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Data Reveals This Game Causes Players to Rage Quit the Most!
- Minecraft, the best-selling game of all time, causes gamers to blast out their infuriation the most, with over 12,000 related mentions on Reddit from gamers!
- Halo, Fortnite, and Rocket League all rank within the top 10 for causing the most rage quits, with a combined total of 9,510 rage quitting posts!
- More than 80% of gamers admitted to having rage quit over losing a game.
- PC gamers are the sorest losers with 39% regularly rage quitting!
With approximately 2.7 billion gamers* in the world it’s safe to say that not every gamer will react the same way when they face in-game bosses or teams that they just cannot beat – in fact, there are 80,521 gaming posts on Instagram containing ‘#ragequit’!
Keen to explore the effects that losing a game has on players, and the reactions it may also cause, TopRatedCasinos.co.uk combined 3,792 responses from a survey of games that made players the angriest with data from thousands of comments on Reddit to find out the top 10 games that cause players to rage quit the most, and why.
Reddit Rage
Minecraft has the most online mentions of rage quitting with 12,200 related reddit comments and posts!
Not only do gamers love to vent about their rage quitting moments, but it also seems they love to watch rage quits! Minecraft rage quitting has the highest YouTube viewing figures of all the games in the top 10 at 23.6 million!
Call of Duty lands in second place with 10,940 mentions on Reddit. The most-watched video containing CoD rage quits has 3,606,686 views! The most common reason for rage quitting CoD was ridiculous kill shots.
In third place is FIFA, with 6,350 mentions on Reddit. The most-viewed compilation video on YouTube has 4,104,713 views!
Battlefield and Grand Theft Auto rank fourth and fifth, respectively, with 4,710 and 4,570 Reddit comments.
In sixth place is Counterstrike: Global Offensive (3,540), in seventh is Halo (3,480), and in eighth place is Fortnite (3,450). Rounding off the top 10, in ninth place is Player Unknown’s Battlegrounds (2,680).
Sony’s Bloodborne is in 10th place with 2,650 related posts and comments on Reddit about rage quitting the game. The most common reason for rage quitting this game was the high number of tries it took to defeat in-game bosses.
Angriest Platform
TopRatedCasinos.co.uk further analysed the data to determine if there is a correlation between video game platforms and sore loser-ship.
85% of gamers have rage quit a game; 8% would do so after every single loss, whereas 46% considered it to be a rare occurrence.
Percentage of PC players who rage quit: 39%
Percentage of PlayStation players who rage quit: 25%
Percentage of Nintendo players who rage quit: 11%
Percentage of Xbox players who rage quit: 14%
The most common emotion experienced after anger was annoyance at 84%.
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BLAST
BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth
Esports and live events operator says it stayed profitable in 2025 and plans 15 arena events across 13 cities in 2026.
BLAST has opened a New York City headquarters in Brooklyn as the company reported record growth and profitability in 2025, including more than $133 million in revenue and over 40% year-over-year growth.
The new U.S. headquarters is located at 45 Main Street in Brooklyn within a shared 55,000-square-foot office space. BLAST said the hub will support partnerships, live events and commercial growth across North America as it expands its U.S. operations.
The North American push is being led by Chief Business Officer Leo Matlock, who has relocated to New York, alongside Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.
BLAST said it has staged seven tier-one esports events in North America over the past 16 months, across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City. The company cited “more than $102 million” in economic impact from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. It also recently announced the Rocket League World Championship will return to Fort Worth in September 2026.
In 2025, BLAST said its broadcasts delivered more than 2 billion live views globally and 300 million hours watched, spanning live events in 22 cities worldwide. The company also said it distributes content via 29 broadcast partners, including SuperSport, France TV and RTBF, reaching audiences in more than 150 territories and 30+ languages.
“Competitive entertainment has become one of the fastest-growing sectors in global media because it combines community, technology and live experiences in entirely new ways,” said Robbie Douek, CEO of BLAST. “The next generation of fans want entertainment that feels participatory, social and global by default. That shift is creating enormous opportunities for brands, publishers, creators and host cities, and we believe BLAST is uniquely positioned to help lead that evolution after a landmark year in 2025.” BLAST said it plans to host 15 arena events across 13 cities and three continents in 2026.
The post BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
BLAST
BLAST reports 40% revenue growth in 2025, opens New York headquarters
BLAST, the Denmark-founded competitive entertainment and esports events company, reported record growth and continued profitability in 2025 and said it has opened a New York headquarters as it expands across North America.
The company said it delivered more than 40% year-over-year growth and generated more than $133 million in revenue in 2025, while remaining profitable and continuing to invest in global expansion. BLAST said its U.S. headquarters at 45 Main Street in Brooklyn sits within a shared 55,000-square-foot office space and will serve as its central base for partnerships, live events and commercial growth across North America.
The expansion is being led by Chief Business Officer Leo Matlock, who has relocated to New York, and Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.
BLAST pointed to recent North American activity, saying it has hosted seven tier-one esports events across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City over the past 16 months. The company said these events have generated economic impact for host destinations, including more than $102 million from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. BLAST also said the Rocket League World Championship will return to Fort Worth in September 2026.
On content reach, BLAST said its 2025 broadcasts delivered more than 2 billion live views globally and 300 million hours watched across live events in 22 cities, distributed through 29 broadcast partners across online platforms and linear broadcasters. “We’re seeing tremendous momentum globally and all across North America, not just in esports fandom, but in how brands, game publishers, cities and entertainment companies are thinking about gaming culture, engaging competitions and digital-first audiences,” said Leo Matlock, Chief Business Officer at BLAST. The company said it plans to host 15 arena events across 13 cities and three continents in 2026.
The post BLAST reports 40% revenue growth in 2025, opens New York headquarters appeared first on Americas iGaming & Sports Betting News.
analytics
Flashscore: 1.99m UK users track World Cup group stage ahead of England v DR Congo
Flashscore says 1.99 million UK users followed the World Cup group stage on its app and website between 11 June and 28 June, generating 264.1 million views ahead of England’s Round of 32 match against DR Congo in Atlanta on 1 July.
In the UK, England was the most-tracked team with 872,900 profile opens, followed by Scotland with 394,200, according to the company’s dataset. Flashscore said England fixtures took the top three spots for UK user engagement, led by the group-stage match against Croatia with 631,684 users and 2.9 million views. The other two most-viewed England games were against Ghana (2.21 million views) and Panama (2.05 million views).
Flashscore also published global figures for the group stage, reporting 7.16 billion views from 62.26 million unique users. Portugal was the most-followed nation worldwide on Flashscore with 11.2 million team profile opens, ahead of Brazil (9.1 million), France (8.7 million), Spain (7.8 million) and Argentina (7.7 million). England ranked eighth globally with 6.5 million profile opens.
The company highlighted Cape Verde as one of the tournament’s “surprise stories”, placing sixth globally by team views and fourth among UK users. Flashscore also released a “Team of the Group Stage” selected using its new “Flashscore Rating”, which it said analyses more than 70 on-ball and off-ball metrics. Erling Haaland was rated 9.0, with Lionel Messi (8.9) and Kylian Mbappe (8.6) also included in the attacking trio, while Marc Guehi (8.4) was the only England player selected.
The post Flashscore: 1.99m UK users track World Cup group stage ahead of England v DR Congo appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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