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Midnite sponsors 5’s FIFA World Club Cup coverage

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Midnite, the fast-growing UK sportsbook and casino, will sponsor the FIFA Club World Cup coverage on UK free-to-air broadcaster 5.

5 will air 23 of the 63 matches set to take place at the inaugural tournament, hosted in the USA, starting on Saturday 14th June.

The sponsorship will see Midnite’s brand featured across 5’s live match coverage and daily magazine show The Press presented by James Allcott and Julien Laurens analysing the day’s matches on the main 5 channel and on 5’s streaming service, as well as YouTube highlights and social media content.

The new partnership continues Midnite’s momentum of recent high-profile marketing activities, including sponsorship of the 2025 World Snooker Championship and launching its first TV advertising campaign.

The FIFA Club World Cup takes place from June 14 to July 13 in the United States and brings together 32 of the most successful club sides from 20 countries and each of the six international football confederations.

Clubs competing in the tournament include Chelsea and Manchester City from the UK; Real Madrid, Paris Saint-Germain, Inter Milan and Bayern Munich amongst the other European clubs and international clubs such as Inter Miami and Boca Juniors.

5 will provide live coverage of 15 group stage matches, four round-of-16 matches, two quarter-finals, one semi-final and the final.

Midnite last month named former Sky Bet strategist Andrew Mook as Head Of Brand Marketing.

He said: “We’re thrilled to sponsor 5’s coverage of the FIFA Club World Cup and to bring fans even closer to the biggest football event of the summer. At Midnite, we’re all about connecting our players with the games they love and this high-profile sponsorship is a perfect way to showcase what we do best. It’s another important step in our brand exposure strategy, with plenty more exciting activities on the horizon.

“Midnite is being crafted to give sports fans the best possible betting experience, and supporting 5’s broadcast of the FIFA Club World Cup is another step in that journey. With world-class clubs on display, it’s a fantastic opportunity to celebrate the global passion for football and our dedication to innovation in the gaming space.”

Lee Sears, President International Advertising and Brand Studios, Paramount Global said: “We’re proud to bring free-to-air coverage of the FIFA Club World Cup to viewers across the UK, as we grow 5’s line-up of live sport. The tournament is set to be one of the sporting events of the summer and with most matches airing in peak time and 32 of the world’s biggest clubs involved, our new partnership with Midnite provides a fantastic opportunity for the brand to reach football fans across 5’s platforms at scale.”

Midnite is one of the UK’s fastest-growing betting companies thanks to its player-first experiences and a next-generation app that brings fans closer to the games they love.

Midnite’s sportsbook was launched in 2018 by Nick Wright and Daniel Qu, who previously created daily fantasy sports platform Dribble in partnership with Sky Bet.

Paramount International Ad Sales recently announced it is handling all creative brand partnership opportunities, including sponsorship, in house – helping brands get even closer to Paramount’s mountain of premium, globally recognised content across its entire linear and streaming portfolio.

With video: youtube.com/watch?v=oE2xFNPD418&ab_channel=MidniteSports

The post Midnite sponsors 5’s FIFA World Club Cup coverage appeared first on European Gaming Industry News.

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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GAMING’S CHEATING CRISIS REVEALED IN FULL BY PLAYSAFE ID

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– 80% of gamers encounter cheating in online games –

– Over half of gamers (55%) have either reduced or stopped spending on in-game purchases because of cheating

Four out of five gamers have faced cheating in online play, exposing a crisis that threatens the integrity of the global games industry. That’s the headline finding from new research by PlaySafe ID, the platform dedicated to keeping cheaters, bots, and predators out of video games. Based on a survey of more than 2,000 gamers in the UK and USA, the results are detailed in Gaming’s Cheating Crisis Report, a landmark whitepaper revealing the scale, impact, and risks of unchecked cheating.

The effects of this on gamers, and therefore for game studios alike are stark. The data reveals severe implications for studio revenue with 55% of gamers admitting to having either reduced or stopped spending on in-game purchases because of cheating. A further 42% of gamers said that they have considered quitting a game entirely because of cheaters. These numbers make one thing clear, cheating isn’t just a player experience issue; it’s a direct threat to revenue. Studios can no longer afford to overlook it.

The data clearly shows that the vast majority of gamers are ready for change. With 83% saying they would be more likely to play a game that promotes itself as cheater-free, more than just an empty promise players are willing to take actionable steps if studios get on board with 73% comfortable verifying their identity to ensure a cheater free experience. This desire for accountability extends beyond a single title, as 79% believe cheating penalties should apply across multiple games.

Andrew Wailes, Founder and CEO of PlaySafe ID, commented: “I hate cheating in video games, it’s a serious issue that undermines player trust and directly impacts developer revenues. From looking at our data it’s clear that gamers agree and that they are not only aware of the problem, but they’re ready to be part of the solution. Gamers are ready, the responsibility to address cheating now falls squarely on studios and developers with robust, effective and most importantly transparent measures.”

Key findings of Gaming’s Cheating Crisis Report:

  • Cheating is a problem: 80% of gamers encounter it in online games. Only 20% of gamers have never come across a cheater.
  • The hidden cost: cheating has a direct financial impact on the games industry, as 55% of gamers have either reduced or stopped spending on in-game purchases because of it.
  • Retention risks: 42% of gamers have considered quitting a game entirely because of cheaters.
  • Solutions and accountability: 83% would be more likely to play a game that is credibly promoted as being cheat-free. The gaming community is highly receptive to identity verification: 71% would be comfortable verifying their identity with an accredited verification company.

Given the deeply ingrained nature of cheating and its negative effects on players, the PlaySafe ID whitepaper explores opportunities for developers and publishers to retain players and protect revenue, highlighting the potential for fairer gaming environments. The whitepaper outlines current trends in player sentiment towards anti-cheat measures, including identity verification and cross-game penalties, which can be utilised to unlock the potential of a more accountability led gaming ecosystem. Gaming’s Cheating Crisis Report is available to download here.

 

The post GAMING’S CHEATING CRISIS REVEALED IN FULL BY PLAYSAFE ID appeared first on European Gaming Industry News.

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Newzoo x Tebex Report: How Gamers Are Spending in 2025

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How players pay is changing, and so is how much they spend.

Tebex, the leading payments solution for gaming reaching $1Bn in processed payments, is launching the first industry-wide look at payment trends in EU and NA with Newzoo on Tuesday, August 12 at 09:00 AM CEST.

Unlocking Games Revenue: Player Behavior and Payment Trends in the West”

Key Findings:

  • NA is the top spending region globally:

    • NA average: $324.9 per payer

    • EU average: $125.4 per payer

  • Motivations for spending differ by region:

    • NA has a desire for expression:

      • 34% of players spend to unlock exclusive content and 29% to personalize characters

    • EU has a value-driven behavior:

      • 28% of players citing special offers or good prices as their top reason to spend.

  • EU: DLC, microtransactions, and subscriptions account for nearly 50% of PC game revenue (and 1/3 of console game revenue)

  • NA: leads in Buy Now, Pay Later adoption with $80 ATV, tied with Crypto.

  • In LATAM, Africa, and APAC: local wallets  are becoming the go-to payment method

 

The post Newzoo x Tebex Report: How Gamers Are Spending in 2025 appeared first on European Gaming Industry News.

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Nazara Doubles Q1FY26 Revenues to ₹498.8 Cr; EBITDA Up 90% to ₹47.4 Cr and PAT Increases by 118% to ₹51.3 Cr

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Board approves stock split and 1:1 bonus issue

Nazara Technologies Limited (“Nazara”) posted a sharp growth in Q1FY26 with revenues of ₹498.8 crore (+99% YoY) and EBITDA of ₹47.4 crore (+90% YoY). The core gaming business achieved a 24.4% EBITDA margin, reflecting strong execution of its IP-led gaming strategy.

PAT in Q1FY26 was ₹51.3 crores, marking a 118% YoY increase and underlining the company’s continued ability to generate sustainable profits even as it invests for growth.

Growth was led by strong performances from Fusebox, Animal Jam, and Curve Games, supported by the company’s Centers of Excellence in User Acquisition and Analytics. “We are seeing early results from our sharpened focus on IP-led gaming and are reinvesting this momentum into expanding our IP portfolio and strengthening UA to drive sustained growth. We have also strengthened our leadership team with recent appointments bringing deep expertise in gaming,” said Nitish Mittersain, Joint MD & CEONazara Technologies Ltd.

The board also approved Sub-division of equity shares and issue of Bonus Shares as follows:

  1. Sub-division of 1 (One) equity share of face value of Rs. 4/- (Rupees Four) each fully paid-up into 2 (Two) equity shares of face value of Rs. 2/- (Rupees Two) each fully paid-up; and
  2. Issue of bonus equity shares in the ratio of 1:1 i.e., 1 (One) bonus equity share of Rs. 2/- (Rupees Two) each for every 1 (One) equity share of Rs. 2/- (Rupees Two) each fully paid-up.

 

The post Nazara Doubles Q1FY26 Revenues to ₹498.8 Cr; EBITDA Up 90% to ₹47.4 Cr and PAT Increases by 118% to ₹51.3 Cr appeared first on European Gaming Industry News.

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