Gaming
My Town Boosts its Popular Collection of Games with New Listings on AppGallery
World’s No. 2 kids game studio launches My Town: Museum and Baby Town series
Huawei, the leading global technology company, has announced that My Town Games, an award winning games studio best known for open world dollhouse apps, has successfully listed fourteen of its flagship role-playing game series My Town on AppGallery, and will be making another addition in My Town: Museum available this week. This will be shortly followed up with the introduction of a whole new game series, Baby Town.
My Town Games, which is ranked as the world’s second most successful studio¹ for children’s games by download, released its first game – My Town: Home Dollhouse – on AppGallery in January. This was met with great acclaim and achieved over one million installs, prompting the studio to add new titles at regular intervals over the next few months.
The titles in the My Town series encourage children to use their imagination, allowing them to interact and play with the items and characters they encounter in the game world. The games in the series are also connected with each other which gives the player a chance to experience the whole My Town universe as it develops.
The newly listed My Town: Museum takes children out of the home and allows them to visit five themed exhibits in the museum. They can wake up Egyptian mummies, dig for dinosaur fossils and compete in a jousting tournament, all designed to enhance their cognitive skills while having fun. The games primarily target 5–10-year-old children and are available in a wide range of languages depending on location. The Baby Town series will soon launch on AppGallery with the Animal Colouring Book game being made available first.
My Town Studio adds to the growing number of world’s leading games developers to list their titles on AppGallery. CrazyLabs listed on the platform earlier this year, while in June Rovio added Angry Birds 2, and Playrix launched Manor Matters to boost its portfolio of popular brain-teasing games that can now be downloaded from the platform.
“We are pleased that My Town Games has quickly found such a positive reception on AppGallery” said Gray Zhang, Head of Gaming and Developer Relations, CEE and Nordic, Huawei Consumer Business Group. “We are building a strong portfolio of games for children, and this is attracting some of the world’s most influential and popular content developers to the platform. Leading developers like My Town are reaping the rewards of expanding their audiences through our growing platform, and we will do everything to support their continued success.”
Mark Tulchinski, CEO and co-founder at My Town Games, said: “We have grown our presence on AppGallery over the last six months, gradually adding more and more titles, and we have been fully supported by Huawei throughout. It has been straightforward to adapt our games to the platform, and we have made good use of the kits to ease this process. This partnership has allowed us to quickly establish ourselves and enjoy delivering our games to Huawei’s audience around the world. We look forward to its continued success.”
My Town has utilized several of the developer kits by Huawei Mobile Services. These include the Ads Kit, a monetization service which allows My Town to build its audience and display high quality ad content to them within the game; the In-App-Purchases Kit, to help sell digital product and content directly within the games; the Analytics Kit to provide insight into user behaviour; and Huawei Identity, which provides unified address management services.
As one of the world’s fastest-growing app marketplaces, AppGallery offers a comprehensive technical support package to developers whose titles are in demand to help them integrate their apps quickly and cost effectively. This is mutually beneficial, allowing AppGallery to make educational, exciting and entertaining content available to users, while simultaneously providing games developers with access to an untapped customer-base.
Huawei’s investment to grow the Huawei Mobile Services (HMS) ecosystem has seen apps integrated with HMS surge, with more than 141,000 applications currently available². There are over 4.5 million developers now registered on the HMS platform, including 300,000 in Europe. AppGallery operates in 170 countries around the world, with 550 million monthly active users worldwide.
My Town: Museum is now available on AppGallery.
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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.
1xBet
HLTV Awards returns to Belgrade on January 9, 2027, adding Lifetime Achievement honor
HLTV will stage the HLTV Awards presented by 1xBet in Belgrade, Serbia on January 9, 2027, returning to the Sava Center. The company said more than 1,000 players, industry professionals, creators, and fans are expected to attend.
HLTV also confirmed Dust2 creator David Johnston will feature as an award announcer. HLTV linked the booking to the 25th anniversary of Dust2.
For 2026, HLTV is updating its Hall of Fame process and eligibility rules. Four players will be inducted again, with “at least two and up to three” slots reserved for players from the Counter-Strike 1.6 and early eras. HLTV also removed the former “neo rule,” allowing players to be inducted for their playing careers even if they remain active in other roles such as coaching.
HLTV is adding a Lifetime Achievement Award, which will be decided by the Hall of Fame Board. The ceremony will also move Community Awards onto the main stage show for the first time, rather than the pre-show segment.
Separately, HLTV will kick off the 2027 Awards season with an invite-only “HLTV Awards by 1xBet Launch Party x GRID” in Cologne during the Major. HLTV said industry members can apply for an invite to the ceremony via its awards page.
The post HLTV Awards returns to Belgrade on January 9, 2027, adding Lifetime Achievement honor appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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