Latest News
Betting Brands may Shift Focus from Sports to Casino Amid COVID-19 Pandemic
COVID-19 has shaken up the world. No one and no business has been left unaffected by the virus, and that includes the betting industry. Land-based casino and betting shops have especially felt the impact of the novel coronavirus, which has forced these establishments to close to help stop the spread of the disease. Even the biggest sports betting brands in the UK have suffered online and offline from the widescale suspension, postponement or cancellation of major sporting events.
There’s no question that as far as the gambling industry is concerned, brick and mortar betting shops and casinos have taken the hardest hit, with one of the worst cases being in Nevada, which shut down every casino on its famous Las Vegas strip back in mid-March. Nevada depends on tourism more than any other U.S. state and is used to catering to tens of millions of visitors annually. Unemployment rates are expected to go up by a minimum of 30% in the state, according to the Nevada Resort Association. This has left many to wonder and worry if Vegas’ big names like Wynn Resorts, MGM Resorts, and Sand Crop. will survive the virus’ economic impact, even with help from the financial relief plan.
That said, the closures caused by the coronavirus have been felt across the industry. For instance, the impact on big groups like GVC has resulted in the company taking steps to do what it can to alleviate the strain that has been placed on its operations. Like other companies, GVC has been working hard to lower costs and re-prioritize activity to preserve free cash while making sure its customers continue to be able to enjoy great experiences. Among these re-prioritisations has been reducing the amount spent on sports content, online sports marketing, and trading costs.
Photo source: Shutterstock
Even online Sportsbook is not Immune to Coronavirus
Naturally, the online gambling industry has a massive advantage over its land-based counterparts. No one needs to social distance online and gambling can be enjoyed safely from home 24/7 via a computer or mobile, whether one is self-isolating or in full quarantine. However, in spite of this fact, online sportsbooks continue to find it a challenge to make the most of the internet advantage.
With no active mainstream sports, online bookies have been forced to fill the void with more emphasis on the virtual world of sports, including animated versions of major horse races like the Grand National, which was canceled because of the COVID-19 pandemic. The Virtual Grand National, like other virtual races, was a computer-simulated race. It included virtual spectators and virtual ambulances that followed the runners and riders around the courses.
Beyond virtual sports, digital bookmakers have also placed greater focus on eSports as well as other lesser known events. Still, even with the focus on these other events, all online bookmakers have seen a dramatic decline in depositors and increased churn rates because it is simply far too difficult to retain players when the major sports betting markets are at a standstill.
Many of the big name gambling operators have watched the value of their shares suffer from the COVID-19 outbreak. Some of these include:
- William Hill shares have dropped by more than half since the 21st of February 2020
- GVC Holdings (owner of Ladbrokes Coral) has seen a drop in share prices by more than 20%
- Flutter Entertainment (owner of Paddy Power Betfair) has seen its share value tank by over 15%
Sportsbooks May Shift their Focus to Online Casinos
Online casinos, which offer online slots, virtual table, and card games, scratch cards, live casino games, etc. are in much better shape than their sportsbook cousins and that’s because they don’t depend on sports or other major events to continue carrying on with business as usual.
As such, many bookies that also offer a casino platform may consider cross-selling their online casino products to their existing sports betting customers in an attempt to recoup some of the money they’ve lost. This tactic could work as bored housebound punters, who previously focused solely on sports, can be keener to engage in casino entertainment until they can bet on their favorite football matches or horse races again.
Since March, COVID-19 has shut down most economies and sent more than a billion people into lockdown. Like many other businesses considered non-essential, land-based gambling establishments have closed their doors until the outbreak and restrictions ease. While only time will tell how well gambling operators will fare once the worst of the pandemic has run its course, for now, all they can do is focus on their online operations and survive as best they can. For some, online casinos could potentially provide the life raft they need to stay afloat.
anime
G2 drops limited-edition One Piece streetwear capsule on June 25
The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.
G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.
The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.
“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”
G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.
One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.
The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Latest News
Ygam joins four UKRI-funded gambling harms research partnerships
Projects sit within UKRI’s Research Programme on Gambling and the GHR-UK Evidence Centre, backed by the statutory levy.
Ygam has been named as a partner on four projects funded through the UKRI Research Programme on Gambling, supported by the statutory levy. The charity will work with academic teams including the University of Birmingham, Bournemouth University, the University of Plymouth, Lancaster University, and Liverpool John Moores University.
The four projects sit within the Gambling Harms Research UK (GHR-UK) Evidence Centre, which coordinates 19 one-year Innovation Partnerships under the programme. UKRI has been appointed by the UK Government to oversee research commissioned through the new statutory Gambling Levy. Under the levy, 20% of annual funding will be allocated to research, equating to £22.1 million in 2025/26.
Emily Tofield, Chief Executive of Ygam, said: “We are pleased to be working in partnership with leading university partners, contributing our expertise in a key strategic area of our work. A defining strength of our approach is that it is grounded in robust insight and research, underpinning everything we do. This enables us to understand how and why harms emerge and translate that into practical, preventative education that is credible and scalable. We look forward to achieving these outcomes together and informing effective measures to prevent harms among children and young people.”
Ygam said its advisory panels — including young people, individuals with lived experience, community and faith leaders, gaming and esports representatives, and student ambassadors — will help shape the research to reflect “real-world experience and diverse community perspectives.”
The four partnerships are: INTEGRATE (University of Birmingham, Ygam, Al-Hurraya and Community Connexions), focused on intersectional gambling harm and interventions for children, young people and emerging adults; “From Evidence to Action: Safeguarding Neurodivergent Young People in Gamified Digital Environments” (Bournemouth University, Ygam, Work’n’Diversity CIC), focused on gambling-like risks in gamified digital environments; GRASP (University of Plymouth-led partnership including NatCen, NHS and third-sector organisations, and Ygam), mapping support pathways and gaps in prevention and recovery; and GRACE-Net (Lancaster University and Liverpool John Moores University with local authorities, NHS partners, third-sector organisations and Ygam), testing collaborative approaches in the North West of England and sharing learning more widely.
The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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.
-
Australia6 days agoFormer Star Entertainment Executives Mathias Bekier and Paula Martin Disqualified and Ordered to Pay Penalties
-
Alejandra Burato6 days agoRecord Attendance, Exciting New Releases, and a Resounding Success: This was Zitro Experience Peru
-
ArenaPlus6 days agoDigiPlus Wins “Digital Operator of the Year” Award at 2026 Global Gaming Awards Asia-Pacific
-
Amusnet7 days agoWeekend Reels | Week 25: Slot Drops & Trends
-
Anthony Dalla-Giacoma6 days agoElysium Studios Releases its Latest Slot Game “Hood and Loot”
-
Greece6 days agoSYNOT Games Announces New Partnership with Superbet
-
Bragg Gaming Group4 days agoMassive Gaming launches Blitzcrown titles on Superbet Brazil via Bragg Hub
-
BurraPay6 days agoByte Federal Announces Successful Launch of Custom-Built Integration Supporting BurraPay’s Historic Entry into America’s Regulated Gaming Market



