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A New Star Is Born: Ukraine’s Role in the Future of the CIS and Eastern European Markets

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International betting and gaming industry event organizer SBC launches a brand new in-person conference and exhibition for the CIS and Eastern European markets. Presented by Parimatch, SBC Summit CIS brings together regional market leaders, national state authorities, and international partners to discuss the future development of the region.

Holding an event of this magnitude in Kyiv confirms Ukraine is becoming a significant new player on the gambling industry map. On the summit panels, state authorities and business representatives discussed the prospects for the region’s development as a gaming hub for Eastern Europe and the increased interest in the Ukrainian market from global players.

The participation of the Olympic gold medal-winner and First Deputy Head of the Verkhovna Rada Committee on Youth and Sports, Zhan Beleniuk, who opened the summit, served as a powerful reminder of the strong connection between sport, government, and the entertainment industry.

 

Oleksiy Kucher, Head of Executive Body, State Regulatory Agency of Ukraine:

“It’s our firm position that regulation needs to be simple, transparent, and understandable for business. The state approves such a positive goal as the step out from the shadow of the gambling business, but it can fail at the stage of implementation. If we do not regulate relations between clients, businesses, and regulators, gambling may step into the shadows again. We do not want this, and we will not let it happen. Gambling in Ukraine is doing well now, and it will be even more accessible, so keep it up and develop.”

Besides the latest developments in Ukraine, the conference sees renowned expert speakers examine the scale of the opportunities in other markets in the region and the potential impact of the latest technological developments that will filter through into next-generation iGaming products, and how could we forget the region’s leading suppliers who came to demonstrate their latest innovations.

Maksym Liashko, co-CEO at Parimatch Tech, said:

“The legalization of the market has opened up many opportunities for the development of the industry, attracting international capital and benefits for the state. The betting and gaming industry brings innovative technologies, high-tech jobs, and increasing technical expertise among Ukrainian specialists, thanks to the legalization. Proof of this was evident in the showcases presented at the exhibition. And this is just the beginning of Ukraine unleashing its potential.”

Another integral part of the in-person SBC Summit CIS was responsible gambling. The development of responsible gambling became essential in Ukraine to establish a legal market and comply with international industry standards.

Paul Dent, Gambling Therapy Manager:

“Gambling Therapy is very pleased to be working in partnership with Parimatch, the first of its kind in Ukraine to develop and progress more responsible gambling. Through Gambling Therapy, an online and international service offered by Gordon Moody, we will be offering free practical and emotional support to those struggling with gambling as well as supporting affected others. This will take the form of a helpline available in Ukrainian and Russian with access to highly experienced counselors, along with native-speaking groups and forums available 24 hours a day.”

Rostyslav Maikovich, Chief Analytics Officer, leader of the Parimatch’s Responsible Gambling Project:

“Responsible gaming is a significant part of Parimatch’s business development and caring for customers. We take experiences from successful world practices and European countries in this area: Parimatch’s Responsible Gambling Project is being implemented in development, analytics, and communications with clients. For example, the absolute world heavyweight boxing champion and gold medal-winner of the 2012 Olympics, Oleksandr Usyk, joins Parimatch brand as the Responsible Gambling ambassador. Oleksandr helps us to highlight the values of responsible gambling to audiences around the world.”

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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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