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Playing Across the Divide: Lessons that iGaming Can Learn from the Video Game Industry

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In the rapidly evolving world of iGaming, the industry finds itself at a fascinating crossroads. Gameplay mechanics, social gaming options, player-to-player competitions, and bonus features have become increasingly complex, and player demand continues to grow.

The days of creating slot games with the same old themes and gameplay features are long gone. Players want a more engaging experience, and one place the industry can find this is by looking across the virtual divide into the world of video games.

A Source of Inspiration

Video games are, in many ways, the defining entertainment medium of this generation, and there are a lot of lessons that iGaming can learn from them.

One thing that has become clear in recent years is that players want a more enriching and engaging iGaming experience. There are several ways to do this; one is through incorporating engaging characters, themes, and narratives into gameplay, and the other is through social features, rewards and interactions.

Video games have succeeded in both areas, with the online gaming boom of the last decade or so highlighting how effective community building and player competition can be. Leaderboards, multiplayer options, tournaments, and social interactions drive player engagement and have been effectively utilised.

A More Personalised and Social Experience

iGaming has, for years, been a solitary experience. Players log in to their online casino accounts, hit spin and play alone. The invention of crash games and more enhanced live-casino games has begun to change this, but there is still much room for growth. Developers can take their game offerings to the next level by incorporating these social, interactive elements.

To make these social experiences feel all the more personal, games and casinos can offer players the chance to customise avatars, profiles, and themes. We have seen this be a massive success in many free-to-play battle royale-style games that have dominated the online gaming world for the last decade.

Adding a personalised touch or striving towards more unlockable content keeps players engaged and returning for more. The latter point is something that is easy to imagine entering the world of iGaming, with players tracking progress and unlocking bonuses/features as games progress.

Developers do not need to wait to make these changes regarding compelling themes and narratives. More intriguing characters or stories in gaming can be an incredibly effective way of gaining traction. Story-based game progression, such as what we offer in our Gates of Hellfire slot, can significantly impact the gaming experience.

A Shift in Mindset

These changes must be implemented from the beginning of the creative process.  Slot developers, to truly get the most out of their games, must be looking at their games as a form of entertainment right from the very beginning.

If you look at your slot game as a standard slot, that is all it will be. By approaching the creative process differently, developers can find new ways to entertain their audiences and stand out in an incredibly crowded marketplace.

Of course, pretending there are no obstacles to overcome would be foolish. The gaming industry has vast budgets and many more resources than your standard iGaming company. There is also a much stronger demand for regular content in the iGaming space, with many studios streamlining their creative processes and being able to churn out games regularly. These are all obstacles that developers will need to work around, with advancements in technology no doubt playing their part.

Players’ expectations will continue to rise in the coming years, and iGaming companies must be prepared to adapt. The video game industry is an obvious source of inspiration, not just in terms of gameplay and narrative but also for player retention and marketing. Online slots and games must now be able to offer a more complete experience than ever before, and at Gaming Corps, we aim to be a part of that movement.

 

Author: Connor Blinman, Head of Games at Gaming Corps

The post Playing Across the Divide: Lessons that iGaming Can Learn from the Video Game Industry appeared first on European Gaming Industry News.

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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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