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Football for Friendship holds expert discussion on sports development during pandemic

Experts of the international online discussion “Motivation and training in the context of the pandemic: the impact of Internet technologies on sports” reached the mutual conclusion that the pandemic will boost the development of e-sports and broaden the way sports are perceived in the world. It’s expected that the existing trend will strengthen: over the past 3-4 years, the audience of e-sports events has grown 5-6 times.
The discussion was initiated by the Gazprom International Children’s Social Programme Football for Friendship, which has, for the first time, brought the entire season online in 2020. Meanwhile, the annual World Championship for Young Participants from more than 100 countries is held in the new football simulator Football for Friendship World. In the future, the app will become a gaming platform where anyone can train, join mixed international teams, and play their favorite game in the Football for Friendship format without leaving the comfort of home.
The guest experts — football players and e-sports players — shared their views on how the pandemic is affecting the training process, and whether e-sports will be able to fully replace traditional sports in the future. Alexey Smertin, adviser to the President of the Russian Football Union and Ambassador of the Football for Friendship programme, and Alexandra Kosteniuk, grandmaster, three-times winner of the World Chess Olympiads, and European Chess Champion, spoke about the impact of the pandemic on professional sports. Igor Bugaenko, head of the Special Projects Department of the Russian eSports Federation (RESF), spoke about the development of Russian e-sports. The discussion was attended by representatives of FC Schalke 04: head of the e-sports division Tim Reichert, League of Legends coach Dylan Falco, and professional FIFA player Tim Schwartmann (“Tim Latka”). The discussion was moderated by Euronews TV host Andy Robini.
Igor Bugaenko expressed his conviction that the pandemic can also have a positive impact on sports: “Despite the cancellation of many offline sporting events, we are doing our best to maintain the quality and spirit of the competitions that are currently held online. The pandemic has affected how people spend their free time. I think the main achievement of this period has been to broaden the way sports are perceived, enabling people to re-evaluate the role of e-sports in the world”. The expert also noted that Russia was one of the first countries to officially recognize e-sports. According to Bugaenko, in the last 3-4 years alone, the audience of e-sports events has grown 5-6 times.
However, according to Alexey Smertin, e-sports are hard to compare to traditional sports, with their “physical overcoming of oneself, pain and hard-to-achieve results”. On the other hand, if we take a professional approach, in both traditional and e-sports it’s important to focus on achieving results; so, in this sense, there’s no difference between them.
Tim Schwartmann (Tim Latka) has a similar view: “If young people want to be successful — be it in e-sports or traditional football — they have to work hard, train a lot for the game, and never rest on their laurels”.
Today, many football clubs are developing e-sports as a separate area. “In recent years, the popularity of e-sports has become evident. By investing time and effort into developing e-sports, we hope to establish a dialogue with the younger generation of football fans”, explains Tim Reichert, head of FC Schalke 04’s e-sports division. Reichert expects that self-isolation will accelerate the merging process of traditional and digital sports several-fold. In his opinion, e-sports and traditional sports already have many things in common: league structures, competitions, psychological demands for players, and regular training.
Alexandra Kosteniuk noted that the past months have become a landmark in the history of sport: “The pandemic has opened up a real Pandora’s box for chess players: if earlier, part of our competitions were already being held online, now it’s the most convenient format for both the audience and participants”. As she explains, the pandemic has stimulated an increased interest in online competitions over the past few months, “even in the case of chess, which is not the most popular sport among viewers, not to mention the world of e-sports in general”.
About the programme:
The International Children’s Social Programme Football for Friendship is implemented by Gazprom since 2013. Over the previous seven seasons, the programme has united over 6 000 participants from 211 countries and regions and over 5 000 000 supporters.
Young Players and Young Journalists are the participants of the programme – boys and girls aged 12 including children with disabilities. Young Players represent different countries and cultures united in the mixed teams. They show that nationality, gender, and physical abilities aren’t a barrier to becoming a team. Young Journalists cover the events of the programme in the International Children’s Press Center. All participants become Young Ambassadors of the programme and continue to share their Football for Friendship experience and promote universal human values: friendship, equality, fairness, health, peace, devotion, victory, traditions, and honour.
UEFA, FIFA, football federations and the world’s leading football clubs, international charity foundations, famous athletes, politicians, and artists support Football for Friendship. The project has received multiple national and international awards in the field of social responsibility, sports, and communications, including the world record for the most nationalities in a football training session in history.
In 2020, Football for Friendship will be held in the online format. A special digital platform will unite over 10 000 players of all ages. It will become the home for international children’s competitions and a playground where anyone will be able to train, join into the international mixed teams and play their favourite game in the Football for Friendship format without leaving the comfort of their home.
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Clarion gaming
‘The voice of Spain’s gaming community will be at the very heart of ICE Barcelona 2026’ states Clarion Gaming’s Ewa Bakun

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ICE Barcelona has demonstrated its commitment to the Spanish industry following a highly successful engagement program at the Expo Congreso de Juego Luis Escribano in Torremolinos.
Recognised for being one of the most established and respected gatherings in the Spanish gaming calendar, the event provided a powerful platform for the ICE team to connect with industry leaders, regional representatives, and national stakeholders, as momentum builds towards the second edition of ICE Barcelona taking place January 2026.
The ICE Barcelona delegation engaged with more than a dozen of Spain’s most influential trade associations, including Asociación de Operadores de Juego de la Comunidad de Madrid, Asociación de Operadores de Asturias, Asaebin Andalucía, Ageo Galicia, Andemar Comunidad Valenciana, Anesar, Aemexa Extremadura, Club de Convergentes, CEJUEGO, Femara and Aspromares to share the exciting development plans for January’s event.
Reviewing the programme of meetings Ewa Bakun, Director of Industry Insight and Engagement at Clarion Gaming said: “Our aim in Torremolinos was clear: to listen, to connect, and to demonstrate our commitment to the Spanish industry. The conversations that we had were without exception forward-looking and constructive focussing on how we can work hand in hand with associations to shape and deliver a Spain-focused agenda at ICE 2026.”
She added: “Topics ranged from regional market opportunities to association-led content creation, as well as new ways to maximise knowledge sharing, showcase innovation, and elevate Spain’s presence on the global gaming stage.”
“A central pillar of our discussions was the La Plaza —a dedicated hub on the ICE show floor. More than simply a meeting point, La Plaza will host an industry-led programme co-curated with the Spanish associations, featuring bespoke content sessions, networking events, and collaborative initiatives that put the voice of Spain’s gaming community at the very heart of ICE Barcelona.
“We warmly invite all associations, including those we could not meet in person at the Expo Congreso, to join us on the journey to Barcelona and play a central role in shaping ICE 2026. The response from delegates to both the debut of ICE Barcelona in 2025 and the 2026 roadmap was overwhelmingly positive.
“Attendees expressed strong enthusiasm for the opportunity to showcase Spain’s strength and dynamism on a global stage, while also embracing the chance to contribute to the broader strategic conversations impacting the future of the industry.”
The post ‘The voice of Spain’s gaming community will be at the very heart of ICE Barcelona 2026’ states Clarion Gaming’s Ewa Bakun appeared first on European Gaming Industry News.
Compliance Updates
Former Playtech Director of Internal Audit & Risk Joins eGaming Integrity

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eGaming Integrity is delighted to announce the appointment of Robert Penfold as Head of Internal Audit, further strengthening the firm’s ability to support Isle of Man licence holders in responding to increasing regulatory scrutiny and upholding the island’s reputation for integrity.
Robert brings with him more than two decades of high-level experience in governance, risk, audit, and compliance across global gaming and financial services organisations. Most notably, Robert spent over eight years as Director of Internal Audit & Risk at Playtech plc, the world’s largest online gaming software and services supplier listed on the London Stock Exchange. In this role, he was a member of Playtech’s Audit, Risk and Governance Committees, overseeing global audit programmes and supporting the business in meeting complex regulatory requirements across multiple jurisdictions.
Robert has also held senior positions at bwin.party digital entertainment plc, where he led global risk management across regulated markets including Spain, Denmark, Italy, Belgium, France, and Gibraltar. More recently, he was engaged as Governance, Risk & Compliance Manager at the Isle of Man Government’s Attorney General Chambers, where he implemented new risk frameworks and data governance processes across multiple divisions.
Emma Shilling, Director at eGaming Integrity, commented: “This is a landmark appointment for us. Robert’s depth of experience, particularly his years at the helm of audit and risk at Playtech, represents a real step change for eGaming Integrity and our clients. His appointment evidences our commitment to providing heavyweight, board-level expertise to Isle of Man licence holders at a time when regulatory scrutiny has never been higher.”
Robert Penfold added: “I’m thrilled to be joining eGaming Integrity at such a pivotal time for the sector. I’ve spent much of my career working to ensure organisations not only meet regulatory requirements but build strong, resilient frameworks that protect their businesses and customers. I look forward to working with Emma and the team to help our clients strengthen their compliance and governance cultures.”
Robert’s appointment adds further depth to eGaming Integrity’s team of industry experts and former regulators, reinforcing its position as the Isle of Man’s leading provider of mock audits, remediation, and internal audit services for the island’s eGaming licence holders.
The post Former Playtech Director of Internal Audit & Risk Joins eGaming Integrity appeared first on European Gaming Industry News.
Anastasia Rimskaya Chief Account Officer at Aviatrix
Aviatrix live with Wildz following Wildz Group integration

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Innovative crash game Aviatrix has integrated with leading operator Wildz Group, in a partnership that sees it launch with flagship casino Wildz and a selection of other, high-performing brands.
The launch is made possible via a Relax Gaming integration, giving Wildz Group players access to Aviatrix’s award-winning gameplay. In addition to Wildz, the title is now available at Spinz, Caxino, Tuplaus, Chipz and Wheelz.
Anastasia Rimskaya, Chief Account Officer at Aviatrix, said: “Wildz Group has built an outstanding reputation for delivering player-first entertainment, and we’re delighted that Aviatrix is joining that journey. We’re certain Aviatrix’s unique take on the crash genre will engage the full Wildz Group network, and we’d like to thank Relax Gaming for a swift and seamless integration.”
Jani Koskinen, Chief Marketing Officer at Wildz Group, said: “We’re always looking to add content that brings something new to our players, and Aviatrix fits the bill perfectly. Its blend of innovation and engagement is a great match for our casinos, and we’re excited to roll it out across our portfolio following a successful launch at Wildz.”
Since its debut a little over two years ago, Aviatrix has rapidly grown in popularity, thanks to a relentless focus on innovation and a commitment to keeping gameplay exciting for an expanding global audience.
The post Aviatrix live with Wildz following Wildz Group integration appeared first on European Gaming Industry News.
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