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Revealed: The public’s all-time favourite on-screen characters of film, TV and gaming

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  • If search volume equated to Instagram followers, the Joker could charge $102k (£74.5k) for a sponsored post 
  • Rachel Green has the most Instagram posts hashtagged with her name of all sitcom characters (1 million) 
  • Pennywise, Chucky and Jigsaw are the most searched-for horror characters 
  • Games featuring Pikachu rake in highest revenue ($90 billion/£65.9 billion) of all the top gaming characters 

There are hundreds of iconic characters from film, TV and gaming who will forever be household names. But which characters are the public’s all-time favourites? New research by Currys looked at online search volumes and social media posts that talked about some of the most famous personalities from various media genres. Below you can find out who topped each list as the most legendary icons of their genre.

The most iconic gaming characters

  • If search volume equated to Instagram followers, Sonic could charge $67k (£48.9k) for a sponsored post 
  • Pikachu has the most Instagram posts hashtagged with his name of all gaming characters (7.4 million) 
  • Mario has appeared in the most games of all characters (259) 
  • Total revenue for the Pokemon game series ($90 billion/£65.9 billion) is higher than any other game, with second-placed Mario Bros lagging far behind ($30.3 billion/£22.2 billion) 

The world of gaming has transformed over the decades, but is it the high-definition characters of today that are the fan favourites, or the iconic cartoons of decades gone by? The answer appears to be the latter. The ever-so-speedy Sonic the Hedgehog raced to the top of the search volume ranks, followed by Pikachu and Pac-Man. It’s a similar story on Instagram, with Pikachu, Mario and Sonic receiving the most posts.

Rank Character Global Monthly Search volume No. of Insta posts with name hashtagged
1 Sonic 6,700,000 3,273,487
2 Pikachu 3,700,000 7,430,874
3 Pac-man 3,000,000 1,642,920
4 Mario 2,100,000 5,559,810
5 Big Boss 712,500 2,800,000
6 Luigi 641,200 1,300,000
7 Lara Croft 607,700 735,000
8 Kratos 571,900 654,000
9 Yoshi 556,700 1,800,000
10 Diablo 490,900 1,100,000

The most terrifying horror characters

  • If search volume equated to Instagram followers, Pennywise could charge $15k (£10.9k) for a sponsored post 
  • Pennywise has the most Instagram posts hashtagged with his name of all horror characters (2 million) 
  • Hannibal Lecter has the highest average IMDb rating (rated 7.2) 

Although many of us would probably rather forget some of the most memorable horror characters, the fact that we can’t makes them all the more iconic. Taking first place for search volume and number of Instagram posts is killer clown Pennywise, who has really had a lasting impact on audiences. He’s followed by evil doll Chucky and Saw’s murderous mastermind Jigsaw in terms of search volume, and Dracula and Halloween’s Michael Myers in number of Instagram posts.

Rank Character Global monthly search volume No. of Insta posts with name hashtagged
1 Pennywise AKA IT 1,500,000 2,000,000
2 Chucky 1,400,000 1,100,000
3 Jigsaw 967,000 844,000
4 Freddy Krueger 943,000 991,000
5 Michael Myers 798,000 1,200,000
6 Frankenstein’s Monster 673,900 124,000
7 Hannibal Lecter 635,000 332,000
8 Dracula 632,000 1,500,000
9 Slenderman 579,500 517,000
10 Eli 324,100 1,000,000

The Best-loved sitcom characters

  • If search volume equated to Instagram followers, Mr Bean could charge $11k (£8k) for a sponsored post 
  • Rachel Green has the most Instagram posts hashtagged with her name of all sitcom characters (1 million) 
  • Rachel, Monica, Ross and Phoebe from Friends have the joint highest average IMDb rating (rated 8.9)

There have been plenty of memorable sitcoms over the decades, each attracting die-hard fan bases. So, it’s interesting to see that the data reveals a landslide victory for Friends, with the cast beaten only by Mr Bean in search volume. Not only does this suggest that Friends could be the most iconic sitcom of all time, but it also answers the question many Friends fans have been dying to know – who is the most popular ‘Friend’? It turns out the on-screen couple, Ross and Rachel both take the crowns.

Rank Character Global monthly search volume No. of Insta posts with name hashtagged
1 Mr Bean 1,100,000 568,000
2 Ross Geller 589,300 932,000
3 Rachel Green 509,400 1,000,000
4 Monica Geller 491,700 969,000
5 Joey Tribbiani 470,000 957,000
6 Will Smith 364,000 247,000
7 Phoebe Buffay 338,000 812,000
8 Bart Simpson 303,000 590,000
9 Jerry Seinfeld 273,000 125,000
10 Homer Simpson 266,000 688,000

The most legendary superheroes and villains

  • The Joker, Spider-Man and Black Panther are the most searched-for superheroes and villains in the world 
  • Batman has the most Instagram posts hashtagged with his name of all superheroes and villains (28.2 million) 
  • Black Panther has the highest average IMDb rating for all films he has featured in (rated 8.1) 

Who steals the title as the greatest superhero is a popular topic of debate. As is the Marvel vs. DC Comics rivalry. To settle these disputes once and for all, the data reveals that Batman, and his nemesis the Joker, take the victory as the most-searched-for and posted about characters. But if we’re basing the win on a majority vote, Marvel and DC Comics are neck and neck, with five characters each ranking in the top 10 – leaving the competition very much open between the two market leaders.

Rank Character Global monthly search volume No. of Insta posts with name hashtagged
1 Joker 10,200,000 13,700,000
2 Spider-Man 7,200,000 20,500,000
3 Black Panther 4,400,000 6,000,000
4 Wonder Woman 3,800,000 9,300,000
5 Iron Man 3,400,000 16,600,000
6 Batman 3,200,000 28,200,000
7 Harley Quinn 3,200,000 6,600,000
8 Thor 2,800,000 10,900,000
9 Deadpool 2,700,000 6,100,000
10 Aquaman 2,600,000 2,500,000

Methodology

The top characters were identified using Google searches for the “top sitcom characters”, etc. From this, a list of approximately 100 characters was curated for each category, which was narrowed down to 15 based on the highest search volumes (found using SEMRush). Instagram hashtag counts are based on the number of posts hashtagged with the characters’ names, e.g. #Sonic, etc. Potential Instagram earnings were calculated by using the search volume for each character as a hypothetical ‘follower count’. With these figures, we calculated an earning per post based on an unspoken industry standard rate of $100 per 10,000 followers. IMDb ratings were calculated by averaging the IMDb rating of all TV shows or films the character has featured in. For gaming, we identified the total number of games the characters have featured in.

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Global Esports Prize Pools Exceed $270M in 2025

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Global esports prize pools exceeded $270 million in 2025, a 15.5% increase year-over-year, according to new research from eSportRanker. Despite this growth, prize money remains concentrated. Saudi Arabia, China and the US together hosted roughly half of all prize money across the world’s top ten esports nations, highlighting how a few markets dominate major tournament hosting.

The analysis draws on Esports Charts host-country data covering more than 10,500 tournaments across 100+ esports titles worldwide. The research examines not only how much prize money was distributed, but where tournaments were hosted and what structural factors allowed certain countries to rise to the top.

Saudi Arabia ranked first globally with $39.66 million in hosted prize pools, driven largely by the Esports World Cup circuit in Riyadh, which staged tournaments across titles including Dota 2, PUBG Mobile, Mobile Legends: Bang Bang and Honor of Kings.

China ranked second with $34.82 million, supported by its publisher-controlled domestic league system, including Tencent’s King Pro League Grand Finals 2025, which alone carried a prize pool of nearly $10 million.

The US placed third with $23.12 million, reflecting a diversified esports ecosystem with tournaments across multiple publishers and game genres.

The top ten countries by hosted esports prize pools in 2025 were:

Saudi Arabia — $39.66M

China — $34.82M

United States — $23.12M

Romania — $7.79M

France — $7.57M

Thailand — $7.11M

Canada — $5.28M

Germany — $5.22M

South Korea — $5.03M

Japan — $4.28M

Beyond the leading three markets, prize money drops sharply. The remaining seven countries together accounted for just over $47 million, illustrating the concentration at the top of the global esports hosting landscape.

The research also highlights several structural patterns behind these rankings. Sovereign investment programmes, such as those in Saudi Arabia, can rapidly elevate a country’s esports position. Publisher-controlled ecosystems, as seen in China, generate recurring prize pools. Meanwhile, countries like Romania and Germany reached the top ten by consistently hosting international events rather than relying on single flagship tournaments.

The post Global Esports Prize Pools Exceed $270M in 2025 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Labour MP Raises Questions Over Impact of UK Gambling Tax Hike on Gibraltar Economy

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The House of Commons was reminded last week that the decisions it took could have “a huge impact” on Gibraltar, as a Labour MP warned that a planned increase to UK gaming taxes could “leave a huge hole” in the Rock’s economy.

Gareth Snell used a Commons debate on the Finance Bill to warn that changes to the UK’s remote gaming and remote betting duty could have a significant impact on Gibraltar’s public finances, and that higher costs in the regulated sector risked driving more gamblers into the black market.

Mr Snell tabled an amendment to the Bill requiring the UK Government to conduct an impact assessment on Gibraltar, whose economy he said was heavily reliant on the gaming and gambling sector.

Citing his discussions with Nigel Feetham, Gibraltar’s Minister for Trade, Industry and Justice, Mr Snell said the gaming accounts for 30% of Gibraltar’s GDP, employs 3500 people and generates one third of Gibraltar’s tax receipts.

He said companies with a footprint in Gibraltar pay Gibraltar corporation tax as well as levies in the UK and argued that changes to the UK duty structure could have an immediate effect on Gibraltar’s revenues because of the way the tax is applied.

“The minister will be acutely aware that the gaming and gambling sector in Gibraltar is a huge part of their economy,” he said, addressing Labour MP Dan Tomlinson, the Exchequer Secretary at the Treasury.

“So…anything that we do in this place that has an impact on the sector in Gibraltar will leave a huge hole in the Gibraltar economy which will have to be filled.”

Mr Snell also linked the issue to Gibraltar’s wider importance to the UK, saying tax decisions taken in Westminster could affect its ability to fund public services.

He said Gibraltar needed stability and called on the minister to set out what contact the Treasury had had with Gibraltar on the issue.

“Gibraltar is of strategic importance to us,” he said.

“It is part of the family of nations that make up who we are.”

“And decisions that we take in this Finance Bill are having a huge impact on their economy and on their ability to fund their public services and fund their defence.”

Alongside his comments on Gibraltar, Mr Snell devoted substantial attention to what he said were the risks of pushing consumers towards unregulated operators.

He tabled a separate amendment calling for an independent assessment of the impact of the duty changes on the black market, arguing that any effective response to gambling harm depended on keeping consumers inside the regulated sector.

He said the black market offered none of the protections available through licensed operators and warned that those using unregulated sites would be more exposed to harm.

“The more people we push into the black market, where there is no support, there is no gam care, there is no lockout system,” Mr Snell said.

“It means people are more at risk of harmful activity and being preyed upon by predatory organisations.”

“And companies that are outside of the UK do not pay taxes here and are simply not worried about the participants.”

He cited an independent study by Ernst and Young for the Betting and Gaming Council, which he said estimated that £6 billion worth of stakes could be diverted to the black market as a result of the changes.

He told the Commons this would amount to a 140% increase in stakes moving into unregulated channels.

“Now, the independent study done by Ernst and Young for the Betting and Gaming Council did come up that there is a potential for £6 billion worth of stakes to be diverted to black market as a result of this change,” Mr Snell said.

“That’s six billion pounds of stakes that were going to be made somewhere but will go into the black market.”

Mr Snell also said illicit operators were easily accessible and that money staked through those sites could be linked to criminal activity overseas.

“Every single one of us is no more than two clicks away from an unregulated gaming or gambling site, where, again, that money often goes into questionable activities overseas,” he said.

“Some of it is funding organised crime.”

Mr Snell said the Treasury had earmarked £26 million for the UK Gambling Commission as part of broader regulatory changes, but argued that the UK Government had not yet assessed whether that would be sufficient to address the scale of any shift to the black market.

He also said the Treasury had not given him an answer on when a post-implementation review might take place.

“To be honest, we just simply don’t know how big the impact is going to be,” he said.

“The assessment simply hasn’t been done by government to determine whether that £26 million is enough.”

In the debate, Mr Snell said his concern was not to revisit the principle of the tax changes themselves, but to secure an assessment of their unintended consequences for both Gibraltar and the black market.

Alex Ballinger, another Labour MP, took a different stance on the issues raised by Mr Snell, saying any impact on Gibraltar should be weighed against how operators fared in other jurisdictions with higher taxes than the UK.

“I think if the tax changes are going to be as economically damaging as claimed for Gibraltar, we do need to consider how it works in other jurisdictions, because there are often the same gambling organisations operating in other countries with much higher tax rates than the UK and they manage to survive profitably in those sectors,” he said.

“So I think we should take that into consideration when we’re looking at the impact on Gibraltar as well.”

As for concerns about pushing people to black market sites, he said the threat was “overblown” and other sectors such as the tobacco industry had employed a similar narrative in the past that later proved unfounded.

“And again, when we introduced the [gaming sector] point of consumption tax in 2014, again, there was no surge in unregulated or the black market gambling at that point either,” he added.

A study by the UK Gambling Commission in 2021 found only “a very small proportion” of UK gamblers ever used unlicensed sites, “and these were mostly by accident”.

Mr Ballinger welcomed investment to tackle harmful gambling.

“But I think we should not buy into the narrative that risks from the black market should stop us making changes that keep people safe from the most harmful forms of gambling,” he said.

Responding, Mr Tomlinson said he had met twice with Mr Feetham to discuss the impact of the changes on Gibraltar’s economy.

“I do understand there are significant impacts on the economy in Gibraltar and that is something that I hope to keep engaging on and discussing,” he said.

Mr Tomlinson was pressed by Mr Snell who asked whether he would give an assurance that there would be “no future surprises and no significant tax changes” that could impact Gibraltar negatively.

Mr Tomlinson declined “to write future budgets”, adding: “We have made a significant change when it comes to gambling taxation and rather than make further changes the Government will of course monitor to see the impact of that change.”

The Bill passed its third reading and the amendment on Gibraltar was not adopted.

The post Labour MP Raises Questions Over Impact of UK Gambling Tax Hike on Gibraltar Economy appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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SlotCatalog and Evoplay Demonstrate How Data-Driven Design Creates More Engaging Slot Experiences

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In 2025, SlotCatalog and Evoplay joined efforts to create Uncrossable Rush, using data and design side by side. Instead of relying on assumptions, the teams focused on how players actually interact with modern slot formats.

This collaboration links two roles that usually work separately. SlotCatalog is an online analytics platform that compiles and maintains structured data on slot games across the global market, while Evoplay focuses on producing casino content for operators in multiple regions. Working together allowed both sides to approach the project with a shared view of how players interact with familiar slot structures.

Why Data-Driven Design Matters in Today’s iGaming Market

The volume of new releases means players have little patience for complexity. When a slot communicates its rhythm early and keeps the action smooth, it becomes easier to understand and more comfortable to return to.

Saturated release cycles – New titles appear constantly, competing for lobby space.

Short attention spans – Players expect games to feel clear and responsive within seconds.

Volatility balance – Risk, pacing, and reward frequency must align with expectations.

Measurable engagement – Session length, replay rate, and feature use show what keeps players returning.

Uncrossable Rush follows this logic. It is an instant-format game inspired by CrossyRun mechanics, where players guide Eggwina across traffic lanes, collect multipliers, and decide when to cash out. Fast rounds, rising difficulty and repeatable patterns support quick, replayable sessions.

About the Collaboration

SlotCatalog operates as an analytics platform tracking slot mechanics, availability, and market activity across a large catalogue of games. Evoplay is an international studio producing slots and instant titles for online casino operators. The work on Uncrossable Rush marks SlotCatalog’s first co-development project and introduces external research directly into the design process.

From SlotCatalog’s analytical perspective, the goal was to build a game around proven engagement factors rather than novelty alone. Evoplay translated those insights into a fast, easy-to-read format designed for repeat play.

Uncrossable Rush key characteristics:

Format: Instant game

Core mechanic: CrossyRun-style lane crossing with multipliers and cash-out choice

Volatility: Adjustable risk as difficulty rises

RTP: ~96%

Target audience: Players who prefer short sessions and quick decisions

Mobile compatibility: Optimized for smartphones and tablets

Fedir Havlovskyi, CEO of SlotCatalog, noted: “At SlotCatalog, users come first. We look for partnerships that help create products people actually enjoy and understand. This collaboration reflects our focus on quality and our commitment to meeting player expectations.”

With more games entering the market, studios face pressure to keep releases both familiar and relevant. The collaboration between SlotCatalog and Evoplay suggests a practical direction forward, where research becomes part of the groundwork rather than a tool used only after launch.

Uncrossable Rush reflects that mindset. The project shows how established formats can be refined through informed planning, resulting in an experience that feels deliberate, accessible and suited to today’s players.

The post SlotCatalog and Evoplay Demonstrate How Data-Driven Design Creates More Engaging Slot Experiences appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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