Latest News
Playzia Partners with ITV Studios to Launch Love Island Game series
This multi-product deal will span over 3 years, committing to the development and release of 10 new games
Playzia, one of the fastest-growing iGaming content suppliers, has agreed a new partnership with ITV Studios, creator, producer and distributor of world-leading programmes, to develop and release a series of online games inspired by the global reality TV phenomenon, Love Island.
This multi-product deal will span over 3 years, committing to the development and release of 10 new games. The lineup will include an engaging mix of slot, crash, and instant play formats, with at least three titles set to launch in 2025. This ambitious collaboration is poised to blend Playzia’s expertise in gameplay innovation with the unforgettable elements of the beloved franchise. With Love Island’s massive international following, the titles are set to reach a broad audience and will be available in key markets worldwide, with the exception of the US and Canada.
The first three titles in this series are scheduled to launch ahead of Love Island UK’s 2025 Summer season.This will be followed by a grand showcase of all three titles at iGB London, just ahead of the upcoming Love Island UK Summer season.
The first game of the series, Love Island: Love in a Spin, will combine electrifying features for maximum excitement: Mega Symbols to increase the chances of hitting big wins, and Win Multipliers to exponentially boost rewards. This first title will be followed by Love Island: Instant Match, an Instant Game that delivers quick, rewarding gameplay, and Love Island: Love Bus, a Crash Game packed with adrenaline-pumping action.
“This brand relationship is an important step for Playzia as we bring one of the world’s most beloved franchises to life in a new and interactive way,” said Vlad Modorcea, CPO at Playzia. “Our team is working tirelessly to create games that capture the magic of the original stories while delivering the cutting-edge features and gameplay players have come to expect from Playzia.”
Steve Watling, SVP Gaming, Global Partnerships, ITV Studios added: We are very excited to be launching these new Love Island iGaming products. The Love Island brand has now grown to over 27 territories and supplementing this success will be a great, new gaming line up from Playzia.
The partnership was brokered by PrimeTime Play. “I’m delighted to bring ITV and Playzia together for this exciting project and am looking forward to the first game going live early in 2025 with others to follow later in the year,” said Simon Murphy, CEO of PrimeTime Play.
In 2025, Love Island will be celebrating a decade of entertaining more than 36 million people, making it the biggest reality show of the past decade. Additionally, since 2017, the popular dating show and all its affiliated shows have been streamed a massive 2 billion times.
Stay tuned for more updates as Playzia continues to push boundaries in the iGaming world, delivering unforgettable experiences for players who Love to Play.
About Playzia
Playzia has been created by an industry veteran with 20+ years of successful track record in engaging players with games. Leveraging this experience, limitless energy, focus, ambition and passion resulted in Playzia being established in 2024. The company’s mission is to become one of the most entertaining, fun and player-driven innovative online casino games content developers and distributors, creating games players just Love to Play. Playzia looks to position itself as iGaming industry leader in the online gaming market in a short period time with the combination of games with established mechanics and features, but very importantly also games which are innovative, varied, localised and most of all fun! The new journey has just begun! 🚀
For more information, please visit playzia.com. Contact us at [email protected]
About ITV Studios
ITV Studios is a creator, producer, and distributor of world-leading programmes and formats that people can’t get enough of. Connecting millions of people every day and shaping and reflecting the world they live in, ITV Studios is More Than TV. Its Brand & Licensing department is responsible for all global commercial activities, including sponsorship, brand licensing, consumer products, gaming, and live events. It represents a diverse portfolio, including scripted and non-scripted content, game shows, and kids’ titles, which offers a wide range of commercial opportunities. Brands include The Voice, Hell’s Kitchen, Love Island, I’m A Celebrity… Get Me Out of Here!, The Chase, Coronation Street, Schitt’s Creek, The Last Unicorn, Thunderbirds, Space: 1999, The Prisoner, and more.
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anime
G2 drops limited-edition One Piece streetwear capsule on June 25
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.
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Latest News
Ygam joins four UKRI-funded gambling harms research partnerships
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.
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eSports
Study: 400m Gen Z esports fans say brand activations drive purchases
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.”
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