Press Releases
Gazprom Football for Friendship 2021: Young Participants from 211 countries and regions to set new GUINNESS WORLD RECORDS™ title
Gazprom launches the Ninth Season of the International Children’s Social Programme Football for Friendship, which will be held online on May 14-29, 2021. For the very first time, representatives of football academies and journalists will gather in Istanbul during the UEFA Champions League Final celebrations to discuss children’s football development at the Football for Friendship Ambassadors Forum.
This year, Football for Friendship will once again unite Young Participants, boys, and girls, from 211 countries and regions. Young Players aged 12-14 will unite into 32 Teams of Friendship to participate in the 2021 Football for Friendship eWorld Championship. The Championship will be held in the F4F World the football simulator available for free in 27 languages on MS Windows, Apple macOS, Android, iOS. Young Journalists will cover the events of the program in the International Children’s Press Center and share with their peers the key values of the program: friendship, equality, fairness, health, peace, devotion, victory, traditions, and honor. The official attempt to obtain the program’s third GUINNESS WORLD RECORDS titles for the most nationalities in a football training session in history and the most users in a football video hangout.
On May 29, football experts and journalists from different countries will come together at the Football for Friendship Ambassadors Forum that will take place in Istanbul during the UEFA Champions League Final. Representatives of the football community will discuss the challenges of children’s sports development and share their experiences. Over the years, Football for Friendship has become an important international platform for discussing relevant issues of children’s sports and football.
The International Children’s Social Programme Football for Friendship is implemented by Gazprom since 2013. Over the previous eight seasons, the program has united over 15 000 participants from 211 countries and regions. Over 6 000 000 people have participated in sports, educational, and ecological events of the program. 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 over 50 national and international awards in the field of social responsibility, sports, and communications.
Carmen Pozo, co-founder of the Women’s Football Academy Las Superpoderosas, winner of the First International Football for Friendship Award, Bolivia: “The Football for Friendship program provides football experts with a platform for dialogue. This is especially important right now since we are facing new challenges in the development of children’s and youth sports. Exchanging experience and projects at the Football for Friendship Forum helps football academies and organizations in solving these issues.”
Robin O’Day, director of the O’Day Football Academy, Ireland: “Football for Friendship is a unique program that gives children from all over the world the opportunity to dive into an intercultural environment without barriers, make friends with peers from opposite parts of the globe, instills in them universal values and makes it possible to be heard. These are important elements in educating future world leaders.”
Powered by WPeMatico
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.
-
Australia6 days agoFormer Star Entertainment Executives Mathias Bekier and Paula Martin Disqualified and Ordered to Pay Penalties
-
Alejandra Burato6 days agoRecord Attendance, Exciting New Releases, and a Resounding Success: This was Zitro Experience Peru
-
Amusnet6 days agoWeekend Reels | Week 25: Slot Drops & Trends
-
ArenaPlus6 days agoDigiPlus Wins “Digital Operator of the Year” Award at 2026 Global Gaming Awards Asia-Pacific
-
Anthony Dalla-Giacoma6 days agoElysium Studios Releases its Latest Slot Game “Hood and Loot”
-
Greece6 days agoSYNOT Games Announces New Partnership with Superbet
-
Bragg Gaming Group3 days agoMassive Gaming launches Blitzcrown titles on Superbet Brazil via Bragg Hub
-
BurraPay6 days agoByte Federal Announces Successful Launch of Custom-Built Integration Supporting BurraPay’s Historic Entry into America’s Regulated Gaming Market



