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Summary from the annual general meeting 2022 of Raketech Group Holding Plc.

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The shareholders of Raketech Group Holding Plc gathered in Stockholm, Sweden, on 17 May 2022 to hold an annual general meeting. The following resolutions were made.

It was resolved to approve the Consolidated Financial Statements of the company, the Director’s Report and the Auditor’s Report for the financial year ending 31 December 2021. The meeting resolved to not pay any dividends for the financial year 2021 in accordance with the directors’ recommendation.

Ulrik Bengtsson was elected as board member and Chairman of the Board of Directors, Erik Skarp, Johan Svensson and Magnus Gottås were re-elected as members of the Board of Directors and Pierre Cadena and Clare Boynton were elected as new members of the Board of Directors, all directors being elected for the period until the end of the next annual general meeting in accordance with the Nomination Committee’s proposal.

Annika Billberg and Fredrik Svederman did not stand for re-election.

The meeting resolved that the fees to be paid to the members of the Board of Directors shall be allocated as follows: EUR 50,000 to the Chairman of the Board of Directors and EUR 30,000 to each of the other members of the Board of Directors. No Director having an operational role in the Company or its subsidiaries under which the Director receives a salary, or a consultancy fee shall receive any compensation for the work conducted in the Board of Directors and any committees. The meeting further resolved that the Chairmans of the Audit Committee, of the Remuneration Committee and of the USA Committee shall respectively be entitled to a remuneration of EUR 10,000 each.

PricewaterhouseCoopers Malta was re-elected as the company’s auditor for the time until the end of the next annual general meeting in accordance with the Nomination Committee’s proposal and Audit Committee’s recommendation. The meeting resolved that the auditor’s fees shall be payable in accordance with any invoice approved by the Remuneration Committee.

The meeting resolved to approve the Nomination Committee’s proposal on the principles for appointing the Nomination Committee of the company until the annual general meeting of 2023.

The meeting resolved to adopt the Board of Director’s proposal for guidelines for remuneration to senior management.

The meeting further resolved to adopt an incentive program in accordance with the proposal from the Board of Directors. The program comprises of share options which the participants are entitled to exercise to subscribe for shares in Raketech. The program included a maximum of 28 participants and not more than 1,080,000 share options, which may entitle to the same number of new shares. The share options will vest for three years from the allocation to each participant, whereby 1/3 will vest after the first year, an additional 1/3 after the second year and the remaining 1/3 will vest after the third year. After the vesting, the participant can receive shares in the company.

In accordance with the proposal of the Board of Directors, the meeting resolved to amend the Memorandum of Association and Articles of Association of the company to form a fiscal unit pursuant to Maltese law.

In accordance with the proposal of the Board of Directors, the meeting also resolved to amend the Memorandum of Association and Articles of Association of the Company, to alter the maximum number of shares which may be issued by the Directors as payment for an acquisition of assets by the company or by any of its subsidiaries after the date of the meeting and/or as payment to a creditor in settlement of debts owed by the company or its subsidiaries after the date of the Meeting, up to an aggregate maximum of 20% of the issued shares on a rolling 12-month basis, and to extend the validity of the authorisation period set out therein until the end of the company’s annual general meeting for 2023, subject to the company’s ability in general meeting to renew this permission by ordinary resolution for further maximum periods of 5 years each thereafter.

Finally, in accordance with the proposal of the Board of Directors, the meeting resolved to amend the Memorandum of Association and Articles of Association of the Company, for the purpose of authorising the Directors to issue shares up to the maximum value of the authorised share capital of the company for any other reasons, for a maximum period of 5 years renewable for further maximum periods of 5 years each.

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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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