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BtoBet’s founder Alessandro Fried discusses vision, strategy and product innovations for 2021

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2020 was hugely successful for BtoBet. What are the set targets for 2021?

Further consolidating our presence in those markets where we are already considered as market leaders, whilst seeking to strengthen our partner portfolio in mature and new markets must be the target we set for ourselves for this year. During 2020, despite all the challenges brought about by the novel coronavirus pandemic, we have not only continued strengthening our positions in markets, such as Africa and Latin America, announcing strategic partnerships that will reap substantial benefits for the company on the medium to long term, but we have also set out a clear vision to make a similar impact in more mature markets such as Europe, whilst setting our eyes on new opportunities.

Increasing our footprint on an international level has always been our intention from the very onset, and what the company has achieved in a relatively short period of time is testimony to the determination and talent within the company’s ranks to meet the set targets.

Furthermore, BtoBet’s acquisition by Aspire Global now puts us in the ideal position to be able to enter more complex market scenarios, such as Europe, which are highly characterised by an overwhelming level of regulation. Together we are able to meet the requirements of all operators requiring a technological partner serving the entire iGaming value chain, providing them with a cutting edge sports betting platform, and also all requirements from a content and services point of view. All this whilst adhering to the compliance requirements of the vast majority of regulated jurisdictions, keeping to a minimum the time-to-market.

Having said this, the overzealous regulation and over taxed market scenarios characterizing the European market have led to businesses turning towards the fresh, and new opportunities other emerging markets can offer them.  And our strong presence in these markets, puts us at in an optimal position to assist those operators seeking to gain an advantageous position in these so-called emerging markets.

The past months have seen BtoBet very active in different markets, announcing key partnerships – such as Betfair and William Hill in Colombia, and Sports Lotteries LLC in Russia – and in the coming weeks we seek to maintain the momentum.

Any new products in the pipeline from BtoBet?

We are currently finalizing a string of new tools that are set to have a great impact for both operators and players.

The major trend today is that we live our lives on screens and this affects every aspect of our daily life. In order to stay current, especially in online gaming, you need to be disruptive. By producing a better product that incorporates the way people live, you can disrupt the space in an industry. Innovation is a constant objective of any company within the iGaming industry.

Having said that, whilst other industries especially the entertainment industry, have harnessed new technologies based on ML and AI in order to ameliorate the customer experience, the betting industry has yet to truly harness this form of disruptive technology. And this is what we have been working on for the past months… tools based on in-depth data analysis allowing operators to fully understand the different player demographics, psychographics and playing habits, ultimately enabling them to create enhanced, personalized experiences based on the individual player preferences and behaviours.

Whilst this will undoubtedly play a major role towards a player-centric UX, bookmakers will also be able to harness great benefits from the technology from an operational perspective. A primary example that comes to mind is that these tools are able to single out suspicious betting patterns and payments. And all these in an automated environment.

How disruptive was the coronavirus pandemic for the industry?

2020 was deeply marked by the global coronavirus outbreak. It has affected the industry in many ways, with many businesses – both B2C and B2B – having to re-dimension the traditional way of how they operate.

Luckily for us, we had been investing for quite some time in widening the content portfolio for all verticals, and simultaneously having had invested heavily on our platform in order to better assist those retail operators opting to start wholly or partially migrating their business to the digital channels in an interlinked environment.

Now the big question is will everything revert back to pre-Covid scenarios? In reality I don’t envision the development of widely available vaccines, which will mark the end of the pandemic, to prompt the industry to go back to the 2019 situation.

The pandemic has undoubtedly brought about a digitalisation reform, and this is reflected in all those industries which featured retail as part of their business model. Adults who have entered the digital age of wagering may shift some of their spending to more traditional forms of entertainment channels – namely retail casinos – but many of those adults will undoubtedly continue sharing their wallet with the digital channels. Does this mean that this is the end for the industry’s retail outlets? Definitely not, but I do expect the digitalisation of the industry to maintain its momentum.

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G2 drops limited-edition One Piece streetwear capsule on June 25

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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.

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Ygam joins four UKRI-funded gambling harms research partnerships

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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.

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Study: 400m Gen Z esports fans say brand activations drive purchases

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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.

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