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Dentsu Unveils Dentsu Gaming: a New Global Solution to Enhance Brand and Game Industry Collaborations

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Today, dentsu group announces the launch of dentsu gaming – an integrated solution which brings together the extensive gaming heritage and expertise of dentsu japan network with the global scale and specialist capabilities within dentsu international.

The dentsu gaming solution will be an enhanced gateway for gaming developers, platforms and entertainment specialists to work with the world’s greatest and most iconic brands, or partner with dentsu on original IP development. The solution is accessible through its production, creative, CXM and media agencies globally, including Carat, dentsu X, iProspect, Isobar, dentsumcgarrybowen, Merkle and the Content Business Design Centre (CBDC) within dentsu Inc.

As a new global solution, dentsu gaming provides access to specialist strategy, activation and original intellectual property (IP) development for brands seeking to connect with and navigate the gaming ecosystem. It will also forge new relationships between players, publishers and brands, through strategic partnerships and dentsu led investments.

Leading the global launch of dentsu gaming, Keiichi Yoshizaki, Executive Officer, Dentsu Inc comments; “Our philosophy is that gaming is more than just advertising – it is about creating, amplifying and adding momentum to culture and the industry at large. With dentsu gaming we do this through our own in-house gaming studios, innovative business ventures, investing in gaming start-ups and through strategic partnerships at global scale and, this sets us apart from all others.

“Our unique gaming heritage in the Japanese market, coupled with the global scale of our international business ensures dentsu gaming is the ideal way in which we’re able to make authentic and meaningful progress for the betterment of the gaming community, our clients, our partners and of course our people and their passion for gaming.”

Through its network of agencies and teams worldwide dentsu now provides bespoke game/IP development, in-game advertising, commerce, consumer promotions, native game integrations, Augmented Reality (AR), Virtual Reality (VR), talent activation, esports and experiential as its core capabilities through dentsu gaming.

Peter Huijboom, Global CEO, Media and Global Clients, dentsu international, and one of the primary executive sponsors of dentsu gaming, adds: “We have a truly integrated and borderless business model at dentsu which ensures a seamless sharing of insights, deep-knowledge and specialisms to benefit our clients, regardless of their geography – dentsu gaming is a perfect example of this.

“Bringing together the exceptional talent and deep gaming expertise from across the group, this new global solution makes it easier for clients and partners to leverage the potential of gaming for business growth through local market dentsu agency brands they already know and trust.”

With a heritage of more than 35+ years in the gaming and entertainment space, dentsu has been working with pioneering brands and developers since the gaming industry’s infancy and continues to innovate and break new ground. For example, dentsu, a co-host of the “TOKYO GAME SHOW”, has been one of the key development partners in bringing a part of this year’s event into the virtual world, producing in partnership with ambr, the virtual reality (VR) application for TOKYO GAME SHOW VR 2021*.

Powered by thousands of passionate people globally, dentsu gaming is led by its guiding principle of authentic and respectful engagement within the gaming community. Dentsu stands with the creators and players to make the future of gaming representative, inclusive and accessible for all.

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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German Federal Research Minister Dorothee Bär to open gamescom 2025

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Federal Research Minister Dorothee Bär will take part in the official opening of gamescom on 20 August. This was announced today by Koelnmesse and game – The German Games Industry Association. The minister responsible for computer and video games in the German government will give a welcoming address at the opening of the world’s largest games event. Hendrik Wüst, Minister President of North Rhine-Westphalia, has also already been confirmed for the opening. During a tour of gamescom, they and other political guests of honour will gain an impression of the latest developments and trends in the games industry.

gamescom is the world’s largest and leading event for computer and video games. It brings together the international gaming community and entire games industry in a unique way, both in person in Cologne and digitally. gamescom 2025 will take place from August 20 to 24. The event will kick off on August 19, 2025 with gamescom Opening Night Live. gamescom is jointly organized by Koelnmesse and game – The German Games Industry Association.

The post German Federal Research Minister Dorothee Bär to open gamescom 2025 appeared first on European Gaming Industry News.

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kwiff and Millwall FC strike multi-year partnership

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kwiff, the super-charged sports betting service, has announced a multi-year partnership with Millwall FC. 

kwiff will use its new partnership with Millwall FC to reward supporters through a range of engaging content and matchday activations.

This latest partnership follows the launch of kwiff’s innovative ‘Curfew’ tool, allowing users to customise their platform access restrictions during specific time periods across the day, strengthening their commitment to responsible gaming and giving players greater control over their access. Curfew complements kwiff’s real-time player monitoring system, which tracks behaviour to detect potential risks. kwiff’s efforts in Responsible Gaming have been recognised by GamCare, which awarded the company the ‘Safer Gambling Standard’ certification.

Last season, kwiff sponsored Millwall’s sleeve for the Emirates FA Cup Fifth Round tie against Crystal Palace in March 2025.

Garry McGibbon, Director of Spryme Limited, commented: “It’s great to enter into this partnership with Millwall FC and we’re excited to see how it progresses. The foundation of any strong partnership is the people you work with. If our experience so far is anything to go by, it’s going to be a privilege working with a proper football club with such strong traditions. We’re really looking forward to it.”

Luke Wilson, Commercial Director at The Den, added: “We’re thrilled to be continuing our relationship with kwiff, following on from their sleeve sponsorship of our FA Cup Fifth Round tie last season. Within a competitive market, they have quickly established themselves as a fast-growing and innovative brand. We’re looking forward to working with Garry and his team throughout the coming season as we continue to support the growth of their brand within the UK.”

The post kwiff and Millwall FC strike multi-year partnership appeared first on European Gaming Industry News.

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Jelly, True Rippers BGMI star, speaks out against cyberbullying: calls for a safer, more respectful ecosystem

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Jelly, one of India’s leading Battlegrounds Mobile India (BGMI) athletes, representing Infinix True Rippers, has issued an appeal to the esports community to stand against cyberbullying and threats in the esports ecosystem.

Following the BMPS 2025 Semifinals 2, where Jelly was performing with the sole goal of helping his team qualify for the grand finals, the player faced a wave of online hate, including abusive messages and death threats, all for eliminating a rival and his former team.

In a heartfelt statement, Jelly explained: “I am here to qualify just like every other team. If there is a fight against GodLike, I cannot just put my guns down and I also don’t know who is in front of me. Every team on this stage is here to play for victory. I wanted both teams to qualify, theirs and mine, but because of mistakes, neither of us made it. It is not because of one fight alone that things went wrong.”

Jelly also condemned the personal attacks he has faced and appealed for a safer esports ecosystem:

“No player deserves hate or threats for doing their job and competing. We put in countless hours to train, just like any athlete in any sport. We need to stand for fair, safe, and respectful esports, without fear of abuse.”

With esports continuing to grow as a mainstream sport in India, the need for stronger measures to protect players from cyberbullying and online harassment is more crucial than ever. Jelly emphasized that athletes, content creators, and fans deserve a positive, supportive environment to thrive.

The 24-year-old pro has pledged to use his platform to promote safe gaming practices and challenge toxic behavior within the gaming community.

Infinix True Rippers, the team Jelly represents, also extended their support to his statement, reiterating their commitment to building a culture of fairness, mental well-being, and respect in Indian esports.

 

The post Jelly, True Rippers BGMI star, speaks out against cyberbullying: calls for a safer, more respectful ecosystem appeared first on European Gaming Industry News.

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