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Longlist Revealed For The William Hill Sports Book of the Year 2023 Award – and £30,000 Top Prize

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  • 18 books selected for the longlist including current professional snooker player Ronnie O’Sullivan, and three-time winner Duncan Hamilton 
  • 13 different sports featured including two fiction books
  • 100% growth for longlisted female authors

The longlist for the 35th William Hill Sports Book of the Year Award – the world’s most valuable literary sports-writing prize – has been revealed today (Thursday 28th September), featuring a diverse selection of sports from squash and snooker to swimming and surfing.

The 18-book longlist was selected from more than 150 entries following a rigorous judging process from a panel with expertise in both sports and literature including The Athletic’s Nancy Froston, sports presenter Matt Williams and William Hill’s Neil Foggin.

Books making this year’s longlist celebrate a diverse world of sports literature, covering tales and insight from 13 different sports. From gripping memoirs to thrilling narratives and insightful analysis from some of the most compelling sporting stars, the longlisted books have one common thread: a profound passion for sports and sporting literature.

Six female authors make this year’s cut, doubling the number from previous years.

Three-time William Hill Sports Book of the Year winner Duncan Hamilton is in the running for this year’s Award, alongside arguably one of the greatest snooker players of all time, Ronnie O’Sullivan.

The William Hill Sports Book of the Year 2023 Longlist (alphabetical by author surname):

  • 1923: The Mystery of Lot 212 and a Tour de France Obsession by Ned Boulting
  • Hope and Glory: Rugby League in Thatcher’s Britain by Anthony Broxton
  • Inshallah United: A Story of Faith and Football by Nooruddean Choudry  
  • Unfair Play: The Battle for Women’s Sport by Sharron Davies with Craig Lord
  • Good for a Girl: My Life Running in a Man’s World by Lauren Fleshman
  • The Silence of the Stands: Finding the Joy in Football’s Lost Season by Daniel Gray
  • Answered Prayers: England and the 1966 World Cup by Duncan Hamilton
  • Tinseltown: Hollywood and the Beautiful Game – a Match Made in Wrexham by Ian Herbert
  • Althea: The Life of Tennis Champion Althea Gibson by Sally H. Jacobs
  • Nazaré: Life and Death with the Big Wave Surfers by Matt Majendie 
  • Western Lane by Chetna Maroo

 

  • The Hard Parts: A Story of Courage and Triumph by Oksana Masters 
  • Unbreakable by Ronnie O’Sullivan  
  • Concussed: Sport’s Uncomfortable Truth by Sam Peters
  • On Days Like These: The Lost Memoir of a Goalkeeper by Tim Rich
  • Nowhere to Run: The Ridiculous Life of a Semi-Professional Football Club Chairman by Jonathan Sayer
  • Kick The Latch by Kathryn Scanlan
  • The Tour: The Story of the England Cricket Team Overseas 1877 – 2023 by Simon Wilde 

 

Award panellist and renowned sports broadcaster, Matt Williams said: “This year’s longlist showcases the diversity of sports and the many ways in which they inspire, entertain, and unite communities.

“We received an unprecedented number of outstanding entries from talented authors this year, including a high volume of contributions from both female authors and international writers. Whittling these down was no small feat, resulting in an historic moment for the Awards as we reveal a list of 18 longlisted books, which encompasses fiction and non-fiction.

“These remarkable titles explore the depths of sportsmanship, triumphs and challenges across the sporting industry including sexism, and the devastating effects that head injuries have on sportspeople. All the longlisted books not only have a great story to tell but their writing captivates the reader and is the best in sporting literature.

“I’ve thoroughly enjoyed reading so many inspirational books from the most talented of authors and I’m excited to see which of the 18 books comes out on top.”

Now in its 35th year, the William Hill Sports Book of the Year Award is dedicated to rewarding excellence in sports-writing and provides authors and publishers a platform to showcase and promote their book. The first William Hill Sports Book of the Year Award took place in 1989, earning it the title of the longest-established competition in the industry.

The shortlist for the William Hill Sports Book of the Year 2023 Award will be unveiled on 26th October, with the winner declared on 30th November 2023 at an official award ceremony at BAFTA 195 Piccadilly, London. The Award has a £30,000 cash prize for the winner and the shortlisted authors will each receive £3,000 and a leather-bound copy of their book.

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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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