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IESF Set to Launch World Esports Training Camp at World Esports Summit in Busan, Korea

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The International Esports Federation announced the launch of its World Esports Training Camp, which will take place during the 8th Edition World Esports Summit in Busan, Korea. The Training Camp will provide a unique opportunity for Esports athletes from around the world to sharpen their skills and learn from professional coaches and athletes, therefore providing a unique opportunity to future pro athletes.

The Training Camp will feature two game titles: Tekken 7 and League of Legends. Participants will be selected through a strict application process, ensuring that only the most talented players get the chance to participate.

The Training Camp will be held later this month on November 28 and 29 at Bexco Convention Hall, the same venue as the World Esports Summit and IESF Seminar. This will allow participants to network with industry leaders, attend workshops and experience the excitement of a major Esports event.

Professional athletes such as League of Legends Liiv SANDBOX Youth team, Tekken 7 Meo-IL and CHERRYBERRYMANGO (CBM) will provide guidance and mentorship to the participants, helping them to reach their full potential.

The Training Camp will be divided into two sessions: online and offline. The online session will allow participants to get professional analytics based on their shown results remotely, while the offline session will provide hands-on training, practice and competition opportunities.

Asia

BETBY links sportsbook to QTech Games distribution network in Asia

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Deal plugs BETBY’s sportsbook API into QTech’s operator network across emerging markets, including Asia.

BETBY has signed a distribution partnership with aggregator QTech Games to supply its sportsbook solution to QTech’s network of operators, with the companies highlighting Asia and other emerging markets as the focus.

Under the agreement, QTech partners will be able to integrate BETBY’s full sportsbook via a single API, giving access to what BETBY says is a catalogue of more than 500,000 monthly events, AI-driven tools, and its esports feed, Betby.Its.

Stefanos Karakidis, Business Development Director at BETBY, said: “Partnering with QTech Games is a natural step for BETBY. They have established themselves as one of the most influential aggregators in Asia, with strong distribution channels and deep local expertise, while continuing to expand across other high-growth markets. QTech has a clear understanding of local player behaviour and operator needs, and together we’ll be able to deliver a Tier-1, mobile-first sportsbook experience, well suited to the demands of the markets they serve.”

Philip Doftvik, CEO at QTech Games, added: “We are delighted to add BETBY’s award-winning sportsbook to our platform. Their product is modern, flexible, and designed for fast-growing markets, aligning with what our operator partners are looking for. It’s perfect timing for us at QTech to expand our sportsbook offering with BETBY given the World Cup is around the corner. So, to every casino that wants to add a sportsbook before the FIFA World Cup – give us a call!”

The post BETBY links sportsbook to QTech Games distribution network in Asia appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Amusnet Officially Enters the Philippine Market

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Amusnet has announced its official entry into the Philippine market. In a double milestone for the company’s expansion strategy, Amusnet has successfully gone live with its first local operator, 747Live, and is now officially featured on the Philippine Amusement and Gaming Corporation (PAGCOR) List of EGLD-Approved Electronic Games. The list currently includes a total of 214 approved titles, representing a significant achievement and reinforcing Amusnet’s position as a trusted B2B partner in the country.

“These are two major achievements for us: a strong PAGCOR-approved portfolio and going live with our first partner in the Philippines, 747Live – both laying the foundation for accelerated growth and a stronger market presence,” said Kalin Angelov, Business Development Manager at Amusnet.

“We are very pleased to welcome Amusnet to our platform, as their reputation for premium content perfectly aligns with our mission to offer the best gaming experience in the Philippines. As Amusnet’s first partner in the region, we are excited to introduce such an extensive selection of approved titles to our audience,” said Enrico Menghini, CEO at 747Live.

The initial integration with 747Live allows local players to experience Amusnet’s world-renowned gaming mechanics, immersive graphics and signature jackpot features. To celebrate this market entry, Amusnet is highlighting a selection of top-performing titles, such as the dynamic 100 Golden Coins: Reel Fishing, the fan-favourite Extra Crown and the high-energy 100 Golden Coins.

This expansion into the Philippines marks a new chapter for Amusnet. The supplier continues to set new standards in the iGaming industry, providing operators with a robust and diversified portfolio of high-quality content. By entering the Philippine market with such a strong lineup, the company establishes itself as a premier partner for local operators, dedicated to bringing premium gaming experiences to a new and growing audience.

The post Amusnet Officially Enters the Philippine Market appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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India: Online Gaming Act to Come into Force on May 1

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The Ministry of Electronics and Information Technology in India (MeitY) has introduced a revised regulatory framework for the online gaming sector, adopting what it calls a “light-touch” approach that keeps most online social games outside mandatory registration or classification requirements.

Announced by MeitY Secretary S. Krishnan, the Promotion and Regulation of Online Gaming Rules, 2026 are set to come into force on May 1, operationalising the provisions of the PROG Act, 2025 while attempting to strike a balance between oversight and ease of doing business.

At the centre of the framework is a newly constituted Online Gaming Authority, a digital office under MeitY that brings together representatives from finance, information and broadcasting, health, sports, power, justice and external affairs signalling a cross-sectoral approach to governance in a space that cuts across policy domains.

The rules redraw the regulatory boundaries by clearly distinguishing between prohibited real-money gaming formats and permissible categories such as online social games and e-sports. Crucially, classification or “determination” of a game will not be automatic. It will be triggered only in three cases: when initiated by the authority, when a service provider applies (especially for e-sports), or when the government notifies specific categories.

Once triggered, the determination process will follow a 90 day timeline, with outcomes issued through formal orders that apply only to the specific game and publisher, rather than across similar titles.

Registration, too, has been narrowed in scope. It will apply only to notified categories involving financial risk or large-scale participation, along with all e-sports titles. As of now, no categories have been formally notified, with the provision described as enabling rather than mandatory.

Beyond classification, the framework leans heavily on compliance and user safety. Platforms will be required to implement technical and behavioural safeguards, alongside a two-tier grievance redressal system and an appellate route through the authority. Additional obligations include data retention, cybersecurity standards, financial transaction monitoring and periodic reporting extending compliance responsibilities to banks and financial institutions as well.

Structurally, the rules simplify earlier drafts by removing provisions such as a separate section on promoting e-sports and the concept of “material change,” reducing room for interpretational ambiguity. The authority itself will comprise six members, with stricter quorum norms and faster emergency response timelines cut from seven days to three.

Registration validity has been extended to up to 10 years, while suspension and cancellation processes now include a mandatory opportunity for hearing, reflecting a more formalised enforcement mechanism.

The ministry said the revisions incorporate feedback from around 2500 stakeholders, spanning industry, academia, think tanks and legal experts many of whom had flagged concerns around definitions, governance structures and regulatory clarity.

The post India: Online Gaming Act to Come into Force on May 1 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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