Latest News
Swintt expands global distribution through Kindred Group partnership
Innovative software developer teams up with leading online gaming brand to distribute some of the SwinttGames and SwinttPremium titles on MGA, SGA, KSA and later UKGC-licensed platforms
With a large number of new distribution deals added in Q2 2023, sought-after software provider, Swintt, has shown it has no intention of slowing down this month by partnering with Kindred Group to supply its games on the brand’s MGA, SGA, KSA and later UKGC-licensed platforms.
As a result of the company’s latest collaboration, a range of SwinttGames and SwinttPremium releases will be accessible to Kindred Group customers in Malta, Sweden and the Netherlands, with the United Kingdom to follow, thereby increasing the brand’s outreach in a number of key regulated iGaming markets.
With a player base of more than 1.5 million active customer] , Kindred Group – which counts Unibet, Maria Casino and 32Red among its best-known brands – is one of Europe’s leading iGaming operators and is also committed to responsible gambling and reducing the revenue derived from high-risk gamblers to zero.
As such, the group is the ideal partner for Swintt, who also share the same ideals of sustainable gambling and giving something back to the wider community – the latter of which was demonstrated by the company donating a portion of the revenue generated by its popular The Crown slot to charity.
While the two companies being ideologically aligned certainly makes for a match made in heaven, the good news from a player’s perspective is that the library of games hosted on Kindred Group platforms are now significantly bolstered by the presence of exciting titles from the Swintt line-up.
These include popular release from the SwinttGames range – a pioneering collection of games that boast engaging themes and innovative bonus features – such as the aforementioned The Crown, the incredibly successful Aloha Spirit XtraLockTM, Candy Gold and the recently launched hit, Electric Elements.
If classic slots that feature the aesthetics and gameplay of traditional land-based casino titles are more to players liking, however, they’ll also have their pick of titles from the SwinttPremium catalogue, with these including popular “Book” slots, Master of Books Unlimited and Seven Books Unlimited, as well as the recently-released Duolito Gardens. These Premium titles are very popular in the land-based gaming halls in the Netherlands, and this deal allows the Dutch players to play their favourite slots online.
David Mann, Chief Executive Officer at Swintt, said: “We’re excited to be teaming up with an operator with the player base and industry standing of Kindred Group and are looking forward to having the opportunity to showcase our titles on all of the brand’s MGA, SGA, KSA and soon UKGC-licensed platforms.
“By making SwinttGames and SwinttPremium releases available to such a wide cross-section of customers, we’ll be able to further raise the profile of our brand across Europe while helping Kindred Group on its ongoing mission to deliver a safe and enjoyable online experience to all casino players.”
Gareth Jennings, Head of RNG Casino at Kindred Group, said: “At Kindred Group, we always try to collaborate with software providers that share our vision and ideas for the online gambling industry while also providing a secure, first-class gambling experience to customers across our full range of platforms.
“In Swintt, we believe we’ve teamed up with a company that delivers on both of these fronts and we’re really looking forward to adding their innovative range of titles to our Malta, Sweden, UK and Netherlands-facing brands to give players an even”
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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