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SIDEQUEST BECOMES A PREMIUM PARTNER AND OFFICIAL ESPORTS VENUE PARTNER OF TUNDRA

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Tundra has signed a global partnership with SideQuest, also known as Wanyoo, which will see the largest public gaming venue chain featured across the teams community activations, socials, content and Dota 2 team jerseys

Tundra, a London based esports organisation with an international roster of the world’s best Dota 2, Fortnite and FIFA talent has signed SideQuest as their Premium Partner and Official Esports Venue Partner in a global deal. The partnership will offer SideQuest visibility across all Tundra channels and will provide Tundra with bootcamp venues and spaces to create community events.

Wanyoo first launched in 1998 with an internet café in Shanghai, China and is now the largest chain of public gaming venues in the world with over 1200 stores in over 50 cities. Wanyoo UK division will now become SideQuest to give the brand a fresh new look that will better resonate with the UK gaming and esports community. Each store in the UK underwent a makeover to become an improved hub that would allow people to connect, compete and collaborate with people locally and across the country. Stores offer state-of-the-art gaming hardware, private hire, events and tournaments for any gamer of any level. SideQuest is also planning a regeneration of the esports studio based in Charing Cross Rd.

To kick off the rebrand SideQuest turned to Tundra, one of the fastest-growing esports organisations. The team recently signed a Fortnite roster and launched a content creator arm to the brand, increasing the teams reach by 81% to 2.9M in just one month with the signing of three new creators, ‘Jorhdys’, ‘Motor’, and ‘LukeDutch’, with more names being revealed soon.

The mutually beneficial partnership will offer the new brand visibility across Tundra’s social media channels and content, and promotion across the Dota 2 team’s jersey and in-game assets. Tundra will have access to all of SideQuest’s facilities across the UK for bootcamps, and together they will collaborate on community activations, allowing Tundra to cement its position as an international esports organisation.

To celebrate the rebrand and kick off the partnership Tundra pitted creators LukeDutch and Jorhdys against SebFUT and Motor to race to the flagship SideQuest Charing Cross store completing a SideQuest of their own along the way. Streamed live, creators were met at the store by Tundra’s ambassador, British Grime artist P Money who hosted a viewing party on Tundra’s Twitch channel watching as the race unfolded and interviewed talent on arrival. The broadcast offered viewers at home a chance to take a first look at the space.

Tomi Tikkala, Head of Business Development for Tundra said: “Wanyoo is a globally recognised gaming venue offering a fantastic network of players around the world. Our players, and therefore our fans, are not focused in one destination so having hubs that we can tap into for training or to connect with our community is incredibly important. We’re hoping to generate visibility for their new UK brand SideQuest and we also have big ambitions when it comes to how we engage with our community, whether that’s through content or physical events so having spaces available to us in all major cities presents a huge opportunity.”

Michael Mullholland, Marketing Manager of SideQuest said: “We at SideQuest are extremely proud to be an Premium Partner and Official Esports Venue Partner for Tundra. The world class performances of their players and their community is something that we view as greatly aligned with the experiences we want to be able to offer. Working with Tundra to be able to provide, not only the players but also their fans, unique opportunities to experience with our help is something we are extremely excited to be a part of.”

The new SideQuest Hub app and website are now available for gamers across the UK to access any of our UK Gamer Hubs and SideQuest Member benefits.

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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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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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How Not to Tilt When Facing Challenges: NAVI Performance Coach Urszula Klimczak and GG.BET Have Released a Special Project about Mental Health

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NAVI Performance Coach Urszula Klimczak and NAVI’s title sponsor GG.BET have unveiled Tilt Management, a special project dedicated to mental health. The initiative consists of three in-depth articles covering demotivation, burnout, and dealing with hate – some of the most common mental health challenges faced not only by esports players, but also by their fans. The project places a strong emphasis on practical value, featuring real-life esports cases, proven advice and everyday practices, as well as self-support exercises readers can apply on their own.

Mental health is becoming increasingly relevant year after year, regardless of profession or lifestyle. Many of the challenges professional players experience are familiar to millions of people in their everyday lives. These include loss of purpose, poor work-life balance, conflicts within teams, vulnerability to criticism, and more. While esports professionals can rely on performance coaches and team staff for support, people outside the industry often have to seek professional help on their own – something that does not always happen. One of the key goals of the project is to support people who may not have access to professional guidance by explaining how different issues manifest themselves, offering practical tools for self-care and recovery, and highlighting when it is important to seek help from specialists.

The first article focuses on demotivation. It explains how to recognize its early signs, how to distinguish it from simple exhaustion, and what NAVI does to prevent players from reaching this state. Particular attention is paid to techniques that help regain focus, manage daily routines, and gradually restore energy.

The second article explores burnout both within and beyond esports. Readers can assess themselves using descriptions of the five stages of burnout and their symptoms, learn about NAVI’s approach to maintaining performance under a demanding schedule, and discover why variety in everyday life and taking smaller, more frequent breaks are essential elements of burnout prevention.

The final chapter of the project addresses hate and negativity. It explains why hatred and aggression ultimately say more about the hater than the target, how to establish healthy boundaries, and how to avoid being consumed by criticism – especially self-criticism. NAVI’s strategy for dealing with hate, combined with practical exercises, can help readers to challenge negative thoughts and distinguish constructive feedback from a stream of harmful negativity.

All articles from the Tilt Management special project are available on EGamersWorld.

The post How Not to Tilt When Facing Challenges: NAVI Performance Coach Urszula Klimczak and GG.BET Have Released a Special Project about Mental Health appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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