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2021 has already overtaken 2020 with more female-led games

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While women make up nearly half of all gamers, a continued study by Buzz Bingo has revealed that only 12% of next-generation video games exclusively feature a female protagonist, with 2020 being the worst year yet for female representation.

As part of this continued study, Buzz Bingo analysed every game released on PlayStation and Xbox since 2016 to see how female representation in the gaming industry has developed, as well as how this representation is unfolding in 2021.

1. PlayStation Games Year-on-Year

  • Our research showed us that 2020 was the lowest year in terms of the number of female-led games released on PlayStation consoles, with only 14 games (8.6%) released that year featuring a female protagonist.
  • 2021 is already looking more promising in terms of the number of games set to be released featuring a female lead, with 23 games (18.4%) with a female protagonist having been announced so far.
Year Female Male Mixed Ambiguous/NA/TBC Total
2016 27 120 97 62 306
2017 49 85 115 61 310
2018 27 90 98 42 257
2019 22 87 91 24 224
2020 14 53 67 29 163
2021 23 50 30 22 125

2. Xbox Games Year-on-Year

  • In three out of the six years we analysed, only 9 of the games that were released for Xbox consoles featured a female lead.
  • So far, 2021 already ranks second for the highest number of female protagonist led games for Xbox, with 14 games (12.8%) featuring a female lead having been announced or released.
Year Female Male Multiple Options Ambiguous/NA/TBC Total
2016 16 83 54 34 187
2017 9 49 65 21 144
2018 10 46 56 29 141
2019 9 49 74 16 148
2020 9 27 49 22 107
2021 14 43 30 22 109

3. The New Generation: Xbox Series X/S and PS5

  • Research from Buzz Bingo has revealed that only 51 games (12%) out of the 414 confirmed PS5 and Xbox Series X/S exclusively feature a female protagonist compared to 139 (34%) games with a male-only lead.
  • 33% of all games had both male and female protagonists or allowed the user to customise the gender.
Gender of Lead(s) Xbox Series X/S PlayStation 5 Xbox % PS5 % Total %
Female 21 30 11% 13% 12%
Male 58 81 31% 35% 34%
Multiple Options 68 68 37% 30% 33%
Ambiguous/NA/TBC 38 50 21% 22% 21%

Methodology

  • We analysed every game released on PlayStation and Xbox since 2016, and then manually checked each game to find out whether the playable character was male, female, ambiguous or had mixed options.
  • We then broke this down to find out the best and worst years for female representation in video games.
  • To determine gender, we researched wiki pages for the individual games and searched for the corresponding pronouns when necessary.

 

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Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026

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Groove has been named a finalist for Best Aggregator 2026 at the SiGMA Asia Awards, with the ceremony scheduled for 2 June 2026 at the SMX Convention Centre Manila during the SiGMA Asia Summit.

The shortlist was announced by Global Gaming Insider, according to the company. Groove said its platform aggregates more than 15,000 games from over 150 providers via a single API.

Giusy Campo, Business Development Director at Groove, said: “This shortlist is external recognition of a truth we already feel internally: Groove is moving at a different pace. Asia is not a single market, it is a collection of distinct regulatory environments, player behaviours, and partnership opportunities”

Campo added: “Our platform is built to respect that complexity, not smooth it over. Being named a finalist for Best Aggregator tells us that our approach; deep integration, localised content strategies, and commercial precision; is resonating with the operators who matter most in this region. We are not just bringing games to Asia. We are bringing a roadmap for sustainable growth.”

Yahale Meltzer, Co-Founder and CEO of Groove, said: “The aggregation space is crowded. Differentiation is everything. This nomination confirms that our vision, transforming aggregation from a commodity into a strategic growth discipline, is taking hold.” He added: “Operators across Asia are no longer asking for just volume or speed. They are asking for structural resilience, data intelligence, and a partner who can execute across fragmented regulatory landscapes with precision. Groove delivers that. To be recognised alongside the best in Asia is a privilege, but the real work continues in Manila and beyond. We are here to win, not just awards, but the trust of the operators who build their businesses on our platform.”

The post Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026

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DATA.BET says turnover from its virtual content grew 168% between Q1 2025 and Q1 2026, with the supplier reporting the product accounted for 39% of total virtual sports turnover and 45% of profits over the period.

The company said the content is developed fully in-house and delivered through automated bot-vs-bot matches that run 24/7 without dependence on real-world fixture schedules. DATA.BET positioned the format as a way to provide continuous events and reduce operational overhead for operators.

Across the same period, DATA.BET reported +299% active users, +129% across clients GGR, +246% events per quarter, and +218% bets placed.

DATA.BET also said the audience profile overlaps with live football bettors, which it believes supports retention during seasonal breaks. The supplier added that the algorithm-driven format “carries no fraud exposure,” supports In-Stream Betting overlays, and provides near-zero latency between broadcast and market updates.

“Over the past year, our bot-vs-bot virtual content has delivered consistent, measurable results across every operator deployment. Building e-Football in-house gives us the flexibility to configure it to what each operator actually needs — whether that is a specific league structure, a particular mix of bot and player content, or a branded competition format,” mentioned Rostyslav Likhtin, Head of Product at DATA.BET.

The post DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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content studios

155.io makes fintech debut with Coverd partnership

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155.io has signed a partnership with US-based fintech platform Coverd, marking the content studio’s first move into fintech. The deal was announced Thursday 21st May 2026.

Under the agreement, 155.io’s real-world games will be integrated into Coverd’s platform. Coverd said the integration is designed to turn everyday transactions into interactive experiences where users can win the chance to have purchases covered through 155.io gameplay.

Sam Jones, Founder & CEO of 155.io, said: “This partnership gives us the opportunity to bring our content to a completely new audience. We share a philosophy with Coverd around disrupting and modernising industries through more interactive experiences. They understand that younger audiences expect entertainment and engagement across every digital touchpoint, including finance, which is exactly how we think about design.”

Albert Wang, Coverd co-founder, added: “Today’s consumer is actively embracing gamified products across every category, so there’s no reason personal finance should stay in the stone age. We’re excited to work with 155.io to make financial experiences more interactive and give everyone a chance to live big by winning back their purchases. 155.io’s next-gen content fits perfectly with what we’re building at Coverd.”

155.io said the integration will bring its interactive content—built around live-action footage and real-time mechanics—to Coverd users. The studio’s portfolio includes Rush Hour from its CCTV Game™ library, alongside Ducks.io and Snow Run.

The post 155.io makes fintech debut with Coverd partnership appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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