Latest News
Entain and McLaren F1 Team open the doors for women to return to work
The companies are launching a joint Returnship programme for women to return to careers in the world’s most exciting industries
Entain, the global sports betting, gaming and interactive entertainment group, and the McLaren F1 Team, are launching applications for their joint Returnship programme, to help reignite the careers of women returning to roles in STEM (Science, Technology, Engineering and Mathematics).
While the representation of women in STEM is steadily increasing 1, there remains a significant gender imbalance – in the UK, just 26% of STEM graduates are women, and only 24% of the STEM workforce are women2. There is an urgent need to change the perceptions of careers in STEM, open more opportunities for women to pursue careers in the field, and help both women and men thrive equally in STEM.
As 26% of sports bettors globally are now female3, and F1 continues to experience a rise in female fans, with approximately 40% of fans now female4, it has become even more important for both companies to reflect the customer experience by having a diverse workforce. The Returnship programme is another step in the right direction to making this change.
Jette Nygaard-Andersen, Entain CEO, said: “The fusion of technology, sport and entertainment, and desire to support talented women re-entering the workforce meant that launching this brand-new programme with our partner, McLaren, is an obvious step. We share a passion and commitment for giving women a platform to reignite their careers in STEM and hope that through this programme, we not only support a generation of ambitious women now but inspire future generations of girls to land their dream STEM role.”
As part of the programme, an initial cohort of ten Returnship places will be created, offering unique opportunities and experience at either Entain or the McLaren F1 Team over a six-month period. The programme is designed to suit different women at different stages in their career, with successful candidates being supported by a 1-1 transitional coach specialising in returning to work, flexible working, networking with senior executives, and an opportunity to discuss permanent role opportunities after the six-month programme. Example placement roles span from software engineers and back-end developers to data scientists and design engineers, with the full list available on the programme’s website.
Candidates who meet the following minimum criteria are being sought:
- At least 3 months unemployed, underemployed or reskilling
- At least 2 years prior professional experience
- STEM focused qualifications or experience or a personal and evidencable passion for technology / data / engineering
Entain is committed to embedding Diversity, Equity and Inclusion into all corners of its business, and has launched a number of programmes to support this commitment, under its EnTrain programme, which is designed to increase access to education and training in technology and improve diversity. With EnTrain, Entain has set the objective to positively impact the lives of over 1,000,000 people around the world, either directly or through their families and dependents, by 2030.
The Entain x McLaren F1 Team Returnship programme also complements Entain’s existing Reboot@Ivy initiative, which helps women return to their technology careers at its locations in Hyderabad and Manila.
Zak Brown, CEO, McLaren Racing, commented: “We are excited to be launching the first returnship of its kind within F1 in partnership with Entain. This is an opportunity to drive real change within the Engineering and Technology industries and is part of our overall commitment to making STEM careers more accessible to all, and to having 40% of our employees from under-represented backgrounds by 2030.”
In December 2022, Formula 1 announced teams for its F1 Academy: an all-female racing series for younger drivers, set for 2023. Likewise, Extreme E has elevated women in motorsport with its gender-equal motorsport series. These moves demonstrate the eagerness to propel women drivers into the upper echelons of the sport, and mirror what Entain and the McLaren F1 Team are hoping to achieve through the Returnship programme.
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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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