Latest News
Rolling In It: Most Profitable Racehorse
- Leading race horses earned £126,093 on average per minute in 2020
- Top 20 earning thoroughbreds took just 11.05 minutes to surpass the £1 million-mark last year
- Arrogate remains the all-time leading earner with £12,718,498.00 prize money, or £635,924.90 per minute
- 2020’s top 20 horses passed the £1million-barrier 65.42% quicker than sport’s top earning athletes
- Authentic picked up £402,623.08 for every 60 seconds raced last year, more than Cristiano Ronaldo (£18,782.16) and Lionel Messi (£19,926.51)
Horse racing’s class of 2020 pocketed £126,093.67 per minute of action, a new study into the value of racehorses has revealed.
The top 20 earning racehorses last year took 11.05 minutes of racing, on average, to break the £1 million-barrier, 59.56% quicker than global sports’ top earning athletes, across the same 12-month period.
However American great Arrogate still tops the all-time charts, having banked £1 million for every 1.57 minutes raced.
Exactly half of last year’s leading thoroughbreds pocketed six-figure sums for a mere 60 seconds’ work, according to OLBG’s Most Profitable Racehorse report.
Arrogate, bought by Juddmonte Farm for a meagre £408,000.00, landed three of the planet’s richest races within the space of four months, amassing as yet insurmountable career earnings of £12,718,498.00; £462,490.84 per minute on the dirt. The Breeders’ Cup Classic netted his camp £2.24 million, the Pegasus World Cup £5.69m and the Dubai World Cup £4.88m.
The Bob Baffert-trained phenom won on seven occasions in total, earning more than his keep in just 20 minutes.
That ‘time to £1 million’ figure dropped to 5.66 minutes, when you assess the financial vitals of the top 20 earning racehorses of all time. This elite group earned an aggregated £160,446,327.70 across collective careers comprising 229 starts, and a win percentage of 52, to boot.
The stats for the class of 2020 are quite remarkable too, with a combined 69 wins from 117 starts; landing each of their respective owners a sizable share of £23,847,336.32.
There are some exceptionally wealthy racehorses out there, or there would be if they got to keep the cash.
Recently retired Authentic, the sport’s top earner in 2020, added a further £402,623.08 to his owners’ coffers for every single minute he ran.
Winner of the 2020 Kentucky Derby and Breeders’ Cup Classic, setting a new track record at Keeneland in the latter, he took home a cool £5,234,100.00, in just seven starts and recently began his stud career in central Kentucky, having retired last November.
That comes against the backdrop of prize purses for the top 10 most expensive horse races on the planet surpassing the £50 million-mark for the first time in 2020, the collective fund up 28.74% year-on-year.
Disappointingly, but understandably due to the pandemic, the cumulative total prize money available for the 489 races staged across the world last year finished at £322,187,199.00, down 19.09% from 2019 (£398,218,061.00), with the available funds in Europe taking the biggest hit, falling by a jaw-dropping 58.82% year-on-year.
Across the rest of the sporting world, Cristiano Ronaldo, who plys his trade in Serie A for Juventus, cleared £76,650,000.00 through salary, bonuses and endorsements in 2020, banking £18,782.16 per minute in the 2019-20 season, 60.08% less than 18th-ranked horse Mr Freeze (£34,911.89).
Footballers Messi (£19,926.51) Neymar (£29,218.36), Basketball’s Le Bron James (£27,774.14) and F1’s Lewis Hamilton (£26,384.38) also failed to trouble Mr Freeze, purchased in 2016 for £54,750, in the earnings per minute stakes, based on 2020 income.
Tyson Fury meanwhile was the most lucrative earner. Despite fighting just once last year he averaged £2,117,557.25 per minute – 248% more than the next highest earner which was Irish racehorse Tarnawa, who also only competed once.
Commenting on the findings, OLBG’s Richard Moffat said: “We’ve always known about the huge sums of money involved in racing horses, both on the betting exchanges and the business side of it too, but to see the figures in black and white and compare what racehorses earned versus sport stars really does make you sit up and take notice.
“It’s the fine margins between winning and losing, and the colossal financial incentives on offer, that add to the drama and intrigue of the sport. It also gives you a feel for why major bloodstock operations such as Godolphin, Zayat, Juddmonte, to name but a few, exist and take the creation of future leading thoroughbreds so seriously.
“When you microanalyse it to the point where Authentic earned £402,623.08 for every 60 seconds’ work in 2020, the lucrativeness of the sport is plain to see.”
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anime
G2 drops limited-edition One Piece streetwear capsule on June 25
The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.
G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.
The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.
“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”
G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.
One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.
The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Latest News
Ygam joins four UKRI-funded gambling harms research partnerships
Projects sit within UKRI’s Research Programme on Gambling and the GHR-UK Evidence Centre, backed by the statutory levy.
Ygam has been named as a partner on four projects funded through the UKRI Research Programme on Gambling, supported by the statutory levy. The charity will work with academic teams including the University of Birmingham, Bournemouth University, the University of Plymouth, Lancaster University, and Liverpool John Moores University.
The four projects sit within the Gambling Harms Research UK (GHR-UK) Evidence Centre, which coordinates 19 one-year Innovation Partnerships under the programme. UKRI has been appointed by the UK Government to oversee research commissioned through the new statutory Gambling Levy. Under the levy, 20% of annual funding will be allocated to research, equating to £22.1 million in 2025/26.
Emily Tofield, Chief Executive of Ygam, said: “We are pleased to be working in partnership with leading university partners, contributing our expertise in a key strategic area of our work. A defining strength of our approach is that it is grounded in robust insight and research, underpinning everything we do. This enables us to understand how and why harms emerge and translate that into practical, preventative education that is credible and scalable. We look forward to achieving these outcomes together and informing effective measures to prevent harms among children and young people.”
Ygam said its advisory panels — including young people, individuals with lived experience, community and faith leaders, gaming and esports representatives, and student ambassadors — will help shape the research to reflect “real-world experience and diverse community perspectives.”
The four partnerships are: INTEGRATE (University of Birmingham, Ygam, Al-Hurraya and Community Connexions), focused on intersectional gambling harm and interventions for children, young people and emerging adults; “From Evidence to Action: Safeguarding Neurodivergent Young People in Gamified Digital Environments” (Bournemouth University, Ygam, Work’n’Diversity CIC), focused on gambling-like risks in gamified digital environments; GRASP (University of Plymouth-led partnership including NatCen, NHS and third-sector organisations, and Ygam), mapping support pathways and gaps in prevention and recovery; and GRACE-Net (Lancaster University and Liverpool John Moores University with local authorities, NHS partners, third-sector organisations and Ygam), testing collaborative approaches in the North West of England and sharing learning more widely.
The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
eSports
Study: 400m Gen Z esports fans say brand activations drive purchases
EFG, Hero Esports and Niko Partners survey 8,000 fans across eight markets; 74% report ads and brand presence influence buying.
ESL FACEIT Group (EFG), Hero Esports and Niko Partners have released a multi-country Gen Z esports study claiming around 400 million Gen Z consumers (20%) regularly engage with esports. The findings were published on 25th June 2026 in Cannes, France, in a white paper titled The Esports Generation: Who They Are & Why They Spend.
The report is based on survey data from 8,000 Gen Z esports fans aged 13-30 across eight markets. It positions esports as a high-attention channel for brands: 85% of respondents said they notice branding in esports, while 74% self-reported that advertising and brand participation in gaming spaces influences their purchasing behaviour. The study also reports that 66% have bought a product following a collaboration or co-branding partnership with an esports team, game or player.
On consumption and fandom touchpoints, the study found 71% regularly watch gaming content, including 66% who watch gaming livestreams and 33% who watch or listen to gaming podcasts. It also points to offline reach: 21% said they regularly attend gaming conventions and esports events, with the average respondent attending at least one in-person event in the past nine months.
The white paper also breaks out claimed purchase categories linked to esports collaborations over the past year, led by food and beverage (33%), electronics (33%) and fashion (32%). Beyond core categories, it reports 28% bought esports-related collectibles, 17% purchased makeup, beauty, or skincare products, and 10% bought from partnered brands in other categories.
Niccolo Maisto, CEO at ESL FACEIT Group said: “Esports has evolved into one of the most effective channels for companies looking to connect with Gen Z audiences at scale. What makes it unique is not just its reach, but the depth of engagement and trust that exists between fans, players, teams, and events. This research shows that esports fans are highly invested participants, not passive viewers, creating an opportunity for brands that show up authentically and build meaningful and lasting connections with this key audience.”
Danny Tang, Co-Founder and CEO of Hero Esports said: “This whitepaper confirms what we at Hero Esports have long believed: esports has evolved into a global cultural and economic force. The data shows an audience that is young, diverse, and deeply engaged. For brands, the message is clear—esports is no longer a niche market; it is the premier platform to connect with the next generation of consumers. We are proud to partner with Niko Partners and EFG to provide this blueprint for understanding and succeeding in this dynamic industry.”
Lisa Hanson, CEO at Niko Partners said: “Our data shows that, much like fans of other sports, Gen Z esports fans are incredibly passionate and have formed strong bonds within their communities. However, their media and consumer affinities extend well beyond gaming and esports, with our research revealing naturally connected interest areas that create valuable overlapping opportunities for brands and partners that show up authentically in this ecosystem.”
The post Study: 400m Gen Z esports fans say brand activations drive purchases appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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