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Opera buys owner of GameMaker and starts a Gaming division
Opera, the browser developer and consumer internet brand, announced its acquisition of YoYo Games, creator of the world’s leading 2D game engine, GameMaker Studio 2, for approximately $10 million. The tuck-in acquisition represents the second building block in the foundation of Opera Gaming, a new division within Opera with global ambitions and follows the creation and rapid growth of Opera’s innovative Opera GX browser, the world’s first browser built specifically for gamers.
Krystian Kolondra, EVP Browsers at Opera, said: “With Opera GX, Opera had adapted its proven, innovative browser tech platform to dramatically expand its footprint in gaming. We’re at the brink of a shift, when more and more people start not only playing, but also creating and publishing games. GameMaker Studio2 is best-in-class game development software, and lowers the barrier to entry for anyone to start making their games and offer them across a wide range of web-supported platforms, from PCs, to, mobile iOS/Android devices, to consoles.
Annette De Freitas, Head of Business Development & Strategic Partnerships, Opera Gaming, added: “Gaming is a growth area for Opera and the acquisition of YoYo Games reflects significant, sustained momentum across both of our businesses over the past year. Our new Opera GX browser hit 7 million MAUs in December, 2020, up 350% year over year, while YoYo Games’ GameMaker engine achieved 400K new registered creators in 2020. We’re tremendously excited by the opportunities the combination creates not only for our combined users, but also for the expansion of Opera’s gaming community.”
Stuart Poole, GM at YoYo Games who will remain with the business alongside technical lead Russell Kay stated, “For over twenty years, the vision behind the GameMaker engine was to not just create more games, but expand development within and beyond the game studio. We think the transaction with Opera – whose products are known, trusted and used worldwide by millions of people every month- represents a massive opportunity to accelerate fulfilment of that founding vision, during a period of exceptional growth for both companies.”
“We are very excited to start working with the team at YoYo Games,” said Krystian Kolondra, EVP Browsers at Opera. “We see the Game Maker Studio platform as being an ideal acquisition to complement our global ambitions in gaming, and to help drive awareness and traffic to our Opera GX gaming browser.”
Opera GX, YoYo Games and GameMaker will unite under Opera Gaming, focusing on innovating across the gaming, game development, and browser experience. “We look forward to further growing Opera GX and driving the growth of GameMaker as part of a broader ecosystem, making it more accessible to novice users and developing it into the world’s leading 2D game engine used by commercial studios,” continued Krystian Kolondra. “Opera Gaming will be focusing on accelerating the growth of this emerging ecosystem, combining the 7+ million highly engaged gamers using Opera GX with millions of GameMaker creators. We are also thrilled to continue realizing synergies between YoYo Games’ products and Opera GX.”
GameMakerStudio is an integrated game development software, performance-tuned 2/2.5D engine that fuels many games, including multi-million hits like Risk of Rain, Undertale, or Hyper Light Drifter on an extensive range of mainstream platforms. Starting to build games with Game Maker Studio requires little to zero coding skills. Due to its extensive functionalities and ease of use Game Maker Studio lowers the barriers to entry and empowers a variety of creative people to make their games come alive and share them with the world.
Kolondra explained further: “Performance is essential to even 2D gaming, and sustaining that performance across mobile devices and laptops as well as variable bandwidth and connectivity requires thinking outside of traditional application silos. The line between building good games and good browsers has been eroding for years – with gaming interactivity across internet connections ramping up and browsers growing more multi-function and sophisticated. Traditionally the two types of technology compete for hardware and bandwidth resources. But as Opera GX proved, there was a better way to address that competition and improve the experience across both functionalities. YoYo Games’ team, development expertise and studio relationships lay the groundwork for turning the Opera GX vertical into a new kind of horizontal. This horizontal opportunity is why we’re building Opera Gaming and its infrastructure – so that we can further integrate gaming and browsing in ways beneficial to both in terms of not only monetization, but also experience.”
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Canada
RESPWNED partners with LOTUS 8 to bring GIRLGAMER festival to Winnipeg in 2026
RESPWNED and LOTUS 8 have signed a partnership to launch the GIRLGAMER Winnipeg Festival in 2026, marking the GIRLGAMER Esports Festival brand’s expansion into Canada.
RESPWNED manages the GIRLGAMER Esports Festival brand, while LOTUS 8 is a Canada-based company focused on event development and partnerships. The companies said they will jointly develop and deliver the Winnipeg event, combining global esports IP management, event production, commercial partnerships, and local execution.
“This partnership represents an exciting milestone for GIRLGAMER as we continue to expand globally and bring our platform to new audiences,” said Tiago Fernandes, Managing Partner at RESPWNED. “Canada is a dynamic and fast-growing Esports market, and we are proud to collaborate with LOTUS 8 to deliver a meaningful and impactful event experience.”
Steven Vuong, representing LOTUS 8, added: “We are thrilled to partner with RESPWNED to bring the GIRLGAMER Festival to Canada. This collaboration reflects a shared vision of building inclusive, high-quality esports experiences while creating strong commercial and community value. Together, we are laying the foundation for a standout event in 2026.”
The GIRLGAMER Winnipeg Festival is planned as a family-oriented event with business networking, brand activations, and community programming, and is expected to include international and local talent. Additional details, including dates, venue, and participating partners, will be announced in the coming months.
The post RESPWNED partners with LOTUS 8 to bring GIRLGAMER festival to Winnipeg in 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Boomerang Partners
Boomerang Partners’ case study: exploring the new rules of sports marketing
Sports marketing used to be relatively straightforward. Major sports events – from international tournaments to league finals – meant big audiences, and visibility was often enough to drive results.
By 2026, that model is no longer enough. Competition for sports traffic has intensified, acquisition costs have increased, and audiences have become more selective in how they engage. Being present around major sports events is no longer a differentiator – everyone is there.
What matters now is not just how brands capture attention, but how they choose to work with it.
This shift is especially visible in affiliate-driven environments. As brands rethink how they engage sports audiences – and face tighter regulation and greater competition – affiliate strategies have to adapt just as quickly.
Performance is measured in real time, with teams competing under the same conditions and reacting to the same events.
This is where new formats and mechanics start to matter. Earlier this year, Boomerang Partners, a sports-focused affiliate program, brought together affiliate teams as part of the TIME TO WIN affiliate tournament.
The insights in this article come from real partner activity – from day-to-day campaign work to what teams tested during the TIME TO WIN tournament.
It’s no longer campaign-driven
The way sports marketing works is no longer built around campaigns. It’s built around behavior. What used to be planned weeks in advance now shifts during the event itself. Timing changes. Messaging changes. Sometimes, even the format changes.
The shift is simple: marketing is no longer planned around events – it adapts to them continuously, with messaging, concepts, and storytelling evolving from one moment to the next. These shifts don’t just affect how brands work with players – they also reshape how affiliate partners operate. As a result, partners have to adapt their strategies, formats, and approaches to engagement.
Personalization plays a big role here. Not as a feature, but as a baseline. Generic offers don’t hold attention anymore. If it’s not relevant to what the user is watching or reacting to, it gets ignored.
This is also changing how sponsorships work. Visibility still matters, but it’s no longer enough on its own. Brands are moving into formats that go beyond the match – content, integrations, and ongoing digital touchpoints.
At the same time, the space has expanded. Sports, esports, streaming – they now compete for the same attention, alongside a much broader set of content and digital experiences.
That makes timing harder. Big tournaments still drive peaks, but the build-up and the drop-off matter just as much. Planning around these moments is becoming more data-driven. Earlier this year, Boomerang Partners introduced its Sports Marketing and Betting Calendar 2026, built to map those patterns and help affiliates align campaigns with key moments and make more informed decisions around their strategy. In practice, partners use it to plan ahead for major events, streamline research, and structure content around both high-demand and niche sports.
From watching to reacting
Audience behavior has changed faster than most strategies – and it becomes especially visible in live, competitive environments.
During the TIME TO WIN tournament, this shift was hard to miss. Affiliate teams worked with sports traffic in real time, around live events, where attention moved constantly, and decisions were made on the spot.
Watching sport is no longer passive. During major matches, users follow the game while checking odds, reacting to moments, and switching between platforms. The second screen is no longer secondary – it’s part of the experience.
In practice, this meant that teams competing in the tournament had to adapt quickly – reacting to live moments, adjusting content, and aligning campaigns with audience behavior in real time.
That changes how campaigns are built. Timing matters more. Missing the moment often means losing the user.
Content is changing as well – and fast. Short-form formats capture a growing share of attention, especially among younger audiences. The full match is no longer the only point of engagement.
Behavior is becoming more social. Communities form around events – not just around teams, but around the experience itself.
Olesea Naidion, Brand Manager at Nightrush, TIME TO WIN participant, noted:
“The biggest shift I’ve noticed is that audiences don’t just ‘watch’ sports anymore – they’re actively participating. During major matches, people react to every moment – every corner, every substitution, every momentum shift.
The second-screen behavior is fascinating. Fans have their phones out the entire time – checking odds, chatting, and reacting on social media while the match is happening.
The traditional ‘sit back and watch’ experience is no longer how a large part of the audience engages with sport.”
What actually matters now
Not all traffic is equal anymore. Volume still matters, but it no longer defines success. What matters is what happens after the click – how fast users convert, how long they stay, and whether they come back.
This shift was clearly visible during the TIME TO WIN tournament. When campaigns ran around real-time events, performance was measured differently. There was no long funnel – the decision happened immediately, or not at all.
In practice, traffic and performance closely followed the sports calendar. Early peaks aligned with major tournaments, while quieter periods – such as international breaks – led to visible slowdowns. Consistent spikes on weekends also highlighted how closely user activity tracked live-event density.
Conversion has become time-sensitive. Delays cost results.
Retention matters more now. Acquiring users is more expensive, and users have more options. If they don’t see value quickly, they move on.
As a result, performance is evaluated differently. Impressions and reach are no longer enough to justify spending. What matters is whether activity turns into deposits, bets, and repeat engagement.
Olesea Naidion, Brand Manager at Nightrush, TIME TO WIN participant, commented:
“Engagement rate, conversion velocity, and customer lifetime value have become the most critical metrics. Impressions don’t pay the bills — action does.
We need to understand if content drives real behavior in real time, especially during live events when the conversion window is minutes, not days.”
What defines success
Sustaining results has become harder. Strong performance can still happen in short bursts. But without consistency, it doesn’t hold. The gap between short-term gains and long-term growth is becoming more visible.
What separates teams now is not access to traffic or events. It’s how that traffic is handled – how quickly it converts, how long it stays, and whether it returns.
That shifts the focus from individual campaigns to the full user journey. Acquisition, conversion, and retention are no longer separate – they have to work as a single system.
This is also reflected in how partners performed in the TIME TO WIN tournament. Even beyond the initial launch phase, participation continued to build, showing that sustained performance – not just early momentum – defines success.
When that connection breaks, performance drops just as quickly as it grows.
Anete Dunina, Head of Sales at Revpanda Group, TIME TO WIN participant, noted:
“Success in sports marketing will be defined by control over the full user journey. It’s about acquiring, converting, and retaining the right users, not just traffic.
Short-term wins don’t build long-term business.”
The shift is already visible across the market. It goes beyond marketing – reflecting broader changes in how sport is consumed, how brands operate, and how affiliate ecosystems evolve. Those who can adapt to it consistently will shape what sports marketing looks like next.
About Boomerang
Boomerang Partners is a rapidly growing global marketing agency offering a wide range of services. Boomerang Partners is an Official Regional Partner of AC Milan. In 2024, it launched the inaugural Golden Boomerang Awards – a global tournament for affiliate teams. More than 400 affiliate teams participated in the second season of the tournament in 2025. Partners of the Agency launched six new products in 2024-2025, contributing to a nearly 1.5-fold increase in product users.
The Agency’s clients’ portfolio contains 10+ brands offering affiliate and entertainment services across 40+ markets in compliance with local regulations. These products provide incentive programs and 24/7 multilingual support.
The post Boomerang Partners’ case study: exploring the new rules of sports marketing appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
BETANO
Kaizen Gaming wins three operator awards at SBC Awards Europe 2026
Kaizen Gaming has won three operator awards at the SBC Awards Europe 2026, held during SBC Summit Malta on Thursday, 30 April. The company, which owns the Betano online sports betting and gaming brand, picked up “Sportsbook Operator of the Year”, “Casino Operator of the Year” and “Operator Innovation in Gaming”.
Christos Tzalavras, Kaizen Gaming’s Chief Product Officer, said: “Customer experience has been the foundation for Betano’s international success over the years. We concentrate our efforts in optimising it and bringing in new innovations that advance our capabilities, differentiate us from the competition and make the Betano experience unique for our users. These awards represent that exact philosophy. Managing to stand out among fierce competition within the European igaming landscape is a great honour. We would like to thank the awards’ judges for the recognition and our people for making it possible. We are more driven than ever, and are working to ensure that we provide a top-tier experience for everyone who entrusts us with their entertainment, across every market where we operate.”
Earlier in 2026, Kaizen Gaming announced it had acquired UK-based, AI-driven sports trading and analytics provider GameplAI. The company said it will integrate GameplAI’s features to strengthen its in-house capabilities across sports trading, player markets and performance analytics for Betano.
Kaizen Gaming also highlighted Betano’s European sponsorship portfolio, including the UEFA Europa League and the UEFA Conference League, plus club deals with FC Bayern München, Aston Villa FC, FC Porto, Sporting CP, SL Benfica, AC Sparta Praha, FCSB and Brøndby IF.
The post Kaizen Gaming wins three operator awards at SBC Awards Europe 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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