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Football for Friendship holds expert discussion on sports development during pandemic

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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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Betsson Group

EveryMatrix extends Betsson Group partnership with Fantasma Games launch

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EveryMatrix has extended its partnership with Betsson Group, giving the global operator’s brands access to its full content library across a range of licensed markets.

The first phase of the new agreement sees Betsson Group launch exclusive in-house content from Fantasma Games, following the successful integration with EveryMatrix’s platform.

Ahead of the second phase of the partnership, EveryMatrix and Betsson Group are reviewing several high-performing third-party studios, with the aim of further strengthening the operator’s casino offering across additional licensed markets.

The agreement builds on EveryMatrix’s recent go-live with Betsson Africa in Cameroon, where the technology provider delivered a full turnkey casino and sports integration, including front-end development, player account management, payments and affiliate management.

EveryMatrix Casino has the world’s largest casino aggregation platform, offering more than 45,000 games from 180 vendors and 355 game studios.

Mark Hothersall, Head of Business Development, EveryMatrix Casino, said: “Our initial launch with Betsson in Cameroon was another strong showcase of our ability to support tier-1 operators with scalable, regulated technology.

“Extending this partnership through the launch of Fantasma Games shows the value of our relationship and the value our casino portfolio can bring across multiple brands in regulated markets.”

Karl Shranz, Director of Gaming, Betsson Group, said: “Following the successful launch with EveryMatrix in Cameroon, we saw a clear opportunity to explore further areas of collaboration, with content being a natural next step.

“EveryMatrix offers a strong portfolio, quality titles, and the operational standards required to support our brands across regulated markets.”

The post EveryMatrix extends Betsson Group partnership with Fantasma Games launch appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Africa

BGaming signs PlaylogiQ distribution deal to grow Africa reach

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PlaylogiQ will roll out BGaming’s 250+ game catalogue to operators in Nigeria, Kenya, South Africa and Ghana, plus other emerging markets.

BGaming has partnered with African platform provider PlaylogiQ to distribute its iGaming content across the continent via PlaylogiQ’s casino and sportsbook platforms.

Under the deal, PlaylogiQ clients will get access to BGaming’s full portfolio of more than 250 titles, spanning the supplier’s #Casual, #Entertainment, and #Classic ranges. The companies said the rollout will include games such as Burning Chilli X, Fruit Million, and Aviamasters™.

PlaylogiQ provides white-label and turnkey platform solutions for sportsbook and casino operators. The company said it serves operators in Nigeria, Kenya, South Africa, and Ghana, and also works in emerging markets in Latin America and beyond.

Marina Ostrovtsova, CEO at BGaming, said, “The potential of the African market is huge, and we are proud to be able to continue to make our mark on the continent.

PlaylogiQ is one of Africa’s most respected platform providers, and its brands have played a significant role in the growth of the continent’s iGaming industry. They are committed to providing their operators with the highest-quality gaming experiences on the market, and we are excited to have secured this partnership and to begin working together.”

Margherita Giudetti, COO at PlaylogiQ, said, “Africa continues to be one of the most dynamic regions in the global iGaming industry, with player expectations evolving rapidly across different markets. Our partnership with BGaming allows us to further strengthen the content offering available to operators on the Playlogiq platform, combining high-performing games with the localized experiences that players increasingly expect.

We look forward to working closely with the BGaming team and supporting the continued growth of our operator network across Africa and other emerging markets.”

The post BGaming signs PlaylogiQ distribution deal to grow Africa reach appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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ICONIC21

Stake and ICONIC21 launch 18-table dedicated live casino studio

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New branded live environment features customised tables, decor and uniforms built specifically for Stake.

Stake and live casino provider ICONIC21 have launched an 18-table dedicated live casino studio built specifically for Stake, under a new partnership agreement.

According to the companies, the studio is customised to reflect Stake’s brand across the environment, including custom table felts, bespoke decor and personalised dealer uniforms.

ICONIC21 positioned the build as part of a broader push into dedicated studio environments for major operators, arguing that branded tables and sets can provide a more consistent identity than shared live casino tables.

The supplier also said the Stake rollout highlights its operating model, describing a “lean, focused team” designed to move quickly on bespoke studio projects. The companies did not disclose financial terms, launch location, or which live casino games are included across the 18 tables.

The post Stake and ICONIC21 launch 18-table dedicated live casino studio appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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