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Swintt unveils its latest slot gem in The Crown starring Vinnie Jones

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Software provider’s long-awaited release sees players join the legendary Lock, Stock and Two Smoking Barrels actor in an action-packed heist to capture the Crown Jewels

Assemble your crew, plan your approach and spin your way to top prize of 12,000x your stake in The Crown starring Vinnie Jones – the brand-new heist-themed slot from award-winning software providers Swintt that comes locked and loaded with four different base games.

Known for his all-action on-field performances and a star turn as “Big Chris” in Guy Ritchie’s iconic British gangster movies, Lock, Stock and Two Smoking Barrels and Snatch, The Crown sees former footballer-turned-actor Jones use his considerable stage presence to light up players’ screens in a much-anticipated release that takes place across four exciting fictional locations throughout the UK.

Boasting a unique line-up of symbols that includes pints, playing cards, guns and crew members, The Crown enables players to travel to one of four base game venues as they build a team and plan their raid on London’s famous Crown Jewels. Players can navigate between the titular The Crown pub, Michael’s Whiskey Tavern, The Bullseye and The Drunken Duck, each of which offers its own unique wild symbol.

Starting with The Crown, any wilds that appear will expand to fill their reels as a potentially lucrative re-spin is triggered. Clicking the car icon will then let players hop over to another location, with Michael’s Whiskey Tavern featuring sticky wilds that remain for up to five spins, The Bullseye boasting 4x multiplier wilds and The Drunken Duck offering random wilds that can fill the reels for gigantic wins.

Of course, jumping from meeting point to meeting point is just the preamble to main event, with The Crown Caper feature being triggerable from any location when three or more jewel scatter symbols appear. When this happens, players will be taken to a new screen where they’ll get to pick from four rows of cards to put together a crew and collect Free Spins that benefit from massive prize multipliers.

At the first level, The Crown Caper feature offers players eight Free Spins with a 3x multiplier applied to all wins. However, providing their pick reveals a crew member, players will advance one row up the grid to unlock even greater rewards. At the top of the pyramid, players can earn 12 Free Spins with a 7x multiplier, but revealing a police siren at any stage will end the picking phase and start the feature.

Naturally, planning the perfect heist is all about timing – and if players don’t want to wait to trigger the main bonus from the base game, they can access it immediately using the Buy Feature option. Available for an additional wager of 75x their selected stake, using this shortcut will instantly transport players to the pick screen, increasing their chances of landing the game’s maximum win of 12,000x.

Despite being cast in tough guy roles throughout his film career, these days Jones is better known for being an avid philanthropist with a heart of gold. With this in mind, Swintt is delighted to announce that it will be celebrating the launch of The Crown by donating a portion of the game’s future revenue to Jones’ non-profit organisation of choice – the Royal Brompton and Harefield Hospitals Charity.

David Mann, Chief Commercial Officer at Swintt, said: “This month, Swintt is inviting players to lock and load for a daring heist on London’s best-known treasure in our ambitious new release, The Crown.
“Featuring an unforgettable performance from iconic actor, Vinnie Jones, The Crown is the first game in the Swintt catalogue to include bonuses spread across multiple base game locations. With each offering a special wild with its own unique perk, there are multiple ways for players to win big as they put together their crew and prepare to land the score of a century in the main Crown Caper feature.”

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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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