Gaming
Fortnite and tommyinnit Revealed As Most Popular Video Game & Twitch Streamer In The UK In 2021
New research by Superdry has revealed that Fortnite is the most popular video game globally and Twitch streamer Ninja is the most searched for in the world. UK-based gamer tommyinnit is the UK’s most popular Twitch streamer, and Fortnite is the most popular game loved by Brits.
With an estimated 3.24 billion global gamersⁱ and Twitch streamers earning millionsⁱⁱ by inviting the world to watch them play, Superdry has analysed Google data from 169 countries over the last 12 months to discover which are the most popular games and gamers.
Released in 2017, Fortnite is a free battle royale game that is available on a range of devices and has truly taken the world by storm. According to the data, it’s this game that takes the top spot in 106 countries – making it the most popular game globally. Minecraft, which involves creating worlds with blocks in a three-dimensional space, comes second with 51 countries, including Russia, Brazil and South Korea, searching for the game the most.
Although Fortnite and Minecraft clearly dominate the world in terms of popularity, Grand Theft Auto V, Genshin Impact and Valorant also feature in the top list – although for only a handful of countries.
|
Game |
Number of countries |
|
1. Fortnite |
106 |
|
2. Minecraft |
51 |
|
3. GTA V |
2 |
|
=4. Genshin Impact |
1 |
|
=4. Valorant |
1 |
Most popular twitch streamers
Twitch streamer Ninja takes the top spot as the most popular globally, though this may not be too surprising as the American gamer has a whopping 17 million followers on the streaming platform. With 46 countries searching for him the most, Ninja is well-known for streaming Fortnite Battle Royale and has even gamed with celebrities like Drake and Travis Scott.
TommyInnit, a British streamer, is the second most search for Twitch streamer in the world with 36 countries searching for him and his livestreams. At only 17 years old, he holds Guinness World Records for having the most followed Minecraft channel on Twitch and the most viewers of Minecraft live stream on Twitch.
The third most Googled Twitch streamer is AuronPlay who is based in Spain and has 10.6 million followers. Unsurprisingly his username is the most searched for in many Spanish-speaking countries, including Bolivia, Chile and Peru.
Only two female streamers make the top list, Pokimane (most popular in 12 countries) and Pqueen (most popular in three countries). Pokimane, a 25-year-old Moroccan-Canadian streamer and internet personality, is most famous for streaming League of Legends and Fortnite. Meanwhile Turkish streamer Pqueen is a long-time streamer who has amassed 1.7 million followers.
|
Twitch username |
Number of countries |
|
1. Ninja |
46 |
|
2. TommyInnit |
36 |
|
3. AuronPlay |
14 |
|
4. Pokimane |
12 |
|
5. Squeezie |
8 |
|
=6. Faker |
7 |
|
=6. s1mple |
7 |
|
7. Nobru |
4 |
|
=8. Trymacs |
3 |
|
=8. Pqueen |
3 |
|
=9. Robleis |
2 |
|
=9. Anomaly |
2 |
|
=9. Markiplier |
2 |
|
=10. Rubius |
1 |
|
=10. ilMasseo |
1 |
|
=10. MissaSinfonia |
1 |
|
=10. alanzoka |
1 |
|
=10. Nick Eh 30 |
1 |
|
=10. Jacksepticeye |
1 |
|
=10. Ibai |
1 |
|
=10. Lirik |
1 |
Justin Lodge, Chief Marketing Officer at Superdry comments:
“We know that many of our best-selling items, like hoodies and loungewear, are the perfect attire for a night of gaming but we were curious to delve into the data to find out the games and streamers that video game fans can’t get enough of at the moment. It came as no real surprise that Fortnite was the outright favourite, but the range of Twitch streamers was fascinating to see – with top channels being based across the globe. We hope the research might inspire those who haven’t caught the gaming bug yet to check out some of the world’s best streamers, or even set up a channel of their own.”
To see the full research visit: https://www.superdry.com/most-popular-gamers
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Australia
Regulating the Game 2026 Draft Program Unveiled, Spotlighting the Issues Shaping the Sector
Regulating the Game has published the draft program for its 2026 Sydney conference, outlining a comprehensive agenda of keynotes, featured addresses, panels, and expert masterclasses examining the most consequential regulatory, policy and operational issues facing the global gambling sector.
Regulating the Game 2026 will be held 9–11 March 2026 at the Sofitel Sydney Wentworth and represents the sixth edition of the conference as a forum for rigorous, cross-jurisdictional engagement on gambling regulation and sector performance and uplift.
The draft program confirms that each conference day is anchored by keynote and featured speakers, whose addresses are designed to frame and contextualise the broader program of talks, panels and masterclasses that follow. These speakers bring senior executive leadership, policy and advisory insight, and deep subject-matter expertise, helping to frame the regulatory and operating environment, its trajectory, and the lenses through which the agenda is explored.
Across the three days, the program integrates:
- Context-setting sessions that frame the regulatory and operating environment and its direction, including examinations of where gambling regulation and policy are heading, how enforcement and sanctioning approaches are evolving post-inquiry, and how governments and markets are responding to persistent black-market and grey-market pressures. These sessions establish the policy, strategic and operating lenses through which the broader agenda is explored.
- Moderated panels that interrogate regulatory assumptions and reform outcomes in practice, including discussions on harm minimisation in increasingly data-driven environments, the limits and consequences of intensified regulation, and the interaction between market design, consumer behaviour and regulatory intent.
- Expert masterclasses, including a session led by Jay Robinson focused on embedding the Responsible Gambling Officer role with purpose, authority and practical impact, and a second masterclass convened by the International Masters of Gaming Law, with final scope and focus to be confirmed. Together, these sessions are designed to support practical capability uplift and address the implementation risks that sit between policy intent and operational reality.
- Industry Spotlight sessions, introduced in 2026, comprising tightly curated 15-minute presentations from incumbent organisations. These sessions provide a platform to articulate strategic direction, investment priorities and innovation pathways, and to examine what lies ahead for the sector as regulatory expectations, technology and market structures continue to evolve.
Collectively, the agenda addresses:
- The trajectory of gambling regulation, enforcement and sanctioning frameworks
- AML/CTF reform, financial crime risk and supervisory expectations
- Safer gambling governance, harm minimisation and behavioural insight
- Black market and grey market dynamics in increasingly regulated environments
- Technology, data governance and the use of AI in regulatory and compliance systems
- Leadership, accountability and the operational reality of reform delivery
While the program is deliberately broad, particular attention has been given to curating sessions and contributors that surface topical and often unresolved issues facing the sector. The agenda is designed to frame the current environment and its direction, provoke informed debate, stimulate curiosity, and act as a catalyst for new ways of thinking, innovation bets and next practice across regulation, policy and operations.
Paul Newson, Principal at Vanguard Overwatch and Founder of Regulating the Game, said the 2026 draft program reflects a deliberate architecture:
“The program is designed to open up the problem space, not to close it down. Early sessions are intended to frame the environment honestly and rigorously, so that the discussions that follow can interrogate options, trade-offs and solutions with clarity and discipline.”
He added:
“Regulating the Game is deliberately structured to move from context to analysis to application. The draft program makes that progression clear and intentional.”
The program is supported by flagship events including Pitch!, the RTG Global Awards Gala Dinner, and an expanded Exhibition Showcase, which together complement the formal agenda and support cross-sector engagement.
The draft program reflects the core structure of the conference, with final speaker confirmations and minor refinements to be completed in the coming week.
The post Regulating the Game 2026 Draft Program Unveiled, Spotlighting the Issues Shaping the Sector appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Adam Smart Director of Product Gaming at AppsFlyer
AppsFlyer State of Gaming Report: AI Is Flooding Mobile Gaming Marketing Channels and Raising the Cost of Standing Out
State of Gaming for Marketers 2026 reveals how AI-driven scale, global UA spend, and China-based publishers are reshaping mobile gaming competition
AppsFlyer, the Modern Marketing Cloud, today released the State of Gaming for Marketers 2026, an in-depth analysis of how AI, creative scale, and rising paid pressure reshaped mobile gaming marketing in 2025. Drawing on AppsFlyer data, the report examines how studios adapted as marketing activity expanded faster than player attention.
In 2025, AI-enabled production coincided with a sharp increase in advertising across iOS and Android. Creative output scaled rapidly across all spending tiers, with top gaming advertisers producing between 2,400 and 2,600 creative variations per quarter, up 25–30% YoY. That expansion increased pressure on paid acquisition channels. Paid install share rose 10% YoY across iOS and Android, while ad impressions increased 20%, indicating a significant rise in the number of ads competing for the same pool of players. To manage rising marketing volume and fragmentation, AI-enabled tools became a common part of daily workflows with 46% of AI assistant queries focused on reporting and performance breakdowns, reflecting the need for faster visibility as data volumes grew.
“AI has dramatically increased the speed and volume at which games and marketing assets reach the market,” says Adam Smart, Director of Product, Gaming at AppsFlyer. “The result is not a shortage of creativity, but a surplus of it. As paid activity and creative supply expand faster than player attention, marketing success depends on how effectively teams can measure, interpret, and act on an increasing volume of fragmented signals.”
Additional key insights from the State of Gaming for Marketers 2026
- Global gaming app UA spend reached $25B in 2025. Midcore UA spend increased 28% YoY on iOS, while Android spend remained largely flat.
● China-headquartered publishers increased their share of global gaming UA spend. Their share grew by 26% YoY in the UK, and 22% globally, with gains strongest on Android.
● iOS paid installs reached record highs. Share in the UK rose across Casino (+13%), Hypercasual (+10%), and Midcore (+30%).
● iOS advertisers expanded media mix to find incremental scale. iOS gaming advertisers increased the number of media sources they used by up to 15% YoY, reflecting growing fragmentation and the need to diversify beyond core channels.
● AI is still used primarily to manage marketing scale, not strategy. With 46% of AI assistant queries focused on reporting and performance breakdowns, teams are using AI to keep pace with rising data volumes rather than replace decision-making, but some genres are already employing more complex tasks and asks.
Methodology
AppsFlyer’s State of Gaming for Marketers 2026 is based on anonymized, aggregated data from 9.6 thousand gaming apps worldwide, analyzing 24.8 billion total installs, including 14.1 billion paid installs, alongside ad spend, creative production, monetization, AI-assisted workflows, and media source usage across iOS and Android during 2025.
The full report is available at: appsflyer.com/resources/reports/gaming-marketers/
The post AppsFlyer State of Gaming Report: AI Is Flooding Mobile Gaming Marketing Channels and Raising the Cost of Standing Out appeared first on Americas iGaming & Sports Betting News.
Arena Racing Company
Arena Racing Company awarded United Arab Emirates Gaming-Related Vendor License
Arena Racing Company (ARC) has been granted a Gaming-Related Vendor license from the United Arab Emirates’ General Commercial Gaming Authority (GCGRA), an independent entity of the UAE Federal Government with exclusive jurisdiction to regulate, license, and supervise all commercial gaming activities.
The license, operational with immediate effect, affords ARC the opportunity to provide its products and services to licensed operators in the region. Notably, the Racing1 Markets service, an all-in-one horse and greyhound racing solution delivered in conjunction with Racing1 alliance media rights partners at 1/ST CONTENT, Racecourse Media Group (RMG), and Tabcorp, alongside technical partner Pythia Sports. ARC has been added to the list of licensed vendors as per the GCGRA website.
Jack Whitaker, Commercial Manager at ARC, said: “Obtaining this license is a great achievement for ARC and its Racing1 partners. The emerging regulated UAE market is incredibly exciting, and we look forward to showcasing our innovative products and services in the region.”
The post Arena Racing Company awarded United Arab Emirates Gaming-Related Vendor License appeared first on Gaming and Gambling Industry Newsroom.
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