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ITV invests £2.5 million in live gaming tech startup Live Tech Games

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ITV selects pioneering Live Tech Games as part of Studio 55 Ventures.

Live Tech Games announces that ITV has injected a £2.5 million investment into the pioneering tech startup, via the Studio 55 Ventures arm, for a minority stake. The ITV team selected Live Tech Games as part of its wider strategy to enhance ITV’s reach amongst 16-34 year olds.

ITV set up Studio 55 Ventures in 2020 to work with entrepreneurs to build and scale a business within the organisation, taking advantage of ITV’s impressive business experience, backing and support as the businesses take off. With Live Tech Games, ITV has identified a start-up in the burgeoning games sector as a worthwhile investment to complement its wider portfolio of businesses as part of the scheme.

This investment and support in Live Tech Games presents a pivotal opportunity for the company to work with ITV and the UK audience, by leveraging ITV’s globally recognised IP to create new, exciting forms of entertainment direct to consumers’ mobile devices. Earlier this year, Live Tech Games successfully ran a pilot with ITV, working with the This Morning team, to keep viewers connected even after the programme had ended as thousands of players downloaded Roshambo Live, to play the exclusive This Morning game.

‘We are delighted to announce our investment into Live Tech Games this month. Studio 55 Ventures has sought out new business ideas which bring something fresh and unique to the media and entertainment worlds.’ says Rufus Radcliffe, MD ITV On Demand. ‘Samuel and Nathan perfectly encapsulate what we were looking for: innovative, creative and dedicated to their vision. We believe our investment will allow them to flourish and enable Live Tech Games to work alongside ITV in expanding the reach of our internationally recognised programmes and brands.”

The Live Tech Games offering is a unique platform, combining mobile entertainment and live game tournaments, both exclusively in-venue and nationally, bringing people together, regardless of where or who they are. The platform seeks to fill the gap in the mobile gaming market for live, light-hearted yet competitive games, taking familiar, well known games and transforming them into effortless yet rewarding live experiences. Live Tech Games’ first free app, Roshambo Live, has already enthralled UK players with its adrenaline-filled but nostalgic and simple tournament of Rock Paper Scissors, pitting players nationwide head-to-head in live knock-out rounds for the chance to win huge prizes, ranging from cash to the latest tech to unique experiences! In the last 12 months of play, Roshambo Live has given away over £60,000 worth of prizes to winners up and down the country, changing lives all from the comfort of players’ own sofas. Rapidly expanding its team to keep up with public demand, Samuel and Nathan are looking for the best-in-class talent to join the pioneering mobile game studio; including Senior Producer, Lead Artist, Game Designer, Senior Game Developer, Game Developer and QA & Test Lead. Looking for highly motivated and ready to be challenged individuals, the Live Tech Games core team will work together on the next wave of mobile gaming.

‘Following an incredibly successful pilot with ITV at the start of the year, we were delighted at the opportunity to continue working together. The team at ITV are great and we know their support will help us take Live Tech Games to new heights.’ says Samuel Worsley, co-founder of Live Tech Games. ‘We already have huge plans for new games, but we’re keeping them quiet for now – all utilising our unique Live Tech Games platform and live gaming engine that we’ve spent the past 18 months perfecting. Our pledge to our players is as always: super simple, adrenaline-filled tournament games, to win exciting prizes, that everyone can play, and anyone can win!”

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G2 drops limited-edition One Piece streetwear capsule on June 25

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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.

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Ygam joins four UKRI-funded gambling harms research partnerships

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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.

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Study: 400m Gen Z esports fans say brand activations drive purchases

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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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