Latest News
Veloce Racing misses out on Jurassic X Prix Final after most competitive weekend yet
Veloce Racing showed great fighting spirit during the Jurassic X Prix, as the all-new driver line-up of Woolridge and Chadwick gave it all they had in search of that elusive second Extreme E podium.
The London-based squad arrived in Dorset with nothing to lose. Having shown strong speed in the penultimate round in Sardinia, but ultimately failing to reach the Final, it was all or nothing today for the team.
Qualifying
A revised racing format for this weekend meant that all rounds of the Jurassic X Prix were run over three laps instead of the usual two. The first in the driving seat completed two laps before handing over to their team-mate to cross the finish line.
Extreme E also decided which drivers would start each round. Free practice saw all teams starting with their female driver, with their male counterpart taking on the start of the next round.
This meant that a strong start in Qualifying 1 was left in the hands of debutant Woolridge. The South African put in an encouraging first two laps, and the returning Chadwick showed no sign of nerves as she followed up with another competitive lap. Thanks to the efforts of both drivers, Veloce Racing ended the session in a respectable fifth place, just over 10 seconds behind leaders X44.
Qualifying 2 followed a similar story, but this time with Chadwick leading the way from the starting line. Coming to the end of a good two laps Chadwick did well to control the car as the rear end bucked aggressively. Woolridge then brought the #5 car home and secured the fifth-fastest stint on the table once again. With a time of 9:26:744 the team was four seconds faster than their first qualifying attempt.
Semi-Finals
The first Semi-Final saw the Veloce team up against Championship contenders X44 and the JBXE team fighting it out with Andretti United Extreme E for third in the standings.
Woolridge lost time on the first lap of the Semi-Final, dropping back after a jump caused the car to spin.The Veloce driver then showed breath-taking pace to close the gap, and his driving masterclass ensured that all three teams were nose to tail going into the Switch Zone.
Chadwick followed Woolridge’s lead, with both drivers achieving amazing heights over the knife edge in a bid to catch and overtake the other teams. Despite running closely together throughout the final lap, Chadwick was unable to get past JBXE’s Mikaela Åhlin-Kottulinsky for a spot in the Final.
Lance Woolridge, driver, Veloce Racing commented: “Just past waypoint 10, chasing Seb [Loeb] I kept a bit inside to try to get the inside line, but the jump was a lot bigger, and it kicked the car all the way up and actually completely around. So, I had to turn the car all the way round again and get going. I think I lost six seconds there. So, very frustrating but we had good pace in the second half so there are positives there.”
Jamie Chadwick, driver, Veloce Racing added: “We are obviously a bit disheartened, naturally, but we were up against two of the fastest teams there so to have beaten them would have been a bit of a challenge. Lance did an amazing job after a little mistake. He was so fast, and I think to show that speed in this car and to have a clean weekend was good for the team.”
Rupert Svendsen-Cook, Team Principal, Veloce Racing added: “It’s been by far our most competitive weekend from a performance perspective and all of the team can hold their heads high for that. We’ve learnt a huge amount this year, with what was a brand-new team built from the ground up. We will now take all those crucial lessons into the off season to ensure we come back the best prepared we can be for 2022.
“Thank you to all the team who have been herculean at times as well as our drivers, sponsors and investors. We’re really excited to build on the foundations we have laid, and in true Veloce style we’re going for it!”
With many positives for Veloce Racing to take away from the inaugural Extreme E season, the team is excited for what next year will bring. Extreme E returns in February with an X Prix in Saudi Arabia.
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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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