Press Releases
Game of Thrones® Slots Casino Releases Dragons of Westeros Feature
Honoring Themes From the Iconic Series, Players Can
Raise Their Own Dragon to Aid in Their Quest for the Iron Throne
Zynga Inc. , a global leader in interactive entertainment, announced the initial release of a new feature, Dragons of Westeros, for the hit mobile game Game of Thrones Slots Casino, inspired by the acclaimed Game of Thrones television series from HBO®. This new feature begins rolling out today on the heels of the game’s one year anniversary, putting the most powerful beast from the realm into players’ hands.
In this new feature, players that have reached level 20 will receive an egg that incubates an infant dragon. Once born, players will name and feed their hatchling, growing it from hungry newborn to powerful creature, bringing fire and strength to their efforts to rule all of Westeros.
Through daily grants and by participating in quests and events, players will earn Dragon Actions. These can be used to light a fire under the egg to hatch it faster and to feed the dragon after it has emerged. Once fed, the dragon provides players with perks that increase in impact as it grows, from the Dragon Respin to an Hourly Bonus Multiplier. Players can speed their creature’s maturity by earning Dragon XP by completing quests, completing card collections and feeding their dragon. As the dragon levels up in size and strength, the rewards and benefits to the player will be more profound, and the creature will visibly change from hatchling, to juvenile, and in time, to mythic beast.
“The visual, dramatic and devastating impact of dragons to the world of Westeros was one of the most exciting, talked about, and beloved aspects of the series,” said Bernard Kim, President of Publishing at Zynga. “With the introduction of dragons, players will now be able to experience the strength, loyalty and fire of these legendary beasts, and we’re proud to continue to bring iconic touchpoints of the series to our players.”
In Game of Thrones Slots Casino, players are immersed in the epic drama, arresting dialogue, iconic characters and driving musical themes of the series. From cliffhanger moments across the Seven Kingdoms, to sweeping landscapes and locations like The Wall, the slots gameplay is infused with the fire and ice atmosphere of Westeros and its most illustrious inhabitants, including Cersei, Jaime and Tyrion Lannister as well as House Stark members, Sansa, Arya and Jon Snow.
Game of Thrones Slots Casino transports players to the realm of Westeros for an authentic, social slots experience, and is available on the Apple App Store, Google Play, Facebook and the Amazon Appstore. Visit www.gameofthronesslotscasino.com for more information and follow Game of Thrones Slots Casino on Instagram and Facebook.
About Zynga Inc.
Zynga is a global leader in interactive entertainment with a mission to connect the world through games. To date, more than one billion people have played Zynga’s franchises including CSR RacingTM, Empires & PuzzlesTM, Merge Dragons!TM, Merge Magic!TM, Words With FriendsTM and Zynga PokerTM. Zynga’s games are available in more than 150 countries and are playable across social platforms and mobile devices worldwide. Founded in 2007, the company is headquartered in San Francisco with locations in the U.S., Canada, U.K., Ireland, India, Turkey and Finland. For more information, visit www.zynga.com or follow Zynga on Twitter, Instagram, Facebook or the Zynga blog.
About HBO
HBO® is one of the most respected and innovative entertainment brands in the world, serving iconic, award-winning programming to 140 million subscribers globally. A subsidiary of WarnerMedia, HBO is the world’s most successful pay TV service with an extensive array of programming that includes some of the most notable titles to be on television, including drama series Succession®, Watchmen®, Westworld®, Big Little Lies®, Game of Thrones®, The Sopranos®, Band of Brothers® and The Wire®, as well as comedy series Barry®, Insecure® and Sex and the City®. In the United States, HBO® and sister network Cinemax® are available across multiple platforms including HBO On Demand®, Cinemax On Demand®, HBO GO® and MAX GO®, as well as HBO NOW®. Internationally, HBO branded services, including television networks and the standalone streaming product HBO GO®, are available in more than 70 countries across Asia, Europe, Latin America and the Caribbean. HBO and Cinemax programming is also sold into more than 150 countries worldwide.
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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.
The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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.
The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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.”
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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