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The iGaming revolution begins: MGA Games reveals its proposals for the sector in 2024

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Today, MGA Games celebrated its annual MGA Games Day. The fourth edition of this online event, with the motto The Revolution Begins. The event saw the company present its strategic plan for 2024. An ambitious roadmap that will consolidate its position as an international benchmark in the production and distribution of localised slot games for global operators.

A plan that looks to further strengthen the internationalisation of MGA Games, this time in North American markets, with strategic alliances and global exclusivity agreements; an ambitious expansionboth in terms of quantity and quality, of its content catalogue; a commitment to localised slot games, the continued promotion of the Celebrities collection so popular with players and much more.

The event, which connected aggregators, distributors, and online casino operators from around the world, began with an introduction from Joan Sanahuja, founder, and CEO of MGA Games, who was enthusiastic about the results achieved in 2023 and what’s instore for 2024. “This year, we have achieved great challenges that tell us we are doing things right. We have consolidated our commitment to a greater international reach by establishing ourselves in European markets. Our next step is the United States and Canada,” he confirmed.

With over 20 years of experience, the company “not only leads the Spanish market with a market penetration of 99% and 15% market share but has already positioned itself as a leading global provider of innovative and quality content,” Sanahuja explained.

“Our story began in a small studio and has grown beyond what we imagined. I am proud of what we have created, and very excited about what awaits us. But we have not built all this alone. We have built it with you. And now the time has come to take the next step, dedicating more energy than anyone else in achieving something unique,” said an excited Sanahuja.

Next, José Antonio GiacomelliConsejero Delegado of the Online Division of the MGA Group, detailed the company’s news and plans for next year. In 2024, MGA Games will be focusing on strategic markets such as Spain, Portugal, the Netherlands, Sweden, Italy and Denmark, launching up to 52 new productions and releasing a game every week.

The company continues to bet on the attractive Megaways slot game productions, creating its own new collection with titles such as Take de Money, Chef’s Delights, Sweet Fortune, and Golden Ocean.

MGA Games continues to place great importance on its international content with IPs (Intellectual Property) in its productions catalogue: the successful Celebrities localised slot games for each market, with customised and themed games such as Chiquito Olimpiadas and Barragán 2 Cabalgata de Reyes.

In addition, the new Seasonal Collection will be created, with new games going on sale during the main international festive times of the year, such as Valentine’s Day, Easter, Halloween, and Christmas.

MGA Games will also make a special effort to promote the Video Bingo market, a product that is increasingly in demand worldwide. “We can exclusively say that we are now the first provider to certify Video Bingo in Portugal,” said Giacomelli at the end of his speech.

But the news doesn’t end here. Daniel Nugent, Account Manager Coordinator at MGA Games, announced the launch of the Epic Slots Collection, innovations for the most outstanding and charismatic games of the year, which include titles such as Alchemy Riches, La Leyenda del Mariachi Picante and Las Tres Fuerzas de El Dorado. In addition, there will be the Spanish Land-Based Collection, bringing successful land-based slot games to the digital world, including the already revered Lucky Player. And two Golden Edition games: the new Mina de Oro Plus and the renewed version of the classic RFranco game, Gnomos Mix, updated to satisfy players expectations.

Nugent ended his presentation by announcing that for 2024, a new Bespoke Content service will be available to operators, on-demand design allowing for personalised and tailored content.

Next, Javier Lanfranchi, Sales Director at MGA Games, once again highlighted the most exciting news for the year: the company’s move into North America, producing games for the United States and Canada. He added that the company will also have a license for Malta, allowing them to offer content under this jurisdiction. Finally, Lanfranchi announced the launch of the company’s new promotional tools, such as internal lobby, multi-ratio, multi-volatility, turbo upload and AI in design quality as well as marketing tools, featuring tournaments, achievements, rankings, free spins, and high bonuses.

The MGA Games Day 2023 ended with a surprise visit from the Netherland celebrity Bobbie Eden, who accompanied Joan Sanahuja during the farewell of the event, exclaiming emphatically: “The revolution begins at MGA Games!”

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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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