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Lenovo Launches End-to-End Esports Solutions for Education

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Schools now have expert consultants available from one of the world’s largest PC makers to plan, build and manage esports programs, helping drive student engagement and learning outcomes

Lenovo announced the launch of the Lenovo Esports Solutions for Education, advisory services to bring custom, end-to-end solutions for K-12 and university esports programs. Committed to building smarter technology to empower students and teachers through transformative education solutions, Lenovo is helping esports level up the intersections of learning and gaming.

The Lenovo Esports Solutions for Education features a comprehensive offering of advisory and support services combined with equipment, software and hardware, including products from the Lenovo Legion and Workstation lines, all backed by education warranty and leasing options. From consultation on schools’ program objectives, planning and installing dedicated esports arenas to helping setup and manage varsity teams for league competition, Lenovo is a trusted resource to advance gaming within educational environments.

Today, students at all levels in the United States are spread across a range of options and activities from in-school to distance learning and hybrid scenarios. The Lenovo Esports Solutions for Education includes the ability for students to join a school gaming network and play from home with matchups and leaderboards to spur competition, as well as network and league management capabilities to maintain and optimize the experience for esports student athletes.

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Increasing student engagement, promoting activity and interaction among a diversity of students, and advancing STEM-learning are among the many reasons secondary schools and universities are building and expanding esports programs. For example, a study showed that girls who play video games are three times more likely to pursue careers in STEMi.

The National Association of Collegiate Esports has more than 170 U.S. colleges with varsity esports programs and approximately $16 million per year in scholarships is being offeredii. Tespa, a network of college gamers, notes over 1,350 schools and 40,000 student e-athletes competed in its tournaments for $3.3 million in prizes and scholarshipsiii.

“The response from schools and universities we’ve been working with has been extraordinary,” says Rich Henderson, Director of Global Education Solutions at Lenovo. “For many reasons, education institutions are ready to begin or expand esports programs but need assistance with IT, stakeholders, and scholastic connections to get started. From in-school esports arena design and game management, to helping protect student safety and managing varsity teams, Lenovo has the solutions for educators to adopt or accelerate this growing opportunity for students.”

“Deciding to work with Lenovo has been one of our best decisions from the start,” says Lee Hyde, Director for ResNET, University of North Carolina at Chapel Hill. “There have been countless times when having the expertise of its teams has saved us time and money while helping us to provide a professional experience for our students and viewers; and pushed us further to our goal of having successful, competitive varsity teams. We look forward to learning more through our relationship as we continue to build our program and impact on our campus.”

The Lenovo Esports Solutions for Education is now available in the United States and Canada, the solution will be introduced to select markets worldwide in 2021. For more information, please go to Lenovo’s website.

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About Lenovo:

Lenovo (HKSE: 992) (ADR: LNVGY) is a US $50 billion Fortune Global 500 company, with 63,000 employees and operating in 180 markets around the world. Focused on a bold vision to deliver smarter technology for all, we are developing world-changing technologies that create a more inclusive, trustworthy and sustainable digital society. By designing, engineering and building the world’s most complete portfolio of smart devices and infrastructure, we are also leading an Intelligent Transformation – to create better experiences and opportunities for millions of customers around the world. To find out more visit https://www.lenovo.com.

LENOVO and LEGION are trademarks of Lenovo.

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Canada

ComeOn Group adds sportsbook to its offering in Ontario

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ComeOn Group announced a significant milestone in its sportsbook expansion journey with the addition of sportsbook to their offering in Ontario following the successful acquisition of the required permits. This addition represents a strategic advancement in the Groups sportsbook growth trajectory where they are set to double its sportsbook business in the coming years.

ComeOn Group is one of 51 active operators in Ontario. The Ontario market has experienced robust growth since its launch, reaching C$6.7 billion in revenue in 2023.* By 2029, the market is forecasted to grow by a total of 29%, with 2024 expected to close with a 20% increase.

ComeOn keeps investing in its sportsbook business acceleration that is powered by its proprietary sportsbook platform and in-house risk management and trading team. As a multi product vertical operator, ComeOn is striving to give its customer base a safe and exciting entertainment destination and this approach is now expanded to their Ontario audience.

Juergen Reutter, Chief Executive Officer at ComeOn Group, said: “We are very excited about the opportunities this new milestone opens up for us. As a casino-led operator it represents a key part of our sportsbook strategy to double our business in the coming years. Like in any of our other markets, we are striving for a differentiated sportsbook entertainment experience that is powered by our in-house technology. Our goal is to deliver top-tier entertainment to our players while fostering safe and innovative gaming experiences.”

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*Source – H2GC H2 Ontario Data 25.10.2024 (excl. Lottery)

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BCLC

INTRALOT Announces New Project with the British Columbia Lottery Corporation for Online Lottery Platform

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INTRALOT S.A. has announced the undertaking of a new project between the British Columbia Lottery Corporation (BCLC), the sole lottery operator for the Government of British Columbia in Canada, and INTRALOT Inc., its US subsidiary, for the provision of an online lottery platform. The project also includes the digitalization of the existing land-based network.

The solution will be based on the Player X platform, part of the Lotos X ecosystem, and adds to the company’s overall partnership with BCLC, which has been extended until 2028.

INTRALOT is a leading player in a changing world of gaming. With significant experience in looking forward and anticipating emerging trends, the company provides future-proof solutions to regulated lottery and gaming operators around the world.

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Canada

IAGR announces Toronto as host city for 2025 conference

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Hot on the heels of its most attended conference in history, the International Association of Gaming Regulators (IAGR) is excited to announce that its 2025 conference will take place in Toronto, Canada, from October 20 to 23, 2025.

The event will be held in partnership with the Alcohol and Gaming Commission of Ontario (AGCO) at the Westin Harbour Castle, offering stunning waterfront views and a premier, downtown Toronto location.

‘Fresh off the success of our Rome conference, we’re thrilled to continue the momentum with next year’s event in Toronto,’ said Ben Haden, IAGR President.

‘The IAGR 2025 conference promises to be another unparalleled opportunity for our global community to come together, collaborate and shape the future of gaming regulation. We’re looking forward to working with AGCO to bring it all together.’

AGCO CEO and Registrar Dr. Karin Schnarr, added, ‘We’re excited to welcome IAGR and its members to Toronto. This partnership provides a great opportunity to share Ontario’s innovative regulatory practices and foster meaningful discussions that drive positive change in the industry.’

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Stay tuned for registration details early next year.

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