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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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Malta Prepares For EU Budget Battle To Stave Off Gambling Levy

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Malta’s Prime Minister has said his nation will veto any attempts by the EU to introduce a bloc-wide online gambling levy, threatening to place the industry at the centre of febrile European politics.

Robert Abela has told Malta’s parliament that he would use his nation’s member state veto to block the passage of the next EU budget, if a proposed gambling levy is included.

The budget, formally known as the Multiannual Financial Framework (MFF), lays out how the EU will spend its €2trn budget from 2028 to 2034.

The prospect of adding a continent-wide tax to the budget remains only a proposal, but the idea has heavyweight backing.

Vice-president of the European Parliament Victor Negrescu is spearheading these efforts, arguing that a fast-growing digital industry that generates billions in revenue should be subject to EU-level taxation.

Negrescu says that the levy could generate between €2-4bn every year.

“This industry fully benefits from the EU’s single market, digital infrastructure and crossborder access, but operates under fragmented rules, unequal taxation and insufficient enforcement,” he said.

The online gambling sector might well quibble with the specifics of these claims.

The idea that it “fully benefits” from the EU single market may have been unassailably true in the point-of-supply era, but the subsequent fragmentation of national rules that Negrescu refers to has significantly complicated that picture.

Nevertheless, backing for the levy from a senior European politician has naturally spooked the industry and its primary champion within the EU, Malta.

The levy would be so damaging to Malta’s economic interests that it is willing to use its most powerful EU instrument by executing a veto in the European Council in order to block the budget from being approved.

That would likely plunge the island nation into the centre of a political firestorm, but recent history suggests that smaller EU nations and their allies can successfully disrupt budget negotiations.

During discussions over the 2020 EU budget, Poland and Hungary successfully secured concessions after they both threatened to veto the MFF over rule-of-law requirements.

Malta will also hope to rely on support from the Friends of Cohesion, an informal alliance of 16 nations concerned with regional development, of which it is a part.

Negrescu’s pledge to pair his levy with a “clear EU directive against illegal and unlicensed platforms” is unlikely to satisfy the online gambling industry, despite growing complaints of a rampant black market from a number of quarters.

Malta strikes again

In simple terms, Malta is seeking to protect an industry which accounts for 10 percent of its gross domestic product.

The nation has shown a clear willingness to ignore the EU’s wishes in order to shield the many gaming firms that host their headquarters within its borders.

Most notably, the creation of Bill 55 has successfully protected local companies from having to repay hundreds of millions of euros in player refund settlements.

Ongoing cases before the Court of Justice of the European Union suggest that Europe’s top judges will soon rule against Bill 55, which is now Article 56A of Malta’s gambling act.

The European Commission also launched infringement proceedings against Malta over the provision

Tax troubles.

There are so far no specifics on how the levy would be calculated or what value it would be set at, but beyond Malta an additional levy would also be extremely challenging for operators in European markets already struggling with high tax burdens.

This includes the Netherlands, where a government report released this week has shown that staggered increases to taxes of 37.8 percent of gross gambling revenue (GGR) have failed to deliver any benefit to the country’s budget.

Even a relatively slight increase to this tax rate could send more operators scurrying out the market and see channelisation dive further than its current rate of 55 percent.

Nations like France, where online betting is taxed at 59.3 percent of GGR, or Portugal, with its 8 percent turnover tax on online sports betting, would also feel an impact.

Negotiations over the contents of the EU budget are set to continue for several months, with the approval process expected to be completed in late 2026 or early 2027.

Leaders in the Council of Europe have agreed to come to a preliminary deal on the MFF by October, according to a coordinated statement issued earlier this month.

Malta’s devout opposition to a possible gambling levy is just one of a range of issues under discussion, including a stark divide between nations such as Germany, which favour spending cuts, and the Friends of Cohesion, who want additional cash for agriculture and regional funding.

The post Malta Prepares For EU Budget Battle To Stave Off Gambling Levy appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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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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