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New Data Reveals Parents and Teachers Want Esports in Schools

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A UK study commissioned by Dell Technologies and Intel reveals parents and financial decision-makers in education are optimistic about the power of esports to drive learner engagement and outcomes.

According to the new research from OnePoll, parents and teachers want to see esports take a more significant role in children’s education. The survey is based on responses from 1500 UK parents with children who play esports and 500 financial decision-makers in education such as headteachers, CIOs and department heads.

The results show that over two-thirds (69%) of UK parents believe esports allows their children to develop skills that they might not get through traditional education methods. Of those, over half (54%) say esports gave children more confidence, with teamwork (62%), problem-solving (57%), and technological skills (55%) coming out as the top skills parents believe children can develop through esports.

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“The capabilities demanded of tomorrow’s workforce will be those that technology cannot replicate. Soft skills that were once considered inferior to teachable ‘hard’ skills like machine operation will tip the balance in the future job market. Parents recognise the power of esports to develop their children’s people skills – to communicate, listen, even to lead. That’s a persuasive argument for schools that want their students to be future-ready,” Brian Horsburgh, Education sales director for Dell Technologies in the UK, said.

Top 7 Skills Learners Gain Through Esports According to UK Parents

Teamwork (62%)

Problem-solving (57%)

Technological skills (55%)

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Confidence (54%)

Communication (54%)

Creativity (52%)

Leadership (45%)

The financial decision-makers in schools are optimistic about the value esports brings to education. Nearly four out of five (79%) believe esports should be taught in schools, and of those, over half (52%) think that esports being taught in school would help increase grades in other subjects.

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Of those less enthusiastic about adding esports to the curriculum, more than three in five (61%) cite a lack of evidence in its educational benefits.

One organisation confident in the benefits that esports presents is The British Esports Association, which last year partnered with Pearson to create the world’s first government-approved qualification in esports, the BTEC Nationals Level 3 in Esports.

“We welcome further quantitative research around esports in education to support the feedback we’re getting from teachers and students about the positive impact esports has in their classrooms and school communities. Esports is a vehicle to motivate and engage a broad demographic of young people. As a teacher myself, I have seen first hand the benefits to my students when they participate and compete in esports,” Tom Dore, Head of Education at British Esports Association, said.

While the survey suggests an appetite from parents and teachers for esports in schools, it also highlights roadblocks to overcome. Over half (55%) of the financial decision-makers in education say that the equipment needed for an esports provision is too expensive for schools to consider. A similar number (53%) point to poor network connections at school or home as barriers to successfully implementing an esports programme. The survey also indicates that a knowledge gap could be hindering progress, with over a third (38%) claiming they did not have the teachers qualified to teach esports, and two in five (41%) attributing a lack of knowledge among parents as a blocker to progress.

“Esports has seen an explosion in popularity in the past few years, but it’s still relatively early days for esports in education. Partnerships with industry and government will be key to addressing the barriers of cost and accessibility. Having parents and educators on board will also be critical to success – we need esports advocates at home and at school to realise its potential in boosting learner outcomes,” Brian Horsburgh said.

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“People do become professional esports players, often at a pretty young age, but esports is more than just players. Just as our drivers can’t race without their team, esports players can’t play without theirs – that means publicists, physiotherapists, nutritionists, chefs. We must embrace more ways for children – of all abilities, needs and backgrounds – to learn, and those ways should reflect the future career landscape,” Lindsey Eckhouse, Director of Licensing, Ecommerce & esports at McLaren Racing, said.

“The BTEC cover subjects like entrepreneurship, computer networking, health and nutrition, all through the lens of esports. Students gain a wide range of transferable skills and knowledge, helping to prepare them for careers in the global esports industry or closely related STEM, digital and creative industries,” Tom Dore, Head of Education at British Esports Association, said.

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Million Games Launches Million Mine – A Strategic Grid Game Inspired by a Classic

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Million Games is pleased to announce the release of Million Mine, a strategic, grid-based casino game inspired by the beloved mechanics of minesweeper. Offering a modern update to the classic format, Million Mine lets players select their difficulty, uncover hidden diamonds, and cash out before disaster strikes.

The game features:

  • Customisable grid sizes from 3×3 to 7×7

  • Mines selection from 3 to 24 for adjustable volatility

  • Instant cashout after any successful pick

  • A 96.3% RTP and a high multiplier ceiling

Each tile revealed adds tension and reward, making Million Mine a fast-paced, strategic game of choice and nerve.

“Million Mine is deceptively simple—but a great player experience,” said Thomas Nimstad, CEO of Million Games. “It’s familiar, clean, and highly customisable. We see it becoming a favourite for both casual players and high-stakes explorers.”

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Million Mine is now available across all Million Games partner platforms.

The post Million Games Launches Million Mine – A Strategic Grid Game Inspired by a Classic appeared first on European Gaming Industry News.

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ReferOn Shortlisted for Acquisition & Retention Partner of the Year at SBC Lisbon 2025

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ReferOn, a next-gen affiliate management platform, has officially been nominated for the “Acquisition & Retention Partner (Supplier)” category at SBC Lisbon 2025, cementing its position as a key partner for operators and affiliate teams.

This shortlisting highlights the platform’s rapid growth in 2025 due to its developments that address real problems affiliate managers face, a passionate product-minded team, and ambitious plans to empower users in the affiliate marketing industry.

ReferOn challenges legacy platforms by creating a simple and accessible system built for modern needs and placing affiliate marketing at the forefront of growth strategy. Key features such as full-cycle automation, customisable dashboards and reports in pivot-style format, instant postbacks, and real-time data visibility reduce chaos and bring clarity to operations, ultimately boosting performance. Additionally, powerful tools like the Sub-Affiliate System, No Bundling Model, and dynamic variables provide managers with increased control.

Vlad Bondarenko, ReferOn’s Head of Product, commented on the nomination, “Acquisition and retention aren’t just buzzwords to keep affiliates happy. They’re real benchmarks that help our users drive growth and scale. The ReferOn team has proudly built a platform that gives affiliate managers real control, clarity, and speed over their operations to help achieve their

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goals. This nomination reflects our efforts and how far we’ve come regarding pushing the industry forward and challenging the status quo.”

The nomination for the “Acquisition & Retention Partner (Supplier)” category bolsters ReferOn’s roadmap and growth trajectory. Going forward, the team will continue to invest in impactful product developments and customer-facing services to become the leading platform for affiliate managers.

Key ReferOn members will be in attendance at the SBC Lisbon Awards 2025 ceremony on September 18 for a night celebrating excellence and innovation.

The post ReferOn Shortlisted for Acquisition & Retention Partner of the Year at SBC Lisbon 2025 appeared first on European Gaming Industry News.

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SHINE ON DRAGON’S DIAMONDS

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This text contains puns. Reader discretion is advised.

“Dragon’s Diamonds” is now live, a fang-tastic 6×5 new scatter-pays slot from the Berlin-based developer Hölle Games with wins of up to 12,000x.

Unlike the miserly reputation they’re known for (a tall tail), the Hölle Dragon is a generous beast (with a fiery personality). With every matching cluster that lands, the Dragon will breathe flames onto the reels – removing winning symbols and allowing more to fall into place. There is no limit to the number of potential cascades that can occur here, so lucky players can quickly scale-up their hoard of wins.

Plus, hitting 4 or more scatters to enter the Free Spins will unlock the Feature Multiplier, which cumulates all Multiplier wins across the entirety of the Free Spins. Re-triggers can be clawed out too, with only 3 scatters needed.

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For any players who find the base game is dragon-on, there is the Stake Boost feature, which increases the chances of hitting the Feature for a slightly higher stake, or also the option of directly entering Free Spins via the Feature Buy. That’s no fire-drill!

The game is now available for MGA with other territories winging it this way soon.

The post SHINE ON DRAGON’S DIAMONDS appeared first on European Gaming Industry News.

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