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Football for Friendship eWorld Championship to be held for the second time in F4F World multiuser simulator
The Football for Friendship eWorld Championship (eF4F) will be taking place for the second time at the end of May. After sports fans from over 100 countries took part last year, 211 countries and regions will be represented this time round.
The important events in Gazprom’s International Children’s Social Programme Football for Friendship (F4F) will be taking place in a digital format this year too because of the pandemic. Following established tradition, a few highlights are being organised to take place in Istanbul, the host city for the final of the UEFA Champions League, from 28th to 30th May.
The 2021 Football for Friendship eWorld Championship (eF4F) will take place on the multiplayer simulator Football for Friendship World (F4F World), which was specially developed for F4F. International team matches can be organised on this platform in real time. The individual users, each of whom is a player on the team, come from different countries. The team consists of a goalkeeper, a defender, two midfield players and two attackers. There is also a trainer and some substitutes. A game runs for 2 halves of 3.5 minutes.
Since 19th April, football academies all over the world have been invited to nominate girls and boys aged 12 to 14 as players. The draw that will put the kids into International Teams of Friendship will be in the middle of May. The Football for Friendship eWorld Championship (eF4F) will take place from 27th to 29th May.
The winners of the 2020 Football for Friendship eWorld Championship were the team “Granular salamander”, whose players came from Bosnia Herzegovina, Kazakhstan, Latvia, the United Arab Emirates, Russia, and Turkey. In the course of the final events in the 8th season of “Football for Friendship”, a new GUINESS WORLD RECORDSTM title was set for the most users in a football video hangout. This year too F4F is aiming once more to set what would be a third GUINESS WORLD RECORDSTM title.
Since December 2020, F4F World has been available to anyone interested, outside of the eF4F tournament as well, free of charge in 27 different languages. An exciting match, in which the Nine Values of Football for Friendship: friendship, equality, fairness, health, peace, devotion, victory, traditions, and honour, are emphasised, awaits F4F World players. The particular features of F4F World include an original, hand-drawn design, a unique profile modification function, the option of playing in various divisions and leagues, of founding one’s own club or of inviting randomly selected players from around the world to take part in the match. In addition, participants can design their own player as they wish. For example, the players’ hairstyles show the colours of their respective national flags. The 2021 version will also offer some new features like training sessions. The F4F World game is available on MS Windows, Apple MacOS and iOS and was developed by the company DataArt.
Andrey Trusov, DataArt: “It was very interesting and motivating to have the opportunity to contribute to the development of F4F. For me, it was a new experience that there is such a competition for children – one that also promotes values like friendship, fairness, and peace. My colleagues and I engaged very intensively with the whole F4F concept in order to be able to give it form and expression in virtual reality.”
About the programme:
The International Children’s Social Programme Football for Friendship has been run by Gazprom since 2013. Over the previous eight seasons, the programme has brought together over 15,000 participants from 211 countries and regions and over 6,000,000 supporters.
Young Players and Young Journalists are the participants in the programme – boys and girls aged 12 including children with disabilities. Young Players represent different countries and cultures united in the mixed teams of the Football for Friendship World Championship. They show that nationality, gender, and physical abilities aren’t a barrier to becoming a team. Young Journalists cover the events of the programme in the International Children’s Press Center. All participants become Young Ambassadors of the programme and continue to share their Football for Friendship experience and promote universal human values: friendship, equality, fairness, health, peace, devotion, victory, traditions, and honour.
In 2020, Football for Friendship was held online. A special digital platform connected over 10,000 players of all ages. It has become the home for international children’s competitions and a playground where anyone can train, join in the international mixed teams and play their favourite game in the Football for Friendship format without leaving the comfort of their home.
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Alistair Johnston CCO at Push Gaming
Push Gaming appoints Jonathan Moretta as Head of Account Management
The iGaming supplier says the hire supports its partnership strategy and 2026 commercial plans.
Push Gaming has appointed Jonathan Moretta as Head of Account Management as it continues to refine its partnership strategy.
The supplier said Moretta brings more than six years’ experience in the iGaming sector, with a track record of managing partnerships across “key global markets.” The company positioned the appointment as part of its strategic goals for 2026, alongside planned expansion of its commercial and operational infrastructure.
Jonathan Moretta, Head of Account Management at Push Gaming, said: “Push Gaming works with a number of quality partners and I can’t wait to continue solidifying those key relationships. The quality of Push Gaming’s products are undeniable and my goal will be to ensure that this quality is reflected in how we communicate with our key accounts; whether that be highlighting existing favourites or presenting new titles from our upcoming roadmap.”
Alistair Johnston, CCO at Push Gaming, added: ”I am thrilled to welcome Jonathan to the team. He will be instrumental in delivering Push Gaming’s commercial strategy, leading from the front with a proven leadership style. Jonathan brings a transcontinental network of key industry players, underpinned by a rare talent for building the kind of great relationships that skyrocket growth.”
The post Push Gaming appoints Jonathan Moretta as Head of Account Management appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
brand-marketing
Midnite runs free coaches for Southampton fans to FA Cup semi-final at Wembley
Midnite is bringing back its “Midnite Express” fan travel initiative, offering free coach transport for Southampton supporters to Wembley for the FA Cup semi-final against Manchester City on Saturday, April 25.
The betting brand said three luxury coaches will take more than 100 fans on the round trip from St Mary’s Stadium to Wembley. The company positioned the move as a response to fan requests on social media following Southampton’s FA Cup win over Arsenal.
The trip also coincides with the 50th anniversary of Southampton’s 1976 FA Cup win at Wembley. Midnite said it recently marked that moment with a dedicated TIFO during Southampton’s match with Arsenal, created with a fan-led TIFO committee.
Fans travelling on the coaches will be joined by former Southampton players Shane Long, Franny Benali and Ken Monkou, according to the company.
Andrew Mook, Head of Brand Marketing at Midnite, said: “The response to the Midnite Express this season has been incredible and when fans asked for it to return, we were keen to deliver.
“Supporting Saints fans is central to what we do, whether that is easing the challenges around travel or helping create memorable experiences around the game.
“This is a huge moment for Southampton, especially in such an important anniversary year, and we are proud to help fans get there to support their team.
“We hope this journey will make the match day experience even better.”
The post Midnite runs free coaches for Southampton fans to FA Cup semi-final at Wembley appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
CRM
The Mill Adventure deepens Optimove integration for player engagement
The Mill Adventure (TMA) has strengthened its integration with Optimove to expand player engagement and CRM capabilities for iGaming operators, the companies said.
TMA said the enhanced integration adds deeper audience segmentation, including Optimove’s Target Group Discovery, to help operators build granular player profiles and activate engagement based on player behaviour and preferences.
The update also connects Optimove directly to TMA’s proprietary bonus engine, which TMA said allows operators to trigger and distribute personalised rewards within CRM journeys. Messaging can be orchestrated through Optimove across email, SMS, web and mobile push notifications, as well as inbox messaging.
Bjørnar Heggernes, CCO at The Mill Adventure, said: “We are focused on equipping operators with the right tools they need to deliver meaningful, data-driven engagement at scale. This enhanced integration with Optimove strengthens our ability to support highly personalised player journeys, combining powerful segmentation, real-time communication and seamless reward execution within a unified platform.
“By bringing these capabilities together, we are helping our partners simplify their operations while delivering richer, more relevant experiences that drive long-term value.”
Adi Dagan, Senior Director of Partnership at Optimove, said: “The Mill Adventure’s iGaming operators benefit from its scalable and automated tools for optimising their casino suite. With this integration, The Mill Adventure operators can use real-time data, advanced segmentation and multichannel orchestration to deliver more relevant player experiences and act on them faster.
“Our partnership with The Mill Adventure represents a significant step forward in enabling operators to execute smarter, more effective CRM strategies. We are excited to support TMA’s continued growth as they empower operators to build deeper, more meaningful relationships with their players.”
The post The Mill Adventure deepens Optimove integration for player engagement appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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