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Sports-Betting Boost Expected With Texas, Oklahoma In SEC

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With the Texas Longhorns and Oklahoma Sooners now in the Southeastern Conference, legal sports betting soon could jump by double digits in the region, says one bookmaker.
Starting this season, Texas and Oklahoma are in position to challenge for the SEC football championship — and championships across all SEC sports — in a collegiate conference loaded with rich traditions and annual national title contenders.
The Longhorns and Sooners joined the SEC in July. Both moved over from the Big 12.
This new conference (alignment) leads to better games for the book and better opportunities for the player,” Casey Lewless, manager of two Louisiana sportsbooks, told Gambling.com.
Legal sportsbooks in Louisiana are popular with bettors from neighboring Texas and nearby Oklahoma. Sports wagering is illegal in Texas and Oklahoma.
Because of this, the Margaritaville Resort Casino in Bossier City, Louisiana, expects to see a bump of about 30% in college wagering, Lewless said. That sportsbook already was anticipating more action because of its recent expansion.
The Margaritaville sportsbook is one of two in Northwest Louisiana that Lewless manages for Penn Entertainment. The other is at the nearby Boomtown Casino Hotel.
Lewless pointed to Texas’ rivalry years ago with the Arkansas Razorbacks in the former Southwest Conference as a matchup that will stir interest now that both are in the SEC. Sports betting is legal in Arkansas.
Also, every clash between the two Texas SEC schools — the Longhorns and Texas A&M Aggies — will stir emotions and boost sports betting in close-by states like Louisiana where wagering is legal, Lewless said.
Sports Betting Illegal In Half Of SEC States
The addition of Oklahoma into the SEC means six of the 12 states with schools in the conference do not have legal sports betting. Texas already had a school in the SEC — Texas A&M.
Those six SEC states make up the largest geographic region in the U.S. without legal sports betting. Combined, the six states have a population of more than 62 million, representing about 19% of the U.S. population.
Nationwide, sports betting is legal in 38 states and Washington, D.C.
The SEC states without legal sports betting are:
  • Texas (Texas Longhorns, Texas A&M Aggies)
  • Oklahoma (Oklahoma Sooners)
  • Missouri (Missouri Tigers)
  • Alabama (Alabama Crimson Tide, Auburn Tigers)
  • Georgia (Georgia Bulldogs)
  • South Carolina (South Carolina Gamecocks)
  • The other six SEC states have either in-person or mobile sports betting — or both. Tennessee is a mobile-only state, while Mississippi has in-person sports betting at casinos but not off-site mobile wagering.
The SEC states with legal sports betting are:
  • Arkansas (Arkansas Razorbacks)
  • Louisiana (LSU Tigers)
  • Kentucky (Kentucky Wildcats)
  • Tennessee (Tennessee Volunteers, Vanderbilt Commodores)
  • Mississippi (Ole Miss Rebels, Mississippi State Bulldogs)
  • Florida (Florida Gators)
College Football Kicks Off In August
The overall college football schedule kicks off Aug. 24, including a matchup overseas between Florida State and Georgia Tech in the Aer Lingus College Football Classic in Dublin, Ireland.
In the SEC, the Oklahoma Sooners, led by head coach Brent Venables, begin their season on Aug. 30 against Temple at OU’s Gaylord Family Memorial Stadium.
The SEC schedule gets fully underway over the Labor Day weekend, highlighted by an Aug. 31 contest between Clemson and Georgia in the Chick-fil-A Kickoff Game at the Mercedes-Benz Stadium in Atlanta.
On that same day, the Steve Sarkisian-coached Texas Longhorns host Colorado State in Darrell K. Royal-Texas Memorial Stadium in Austin.
The next day’s schedule, on Sept. 1, features another SEC school, LSU, in a matchup against Southern California in the Vegas Kickoff Classic at Allegiant Stadium in Las Vegas.
SEC Divisions Abandoned
The addition of Texas and Oklahoma brings the number of teams in the SEC to 16. This season, the conference football championship will be decided between the top two teams. The 2024 SEC title game is set for Dec. 7 at Mercedes-Benz Stadium in Atlanta.
In previous years, the conference was split into two divisions, with the East and West winners battling it out for for the SEC title.
The 2024 arrangement with no divisions is a departure in the conference structure dating back more than three decades.

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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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