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HIPTHER FESTIVAL XXI (8-12 November), meet the sponsors

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Join the world’s leading companies in Artificial Intelligence, Blockchain, Fintech, Climate, Virtual Reality, Marketing, Education Technology, FashionTech, Gaming, eSports, and more…

There is only one week left until the #hipthers host the second edition of the HIPTHER FESTIVAL, a virtual-only event that was born in 2020 and attracts a plethora of industries from all across the world.

HIPTHER FESTIVAL XXI will span over 5 days between 8-12 November, and the sessions can be joined via ZOOM, YouTube, or in NEOS Metaverse in collaboration with ViARsys.

The event will be joined by +6000 online participants, and over 200 expert speakers will share the virtual stages.

Here is a short breakdown of the conferences you can attend during the full week of knowledge sharing:

  • TECH Conference Series: America – 8 November
  • TECH Conference Series: Europe – 9 November
  • PICANTE MARKETING Summit – 10 November
  • European Gaming Q4 Meetup – 11 November
  • Gaming Americas Q4 Meetup – 12 November

Register here for free! View the agenda

Calendar .ICS file | Add to Google Calendar

The HIPTHER FESTIVAL focuses on some of the most talked-about industries and is powered by the agency’s media outlets.

The full-week event also enjoys the support of several companies and the #hipthers would like to share some information about all of them. Please meet the sponsors of HIPTHER FESTIVAL XXI!

Plaid – Registration Sponsor

Plaid is a world-leading open banking platform. The company uses its global network and local expertise, so your customers can see their financial data and make payments from your app.

Plaid is focused on democratizing financial services through technology. They build beautiful consumer experiences, developer-friendly infrastructure, and intelligent tools that give everyone the ability to create amazing products that solve big problems.

Visit www.plaid.com for more details

Presenting the General Sponsors

Altenar

Altenar is a provider of sportsbook services to licensed gaming operators. Ranging from “software-only”​ product offers to the provision of a fully managed sports betting platform stack, Altenar offers proven stability coupled with flexible and personalized service.

Their software is developed and operated in-house, whilst being powered by premium quality data feeds.

Visit www.alternar.com for more details

nanocosmos

nanocosmos started in 1998 in Berlin as a software engineering company and technology partner for leading market players in the video and broadcast industry, and is now offering license products to professional customers worldwide. The nanoStream product range was first introduced in 2009 complementing the codec products with a high level encoding and streaming API, for desktop and browser applications. nanoStream Cloud is the core product and solution since its introduction 2016, a full service end-to-end live streaming platform with a global scale, based on ultra low latency live streaming to enage audiences worldwide. Long-term partnerships with close customer relation, support and consulting services are a decisive part of our offering.

Visit www.nanocosmos.de for more details

Play’n GO (panel sponsor)

Play’n GO are a leading supplier for slot gaming in the casino industry. One of the first suppliers to recognise and utilise the potential of mobile slot gaming, their innovation has revolutionised the industry and led Play’n GO to the forefront of the casino supplier market. Since its inception Play’n GO have curated a portfolio of award-winning games developed and tailored for compatibility with all devices and operating systems. In addition to this, they also provide back-end services and solutions to ensure operators are equipped to provide the ultimate gaming experience; this includes their casino platform and their server-based gaming solution, OMNY.

Visit www.playngo.com for more details

Nordic Gambling

Nordic Gambling is the only legal firm in the Nordic countries that specializes in gambling-related law such as licensing, compliance advice, and public affairs.

They have gained extensive experience in the industry from working with operators, suppliers, service providers, and government regulators. Their team has been closely involved in the development of the law and regulation in a number of European jurisdictions, including Denmark and Sweden.

The partners of Nordic Gambling are recognized among the leading legal experts in the gambling industry and are qualified to assist you with whichever legal issue you may encounter.

The team at Nordic Gambling is also very pleased to announce that they have contributed a section on Sweden, first published in the latest version of the International Comparative Legal Guide to Gambling 2020.

Visit www.nordicgambling.com  for more details.

PLANZER LAW

PLANZER LAW is a boutique law firm specializing in gaming, entertainment, and online businesses. Its team notably provides strategic, regulatory, and legal advice on all matters relating to EU/EEA and Swiss gaming regulation as well as business development into new markets. Clients profit from an unrivaled global network and highly specialized expertise.

Visit www.planzer-law.ch for more details

Hipther Agency has been among the first conference organizers that have shifted to just virtual events back in March 2020 and the team keeps growing its portfolio of conferences and content distribution network.

Hipther Agency is the parent brand of European Gaming, PICANTE, WireUp Zone, and Gaming Americas and the team is excited to invite interested parties to review their android news app on the Play Store.

To receive constant updates from Hipther Agency and conference agenda updates, subscribe here: http://eepurl.com/hfyZxf

For sponsorship/speaking inquiries, make sure to reach out to Andrada Marginean (B2B Sales Executive at Hipther Agency) at [email protected]

For media-related inquiries, please contact Alexandru Marginean (Marketing Specialist at Hipther Agency) at [email protected]

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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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