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Voxbet appoints Ian Marmion as new Non-Executive Director

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Emerging force in sports betting tech installs former Trading & Operations Director at TSG’s Sportsbook to continue the rapid expansion of its global footprint

Voxbet, the creator of innovative software that allows customers to speak or type their bets, has appointed Ian Marmion as a Non-Executive Director with a focus on the growth and strategic direction of the business.

The former Trading & Operations Director for Global Sportsbook at The Stars Group has been a long-time proponent of modernizing the sports betting industry by developing and deploying new technologies. He was one of the first to introduce automated pricing and trading models while Trading Director at BetVictor in the early 2000s and more recently contracted Banach Technology to reimagine the in-play UX at BetStars and FoxBet. He is now a much sought-after consultant within the sports betting sector throughout the world.

Voxbet software allows sports bettors to securely and accurately bet via natural-language voice and text, making it fast and easy to place even the most complex bets. Marmion’s new role follows hard on the heels of Andrew Lee’s appointment as Chairman, highlighting Voxbet’s global vision to capitalize on its transformational technology, improving the user experience for every generation of bettor along the way.

Voxbet founder and CEO, Jonathan Power, said: “Ian is an experienced operator and supremely well-credentialed in developing and optimizing industry-leading digital products. He is a blisteringly clear communicator, with excellent business relationship management skills. We’re confident his appointment will assist us in achieving our goals, underscored by his sharp strategic focus around the online customer experience, data and innovation. Needless to say, Ian brings significant value to our leadership team, as we look to improve market share across Europe, and prepare ourselves for rapid expansion on both sides of the pond.”

Ian Marmion, Director at Voxbet, added: “I am thrilled to become more involved with the Voxbet team at such an exciting time having been an investor for many years. I am a massive believer in the transformative effect that new technology can have on the sports betting business. Operators have been doing the same thing for too long. Voxbet now allows bettors to engage with sports betting the way they already engage with almost everything else online – and that journey begins with speaking or typing what you want. We let operators broaden their reach and make betting more convenient, simpler and faster – providing an overall richer customer experience.

“Voxbet’s unique tools connect with all types of bettors, from the seasoned expert to the novice. Accordingly, whether on or off-platform, we’ve become an essential tool for operators in today’s messaging-app-centered world. Thanks to the expertise developed from the machine-learning of millions of bets per month, through apps such as Viber and Telegram as well as SMS, Voxbet understands what a customer wants to bet on, via messages both written or spoken, and then securely places the bet on behalf of the customer.

“Today, we’re closer than ever to marrying human senses with machine learning to enable truly personalized virtual shopping. It’s the same with betting. And our artificial intelligence is driven by similar data processing. So the more data we can harvest, the smarter our system becomes.

“It’s fantastic to become more involved with such a strong, experienced management team that is player-focused and eager to tailor our offering to make it work, above all, for the end-user.”

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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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