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World Cricket Championship 2 wins AatmaNirbhar challenge

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Leading global cricket mobile game, World Cricket Championship sequel 2 (WCC2), has been declared the winner in the 1st place in the people’s choice gaming category by the (people for the Indian government driven) Digital India AatmaNirbhar Bharat App Innovation Challenge. The game won with a great lead at 74% votes with the next following at 13%. The game has also gained the 2nd position in the overall app category from 6,940 entries. The mobile game earned the 3rd position in the jury verdict round as well. This immensely popular cricket simulation game developed by Nextwave Multimedia is at 130 million installs currently and is largely fan driven. This homegrown ‘Made in India’ game is played globally in over 150 countries including UK, Australia, USA, UAE, Sri Lanka, Pakistan and Bangladesh.

Out of the 326 registrations in the gaming category, WCC 2 received the highest number of votes and emerged as the top choice of people. The mobile game which was at 110 million installs in March 2020 has managed to garner another 20 million additional users recently. The game has also witnessed surge at 25% in Daily Active Users. The game has seen a revenue growth of 20% and a 100% growth in in-app purchases. The game’s, subset  ‘Local Rivals’ played within family members, witnessed a 250% rise when the game was made free for the ‘Janata curfew’ weekend.

The AatmaNirbhar challenge and PM Narendra Modi’s ‘Vocal for Local’ campaign brought to light that Indian game WCC 2 at 110 million installs had already exceeded the popular India banned Chinese game Clash of Kings then at a 100 million installs. This desi game, WCC 2 overrode the Chinese game globally.

Being the most awarded game in India, the WCC franchise is the biggest, most complex game built in India. Sports simulation games are among the toughest to build and maintain. They require math, physics, art, animation, game economy, data science, coding and game design to build a competitive robust game.

The company launched WCC 3 beta version recently with bilingual commentary by celebrity cricketers like Aakash Chopra and Matthew Hayden. The game comes with competitive multiplayer focus with added authenticity of simulation of actual cricket, updated gameplay features like brand new controls, exciting animations, real-time motions of athletes and professional cricketers, advanced artificial and a full-fledged career mode with over 400 tournaments.

On a winning comment, P.R. Rajendran, Co-Founder and CEO, Nextwave Multimedia says, “We thank the Government of India for creating the platform to showcase and encourage Digital India. Hoping this becomes an annual event. We thank our fans for voting for us in the AatmaNirbharApp People’s Choice Award. This brings us visibility and will inspire us to build further on what we have achieved so far.”

Nextwave Multimedia, a subsidiary of Nazara Technologies Ltd. has always strived to provide quality gaming content aided by continual innovation for its players. The company is all set to launch the final version of the much awaited WCC 3. The beta version has already touched 4 million downloads in over 2 months of beta launch and continues to maintain steady growth.


Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: World Cricket Championship 2 wins AatmaNirbhar challenge

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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Finland’s Gambling Reform Is Official – What Happens Next?

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The wait is over: The Finnish Parliament has officially approved the new gambling legislation. In a decisive plenary session, MPs voted 158 in favor to 9 opposed, with 32 abstaining. The text remained unchanged from the version presented in previous weeks, solidifying the framework for Finland’s transition from a monopoly to a licensed market.

With the political uncertainty resolved, the focus now shifts to implementation. For operators, this means the race to compliance—and market entry—has effectively begun.

The Confirmed Timeline

With the legislation passed, the roadmap to the market opening is now set. Operators must use the coming months to prepare for a rigorous licensing process.

  • Early 2026: The application window is expected to open. The regulator will begin accepting and reviewing license applications.

  • 2026 (Throughout): The “preparatory year.” This period is dedicated to vetting applicants, ensuring technical compliance, and establishing the new supervisory authority.

  • January 1, 2027: The regulated Finnish market officially opens. Licensed operators can go live with betting and online casino services.

Entering the Finnish Market with Nordic Legal

Navigating a new jurisdiction is complex, but it doesn’t have to be inefficient. With extensive experience advising on gaming licences across the Nordic markets, Nordic Legal brings a proven, practical approach to the Finnish process.

Efficiency Through Synergy If you already work with us in Denmark or Sweden, we ensure your Finnish licence application isn’t a “start from scratch” project. We build directly on our existing knowledge of your organisation and systems.

Your usual Nordic Legal contact will coordinate directly with our Helsinki team at no extra cost. This integrated approach saves you time and avoids the frustration of duplicating work you’ve already done for other Nordic licenses.

Our Approach We focus on smart compliance:

  • Reusing documentation where regulations overlap.

  • Anticipating regulatory questions before they are asked.

  • Aligning requirements for technical standards and responsible gambling.

  • Engaging constructively with the Finnish authority to ensure a smooth process.

The Finnish Licence Application Package

To support your entry, we offer a comprehensive package designed to handle the heavy lifting:

  • Translation of all required documents.

  • Guidance and completion of complex application forms.

  • Full project management from start to submission.

  • Direct communication with the Finnish regulator on your behalf.

Next Steps

The window for preparation is narrowing. Contact your usual Nordic Legal advisor today to discuss the new legislation or our Licence Application Package. Alternatively, reach out to us directly to secure your place in Finland’s upcoming regulated market.

The post Finland’s Gambling Reform Is Official – What Happens Next? appeared first on Gaming and Gambling Industry Newsroom.

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GAMEPOP: The Culture of Play by Red Bull Media House – the first bookazine devoted entirely to video game culture

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Introducing GAMEPOP: The Culture of Play, a new premium bookazine by Red Bull Media House and the world’s first magazine dedicated entirely to video-game culture. Designed as a rich, book-like publication, GAMEPOP rethinks what a magazine can be, capturing the creativity, personalities and ideas shaping modern gaming. GAMEPOP will debut at the Red Bull Tetris World Final in Dubai from December 11 to 13, followed by The Game Awards on December 11. The issue will then be available through select international retailers in the weeks that follow.

Across 180 pages, the issue brings together a wide range of cultural voices, including Japanese game designer Hideo Kojima, leading DC Comics creators, the Oscar-nominated team behind Grand Theft Hamlet and contributors with bylines in Vogue. The bookazine also spotlights standout Red Bull talent, including YouTube star Ludwig, Twitch creators Emiru and Caedrel, and Red Bull athlete MenaRD.

Rather than treating gaming as a standalone medium, GAMEPOP looks at how games influence, and are influenced by, wider culture. Through original photography, long-form features, illustration and visual essays, the publication explores how gaming connects to global trends in style, music, movement, storytelling and performance, and the creative communities driving that conversation.

The issue also includes interactive elements, including a bespoke Choose Your Own Adventure story created exclusively for the launch. A limited collector edition of 150 copies takes the concept a step further, featuring a fully functioning Tetris® device embedded directly into the cover – an industry first that turns the magazine into an object of play.

The post GAMEPOP: The Culture of Play by Red Bull Media House – the first bookazine devoted entirely to video game culture appeared first on Gaming and Gambling Industry Newsroom.

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Red Rake Gaming Expands Global Presence Through Partnership with QTech Games

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Red Rake Gaming is pleased to announce a partnership with QTech Games, a leading aggregator and platform renowned for its strong presence in emerging markets on a global level. This collaboration brings Red Rake’s diverse and visually engaging portfolio of slots to QTech Games’ extensive aggregation platform, giving players across multiple continents access to high-quality, entertainment-focused casino content.

Founded in 2015, QTech Games is celebrating its 10-year anniversary in 2025. Over the past decade, the company has grown from rapid early-stage expansion to become a dominant force into emerging markets worldwide. With a global presence —including a new tech hub in Spain and offices in Malta—and Latin America, QTech Games has established itself as a fully-fledged international powerhouse.

Players can now enjoy titles from the Million Series, the Super Stars Series, and seasonal slots such as Halloween Wins and Christmas Wins, alongside new adventures including Azteca Gold Collect, Sherlock and the Stolen Gems, Beating Alcatraz, Big Size Fishin’, and Midas Wins.

QTech Games CEO, Philip Doftvik, said: “It’s another notch on our belt to have integrated more premium content from Red Rake. Theirs is a growing and constantly innovating library, delivering impressive support to the depth of our broad igaming-vertical spread.”

Nick Barr, Managing Director for Red Rake Gaming Malta, commented: “We are thrilled to partner with QTech Games and bring our portfolio of games to their growing network. Their leadership in emerging markets and innovative approach to aggregation allow us to reach new players and provide them with high-quality gaming experiences featuring unique features and visually engaging content. This collaboration marks an important step in strengthening our presence in key markets and further establishing Red Rake Gaming’s international presence.”

The post Red Rake Gaming Expands Global Presence Through Partnership with QTech Games appeared first on Gaming and Gambling Industry Newsroom.

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