Latest News
Children’s sports to defeat pandemic: 2020 Football for Friendship Forum presents most successful projects to support children’s football
Over 25 successful projects to adapt children’s football to the 2020 pandemic were presented during the Eighth International Forum, which was held on November 30 – December 3 as part of the Gazprom International Children’s Social Programme Football for Friendship.
The International Football for Friendship Forum was held for the 8th year in a row, for the first time in the online format. The Forum is a unique platform for exchanging views on the development of children’s football in various countries around the world. At the Forum, coaches, athletes, public figures, and heads of sports organisations identify the best practices for supporting children’s sports and discuss the most effective ways to promote the key values of Football for Friendship in the world. The best practices are published with open access and become the basis for the free courses of the Football for Friendship Coaches Academy.
“Football is a social game that teaches important values. These include respect, honesty, fairness and devotion to a set task”, pointed out Frank Ludolph, UEFA Head of Football Education Services, Head of the Expert Council of the 2020 International Football for Friendship Award. “The idea behind Football for Friendship is to promote innovation in online learning, emphasize the social role of football and promote local community building to inspire more children around the world”.
In 2020, projects include successful application of organising online classes using video communication services, messengers, and social media. The SLSFA Sri Lanka Schools Football Association and the Sri Lanka Ministry of Education presented an online concept of competitions and contests for children of all age groups. The Brazilian Football Confederation launched several social projects, including those aimed at training goalkeepers, providing social services, and supporting a highly active lifestyle during the pandemic-related period of self-isolation. In total, over 100 football academies and federations submitted applications to participate in the Football for Friendship Forum. Projects were presented in the following nominations:
- Changing the World: Educational Activities
- Stadium Is Where I Am: Improving Football Skills
- Earth is a Ball: Providing Football to Everyone
- Driving the Planet: Building Football Community
All the projects were evaluated by the International Expert Council, which included world experts in the field of football education: Frank Ludolph, Germany, UEFA Head of Football Education Services, Head of the Expert Council of the 2020 International Football for Friendship Award; Pablo Cesar Torres, Uruguay, President of Youth Football and Scouting at Club Atlético Peñarol, Mike Puig, Spain, CEO of the Soccer Barcelona Youth Academy; and three Football for Friendship Young Ambassadors: Ananya Kamboj, India, Mohammad Yusuf Moazzam, Pakistan, and Sheqayli Ascencion, Aruba.
For the first time in the history of the world football movement, children assessed “adult” projects on equal terms.
“All the projects followed the values of Football for Friendship. And each of them has benefited children in uncertain conditions due to the coronavirus pandemic”, noted 15-year-old football player Yusuf Moazzam, a member of the jury, Young Ambassador from Pakistan. “Judging several projects at the international level was amazing, I really enjoyed it!”
All the projects presented at the International Football for Friendship Forum are open to the public on the programme’s official website https://footballforfriendship.com/experts-forum/. Those who initiated the projects hope that the best practices will be replicated in different countries, benefiting as many children around the world as possible.
On December 9, during the live broadcast of the 2020 Football for Friendship Season final, the best projects in the four nominations will be announced and given the Football for Friendship Award.
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asia-pacific
Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026
Groove has been named a finalist for Best Aggregator 2026 at the SiGMA Asia Awards, with the ceremony scheduled for 2 June 2026 at the SMX Convention Centre Manila during the SiGMA Asia Summit.
The shortlist was announced by Global Gaming Insider, according to the company. Groove said its platform aggregates more than 15,000 games from over 150 providers via a single API.
Giusy Campo, Business Development Director at Groove, said: “This shortlist is external recognition of a truth we already feel internally: Groove is moving at a different pace. Asia is not a single market, it is a collection of distinct regulatory environments, player behaviours, and partnership opportunities”
Campo added: “Our platform is built to respect that complexity, not smooth it over. Being named a finalist for Best Aggregator tells us that our approach; deep integration, localised content strategies, and commercial precision; is resonating with the operators who matter most in this region. We are not just bringing games to Asia. We are bringing a roadmap for sustainable growth.”
Yahale Meltzer, Co-Founder and CEO of Groove, said: “The aggregation space is crowded. Differentiation is everything. This nomination confirms that our vision, transforming aggregation from a commodity into a strategic growth discipline, is taking hold.” He added: “Operators across Asia are no longer asking for just volume or speed. They are asking for structural resilience, data intelligence, and a partner who can execute across fragmented regulatory landscapes with precision. Groove delivers that. To be recognised alongside the best in Asia is a privilege, but the real work continues in Manila and beyond. We are here to win, not just awards, but the trust of the operators who build their businesses on our platform.”
The post Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
data providers
DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026
DATA.BET says turnover from its virtual content grew 168% between Q1 2025 and Q1 2026, with the supplier reporting the product accounted for 39% of total virtual sports turnover and 45% of profits over the period.
The company said the content is developed fully in-house and delivered through automated bot-vs-bot matches that run 24/7 without dependence on real-world fixture schedules. DATA.BET positioned the format as a way to provide continuous events and reduce operational overhead for operators.
Across the same period, DATA.BET reported +299% active users, +129% across clients GGR, +246% events per quarter, and +218% bets placed.
DATA.BET also said the audience profile overlaps with live football bettors, which it believes supports retention during seasonal breaks. The supplier added that the algorithm-driven format “carries no fraud exposure,” supports In-Stream Betting overlays, and provides near-zero latency between broadcast and market updates.
“Over the past year, our bot-vs-bot virtual content has delivered consistent, measurable results across every operator deployment. Building e-Football in-house gives us the flexibility to configure it to what each operator actually needs — whether that is a specific league structure, a particular mix of bot and player content, or a branded competition format,” mentioned Rostyslav Likhtin, Head of Product at DATA.BET.
The post DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
content studios
155.io makes fintech debut with Coverd partnership
155.io has signed a partnership with US-based fintech platform Coverd, marking the content studio’s first move into fintech. The deal was announced Thursday 21st May 2026.
Under the agreement, 155.io’s real-world games will be integrated into Coverd’s platform. Coverd said the integration is designed to turn everyday transactions into interactive experiences where users can win the chance to have purchases covered through 155.io gameplay.
Sam Jones, Founder & CEO of 155.io, said: “This partnership gives us the opportunity to bring our content to a completely new audience. We share a philosophy with Coverd around disrupting and modernising industries through more interactive experiences. They understand that younger audiences expect entertainment and engagement across every digital touchpoint, including finance, which is exactly how we think about design.”
Albert Wang, Coverd co-founder, added: “Today’s consumer is actively embracing gamified products across every category, so there’s no reason personal finance should stay in the stone age. We’re excited to work with 155.io to make financial experiences more interactive and give everyone a chance to live big by winning back their purchases. 155.io’s next-gen content fits perfectly with what we’re building at Coverd.”
155.io said the integration will bring its interactive content—built around live-action footage and real-time mechanics—to Coverd users. The studio’s portfolio includes Rush Hour from its CCTV Game
library, alongside Ducks.io and Snow Run.
The post 155.io makes fintech debut with Coverd partnership appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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