Latest News
Rdentify launch NEW solution championing consumer welfare and protecting the vulnerable Mobinc sign up to bring the pioneering solution to their customers
Innovative software and technology pioneers, Rdentify bring to market a brand NEW technology, designed to detect vulnerability sentiment and allow for more responsible gambling.
Following a year of isolation, loneliness and heightened screen time for many, online gambling and casino searches hit an all-time high during the pandemic, hence the growing reliance and demand for a software that can help safeguard the vulnerable.
With an intrinsic desire to champion consumer welfare, Rdentify propelled their way onto the scene by bringing about a solution which utilises natural language processing to identify the signs of vulnerable customers in real time during live chat and email correspondence.
In essence this enables gambling firms to safeguard potential customers that are vulnerable and immediately protect them, as well as the reputation of their firm.
Daniel Brookes, CEO and Founder of Rdentify commented: “Having worked within the E-gaming and technology sectors for several years, I spotted a gap in the market, whereby businesses could deploy improved technology compliance and safeguarding systems to protect their business. Therefore Rdentify was born out of the need to shield vulnerable consumers.”
In fact, The Gambling Commission started to make marked changes within the industry in 2018, stating, “Overall the companies can do a lot more to demonstrate they care about consumers and want to treat them right and keep them safe.” Rdentify champions this sentiment, acting as an additional safeguard for consumers and a way for businesses to treat their customers well. The Gambling Commission added, “We want to use our powers to hopefully drive a culture where operators’ compliance is set right from the start and which innovates to protect consumers, plus drive profits.”
Daniel added: “Rdentify can make a huge difference to the lives of many customers. After all, we’ve all experienced difficult times, particularly during the last year, therefore we’d hope that businesses selling us products such as online gambling have ways to monitor vulnerability, so we don’t make catastrophic mistakes.
“It’s been a technological breakthrough and milestone to get to where we are today. It’s also testament to the speed we have gained new clients as to just how much our software can assist businesses and protect their customers.”
Gambling firms’ importance on consumer welfare is often called into question and has been widely reported. All too often the signs of vulnerability are missed for numerous reasons and therefore are diluted. For businesses this can lead to regulatory issues, reputational damage and potentially fake claims.
Turnkey gaming solutions provider, Mobinc have partnered with Rdentify to avoid just that. They have already integrated the technology bringing about advanced customer risk analysis software, protection to players and avoidance of financial penalties.
Sergei Belikov, Compliance Director at Mobile Incorporated said: “Mobinc.com is looking to redefine the online casino experience by investing heavily in a technology first approach, and Rdentify’s innovative solution perfectly complements this strategy. We are very excited about this new partnership with Rdentify, as we work together to help protect our customers’.
The additional customer oversight that the new Rdentify technology delivers, helps ensure that we’re better managing our Customers’ and quickly identifying those that might be showing signs of risk. Rdentify integrated seamlessly with our existing live chat and CRM set up, informing us in real time of any potential customer risk which is detected using an easy-to-understand RAG scoring status.”
Rdentify understands that vulnerable players often go undetected, which can lead to severe consequences for both the customer and the operator. Their goal is aligned with that of the Gambling Commission, which is to continue to minimise this and protect the most vulnerable.
Daniel said: “This is revolutionary within the industry and we are continually adding new risk identification factors, as we strive for a safer gambling environment for consumers.”
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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.
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