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LAN Parties: Revival and Evolution in 2023

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In the early 2000’s, LAN (Local Area Network) parties made up a large part of what some call the golden age of gaming. But as Wifi connections became stronger and cheaper, multiplayer gaming moved online, and LAN parties took a step back from the limelight.

Even though they may seem extinct to some, there’s still a strong LAN scene. With Insomnia the Gaming Festival taking place from the 7th to the 10th of September, domain and hosting experts, and event guest, Fasthosts, wanted to explore the current state of LAN parties in 2023, rounding up some of the biggest events taking place worldwide.

Originating in the 70s, it wasn’t until the turn of the millennium that LAN parties became the driving social gatherings of the gamer community. It was common to see teens transferring their heavy setups to friends’ houses to revel in hours worth of gameplay in bunker-like basements and dated living rooms. LAN parties were the first true form of multiplayer gaming and involved each player to BYOC (Bring our Own Computer), and gather together in the same physical location and connect their computers or consoles to play offline LAN-compatible games.

Nowadays, most game servers no longer support LAN connections. Nonetheless, informal small “friendly” events take place across the world alongside larger tournaments. Interestingly, they have witnessed a shift by partially merging with the competitive world of eSports. Many tournaments recognise the appeal and importance of keeping their novelty alive, and have incorporated social gaming, and BYOC areas where participants can enjoy more casual playing sessions with friends or acquaintances.

With their rich cultural history and nostalgia, they are still enjoyed by avid gamers worldwide and bridge the gap between the past and present world of gaming. In fact, there are plenty of events that promote LAN style gaming and casual play – here are some of the largest events that are reviving the classic spirit of gaming:

Insomnia the Gaming Festival (UK)

Insomnia is the biggest gaming festival in the UK. Each year it hosts eSport competitions, meet and greets, cosplay, and gaming-related events. Insomnia are hosting their i7i LAN party on the 10/09 where you can compete in tournaments or friendly battles.

QuakeCon (USA)

QuakeCon is an annual video game convention that takes place in Texas. It is primarily centred around id software’s game, especially the Quake series. It will be the first in-person event since 2019, and it is said that this year’s convention will bring greater emphasis to the BYOC side of the event.

LanTrek (Finland)

LanTrek is an annual gaming event that started in 2001. Aimed at all young people interested in computers, consoles, board games and gaming, it features competitive tournaments, exhibition areas, and a BYOC option where individuals can enjoy casual gaming with their friends.

The Gathering (Norway)

The gathering takes place in April of each year in the Viking Ship in Hamar. As Norway’s biggest computing event, they celebrate Easter with games, eSport competition, lectures, and concerts. It is also run entirely by volunteers and non-profit organisations.

Dreamhack (Worldwide)

Dreamhack is one of the largest LAN party and gaming festivals globally. It started in Sweden but soon popped up in various other locations, including the US, France, India, and Spain. Each event combines eSports, LAN gaming, concerts, meet and greets and more.

Gamers Assembly (France)

Unlike others on this list, Gamers Assembly is solely a LAN gaming event. Organised by the FutuoLAN association it attracts thousands of players each year looking to take part in the tournaments from popular eSport titles to more niche selections.

Assembly (Finland)

The biggest gaming convention in Finland, it attracts an average of 30,000 participants every event. Centred around gaming, eSports and digital culture, for the summer 23 edition, Assembly announced their largest ever LAN area to date.

PAX (USA & Australia)

PAX takes place in numerous locations around the US and Australia. Although primarily a gaming event it offers a BYOC/community playing option alongside other fun features such as talks, game demos, concerts, and tournaments.

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Play’n GO publishes 2025 Sustainability Report with emissions and governance updates

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Play’n GO has published its 2025 Sustainability Report, framing the year as a milestone as the supplier marks 20 years in the gaming industry. The report covers performance across four pillars—Players, Partners, People and Planet—and positions sustainability as tied to product design, operations, and partner expectations.

On climate reporting, the company said it has “achieved and exceeded” its long-term 90% reduction target for Scope 1 and 2 emissions, and reported a 69% absolute reduction in Scope 3 emissions versus its 2023 base year. Play’n GO also said its total material emissions for 2025 were kept below 500 MTCO2e.

The report also points to a move into land-based delivery. In 2025, Play’n GO said it launched its first land-based gaming solution in partnership with Genting UK, positioning the rollout as part of a “player-first, low-footprint approach” for regulated venues.

On responsible entertainment, the company said it continues to reject game mechanics it believes “compromise player trust or wellbeing,” and highlighted participation in discussions on digital wellbeing and cognitive health, including at the United Nations and G7. “We have always believed that great entertainment should be fun, safe and fair,” said Vanessa Björkbacka, Director of CSR at Play’n GO.

The report also outlines internal development and reporting infrastructure. Play’n GO said 43% of employees engaged in AI-related learning during 2025 and that average training time exceeded seven hours per employee globally. It added that reporting was further aligned to the UN Sustainable Development Goals and World Economic Forum Stakeholder Capitalism Metrics, alongside investment in “secure, AI-supported carbon data management.” “As expectations on transparency and accountability continue to rise, we see it as our responsibility to lead,” Björkbacka added.

The post Play’n GO publishes 2025 Sustainability Report with emissions and governance updates appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Casino Guru CRC returns $5.3m to players in Q1 2026

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Casino Guru’s Complaint Resolution Center (CRC) published 3,986 complaints in Q1 2026 and says it resolved 1,321 cases, returning $5,304,894 to players during the quarter.

Casino Guru said March was one of the CRC’s most active months on record, with the second-highest number of published complaints to date. The company added that ongoing cases exceeded 1,300, pointing to rising demand for third-party dispute mediation.

By volume, the most active complaint markets were Germany (657), the United Kingdom (270), Canada (240), Italy (207) and Australia (194), according to the CRC update.

Delayed payments remained the most common player-reported issue. Casino Guru also reported a March shift in complaint mix, with self-exclusion-related complaints rising to the second most frequent category for the first time in CRC history. KYC-related issues and blocked accounts were also among the most common complaint types, often linked to withdrawal delays.

Casino Guru said the quarter’s results reflect the increasing role of independent mediation as players look to third-party platforms to resolve disputes.

The post Casino Guru CRC returns $5.3m to players in Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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RubyPlay launches Firerose studio for operator-specific casino games

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RubyPlay has launched Firerose, a new studio aimed at building operator-specific casino game experiences, as suppliers and operators push for more branded content to stand out in crowded markets.

The company said Firerose is designed to let operators combine RubyPlay’s existing game catalogue with the studio’s technology and creative resources, using operator-led insight to shape games around an operator’s brand identity rather than standardised supplier content.

RubyPlay said Superbet is among the first operators to launch Firerose-powered titles. The supplier did not disclose game names or specific performance figures, but said early results showed “strong engagement metrics”.

Firerose becomes part of RubyPlay’s multi-studio structure alongside Koala Games, Mad Hat Games, Ruby Studio, and Xslots, which the company said share technology, infrastructure and distribution.

Dima Reiderman , Chief Commercial Officer at RubyPlay, said: ”Firerose represents a deliberate shift in how we think about content creation and partnership. The market is no longer driven solely by volume, but by identity. Operators want experiences that feel native to their brand and help them clearly differentiate in increasingly competitive casino environments.”

Dr. Eyal Loz, CPO at RubyPlay, added: “Firerose was created to put the operator’s voice at the centre of the creative process. Every game starts with their brand, their audience and their story, and our role is to bring that to life through the full weight of RubyPlay’s creative capabilities.

“We’re shaping experiences that players immediately associate with the operator itself. That level of ownership is what allows operators to stand out in increasingly crowded casino environments.”

The post RubyPlay launches Firerose studio for operator-specific casino games appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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