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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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Crash Games
Million Games launches Give Me The Money crash game with player-controlled multipliers
Million Games has launched Give Me The Money, a new arcade-style crash game aimed at operators and aggregators, the supplier said on 25 June 2026. The title was announced from Skövde, Sweden.
Set in a carnival-themed environment, the game puts players behind a “money gun” that fires stacks of cash at a target to increase the multiplier. Million Games said progression is not automatic, with players controlling the pace via a FIRE mechanic that increases fire-rate while also increasing the chance of an instant crash event.
The release includes selectable low and high volatility modes, optional auto cashout, and rounds that can end immediately on a crash. Players can cash out at any point before a crash occurs, with Million Games stating a maximum win potential of up to x1000.
“With Give Me The Money, we wanted to build something simple, energetic, and immediately understandable,” said Thomas Nimstad, CEO of Million Games. “The game takes familiar crash mechanics and adds a layer of player interaction that creates a different kind of pressure and pacing.”
Give Me The Money expands Million Games’ portfolio of crash formats, following titles including Chicken X and Temple X. The supplier said the game is now available for operators and aggregators.
The post Million Games launches Give Me The Money crash game with player-controlled multipliers appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Global TV Experts
Global TV Experts launches GTE Pacific ahead of New Zealand licensing
Global TV Experts has launched a New Zealand-focused operation, GTE Pacific, after securing access to nationwide television advertising inventory for licensed online gambling operators entering the country’s newly regulated market. The company announced the move in Auckland on 25 June, 2026.
The launch comes as New Zealand prepares to award up to 15 online casino licences, with licensed operators expected to begin launching later this year. Global TV Experts said competition is already building for early brand visibility and customer acquisition.
Ben Wilcockson, founder of Global TV Experts, said: “The winners in New Zealand will be decided long before the first bet is placed.
“This is a rare opportunity to launch into a regulated market with no established online casino leaders and no entrenched player habits. The operators that build awareness first will have a genuine opportunity to shape the market.
“With only a limited number of licences available and a finite amount of premium television inventory, the race to secure visibility has already started. That’s why we’ve launched GTE Pacific and secured nationwide inventory to help operators maximise their opportunity from day one.”
Global TV Experts said GTE Pacific is backed by its wider network, which it says has more than 15 years of experience supporting regulated gambling operators across more than 50 markets, including assisting partners entering newly regulated markets such as Ontario. The agency said it focuses on television campaigns and supporting operators in navigating advertising regulations.
The post Global TV Experts launches GTE Pacific ahead of New Zealand licensing appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Daniel Cuc
REEVO Announces New Partnership with Penguin King
REEVO has announced a new partnership with Penguin King, an independent game studio recognised for developing high-performing slot content focused on player engagement, retention and long-term value. This collaboration further strengthens REEVO’s aggregation ecosystem, adding a portfolio of distinctive games built around proven mechanics and commercial performance.
Through this partnership, Penguin King’s portfolio is now available on the REEVO aggregation platform, providing operators with seamless access to engaging content through a single integration. The addition reinforces REEVO’s commitment to continuously expanding its aggregation offering with studios that bring innovation, quality and measurable results to operators worldwide.
At the heart of REEVO’s growth is a clear focus on delivering value through content that performs. By carefully curating a diverse network of providers, REEVO continues to build an ecosystem that empowers operators with the tools and content they need to stay competitive in an increasingly dynamic market.
Daniel Cuc, Head of Account Management at REEVO, said: “Partnering with Penguin King is another exciting milestone for REEVO as we continue to strengthen our aggregation platform with content that delivers real value for operators. What stands out about Penguin King is their focus on mechanics that drive engagement and retention, which perfectly aligns with our commitment to offering content that performs. At REEVO, we are building an ecosystem designed to help our partners grow, and adding studios with a strong commercial focus is an important part of that strategy.”
As REEVO continues to expand globally, partnerships like this play a key role in reinforcing its position as a trusted aggregation partner for operators seeking premium content and scalable distribution solutions.
Nora Österlund, Business Development Manager of Penguin King, said: “Penguin King’s growth has been driven by strong content and carefully selected partnerships, and our partnership with REEVO reflects that continued momentum. As we expand our footprint, access to broader distribution and new audiences remains a clear priority. REEVO’s extensive network and efficient aggregation platform make them a highly valuable partner as we continue to scale.”
The post REEVO Announces New Partnership with Penguin King appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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