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Swintt strengthens Dutch foothold with new Circus.nl partnership

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Rapidly expanding software provider launches SwinttGames and SwinttPremium releases on Netherlands-based betting brand

Following the announcement of further Netherlands-based partnership deals earlier this year, Swintt looks to have doubled down on its decision to take the Dutch market by storm after teaming up with Circus.nl to launch a wide range of games on the popular betting platform.

The new collaboration sees Circus.nl – which also offers sports betting and a dedicated live casino – host a hand-picked selection of releases from the SwinttGames and SwinttPremium catalogue, as well as exclusive third-party slots that have been launched via the exciting SwinttStudios programme.

Of that powerful trio of line-ups, it’s arguably games in the SwinttPremium range that will be the most eagerly anticipated by customers at Circus.nl. As player trends in the Dutch market have previously demonstrated a certain affinity for “classic” slots, these titles look set to be the perfect fit for the platform, given they combine the playability of land-based slot machines with modern bonus features.

The SwinttPremium games collection is perhaps most widely recognised for its “Book” series of games, which all feature Free Spins bonus rounds that boast innovative modifiers such as expanding mystery symbols. One such title that will now debut at Circus.nl is Master of Books Unlimited, which not only provides this powerful mechanic, but also gives players the chance to re-trigger Free Spins indefinitely.

Other Premium titles that are set to feature on the Dutch platform include Extra Win X, which gives players the chance to massively multiply their base game winnings in a wheel of fortune-style bonus round, and the recently-released Cleopatras Pearls with everyone’s favourite Pearl feature and seven different scatters with special features.

Circus.nl players with an appetite for more modern slot content, meanwhile, will also have plenty to enjoy courtesy of the SwinttGames catalogue. With these games all boasting immersive themes and ground-breaking bonuses, notable additions to the site will include The Crown starring Vinnie Jones, the mobile-game inspired, Candy Gold and Swintt’s most successful title to date, Aloha Spirit XtraLockTM.

On top of these two staple collections, Circus.nl players will also be able to get their first look at boutique third-party software provider, Fine Edge Gaming, whose explosive Stacking Bison slot has been distributed via the SwinttStudios program. Featuring 720 ways to win, a maximum jackpot of 5,044x the selected bet and a Stacking Bison Respin feature that only uses high value symbols, the game has all the makings of an instant classic and should prove a huge hit among players at Circus.nl.

David Mann, Chief Executive Officer at Swintt, said: “With the Dutch market being a key focus area for Swintt, we’re delighted to be teaming up with a quality brand like Circus.nl to ensure our state-of-the-art slot selection can be enjoyed by even more Netherlands-based players.
“With Premium releases, SwinttGames and SwinttStudios exclusive all launched recently, we’re sure Circus.nl customers will have no trouble finding a new favourite slot and we’re confident the partnership will prove a highly successful venture for everyone involved.”

Denis Wittebrood, Casino Operations Manager at Circus.nl, said: “We believe Circus.nl to be the top online casino and sports betting website available to Dutch players – and the most reliable way for us to cement our status as #1 is to carry on teaming up with the best and brightest game providers around.
“Over the past couple of years, Swintt have certainly proved that they’re one of the most sought-after developers in the online casino industry, so we’re very excited to now be able to share a wide selection of their releases with our casino customers and hope they enjoy taking these great games for a spin.”

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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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