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TRUE reveals the Victoria Wild West NFT gamification campaign results

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TRUE, in partnership with the innovative casino game provider TrueLab Game Studios, have introduced NFT gamification mechanics into their game Victoria Wild West by means of TRUE solution for the online gambling industry. Now, the team is ready to reveal the intermediate results since the launch of the project six months ago.

A wild-west-themed slot game Victoria Wild West is the first-to-market production release with the seamless integration of NFT gamification mechanics. This innovative experience is supposed to combine the fast evolving spheres of iGaming and NFT to boost player engagement and retention.

To integrate the NFT drop into the already existing game, TRUE developed a fully-fledged white-label NFT marketplace for the game provider, including all the required functionality for creating the engagement mechanics. Notably, a TRUE Wallet account is automatically created for every new player with one click to store and manage user’s NFTs.

Player metrics results

Initially envisioned as a tool to influence player retention, the Victoria Wild West NFT drop has gone above and beyond, producing far-reaching impacts on user behavior. By comparing metrics between users who activated at least one NFT in the drop and those who did not, the TRUE team discovered the following compelling results:

  1. Number of players. Since the launch, the number of players has surged by an impressive 7 times, reaching a peak of 10 during the promotion. It is worth mentioning, NFT integration into a game, being an innovative engagement tool is an attractive promotional mechanism by itself and can create additional hype for any online casino or game provider.
  2. Total bets volume. The implementation of NFT mechanics has increased the game’s overall bet volume by 3.5 times, and this upward trend continues. The NFT collection has breathed new life into the title as the original game marks its one-year availability in casinos this September. Eventually, the NFT drop not only captured the attention of players but also sparked interest from the operators.
  3. Total bets count. The total bets count has soared by 4 times, and notably, players who have acquired NFTs are more actively engaged in the game than those who did not participate in the drop. On average, players owning at least one NFT place bets 6 times more frequently per session.
  4. Bets volume per user. Remarkably, although players with NFTs still represent a minority, comprising only up to 25% of the game’s user base, they contribute over 50% of the total betting volume. This segment effectively drives the overall performance of the game title.
  5. Players community. One of TrueLab’s notable achievements is fostering a vibrant player community within the game, where participants actively compete for rare NFTs, trade them on the TRUE-powered marketplace, and anticipate new album releases with rewarding incentives.

TRUE reveals the Victoria Wild West NFT gamification campaign results

 

Currently, the Victoria Wild West NFT collection is integrated into 35 casinos, receiving enthusiastic endorsements from project partners. Operators confirm that NFTs, as engagement tools, boost player retention and frequency, adding extra appeal and encouraging players to select titles with these incentives.

“We are thrilled to be pioneers in bridging the worlds of NFT and iGaming,” remarked a representative from N1 Partners, a network of casinos among the first to implement the NFT Drop. “The results have surpassed our expectations, and we’re delighted to witness its positive impact on our players’ engagement and overall experience.”

Looking ahead, the dedicated teams behind TRUE and TrueLab remain committed to advancing the project further. They are actively working on introducing new albums with unique benefits for players to collect, ensuring a continuously evolving and engaging gaming experience. The success of the NFT drop integration serves as a testament to the teams’ vision and dedication to creating an immersive and rewarding gaming environment.

About Victoria Wild West NFT drop

A wild-west-themed slot game Victoria Wild West is the first-to-market production release with the seamless integration of NFT gamification mechanics. The NFT collection is embedded directly into the game, with the NFT tokens randomly dropped while playing.

The drop contains 15,000 NFTs of different rarity to help the main character achieve her mission. Each of the items has a high-utility rate and complements the storyline of the game. Players pick up NFTs during the gameplay, collect them in albums and craft higher-level NFTs to receive various benefits, up to a share of the Holders Treasury — a percentage of all bets placed on Victoria Wild West paid monthly. NFTs, being a separate entity, can be collected and crafted, exchanged for benefits, or even resold on the external marketplace as is.

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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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