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.”
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LoopMe research: Increasing GenAI adoption paves the way for an explosion in mobile gaming ad potential
New research from LoopMe, the global leader in brand performance, reveals that consumers are twice as likely to use GenAI for search (x2 in the US and x2.2 in the UK), while it’s nearly three times in Australia (x2.7).
As AI redefines online behaviour, and the enormous implications this has for brand visibility and advertising, the solution may lie in mobile gaming. While the adoption of AI tools is leading to a decline in clicks and associated site traffic, the story is different in gaming. This channel is on the rise, offering a scale that encompasses all demographics, alongside engaged and receptive audiences.
LoopMe surveyed 66,819 consumers across Australia, the United Kingdom, and the United States to gauge GenAI usage. The data shows the majority are now using these tools daily or at least several times a week (US: 56%, UK: 55%, Australia: 57%). For those using tools daily, similar patterns emerge, with approximately three in ten adopters falling into this group (Australia: 27%, UK: 29%, US: 30%).
Nearly one-fifth of GenAI users across all three markets report spending less time browsing the web because of AI tools (US: 19%, UK: 20%, and Australia: 22%). Even among infrequent GenAI users, there’s a move away from traditional search, resulting in web browsing falling by 19%-50% across the markets. This shift isn’t limited to specific demographics but plays out across all age groups, indicating a move towards embracing AI and a corresponding reduction in browsing time to varying degrees.
Nearly a third of users (28% in the US and 30% in Australia and the UK) across all three countries cite ‘getting answers faster’ as the number one benefit of GenAI. This reduction in browsing time online is freeing them up for other pursuits. And one of these appears to be more time for gaming: In Australia, 18% cited that they are spending more time on mobile gaming, while in the US, it’s 19% and rising to 21% in the UK.
Again, this is a trend across all age groups and markets. While the greatest shift in the UK is seen among 18-24-year-olds, with 62% spending more time on mobile gaming rather than less, in the US it’s the 25-34-year-olds (40%). Meanwhile, for Australians, it’s the 35-44-year-old demographic (58%). However, growth is being experienced across all age bands, with all three countries seeing strong mobile gaming growth even among the 55–64-year-olds.
This growth can also be seen among infrequent GenAI users too. In the US, there is a 40% net difference between those casual GenAI users who spend more time gaming and those who spend less, rising to 55% in Australia and 71% in the UK.
When asked about streaming games, there is more preference among younger age groups. While there are country variations, the 18-24 and 25-34-year-old age groups are the heaviest users of streaming games, and these groups will likely drive its future potential.
“What the research highlights is the advertising opportunities opening for brands as gaming becomes a key route to market. This is a medium that’s being embraced by all age groups and all demographics. And it’s increasing among frequent AI users as well as more casual ones, offering brands the potential to get in front of audiences that other channels might not serve well,” commented Stephen Upstone, CEO & Founder at LoopMe.
“We’ve found that gamers are more than three times as likely to be receptive to advertising in this environment compared to the mobile web. And because audience value and the opportunities gaming offers are out of alignment with current advertising investment in the channel, this lack of competition only adds to its attractiveness. As digital advertising adjusts to this era of AI, mobile gaming is shedding its bit player role and moving centre stage, delivering scale and reach that competes with traditional broadcast channels.“
The post LoopMe research: Increasing GenAI adoption paves the way for an explosion in mobile gaming ad potential appeared first on Gaming and Gambling Industry Newsroom.
Fernando Di Carlo CEO of Yellow Elephant Studios
SCCG Announces Strategic Partnership with Yellow Elephant Studios to Expand Multi-Channel Gaming Content Worldwide
The partnership brings together SCCG’s expansive global operator network with YES’s rapidly growing portfolio of high-performance digital and land-based gaming content. Known for blending classic casino experiences with modern creative design, YES is redefining player engagement through advanced math models, cutting-edge visual design, and player-centric mechanics engineered for regulated casino markets, charitable gaming systems, and iGaming platforms.
A Studio Built for the Next Generation of Gaming
Yellow Elephant Studios is quickly emerging as one of the most innovative content developers in the sector. Their roadmap spans slot-style experiences, interactive entertainment systems, charitable gaming content, and hybrid formats designed for both digital and physical environments. With deep experience across regulated gaming markets, YES creates content that resonates with diverse player demographics while delivering strong performance for operators.
“Our mission is simple: create unforgettable gaming experiences by fusing imagination, technology, and precision,” said Fernando Di Carlo, CEO of Yellow Elephant Studios. “As the industry evolves, players expect more—more interaction, more personality, more ways to win. We’re building the next generation of games for that audience, and SCCG’s global footprint will help us scale that vision faster than ever.”
Accelerated Global Reach Through SCCG’s Network
By leveraging SCCG’s network of more than 120 partners — including tribal casinos, charitable gaming operators, digital platforms, iGaming operators, and emerging interactive entertainment brands — the partnership will accelerate the reach and market penetration of YES content across the most influential global gaming ecosystems.
“Yellow Elephant Studios brings a powerful creative and technical engine to the global gaming market,” said Stephen Crystal, Founder & CEO of SCCG Management. “Their ability to innovate across casino, charitable gaming, and iGaming channels makes them a standout studio ready for scale. SCCG is excited to connect them with operators seeking modern, high-engagement content that delivers real performance across both digital and land-based ecosystems.”
The post SCCG Announces Strategic Partnership with Yellow Elephant Studios to Expand Multi-Channel Gaming Content Worldwide appeared first on Gaming and Gambling Industry Newsroom.
Con Raso CEO of Tuned Global
Realize Music: Sing Launches on Meta Quest With Broad Catalog From Universal, Warner, Sony and Beggars, Delivered by Tuned Global’s Music Technology
Groundbreaking singing game for wellness and creativity expands beyond VR with a PC Gaming release planned for 2026, with the support of Tuned Global’s backend music platform enabling scalable catalogue delivery and lyric integration.
Realize Music, in collaboration with leading music and media technology platform Tuned Global, announces the launch of Realize Music: Sing, now available on the Meta Quest Store. Co-founded by veteran publisher Mike Wilson, best known as the co-founder of Devolver Digital and Gathering of Developers, the company is positioning Sing as Wilson’s final major venture in the gaming industry; a project that bridges music, wellness, and play across both VR and traditional platforms. Known for championing creativity and emotional depth in gaming, Wilson’s work has consistently challenged the boundaries of what interactive experiences can express.
To support this vision, Realize Music recently selected Tuned Global to power the music backend that enables Sing’s extensive licensed catalogue across platforms.
Launching first on Meta Quest, with plans to expand to additional platforms later in 2026, Sing marks one of the largest music collaborations ever seen in gaming. At release, the app features over one million of the most iconic popular songs officially licensed from Universal Music Group, Warner Music Group, Sony Music Entertainment and Beggars Group, covering an unparalleled range of genres and decades, with new songs to be added regularly. It transforms singing into a hands-on, interactive experience where players can explore, express, and unwind through sound.
Announcing the launch on Meta Quest, Realize Music: Sing also marks the start of its next phase. A Steam PC gaming version and additional platforms are planned for 2026, expanding Sing beyond virtual reality and into new spaces for interactive music and wellness.
“We’ve always believed that games can help people feel better, not just entertained,” said Meta Quest, Realize Music: Sing Co-Founder, Mike Wilson. “Sing is about rediscovering joy without judgment or pressure, through the simple act of raising your own voice and watching the world respond. It’s the kind of project I’ve always hoped to finish my career on, and I hope it inspires other creators to focus their energies on beneficial media.”
“Realize Music: Sing is a breakthrough moment for music-driven wellbeing,” said Con Raso, CEO of Tuned Global. “We’re proud to support the Realize Music team with innovative music technology that empowers their vision and brings it to life in such an exciting way. From licensed catalogue delivery to lyrics and reporting, Sing shows what becomes possible when creativity, wellness, and responsible music innovation come together.”
Players can preview songs for free, purchase individual tracks or albums à la carte, or subscribe for unlimited access. Subscriptions launch at an introductory price of $9.99 per month for the first two months, before moving to $14.99 per month or $119.99 per year.
Realize Music: Sing is available now on the Meta Quest Store.
The post Realize Music: Sing Launches on Meta Quest With Broad Catalog From Universal, Warner, Sony and Beggars, Delivered by Tuned Global’s Music Technology appeared first on Gaming and Gambling Industry Newsroom.
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