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“There is room for everyone in esports.” Exclusive Q&A with Ashley Washington, Head of VCT Game Changers

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There is an old, now-defunct saying in football that women can’t understand the offside rule. While there was no such explicit quote, the feeling has been pretty much the same in esports, if you go by the low number of women playing the sports.

Now, who will do something to change the gender disparity in esports? Enter VCT Game Changers.

VCT Game Changers is an esports program exclusively for women where gamers play Riot Games’ hit video game VALORANT. The Game Changers tournament is into its third edition this year.

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We have here with us Ashley Washington, Head of VCT Game Changers. She talks about, well, the game-changing situation in esports. Her responses are insightful and stats-rich. Don’t miss it.

Q. Let’s start with a quick intro. How did you land in the gaming industry?

A. This is a very reductive version of the story but I was working in account management and sales in NYC after graduating from New York University. Though I did study game design, I wasn’t really sure of myself when it came to making a career in the industry. There was an evening in January of 2016 when I’d just paid my rent—a paycheck and a half—and I just decided that I wanted to move to Berlin. I knew it was fun and cheap because I studied abroad there. I bought a one-way ticket and did that. Berlin is the kind of place where you can make almost anything happen for yourself career-wise, so I chased my dreams and made the switch! I’ve done quality assurance work, data science, journalism and, it turns out, I’m strongest as a product leader.

Q. Tell us about Valorant Game Changers: Mission, vision, mode of operation and all that?

A. VCT Game Changers is a program meant to introduce women to the VALORANT ecosystem, guide them in the cultivation of their skills and, ideally, see them make their way out of the program and into the rest of the VALORANT competitive space. The goal is to have a diversified ecosystem where people from a variety of identities and backgrounds can excel at the highest levels of play. So far, we’ve set out to achieve this by running the tournament circuit that most are familiar with but, in the future, we are working to find additional ways we can make this vision into a reality.

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Q. How do you analyse your performance so far? Could you talk about the changes you have brought about in esports, especially in terms of the participation of women?

A. I think there are some obvious things we are looking at and some less obvious things. Really high on the list is participation. We recently maxed out signups for the first time with 130 teams registered out of 128, meaning two teams were on the waitlist when signups closed. Ultimately we saw 126 teams participate, this is over 600 players which is great to see. We set out to create a safe space, so seeing more and more women choose to enter it is absolutely a win. One of the other stronger indicators of success, at least from my perspective, is to see women in rosters in the rest of VALORANT Champions Tour EMEA . Whilst it’s not yet exactly standard, mixed rosters can already be seen in third party VALORANT tournaments, like BLAST Spike Nations, and that’s a beautiful thing as well.

Q. Valorant Game Changers tournament is into its third series now. How has the tournament evolved and progressed over the three series?

A. Growth is probably the biggest evolving factor for Game Changers at this stage. For example, just this year, we saw 91 teams participate in the second series. In the third series, we had 126 teams. In addition to more teams, we are seeing the strength of the teams grow as well. The players are becoming increasingly more skilled and the competitive spirit among EMEA teams is a lot more dynamic. There are a lot of really interesting team and player stories developing and a notable increase in participation from regions that are usually not represented like Turkey and MENA (and some parts of Europe). So, the community that we’ve grown with the tournament is maturing in many ways.

Q. The number of women participating in esports is still low, with reference to an ideal scenario. What do you think are the hindrances women face in entering and excelling at esports?

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A. I’ve spent a lot of time talking to women in the scene playing different titles and coming from different backgrounds. The things I hear referenced the most come down to the lack of opportunities (both perceived and actual—they’re equally as bad when the result is the same) and a fear of career instability should they decide to go all in with esports. Many of these women have a hard time convincing orgs to give them a chance or, when they do, getting adequate pay that allows them to focus on doing their best. The women end up needing to maintain their studies or another job so that they have a backup plan in the event that things don’t work out. This happens in esports in general but it would seem that this is a very common experience for women entering the space.

It’s very important that any organisation interested in providing these opportunities to women is also committed to investing in their careers as well. Bringing a group of women together just to have that roster there without paying any mind to what they need to thrive and grow is a costly and painful mistake. It leaves its mark and it can be incredibly discouraging for those that it affects.
Of course I also hear from women who have terrible experiences due to toxicity and the lack of confidence that can come from that or just not seeing enough representation in general. This kind of thing can strike when they’re so young that they don’t even consider trying to play competitively when they get older. It doesn’t end with players either, underrepresentation is happening in every area—women working in talent or esports-related companies might also face these issues.

Q. What kind of activities is Valorant Game Changers undertaking for training and mentoring women in esports?

A. Our approach to this varies regionally. Since Game Changers is still young, not every region has a training supplement, EMEA included. But we are hoping to introduce something like this relatively soon. The most important thing is finding something that is best suited to the region and what the Game Changers community is looking for, so we’ve been doing a lot of listening for now.

Q. How are you looking into the future regarding women’s participation in esports? In which countries do you hope to see a surge in numbers in terms of women players?

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A. EMEA is already so strong when it comes to this. The interest in esports among women is high and every year, the landscape for opportunities to play is looking brighter and brighter. Continuing with this is the first thing I hope and fully expect to see. When it comes to regional representation, I dream of higher numbers from MENA—so North Africa and the Middle East. This is already happening so tapping into what players from these regions need to feel comfortable taking the leap is one of many focus points I have looking ahead to the future. Though I can safely say that I wouldn’t complain about an increase from any space in the region. This is one of the rare occasions in life where more is absolutely better.

Q. Finally, what kind of initiatives do you want to see in the esports industry in general –- by governments and other organisations — to ensure the number of women in esports continues to increase?

A. I would love to see more support for younger fans who are curious about playing or being in the industry in general. I think it’s very easy to write off “gaming” as a viable job option but I think that has a lot to do with how few resources there are for school-aged players and their families to have an idea of what this could really look like—whether that’s playing, organising or being part of a broadcast. I mean, I have a pretty standard job that I’m pretty sure my parents never imagined would fall under “working with games”. I think they’re not the only ones.

And, ultimately, I would love to see more initiatives tap into intersectionality. It’s so important to help women feel comfortable in the space, but once that’s begun, there are so many groups within this identity that could use a bit of a lift. For example, I didn’t see many other black women in the industry growing up and it’s a lot of the reason why I didn’t bother doing anything beyond studying games for a while. Eventually, I felt brave enough to go for it anyway but there are so many others like me who won’t even make it that far with it without knowing for sure that it’s possible. Initiatives connecting young players from underrepresented groups is one way to kind of combine both of these things. There are already programs like this out there and I am really excited about seeing that continue to develop in the future.

There is room for everyone in esports. If they truly want to be there, they can be—I really do believe that.

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Try to Beat the Devil: Hell Partners Dares You at iGB Live 2025

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Think you’ve seen it all at iGaming conferences? Try your luck against the Lucifer himself.
On July 2–3, 2025, the gates of iGB Live in London will crack open — and out will step Hell Partners, taking over stand G22 with one unapologetically seducing invitation: outplay Lucifer and leave with more than bragging rights.

This isn’t a booth. It’s a lair.
A custom-built cave where fire meets flair, rules bend to desire, and the brave walk out with deals hotter than the drinks served at the bar. It’s where luck, wit, and charm will be put to the test — and only the most daring will earn a nod from Lucifer himself.

The Game: “Beat the Devil”

Five cards. One choice. No second chances.
Step into the fire and face five devilishly crafted mini-games — designed to test your reflexes, intuition, and sheer audacity. Choose a card. Accept the challenge. Win the round. Or don’t — but either way, you’ll have earned your place in Hell’s little black book.

But this isn’t just a game. It’s a key checkpoint in the masterfully orchestrated Lucky Media quest.
Survive the stand and you’ll stay in the running to win a MacBook or even a ticket to Wimbledon. Yes, seriously.

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Hell’s Not for Everyone — But It Might Be for You

Hell Partners doesn’t pitch. We tempt.
With over 25%+ click-to-deposit, 50%+ reg-to-deposit, and no traffic source too wild to consider, our iGaming brands speak your language — seductive metrics and no-nonsense deals, spread across 20+ GEOs and tailored to your deepest cravings.

And if you think a Telegram chat can get you a better deal — think again.
The real power moves happen in person. At stand G22 on iGB London. With a drink in your hand and a smirk on your face.

Another stop on your checklist:
How about a HolyTraff collab photo booth styled like a retro phone box — for when you want to capture the exact moment you sealed the deal for premium traffic and a taste of Wimbledon flair.

Temptation Has a Name — And It’s G22

Skip this stand and spend eternity wondering what you could’ve had:
Exclusive offers, unforgettable games, and a private word with the very team rewriting the rules of iGaming.

Not one to let chances slip by?
Come visit HellPartners at stand G22.

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You’ll leave with more than you came for — if you’re lucky. Sure you’ve got what it takes?
And remember: don’t try to bluff. The Devil sees everything.

The post Try to Beat the Devil: Hell Partners Dares You at iGB Live 2025 appeared first on European Gaming Industry News.

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TESTA debuts TESTA Score, allowing operators to benchmark UX

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TESTA, the crowd testing platform for the iGaming industry, has launched its innovative TESTA Score with CasinoCompare.ph, a Philippine-focused online casino affiliate—and the only platform exclusively listing PAGCOR-licensed online casinos.

TESTA Score is a new UX quality benchmark developed by TESTA that shines a light on online casino brands in markets with new regulatory compliance standards.

Using real testers with local devices, IDs and bank accounts, TESTA evaluates each operator’s performance across four key processes – registration, deposit, withdrawal and KYC.

Each process is scored against strict usability parameters such as the number of required input fields, page clicks, lead times for verification and fund arrival, as well as the number of KYC attempts required.

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The total possible score is 100, divided across:

The TESTA Score provides objective, player-centric transparency in any market.

With local connectivity, device preferences and regulatory friction in mind, the scoring system reflects the real-world user journey and highlights where improvements are most needed.

This then provides a chance for operators to improve their key flows, especially KYC, and then apply for a re-test to update their published score.

CasinoCompare.ph becomes the first online casino affiliate to deploy TESTA Score, with six Philippine-licensed online casinos now ranked. The site is operated by AFFILI.ph whose aim is to set a new industry standards for transparency, trust, and player confidence.

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The six sites include Casino Plus, Desk Game, FBM E.Motion, Bet88, PlayTime and Crazy Win.

While most operators performed well on the core user flows, the KYC process emerged as the main differentiator.

Operators that lacked a working KYC step at withdrawal automatically received a zero in that category, pulling down their overall TESTA Score significantly.

This is how they fared:

Casino Plus led the pack with a total score of 97/100, earning perfect marks in registration, withdrawal, and KYC, and only dropping points on deposit due to a single extra page click.

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As well as accessing TESTA Score through their affiliate partners, operators can work directly with TESTA to determine their TESTA Score.

Chris Johnson, TESTA CMO, said: “Born out of frequent client requests for key processes testing, and competitor benchmarking, the TESTA Score measures the parts of the customer journey, outside of game play, that make or break player acquisition and retention.

“Operators can use their TESTA Score to understand where they stand out over their rivals and where there is a gap they need to close.

“It’s great to see that six Philippine-licensed casinos have already used TESTA Score to benchmark their UX and acquisition flows, and we look forward to working with more moving forward, both in the Philippines and other markets around the world.”

The post TESTA debuts TESTA Score, allowing operators to benchmark UX appeared first on European Gaming Industry News.

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Yolo Investments completes raise for €100m Fund II

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Yolo Investments has closed fundraising for its flagship Fund II after hitting its €100 million target.

The fund comprises €50 million in external capital, as well as a €50 million commitment from Yolo Group.

It brings together a network of 23 investors, including founders and industry thought leaders, further strengthening the Yolo Investments ecosystem and enhancing the strategic value it can offer portfolio companies.

Fund II has already backed 12 companies across igaming, blockchain and fintech, with notable investments including Dabble, Kraken and Syfe. It expects to make a further 10 investments over the next 12 months.

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Tim Heath, GP at Yolo Investments, said: “We’re absolutely thrilled to be closing our raise for Fund II having hit our target. This took place during challenging market conditions, with global VC fundraising facing significantly more headwinds compared with previous vintages. But investors have looked at our previous funds’ track record and the strength of our ecosystem, and have strongly backed us.

“We are humbled by that response as a real vote of confidence, not just in what we’ve built so far, but in where we’re heading next. We will continue to back more brilliant founders and help them scale faster, smarter and with the full power of the Yolo ecosystem behind them.”

Yolo Investments’ Fund II is structured as a Guernsey-registered limited partnership, and is licensed by the Guernsey Financial Services Commission (GFSC). 

The post Yolo Investments completes raise for €100m Fund II appeared first on European Gaming Industry News.

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