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Connor Williams: ‘iGB L!VE is critical in encouraging more collaboration, challenging tired thinking, and charting a path forward for the industry.’

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Connor Williams has been a director at Velo Capital Partners for more than 6 years, managing over 35 portfolio companies including the likes of Oddin, WinZO, and Novig.

His core thematic focuses include next gen casino content, B2C regulatory arbitrage, and the ‘gamblification” of mass market sectors such as video gaming and finance. He explains why Pitch iGB is critical to the industry, the impact of over-regulation on innovation and the importance of keeping a ‘fresh mind’.

You are part of the judging panel for Pitch iGB – how important do you think it is for the industry to come together and support new entrepreneurial businesses?

CW: The Pitch iGB competition is one of the key routes to democratising startup investing in the sector which is critical in unearthing new and disruptive businesses. This is even more critical to developed regions like the UK where innovation opportunities can be overlooked in the service of “safe and consistent”.

What are you looking for in terms of entries – what constitutes a winning submission?

CW: As a VC investor we target outsized returns on our investment for the early stage risk that we take. This means a winning submission needs to be swinging for the fences in terms of both scalability and disruption. Product is currently quite stale, user experience is far from being optimised, and over-regulation is stymying the incumbents and that’s where the opportunity lies.

In your experience how difficult is it for iGaming businesses to secure funding from the mainstream banking sector?

CW: The banking sector is risk constrained from a number of different angles and this is important to understand in the context of available funding for iGaming. That being said, the fintech sector at large is very keen to engage more with our sector, especially around payments. External funding in iGaming in general is more difficult to obtain, this holds true for listed businesses as well as startups, partially due to structural restrictions within the finance sector and partly due to a history of several bad actors on the operator side that the industry has yet to overcome. I think this challenge represents a specific opportunity for in-sector speciality lending not dissimilar to user acquisition financing businesses in the consumer and video gaming sectors.

How does the event contribute to the health of the industry: what do businesses gain from participating in iGB L!VE?

CW: Our sector is one that has historically been a bit disconnected, particularly at the large operator and supplier level. These events are critical in encouraging more collaboration, challenging tired thinking, and charting a path forward for the industry that (in my view) eventually needs to lead to the mass market the way the likes of online consumer and fintech businesses have. In order to achieve this the industry needs to be able to demonstrate that tech is now at a place where players can be almost completely insulated from player harm; and operators need to finally embrace this as the days of high staking whales (in regulated markets like the UK) are clearly coming to an end.

How would you describe the iGB L!VE experience – what does it deliver?

CW: iGB is like a cheat-sheet for all the latest happenings in the gaming sector, it’s an amazing opportunity to catch up with colleagues and meet new players in the market. In addition, one gets the latest insights of the industry’s thought leaders that you won’t get without travelling outside of the country.

In your view what are the main trends and technologies impacting the industry and that will be evident on the iGB L!VE show floor?

CW: The industry is currently reeling from a combination of over-regulation and over-taxation. This has lead to two predominant trends in regulated markets: a decisive shift to the black market and the rise of crypto solutions (the two not being wholly mutually exclusive). B2B tech is largely solved at this stage and is seeing a retreat due to the failure of B2B incumbents to innovate sufficiently, while services and content are still exciting places to cast an eye in the vertical. Specifically on the content side, we are seeing many operators attempt to shift this in-house (with limited success to date) which is seeing content providers shifting more towards innovation in content that is starting to cross into casual mobile gaming mechanics. AI remains a sector that iGaming is significantly behind other industries on and I am hoping we hear more about shifts towards agentic thinking, scalable solutions to sub-par AI art/animation/content to-date, and more ambitious pushes towards long term value drivers (such as bespoke gambling LLMs and innovation around classical model training loops).

How important is it that iGB L!VE is taking place in London a city regarded as being the home of iGaming?

CW: iGB is critical for visitors as the major industry event in the UK. As a market that is highly regulated and developed, iGB is critical to help one keep a fresh mind on industry trends and meet new entrants that are changing the rules of the game.

 

The post Connor Williams: ‘iGB L!VE is critical in encouraging more collaboration, challenging tired thinking, and charting a path forward for the industry.’ 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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Mandalapu Sreesanth Dominates Street Fighter 6 Finale, Secures Main Player Spot for 3rd Asian Youth Games

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The National Esports Championships (NESC) 2025 concluded on July 27 with an electrifying Street Fighter 6 (Boys) finale, where India’s top under-18 talent, Mandalapu Sreesanth, delivered a commanding performance.

Facing off against formidable opponent Ansil Nalakath Abbas, Mandalapu clinched a decisive 3-0 sweep in the best-of-five series, sealing his position as the main player to represent India at the 3rd Asian Youth Games (AYG) in Bahrain from October 22–31, 2025. Ansil will join the contingent as the official substitute for the event.

A seasoned competitor with over four years of professional esports experience, Mandalapu is widely regarded as India’s #1 ranked under-18 Street Fighter 6 player. His decorated track record includes winning the Versus Cup 2024 and emerging as the Khelo India Youth Games Champion, cementing his status as a leading figure in the country’s fighting game community.

This finale was a crucial milestone in the national selection process for the AYG, which will see India compete against the best young talents from across Asia. Both players’ inclusion marks a strong representation for the country in the fighting games category.

Excited to represent India, winner of the Street Fighter 6 tournament, Mandalapu Sreesanth, said: “I’m truly honoured to have secured first place in Street Fighter 6 at the NESC 2025 and earned the chance to represent India at the upcoming Asian Youth Games. This win is not just a personal milestone but also a reflection of the discipline, dedication, and countless hours of practice over the past months. As I prepare for the AYG, my focus is on studying high-level international gameplay, refining my fundamentals, sharpening my reaction time, and deepening my matchup knowledge. I’ve been training with top-ranked players to strengthen both my competitive mindset and in-game adaptability. My ultimate goal is to make the country proud and bring home a medal. The journey has only just begun, and I’m committed to giving it my absolute best.”

Looking ahead to the tournament, Ansil Nalakath Abbas, said, “I’m grateful to the Esports Federation of India for giving me this opportunity. Representing my country is always a matter of immense pride. From the final match, I’ve identified key areas for improvement, and I’ll be working tirelessly in the days ahead to strengthen my gameplay. My focus is on giving my absolute best and making sure I make India proud.”

Speaking on the players’ achievement, Lokesh Suji, Director, Esports Federation of India, said, “We are incredibly proud of both Mandalapu and Ansil for their outstanding performances at NESC 2025. Their skill, dedication, and sportsmanship are a testament to the growing talent pool in Indian esports. Representing India at the 3rd Asian Youth Games is both an honor and a responsibility, and we are confident they will make the country proud. ESFI will continue to provide them with the support and exposure they need to prepare for the challenges ahead in Bahrain.”

The qualifiers for eFootball at NESC 2025 are set to take place later this month, continuing the journey of selecting India’s esports representatives for the 3rd Asian Youth Games.

 

The post Mandalapu Sreesanth Dominates Street Fighter 6 Finale, Secures Main Player Spot for 3rd Asian Youth Games appeared first on European Gaming Industry News.

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GameRamp Raises $5.4M Pre-Seed Round Led by BITKRAFT Ventures

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GameRamp, an AI-native publishing operating system built for the next wave of mobile games & consumer apps, has raised a $5.4 million pre-seed funding round led by BITKRAFT Ventures, and backed by South Park Commons, Mixi, DeVC along other prominent global angels.

The capital raised will accelerate GameRamp’s expansion of its engineering and applied AI teams in the USA and India. The investment will also expedite the launch of two services: Sentinel, an AI platform offering real-time personalization of in-game economies and monetization through reinforcement learning; and Grow, a one-click embedded financing layer to provide developers seamless access to capital.

Founded by Vivek Ramachandran and Sashank Vandrangi, GameRamp empowers developers to experiment and deploy their monetization strategies in a fully-automated fashion. This helps studios drive a 40–60% increase in revenue and scale faster. GameRamp continuously improves in the background, ensuring that the user experience is always optimally tuned.

“Scaling new apps or games has increasingly become hyper-competitive, Developers need to be best-in-class in an array of disciplines outside the core product experience. What if we could turbocharge this with AI?” said Vivek Ramachandran, Co-founder & CEO of GameRamp. “It isn’t just above improving existing processes; it’s enabling a completely new level of experimentation and insight. Our partners across regions like Vietnam, India and Turkey are seeing strong results and we are excited to launch globally in the near future”

Anuj Tandon, Partner at BITKRAFT Ventures, added: “GameRamp’s team embodies a blend of deep expertise across machine learning, product growth and investing. They have a unique perspective on what it takes to win in hyper-competitive markets, and their obsession with developer outcomes shows in their early customer love. This positions GameRamp to fundamentally redefine how consumer internet entrepreneurs scale in emerging markets. As we kick off our deep focus on emerging markets, GameRamp stood out as the obvious partner for one of our first lead investments in the region. Their vision and execution gave us confidence to back them as a global fund.”

 

The post GameRamp Raises $5.4M Pre-Seed Round Led by BITKRAFT Ventures appeared first on European Gaming Industry News.

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One Grand Final – Where Pro Fishing Meets Mobile Gaming

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Fishing Clash and Major League Fishing cast lines across virtual and real world for the MLF Grand Final

From August 4 to 11, Fishing Clash players will dive into the thrill of MLF’s Grand Final through a special in-game event that coincides with the conclusion of the 2025 Major League Fishing Bass Pro Tour season. It’s a unique moment where the world of professional angling meets digital gameplay, closing chapter of the MLF season, both on the water and in-game.

The Fishing Clash Angler of the Year will be awarded during the Bass Pro Tour Stage 7 on Saginaw Bay in Bay City, Michigan. At the same time, Fishing Clash will honor its own champions, awarding exclusive MLF-branded prizes to the game’s top 5 players.

Set on a specially prepared virtual Saginaw Bay fishery, the event coincides with the real-world championship held in Bay City, Michigan, from August 7 – 10. This is the most immersive experience yet for Fishing Clash’s 80 million players, uniting digital gameplay with the drama of professional angling’s biggest stage.

The in-game event consists of three interconnected parts, offering something for every player. The in-game MLF Grand Finals are open only to qualified players who earned at least three of five event tickets over the past six months. These players will face eight days of competitive challenges, with themed fish lists, exclusive vanities, and special offers.

But the MLF Grand Finals are not just for finalists. From August 8 – 11, the MLF Fishing Quest will invite all players to join the action by catching a special MLF fish and earning leaderboard points.

As part of an expanded creator activation, Ten Square Games has partnered with top fishing influencers – Fletcher The Fisherman, Jacob Knowles, and Fishin with Tate – to power the excitement in two waves. In the lead-up to the Grand Final, each influencer will release exclusive video content and share special gift codes that unlock boosters and leaderboard access, encouraging their followers to join the in-game action. For the first time ever, Ten Square Games is inviting all three creators to attend the final stage of the Bass Pro Tour in Bay City, Michigan.

Their on-site presence will offer followers real-time, behind-the-scenes coverage directly from the heart of the event via their Instagram channels. The experience will culminate in a livestreamed announcement of the Fishing Clash Angler of the Year – inviting fans and players alike to share in this milestone moment of the season across both worlds.

Across all activities, players can unlock custom MLF-themed vanities – including avatars, frames, rods, and lures, and win valuable in-game rewards. This unique event celebrates not only the ongoing partnership between Fishing Clash and Major League Fishing, but also the passion and dedication of the game’s player community.

Fishing Clash Angler of the Year: real-world recognition

The Fishing Clash Angler of the Year title is among the sport’s most challenging accolades, rewarding consistent performance throughout an entire season across diverse fisheries. The Bass Pro Tour Fishing Clash AOY must outperform 65 of the world’s best anglers through seven tournaments – showcasing the same versatility and perseverance Fishing Clash players demonstrate in-game.

Fishing Clash will award Angler Of the Year titles across four MLF real life circuits:

  • Bass Pro Tour Fishing Clash AOY,
  • Tackle Warehouse Invitationals Fishing Clash AOY,
  • Toyota Series Fishing Clash AOY,
  • and Phoenix Bass Fishing League Fishing Clash AOY.

This crossover between professional and digital fishing brings both communities together uniting passion, skill, and a love for the sport in an unforgettable finale both in real life and in-game.

 

The post One Grand Final – Where Pro Fishing Meets Mobile Gaming appeared first on European Gaming Industry News.

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