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Midnite integrates HooYu to deliver esports betting customer sign-up KYC journey

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HooYu selected to power customer sign-up and KYC journey for young & global esports customer demographic   

Leading KYC and customer onboarding specialist, HooYu, today announced a partnership with esports betting operator, Midnite, to power their customer sign-up and KYC processes.

Midnite is a UK Gambling Commission regulated esports betting operator that enables customers to watch and bet on the latest CSGO, Dota 2, and LOL matches and tournaments.

Whilst esports betting has enjoyed a meteoric 2,922% rise in GGY from March 2019 to March 2020[1], its younger and more geographically diverse customer base brings with it challenges to be able to quickly and smoothly check customer age and identity before gambling can take place.

As a new gaming operator designing its platform from the ground up, Midnite selected HooYu to provide a range of database check, ID document validation, facial biometric and identity confidence scoring technology.  As well as orchestrating the KYC technology behind the scenes, HooYu also embeds UI and UX tools in the Midnite sign-up process to guide users through the sign-up process and maximise customer acquisition success rates.

“Our partnership with HooYu has enabled us to rapidly expand our growth operations while maintaining the highest levels of integrity”, said Sujoy Roy, Marketing Director for Midnite. “As an esports bookmaker, our registration process must be fast and accurate to satisfy the demands of our gaming audience. The new KYC integration with HooYu has allowed us to begin acquiring customers outside of the UK, while maintaining the same quality of customer experience we are known for.”

Ian Smith, Commissioner at the Esports Integrity Commission said, “Esports is the fastest growing part of the egaming industry in these challenging times and it’s great to see regulated operators like Midnite ensuring safe and fair esports betting experiences instead of users going to unregulated offshore sites.”

David Pope, Marketing Director at HooYu said, “With a younger and more geographically diverse esports demographic, the HooYu digital KYC journey is ideal.  Younger, digitally savvy users are whisked through the HooYu journey and our language detection tools automatically serve the HooYu UI in the default language making is easier for users to understand what they need to do pass KYC and bet on their favourite game.”

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BLAST

BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth

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Esports and live events operator says it stayed profitable in 2025 and plans 15 arena events across 13 cities in 2026.

BLAST has opened a New York City headquarters in Brooklyn as the company reported record growth and profitability in 2025, including more than $133 million in revenue and over 40% year-over-year growth.

The new U.S. headquarters is located at 45 Main Street in Brooklyn within a shared 55,000-square-foot office space. BLAST said the hub will support partnerships, live events and commercial growth across North America as it expands its U.S. operations.

The North American push is being led by Chief Business Officer Leo Matlock, who has relocated to New York, alongside Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.

BLAST said it has staged seven tier-one esports events in North America over the past 16 months, across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City. The company cited “more than $102 million” in economic impact from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. It also recently announced the Rocket League World Championship will return to Fort Worth in September 2026.

In 2025, BLAST said its broadcasts delivered more than 2 billion live views globally and 300 million hours watched, spanning live events in 22 cities worldwide. The company also said it distributes content via 29 broadcast partners, including SuperSport, France TV and RTBF, reaching audiences in more than 150 territories and 30+ languages.

“Competitive entertainment has become one of the fastest-growing sectors in global media because it combines community, technology and live experiences in entirely new ways,” said Robbie Douek, CEO of BLAST. “The next generation of fans want entertainment that feels participatory, social and global by default. That shift is creating enormous opportunities for brands, publishers, creators and host cities, and we believe BLAST is uniquely positioned to help lead that evolution after a landmark year in 2025.” BLAST said it plans to host 15 arena events across 13 cities and three continents in 2026.

The post BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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BLAST reports 40% revenue growth in 2025, opens New York headquarters

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BLAST, the Denmark-founded competitive entertainment and esports events company, reported record growth and continued profitability in 2025 and said it has opened a New York headquarters as it expands across North America.

The company said it delivered more than 40% year-over-year growth and generated more than $133 million in revenue in 2025, while remaining profitable and continuing to invest in global expansion. BLAST said its U.S. headquarters at 45 Main Street in Brooklyn sits within a shared 55,000-square-foot office space and will serve as its central base for partnerships, live events and commercial growth across North America.

The expansion is being led by Chief Business Officer Leo Matlock, who has relocated to New York, and Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.

BLAST pointed to recent North American activity, saying it has hosted seven tier-one esports events across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City over the past 16 months. The company said these events have generated economic impact for host destinations, including more than $102 million from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. BLAST also said the Rocket League World Championship will return to Fort Worth in September 2026.

On content reach, BLAST said its 2025 broadcasts delivered more than 2 billion live views globally and 300 million hours watched across live events in 22 cities, distributed through 29 broadcast partners across online platforms and linear broadcasters. “We’re seeing tremendous momentum globally and all across North America, not just in esports fandom, but in how brands, game publishers, cities and entertainment companies are thinking about gaming culture, engaging competitions and digital-first audiences,” said Leo Matlock, Chief Business Officer at BLAST. The company said it plans to host 15 arena events across 13 cities and three continents in 2026.

The post BLAST reports 40% revenue growth in 2025, opens New York headquarters appeared first on Americas iGaming & Sports Betting News.

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India qualifies for Esports Nations Cup 2026 VALORANT main event

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India has qualified for the Esports Nations Cup (ENC) 2026 VALORANT main event after advancing through the Asia regional qualifiers. The nation-based tournament runs in Riyadh, Saudi Arabia from November 2 to 29, with VALORANT scheduled for November 8 to 15.

The Asia qualifier featured nine teams in a double-elimination bracket, with best-of-one matches until the upper- and lower-bracket finals, which were best-of-three. India opened with a 13-2 win over Nepal, then dropped to the lower bracket after a 5-13 loss to Japan. The team then eliminated Pakistan (13-9) and Mongolia (13-10) before securing qualification by beating Hong Kong 2-0 (13-10, 13-6).

India’s roster includes in-game leader Sagnik Roy (Hellf) alongside Abhirup Choudhury (Lightningfast), Aman Yadav (Hoax), Venkatesh Sharma (Venky), and Daivik Chauhan (Dc). Norbu Tsering (Karam1L) and Shravana Sahoo (Techno) are listed as substitutes, with Abhishek Bajaj (GodspeedxD) named as coach. NODWIN Gaming is India’s National Team Partner (NTP) for ENC 2026.

Venky led the Asia qualifiers in eliminations with 117 across India’s six matches, according to the organiser. The company also said more than 100,000 viewers watched the Asia qualifier finals across co-streams and official ENC broadcasts.

Speaking about the qualification, Sagnik Roy (Hellf), IGL of India’s VALORANT team, said, “This qualification means a lot because of what it represents for India’s VALORANT scene. After the loss against Japan, we knew we had to reset quickly and focus on one game at a time. Every player stepped up when it mattered, and our ability to stay composed under pressure helped us turn things around. The growth of the game’s ecosystem over the last few years has created a pool of players capable of competing at the highest level, and this team is a reflection of that progress. Every international opportunity helps push the ecosystem forward and inspires the next generation of competitors. We are excited to compete at the inaugural Esports Nations Cup and want to make the most of this chance.”

ENC 2026 VALORANT will feature 32 national teams competing for a USD 1.5 million (~INR 14 crore) prize pool. Sixteen teams were invited via ENC Rankings based on official Riot Games competition results, with 14 places decided through regional qualifiers. The United Arab Emirates has a Host Region Wildcard, and one Solidarity Wildcard slot remains, due to be announced at the end of August once qualifiers conclude.

The post India qualifies for Esports Nations Cup 2026 VALORANT main event appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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