Latest News
NSoft: Doing Business in Q1 2021: COO overview
In the first quarter of 2021, NSoft’s business operations marked growth in all the key areas despite the global COVID-19 pandemic and lockdowns.
By Dražan Planinić, NSoft COO
Our overall business turnover grew by 13% compared to Q1 2020, with online being the stronghold of the business with 59% growth in Q1 2021. There was an exceptional growth on our Sportsbook software – the online traffic doubled compared to the same quarter last year.
The best performing product in the total number of tickets was Live Sports Betting solution on online/mobile on every market, with a turnover increase of 75% in Q1 2021 compared to Q1 2020.
The teamwork and commitment of all of us are showing their strength. We have always been known for a strong sense of community within the company and strong ties to the customers. We see them as our long-term partners with whom we thrive together.
In the long run, our primary focus is a further development of the betting game portfolio and new features of the existing betting solutions, entering new markets, and quality over quantity.
Where software meets hardware
The biggest hit that marked Q1 2021 is the finalisation of the merging process of STARK Solution to NSoft. Internally, this change straightens our position in terms of the workforce as well as financially as it adds another stream of revenue – and it’s a quite valuable one. A manufacturer of premium betting terminals, STARK added a high-quality hardware component to our diversified betting and gaming software development business for the betting and gaming industry. This is the definition of being an omnichannel supplier!
Despite the lock-down, the new normal, pandemic, land-based business will thrive. Our pole position gives our partners and us tremendous flexibility in planning and business dynamics. NSoft-STARK synergy has generated great deals in the first three months of 2021. Despite the numerous problems caused by the pandemic: restrictions on travel and transport, closing of retail shops, we managed to deliver our terminals to Poland, Croatia, Belgium, Germany, Romania, Serbia, Montenegro among others.
New strongholds, new customers
A few crucial projects were running simultaneously in Q1 2021 although there are still travel restrictions caused by the lockdown.
The first quarter marked the entering into four new markets and acquisition of 14 new clients from France, Central African Republic, Dominican Republic, Turkey, and few others. Word of mouth is strong even without physical presence, trade shows, and very limited travelling options. This shows our strength and the power of our brand.
We’re at the forefront of new markets and at the same time strengthening our presence and working on new projects in the traditionally strong CEE market.
Tech improvements, new offering and features
Q1 2021 was very hectic when we talked about new products and new features. We have updated our internal processes from the tech side and introduce even more strict security rules and policies. This activity is part of our regular work in this field. We regularly perform stress tests as we understand the importance of this business aspect and the impact not just on us but also on our clients.
Lightning games
In Q1 2021, the Lightning games have seen the light of the day. This addition to the portfolio was a logical step in the overall strategy dedicated to enhance online channel offering.
They were developed to provide online players with a better user experience and give our partners the flexibility to place them into virtual or casino categories. The possibility of putting them in both categories: virtual games and casino games is something which our partners highly praised.
Lightning Lucky Six and Lightning Roulette are faster and simplified versions of our popular games, which have been on the throne of our product offer for a long time thanks to great user experience and wide acceptance of the products.
Lottery
NSoft Lottery is also a novelty in our product range. With this product, we wanted to satisfy players who like to bet on real lottery draws worldwide. So, we have a full solution based on Betradar’s Unified Odds Feed on over 6,500 events per week from over 30 countries.
NSoft Slots – the all-new exciting world of games
We are incredibly proud of the fact that we have mapped the road for entering the world of slots. NSoft Casino is a novelty that we want to present for the first time to our partners, who have so far only been able to integrate various casino games on our platform. Now, we can boast with our in-house slot games that will be on the market soon, but we’ll talk more about that in the Q2 of 2021.
Boosted NSoft Sportsbook Platform
We have raised the Sportsbook Platform to a new level on all channels with new functionalities, and we continue with the Cash Out feature. Cash Out is a must-have, and the existing clients have already upgraded the Sportsbook to a new UX version that includes it.
In retail, we are still one step ahead of our competition and have brought our retail solution to perfection. We’re following the same steps to reach the same level on all other delivery channels. With remote device manager, we are offering a sportsbook software solution for land-based operators like no other on the market.
NSoft Vision
Our AI boosted video management system for surveillance and business analytics is not a rising star any more. It is a mature product, market-ready with a small but steadily growing client base and a strong reseller and partner base. New features, new experts working daily on improvements and expansion to the European market made a lot of buzz around NSoft Vision.
Q1 result predicts a very successful year
Even after the first quarter, we can recognise the global direction results we are aiming for. We are investing in cooperations with other platform providers such as Playtech, iSoftBet, EveryMatrix, Blue Ocean Gaming, Oryx and many others.
The business growth and the team morale keep us going. We are finishing a new round of the onboard process for our new 20 colleagues with 13 more to join our team in the following days. New people always bring new ideas and energy, so we are looking forward to an exciting summer with EURO 2020. New normal is different for anyone, and our is: keep up, go strong, do smart!
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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.
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