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Hands-on tips on elevating your online casino business through custom iGaming content

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In today’s world, where everything is personalized, the iGaming industry is no different. There are so many games out there, and every casino wants to attract and keep players for as long as possible.

A noticeable shift has occurred since 2020 when casinos could effortlessly attract new players due to surging demand. In 2023, operators must adopt strategic approaches to both acquire and retain customers.

Game customization is becoming a big deal in the iGaming industry that gives players unique experiences and helps casinos compete. Let’s look at why tailored games are vital for keeping players and how online casinos can do it best within the success story of Blaze Casino and BGaming.

To customize or not? That’s the iGaming dilemma

At BGaming, we understand the growing demand for personalized iGaming content in a world where people want unique experiences instead of scrolling endless options. Creating special games for operators or adapting games to match a casino’s style boosts player engagement and loyalty.

Personalized content also builds trust and keeps players coming back. So, having custom games exclusively for your platform is a smart way to give players what they want and promote your online casino brand.

However, making customized games can be expensive and time-consuming, which can distract from regular releases. That’s why most exclusive games on the market today are relatively simple, with just changing logos and colors.

It’s also important to remember that making a customized game isn’t enough. To get the most out of it, you need a solid game development strategy and effective promotion. The rewards from custom games come when you do them right. Let’s move on to the bright case study of Blaze Casino and BGaming that applied the proper tailored game production tactics and achieved great success.

Effective game customization: it’s more than just changing logos

To create a personalized gaming experience that works for all parties, game providers and operators need to work closely together. We recognized this principle and involved Blaze Casino right from the start of game development, as they knew their audience better than anyone. This way, everything in the game meets the online casino’s brand and goals and matches the casino-registered players’ preferences.

This kind of game customization requires collecting and analyzing a lot of player data. For example, collaborating with Blaze Casino, we study how their users behave, what they like, their ages, where they’re from, and how they play. This helps us make data-driven decisions that result in a game concept that appeal to casino players the most.

But creating custom games is only part of the story. The real magic of customization happens when operators not only create tailored games but also use them strategically in promotion activities. BGaming and Blaze Casino’s success story proves this. After developing 5 custom and branded titles following a comprehensive approach, games showed 30-80% growth for mission-critical KPIs, such as GGR, player retention, bets count, average bet, and others. The top-performer game solely heightened GGR by 4 times, while the fifth custom game without branding words or elements didn’t demonstrate such stellar performance as ones of previous titles.

What made the difference was the operator’s timely promotion. By creating special promotions tied to events or holidays, operators used customization to connect with players on a deeper level. This shows that customization isn’t a waste of money, but a smart way to engage players.

In a nutshell

The process of game customization is a path filled with challenges and possibilities. As the iGaming industry charts this course, it’s evident that personalization and customization aren’t mere add-ons – they’re vital strategies.

Unveil the details on the strategic approach to creating tailored games in the full version of our exclusive case study and learn how to build stronger and enduring relationships with your players.

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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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