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Trust your instinct

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David Natroshvilli, Founder of SPRIBE, says that without gut feeling and persistence, Aviator would not be the flyaway success that it has become

Aviator is one of the most successful online casino games in the world, with more than 50 million active users placing 400,000+ bets a minute at more than 5,000 online casino brands and counting.

It has become a brand in its own right, helped in part by the multi-million-dollar marketing deals we have with global sports franchises like the UFC and WWE, and teams like A.C. Milan.

But that hasn’t always been the case.

Rewind back to ICE London 2019, and you would have found me and my business partner, Nick, approaching every stand we could to speak to people about this great new game we had created.

We had no stand, no tea and coffee machine, no staff – just the two of us, and an iPad (which we debated long and hard about purchasing because we were a start-up with no money).

But we also had persistence, and despite being turned away by the vast majority of the people we approached, we did manage to have some conversations.

And those who took the time to try the game really got it – this included EveryMatrix, who became one of our first distribution partners (and remains a crucial partner to this day).

When I look back, I think what made us so persistent is that we knew deep down that in Aviator, we had a game-changing product; we just needed to get it in front of the right people.

But this is easier said than done when you are being turned away time after time.

It was also hard to generate interest because ultimately, we didn’t create the crash format. Crash games had been around for several years and were simply not popular with players.

What we had done, though, was revolutionise the format so that it offered a thrilling player experience through a smooth and seamless user interface.

We also built features into Aviator that had never been seen in an online casino game before – I’m talking about real-time leaderboards, in-game chat, multi-bets and multiplayer gameplay.

We’d also spent an incredible amount of time working on the user interface and experience. We knew it had to be smooth and seamless, especially on mobile with one-handed play.

We poured over the fine details and made sure that everything was a simple, fast and easy to understand as possible, while delivering edge-of-the-seat thrills and social interaction.

While we know this is what the players of today are seeking, at the time, this was an entirely new combination of factors, and pretty much everyone we spoke to thought they didn’t work together.

But we knew it worked; we just needed to get a couple of initial partners on board, and we could build momentum from there.

Thankfully for us, that happened with EveryMatrix and the other platform providers and aggregators that took a bit of a risk and added Aviator to their lobbies.

And since then, momentum has built and continues to build as we keep refining Aviator and pushing boundaries, both within the game and how we market it to players.

I know that people look at the Aviator story, especially the meteoric growth it has achieved in recent years, and think it’s been a smooth flight since takeoff.

But the reality is, it has been incredibly turbulent with a lot of tough times along the way.

ICE London 2019 was especially difficult, and in those moments of rejection, pretty deflating. But despite the setbacks, we trusted our instinct and kept knocking on doors until one opened.

This is an industry where fortunes can change on the spin of a reel, and our bet on Aviator has certainly paid off.

But for myself and Nick, as well as the founding members of SPRIBE, it wasn’t really a gamble to begin with.

We knew Aviator would be a hit, we just needed to convince a few other people of that, too.

Six years later, it’s safe to say that none of us expected to see Aviator flying so high, but that we are incredibly proud to see it soaring.

The post Trust your instinct 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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