Latest News
Voxbet launches industry-first, voice-activated betting with the At The Races app to boost UX ahead of Cheltenham
BetCaller is the sector’s first voice-activated betting and digital navigation tool – and it’s Festival-ready
Voxbet, the leading technology company which enables sports bettors to speak their bets, has gone live on the At The Races app ahead of The Cheltenham Festival. At The Races has branded its service BetCaller, and it’s the industry’s first voice-activated betting and digital navigation tool.
BetCaller allows users to place bets quickly and easily using voice recognition. It effortlessly sorts through myriad horses across tens of daily racecards, mapping upcoming action from all UK and Irish racecourses, alongside international racing from North and South America, Hong Kong, France, South Africa and Australia.
Voxbet’s voice-recognition software automatically picks up any horse’s name, alongside the requested bet type and bet stake, and then BetCaller sends users a pre-populated betting slip with their details to confirm.
The result is a seamless service which solves for a host of sportsbook problems. After all, navigation of any sportsbook invariably involves a lot of clicks, with a range of tabs, drop-down menus and derivative markets often acting as obstacles to placing or even locating your preferred market, selection or bet.
BetCaller also accounts for regional dialectal variations and mispronunciations thanks to its machine-learning algorithms whose pinpoint accuracy only improves as they assimilate more vocal data.

The tool searches and verifies against all runners listed on the At The Races app (specifically, horses entered in races within the next 48-hour window) and can execute popular multi-bets – such as Yankees, Trixies and Lucky 15s – alongside standard Win and Each-way singles.
Matthew Taylor, Director of New Media & Innovation – At The Races, said: “At The Races is all about adopting the latest technologies and ideas to improve the digital customer experience for our loyal racing fans, with the aim of revitalizing a sport we love for both the current generation and the ones to come. We loved the idea of voice-activated betting and are delighted to partner with Voxbet to launch BetCaller onto our app.”
Sam Boswell, Head of Sponsorship at BetVictor, added: “We are delighted to partner with At The Races to deliver a modern way to bet for those using BetCaller on the ATR app. Innovating and improving the customer journey are both key to our business and how we think as an organisation. We loved the idea behind BetCaller and cannot wait to see the result and feedback from our customers in the coming weeks.”
Jonathan Power, Founder and MD of Voxbet, said: “Put succinctly, the new BetCaller functionality enables users to place bets quickly and easily using voice recognition. And this will produce major benefits for racing and wider sports fans by instantly improving their betting and viewing experiences. Needless to say, going live with a brand as renowned and trusted as At The Races brings with it an instant endorsement of Voxbet’s accuracy and speed. We’re thankful to them for their responsive collaboration to get BetCaller out there before an event as consequential as the Cheltenham Festival.
“Voxbet’s early development was intertwined with horse racing, working with great brands like the PMU, William Hill, Paddy Power and Betsson. We reasoned: if we can get our speech-recognition software right for the nuanced and jargon-heavy world of betting on racing, all other sports would swiftly follow suit! And so it’s proving, I’m delighted to say, with soccer and major US sports available, including breakthrough BetBuilders functionality. BetCaller is just the latest example of how Voxbet is getting global sportsbooks up to speed with modern and future trends in ecommerce.
“Ultimately, Voxbet is where simplicity fosters ubiquity. Once placing a bet can be as easy as speaking it, betting by voice will become ubiquitous. And BetCaller is another significant step down that road.”
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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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