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UNLV’s PGA Golf Management University Program partners with Las Vegas-based AI technology company Evenplay to study the effects of rewards on skill level
There’s a timeless adage from NBA great Allen Iverson: “Practice?!” But now, almost ironically, AI (that is, Artificial Intelligence) will be helping us replicate big-time pressure in that very scenario.
Evenplay, an AI technology company based out of Las Vegas, has created a patented golf simulator application that creates challenges for all skill levels, with the intention of improving play performance through the use of cash rewards.
“What we have is a machine-learning algorithm that takes all of your shot data and says, ‘What are you going to do next from 175 yards?,’ and creates targets personalized for your skill level with money on the line,” said Sameer Gupta, co-founder of Evenplay. “If you practice with pressure, you’re probably going to get better faster.”
UNLV has partnered with Evenplay, taking on the task of studying the impact of rewards on skill level, and how well this experience translates the gains from practice into practical use on the real course.
“It sounded like a good opportunity to build a relationship and a bridge with this company,” said Chris Cain, director of the PGA Golf Management University Program within UNLV’s Harrah College of Hospitality. “And to see if we can continue to advance off-course golf, improve diversity in the consumer base, and think a little bit differently and daring, which is what UNLV’s all about.”
Upping the Ante on Research
The ability to create a feedback loop – one where you practice in the same conditions as when something’s on the line – is the goal: replicating the jitters that come from staring down a big putt, and then training yourself to handle the pressure before you step onto the course.
Evenplay does this by paying out money depending on the shot, using rewards as a way to create real stress in a controlled setting.
“What we have is a turn-key stress generator,” said Gupta. “Our model projects a thousand shots from every distance, with a target drawn where about half of your shots should be capable of landing. We’ve taken a skill-based activity and are able to predict what you will do next.”
The study at UNLV uses a more controlled version of the wagers. Randomly selected participants will receive various payouts such as lesson or UNLV Gift certificates based on their group assignments and the level of contributions to the study.
“This is a skill-based gaming application that allows someone to make a bet and have fun doing it,” said Cain. “What we’re doing at UNLV is seeing if the variable payouts influence program retention – do they play longer or more often? Does this also influence skill improvement? Wouldn’t it be cool to have some sort of technology in place that actually uses gaming as a way to positively influence skill improvement?”
The study is made possible through UNLV’s Sports Innovation Institute (SII), and the College of Hospitality’s Center for Golf Management, in collaboration with the university’s International Gaming Institute. The SII acts as a hub for all of the faculty who do research in sports, enabling them to work together to find solutions to problems and advance the commercialization of products fitting that criteria.
“With Evenplay’s expertise, as well as the Sports Innovation and the International Gaming institutes, that trifecta makes for a pretty special partnership here in Las Vegas,” Cain said. “There are thousands of data points in every swing that UNLV is looking forward to analyzing to see if this really changes the way we practice.”
Growing the Game
It’s no secret that the game of golf is expensive and often exclusive. The National Golf Foundation estimates the cost of a full round at a public course in the U.S. was $43 in 2023. That’s just getting on the course. When you add hundreds and thousands of dollars into equipment costs, training, and lessons, the financial barrier to entry becomes quite imposing.
“There are about 120 million people interested in the game and only 45 million participating,” said Cain. “Technology’s going to help close that gap, and being able to take lessons without being on the golf course will be part of the future, making it more inclusive, accessible, and affordable.”
Improving the accessibility of the game is one of the desired outcomes for the research, potentially showing a greater translation of the skills developed in a simulator using Evenplay to the course itself.
“It’s winter right now – nobody’s taking swings on green golf courses in Chicago,” said Gupta. “All of those players are using simulators indoors. We’re growing the amount of people who can engage with golf by changing how often people can meaningfully play the sport at all times of the year.”
Changing the game doesn’t end with golf. The patent for Evenplay features a baseball player swinging a bat, and the plan is to roll into bowling next. Its partnership and ongoing study with UNLV is only expediting the interest in this potential shakeup to the practice session.
“The ability of UNLV to effectively structure a relationship with the PGA is very impressive and unique in the market,” said Gupta. “And bringing that knowledge to a private company like ours is essential to our growth.”
The results of Evenplay’s efficacy in providing measurable improvement to player skill will be shared as the study concludes later this year.
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eSports
Esports Foundation names Faker Game Ambassador for EWC and ENC through 2028
Lee “Faker” Sang-hyeok joins Cristiano Ronaldo and Magnus Carlsen in the Esports Foundation’s Ambassador Program.
The Esports Foundation (EF) has appointed Lee “Faker” Sang-hyeok as a Game Ambassador for the Esports World Cup (EWC) and Esports Nations Cup (ENC) through 2028, the organization said on July 15, 2026 in a statement issued from Riyadh and Paris.
EF said Faker joins Cristiano Ronaldo, listed as the Foundation’s Global Ambassador, and Magnus Carlsen as part of the Esports Foundation Ambassador Program. The Foundation said Faker will represent “the perspective of esports players” across its international events, athlete initiatives, media engagements and leadership forums.
“You can’t talk about esports without mentioning Faker. He is the defining athlete of competitive gaming: a champion whose excellence, discipline and longevity have inspired an entire generation,” said Ralf Reichert, Chief Executive Officer of the Esports Foundation. “As our Game Ambassador, Faker represents something fundamental to the Ambassador Program: esports creates its own global sporting icons. Across EWC, ENC and NGSC, he will help ensure that the players who built this sport have a voice in shaping where it goes next.”
Faker said: “Competition has shaped my life, and I am proud to join the Esports Foundation as Game Ambassador. I want to continue competing for the biggest titles with T1 while representing the players and fans who have helped esports grow worldwide. Through the Esports World Cup, Esports Nations Cup and the Foundation’s wider platforms, I hope to inspire the next generation to pursue excellence, remain resilient and believe in how far competitive gaming can take them. There is still much more to achieve.”
EF highlighted Faker’s competitive record, describing him as a six-time League of Legends World Champion, EWC 2024 winner, two-time MSI champion and ten-time domestic champion with T1. The Foundation also said Faker became the first esports athlete to receive the Blue Dragon Medal in 2026, describing it as the Republic of Korea’s highest sporting honor awarded by President Lee Jae-myung.
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Brand Partnerships
Midnite signs as Middlesbrough FC principal partner for 2026/27 season
Midnite has agreed a partnership with Middlesbrough FC that will see the UK bookmaker become the club’s principal partner and front-of-shirt sponsor for the 2026/27 campaign, which Middlesbrough describes as its landmark 150th season.
The companies announced the deal alongside a fan activation at Riverside Stadium on Thursday, July 9, branded “This Season’s On Us”. The initiative offered supporters prizes including 2026/27 season tickets, 2026/27 shirts, match tickets, or a £25 club shop voucher, with fans required to answer Middlesbrough trivia and complete a football challenge.
Middlesbrough former players Craig Hignett and David Wheater attended the event, and, according to the company, took bonus attempts on behalf of participants who missed out.
Andrew Mook, Midnite’s Head of Brand Marketing, said:
“Middlesbrough have a storied history and we’re delighted to announce this partnership during such a monumental year with the club celebrating their 150th anniversary.
“It was great to see so many Middlesbrough fans at the “This Season’s On Us” activation, we hope they enjoyed taking part and meeting club legends, with David Wheater hitting top bins on several occasions and allowing fans to win big with season tickets.
“We can’t wait to get to Riverside Stadium in August to kick-off a new season and we’re excited to say that we have plenty of new and captivating campaigns planned.”
Lee Fryett, Middlesbrough FC Chief Commercial Officer, added:
“We’re delighted to welcome Midnite as our new Principal Partner.
“We’re looking forward to working closely with Midnite to develop engaging campaigns, content and unique experiences that bring our fans even closer to the club.
“We’re confident this partnership will provide real value for our supporters while supporting our ambitions both on and off the pitch.”
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AGCO
ThrillTech secures AGCO supplier licence for Ontario launch
ThrillTech has been awarded a Gaming-Related Supplier licence by the Alcohol and Gaming Commission of Ontario (AGCO), clearing the company to launch in Ontario’s regulated market.
The licence allows ThrillTech to deploy its opt-in side bet jackpots technology with regulated online casino, sports betting and lottery operators across the province.
Benjamin Bradtke, Co-Founder of ThrillTech, said: “Securing our AGCO licence is a major step in our mission to transform how jackpots are delivered at scale across regulated markets. This latest certification is testament to our robust technology and trusted compliance frameworks, allowing us to continue our global growth trajectory. We are thrilled to bring our proven, compliant jackpot technology to Ontario, empowering locally licensed operators to uplift revenue without cannibalising existing spend.”
The company said its “ThrillPots” mechanics sit as an independent, player-funded side bet and do not alter the underlying game’s return-to-player mathematics.
ThrillTech said the Ontario approval enables its existing multinational partners that also operate in the province to launch its side bet jackpots locally, while it also holds talks with potential new operator partners. The company lists its regulated footprint as including the United Kingdom, Sweden, the Netherlands, Romania, Malta, Gibraltar, Brazil and Peru.
The post ThrillTech secures AGCO supplier licence for Ontario launch appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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