says Paf’s CEO Christer Fahlstedt.

Paf’s basic purpose is to generate funds for the benefit of society. The annual profit is used as Paf funds for social, environmental, youth, sports and cultural purposes, among others.

Second year in a row

This is the second year in a row that Paf employees have been able to donate a sum of money to various good causes. Last year employees donated €100,000 and this year the amount was increased to €125,000.

“It was a great way to end last year and a good initiative to repeat this year. The donation is not part of Paf’s usual mission and purpose, but it reflects our overall core purpose in an excellent way,’ says Paf CEO Christer Fahlstedt.

The distribution of €125,000

When the employees gathered in December for the annual Christmas speech, the vote was taken and the result determined how the €125,000 would be distributed. The Employee vote gave causes for Ukraine the biggest donation and €40,000, followed by causes against cancer €25,000 and in third place causes for combating abuse of children €15.000.

1. €40.000 – Causes for Ukraine

2. €25.000 – Causes against cancer

3. €15.000 – Causes for combating abuse of children

4. €12.000 – Causes for Children

5. €9.000 – Causes for Animals

6. €7.000 – The Swedish Brain Foundation (Hjärnfonden)

7. €6.000 – Medical aid for Palestine

8. €5.000 – Causes for Women

9. €3.500 – Relief efforts – Spanish weather disaster

10. €2.500 – Jesuit Refugee Services Malta

Most votes – top 3

Causes for Ukraine goes to the following initiatives;

  • Power Up Ukraine, Swedish based, helps with energy solutions

  • Blågula Bilen, Swedish based, donates trucks & 4×4 vehicles with supplies

  • Hospitallers, based in Ukraine, Hospitallers is a volunteer organization of paramedics.

  • Come Back Alive, Ukraine, Demining in Ukraine

  • Safe & Smart, Ukraine based, Restoring hybrid and offline learning in Ukrainian schools

Causes against cancer goes to;

  • Barncancerfonden, Sweden, They help families and contribute to paediatric cancer research with the aim of eradicating childhood cancer

  • Kingitud Elu, Estonia, Estonian Association of Parents of Children with Cancer

  • Rintasyöpäyhdistys, Finland, Europa Donna Finland ry works to increase awareness of breast cancer and improve the quality of life for patients during and after the treatment period

  • Project Liv, Finland, support children with cancer and their families

Causes for combating abuse of children goes to;

  • Internet Watch Foundation, UK, stop child sexual abuse online

  • Anti-Human Trafficking Intelligence Initiative, USA based, end human trafficking and child exploitation

  • Missing Children Europe, protects children from going missing

  • ECPAT, based in Thailand, ensures children live a childhood free from sexual abuse and exploitation

  • La Strada International, Europe, works against human trafficking

  • Prajwala, India, works to end sex trafficking & sex crime

  • Maiti Nepal, Nepal, works for a society free from trafficking of children & women

The nomination and voting process was not open to organisations or initiatives that were already beneficiaries of Paf funds. Since 1966, Paf has distributed more than €447 million in Paf funds. In the spring of 2024, Paf was able to distribute €31.4 million for the benefit of society.

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G2 drops limited-edition One Piece streetwear capsule on June 25

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The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.

G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.

The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.

“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”

G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.

One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.

The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Ygam joins four UKRI-funded gambling harms research partnerships

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Projects sit within UKRI’s Research Programme on Gambling and the GHR-UK Evidence Centre, backed by the statutory levy.

Ygam has been named as a partner on four projects funded through the UKRI Research Programme on Gambling, supported by the statutory levy. The charity will work with academic teams including the University of Birmingham, Bournemouth University, the University of Plymouth, Lancaster University, and Liverpool John Moores University.

The four projects sit within the Gambling Harms Research UK (GHR-UK) Evidence Centre, which coordinates 19 one-year Innovation Partnerships under the programme. UKRI has been appointed by the UK Government to oversee research commissioned through the new statutory Gambling Levy. Under the levy, 20% of annual funding will be allocated to research, equating to £22.1 million in 2025/26.

Emily Tofield, Chief Executive of Ygam, said: “We are pleased to be working in partnership with leading university partners, contributing our expertise in a key strategic area of our work. A defining strength of our approach is that it is grounded in robust insight and research, underpinning everything we do. This enables us to understand how and why harms emerge and translate that into practical, preventative education that is credible and scalable. We look forward to achieving these outcomes together and informing effective measures to prevent harms among children and young people.”

Ygam said its advisory panels — including young people, individuals with lived experience, community and faith leaders, gaming and esports representatives, and student ambassadors — will help shape the research to reflect “real-world experience and diverse community perspectives.”

The four partnerships are: INTEGRATE (University of Birmingham, Ygam, Al-Hurraya and Community Connexions), focused on intersectional gambling harm and interventions for children, young people and emerging adults; “From Evidence to Action: Safeguarding Neurodivergent Young People in Gamified Digital Environments” (Bournemouth University, Ygam, Work’n’Diversity CIC), focused on gambling-like risks in gamified digital environments; GRASP (University of Plymouth-led partnership including NatCen, NHS and third-sector organisations, and Ygam), mapping support pathways and gaps in prevention and recovery; and GRACE-Net (Lancaster University and Liverpool John Moores University with local authorities, NHS partners, third-sector organisations and Ygam), testing collaborative approaches in the North West of England and sharing learning more widely.

The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Study: 400m Gen Z esports fans say brand activations drive purchases

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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.

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