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THE FUTURE IS PROMISING. THE WORLD OF LOTTERIES AND BETTING IS EVOLVING, CREATING ASTOUNDING CROSSOVERS WITH THE RETAIL INDUSTRY

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Custom Group presents an unexpected market overview: new technology trends with specific modular and scalable requirements, unprecedented integrated solutions, demand for a global presence with service centres and multi-sector expertise to support partners, distributors, customers and industry players.

The gaming industry is going through an unprecedented revolution. Custom presents the latest innovations and a thorough scenario overview focusing on ICE TOTALLY GAMING – booth S5-211. With more than two decades of experience, Custom is positioned as a leader in the evolution of the Lottery, Gaming and Betting industry. The Group forecasts a +180% increase in turnover for the two-year period 2024-25 based on market data and internal forecasts in the wake of online gaming, which has been growing rapidly for the past two years. In fact, the sports betting sector recorded a 30 percent increase in 2022, winnings amounting to 69 billion € online, once again highlighting the positive trend that will also include the Lottery world by virtue of the 20 new licensing tenders which will ensure further global growth. Custom comes across as strong to ICE with a global and diversified presence, offering the widest range of integrated solutions to multiple markets and enabling all types of stakeholders to choose from the Group’s different solutions and technologies based on unique and synergistic know-how. This -one stop shop- approach opens new horizons and expands opportunities by providing unique services throughout more than 76 different countries.

 

INDUSTRY TRENDS

  • Expertise, Global Presence & Service. Custom, which operates in 76 countries, provides innovative and sustainable technology solutions for different but now increasingly synergistic fields such as Lottery&Betting and Retail. Custom’s global presence ensures total and comprehensive value chain management, guaranteed throughout all stages: design, customisation, pre/after sales and services. 5 Production plants and more than 680 employees including 280 engineers.
  • Phigital: Self-Service evolution and convergence of online and physical. The U.S. market for self-service systems is estimated at $4.5 billion by 2026. Custom provides advanced self-service solutions capable of ensuring high security standards, including smart lockers as well as anti-corruption and anti-fraud technologies. In fact, Custom has a track record of more than 3 decades in providing kiosk technology solutions in several different markets.
  • POS Refresh – Point of Sale (POS) modernisation: attended & unattended solutions. Custom presents advanced POS solutions to optimise the point of sale. POS Refresh” has been an IT investment priority in 2023 for 50 percent of retailers. Digital Environment: Audio-video and multimedia solutions to make environments interactive and engaging. Custom offers multi-sensory experiences with solutions such as content management players, interactive tables and custom touch monitors.

Custom is a player that can best serve all kinds of stakeholders and different markets. Custom Group now has more than 300,000 installations in Gaming, Lottery and Betting in 76 countries, registering a convergence of the Lottery & Betting sector with the retail sector in the last two years.

 

HIGHLIGHTS

Attended & Unattended solutions which focus on traditional and hybrid cashpoints. DAYTONA and ARAGON POS terminals, Custom’s reliable Retail Lottery printers, and ultra-fast devices for scanning different ticket sizes. This portfolio ensures a fast and error-free service. Custom’s self-service solutions are the most technologically advanced devices to date, made for customers who want to play autonomously.

Trend for Self-Service and “customised and integrated” experiences thanks to the Group Solutions. For more than 3 decades, Custom has worked behind the scenes providing printing and scanning technologies that power kiosks in aviation, parking, lotteries, gaming, and retail. Custom’s solutions aim to engage players where and how they want, offering personalized gaming experiences. For 2024, Custom has expanded its product range with modular kiosk components, all-in-one solutions, and smart lockers that enable retailers to quickly deploy self-service terminals throughout the store. CONNECT is designed to meet the needs of different applications – unattended or attended – in the countertop or floor standing version, in a compact and stylish design. ARAGON is the POS Terminal for the future with a range of processors for any task: from entry level Intel® Celeron®, up to Core i3, and high performing Core i5. This device boasts a modern and slim design with futureproof full HD touch display and a full glass front.

SILK II is a POS Terminal with standard Android 11 and Google Play Store. A full set of USB interfaces will allow you to connect all your accessories. Bluetooth® and Wi-Fi® are also integrated. GLASS27 is Custom’s newest Advanced Solution. Thanks to the revolutionary FHD full glass technology with built-in monitor and receipt printer, GLASS27 combines style and function, supports both Windows and Android operating systems, and is capable of integrating the market’s most frequently used PinPads. This solution is available in desktop, pedestal and wall mount, thus becoming the perfect match for the needs of multiple markets and businesses.

Point of Sale (POS) Modernisation and Mobile Solutions. The POS remains at the heart of every retail store, and Custom is ready to help retailers in the process of upgrading POS hardware and software. ARAGON POS terminal is the perfect solution for enhancing point-of-sale transactions, adding style to any counter with power and reliability for Windows and Linux. Mobile is having a major impact on in-store sales. According to a study by the IHL Group, companies whose staff used mobile sales tools experienced a 77% growth in sales. Mobile POS continues to play a major role in today’s shopping experience, not only for the customer, but also for the store clerk. Custom’s Ranger family of mobile devices, tablets and mobile printers enables retailers to engage customers throughout the entire in-store shopping process: at the sidewalk, in the hallway, in the shop floor, or next to the car. T-RANGER is a 10.1-inch multifunctional tablet for store and warehouse use. Extremely robust and powered by a 10,000 mAh battery, T-RANGER is designed to withstand the impact of your activity all day, every day.

Transparency and Trust: Veriprint® technology enables transparency and traceability of all lottery transactions. Each ticket can be scanned and stored, ensuring that lottery results are tamper-proof. This transparency builds user-trust and eliminates doubts of fraud or manipulation.

 

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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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