Press Releases
White Elephant gearing up for the new generation ahead: A new perspective of gaming on a unique portal
White Elephant Finance is an ecosystem built on the Solana Network.
White Elephant Finance’s ecosystem consists of Phant NFT (permissionless marketplace), Phant DEX/SWAP (Serum GUI integration)-[here user’s can trade, swap, add liquidity to their new token, acquire market id—for new spl token.], Phant Launchpad, Phant Wallet, and Phant Arcade. Users can buy and sell NFTs in our Marketplace permissionless.
Their recent project is about Defi and Gamefi. The motive is to build a platform with a portal where they can launch several games for the players to earn and free play games. The game categories will be action-adventure, puzzle, simulation, MOBA, sandbox, and gambling. The plan has three games in the queue and will be launching the first one this January and 2 others between February and March.
The defi part will support the gamefi of the project, DEX, so the players can trade or swap their token, the NFT market for NFT storefront for the games and launchpad for other gamefi or defi projects that would want to launch in solana network.
They have integrated Metaplex as their Store Front, but the end goal is to build their own NFT Marketplace that would be permissionless and trustless. This will be the avenue for the NFT utilities in their games.
Artists could also list their items without going through us. Just connect their wallet-they can mint and sell their arts.
This platform will encourage teams to join the Solana Network. It is not decentralized and all projects will undergo vetting and KYC to ensure the investment of the presale participants will go to teams with meaningful projects.
There will be several mini games for those who are not adept at gaming. There will also be games that will cater gamers (PVP, PVE).
The project has successfully concluded its presale and is gearing for IDO anytime soon. They will deploy a smart contract so IDO participants can swap their USDC, USDT, and SOL for the Phant Token. Price will start at 0.09 but will incrementally increase everytime they sell 100k tickets, to give early buyers the incentive for buying in early.
The team believes that a strong community can drive the success of the project; no investors or venture capitalist as a token holder.
The goal is to be inclusive and attract different demographics for maximum token utility.
For Mini Games, there will be jump and run games, adventure games, puzzle games. This is an easy game and would be cheap to play.
The team at White Elephant are currently running a level up game in the discord. This is a part of community building, player acquisition and to test the method for further fine tuning. Players will receive airdrops every level at the same time the NFT they own will play a part in the Agriculture simulation game.
The portal will generate income via tax. Players who need to convert in-game coins need to pay tax to convert in Phant tokens. Converting from Phant to USDC will require a USDC Tax. This way they can maintain the portal and generate revenue. Any artist who wants to launch their NFT will have to pay a hosting fee. These are the code, software and technology which had been used in building this project. Some are paid services, while some are free.
The goal is to create an ecosystem with a non-custodial wallet as the center of this ecosystem. Here, the portal will integrate an on-ramp fiat to crypto exchange, bridge the games, NFT marketplace, dex/swap and everything that they will launch on the platform.
The project’s main goal is to launch as many P/E Games as it can in this portal and players can play any game using their token. Besides, the project wants to achieve a permission-less and decentralized platform.
This project would have not been realized without help from other developers building on Solana Network and sharing their codes as public goods. Their willingness to share their knowledge has helped them overcome the technical difficulties the team had faced during the build.
The opening of the IDO will be announced via Twitter (https://twitter.com/wecap_io), Discord (https://discord.gg/Uh2uz87S4R), and Telegram Channel (https://t.me/wecapann).
White Elephant Finance Content Disclaimer:
There is no offer to sell, no solicitation of an offer to buy, and no recommendation of any security or any other product or service in this article. Moreover, nothing contained in this PR should be construed as a recommendation to buy, sell, or hold any investment or security, or to engage in any investment strategy or transaction. It is your responsibility to determine whether any investment, investment strategy, security, or related transaction is appropriate for you based on your investment objectives, financial circumstances, and risk tolerance. Consult your business advisor, attorney, or tax advisor regarding your specific business, legal, or tax situation.
Website: https://wecap.io/
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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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