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Esports Platforms to Switch to in 2021 For Core Gamers

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Esports Platforms to Switch to in 2021 For Core Gamers
Esports Platforms to Switch to in 2021 For Core GamersReading Time: 3 minutes

 

Esports has arisen as a new and highly riveting form of entertainment across the globe in 2021. It comprises computer and mobile games which involve high stakes for the players as the entire esports ecosystem is fiercely competitive. The year 2020 proved to be eventful for the esports segment, owing to the technological advancements and pandemic-induced behavioral changes amongst people. As a consequence, the esports gaming industry amassed huge audiences, remarkable cash pots, and sponsorships that empower seasoned gamers to turn their passion into rewarding careers. In fact, research has shown that esports industry is likely to raise $1.79 billion per year by 2022.

Unfortunately, this estimated amount is quite likely to be impacted by the ongoing global pandemic. Though many of the components of esports games are found online, the major competitions are held offline in large venues which won’t be conducive in light of social distancing.

Covid-19 pandemic brought with it an economic catastrophe of unprecedented levels. Nonetheless, the esports industry has been thriving. It has emerged as one of the most lucrative markets in recent times and currently ranks at no. 17 globally. Though computer gaming is rising on a large scale, its counterpart – mobile gaming – is taking the Indian gaming landscape by storm. With access to multi-genre games in mobile, the Indian mobile gaming industry is touted to reach 628 million users in 2021 positioning India as the next major gaming market. With mobile gaming, the Indian Esports marketis witnessing increasing engagement by attracting users which PC and console gaming were not able to garner.

In light of social distancing norms that have curbed consumer and business activity, gaming provides an outlet for people cooped up at home and seeking social interaction. As it is an interactive and community-driven industry, gaming saw a surge in online gaming content by content creators. The rise in gaming tournaments has further opened op opportunities for casters and managers as well.

Here’s a roundup of the best esports gaming platforms that will help you beat boredom while at home as well as make productive use of your time:

1) Indian Gaming League (IGL)–IGL is India’s most popular & competitive gaming and esports league that organizes online gaming tournaments. Games on IGL can be played on different platforms including PC, smartphones, PS4, and Xbox.

IGL was the brainchild of a team of gamers who strongly felt that Indian players need a launchpad for their gaming careers. Participating on IGL will not only give amateur and professional gamers the opportunity to earn some serious cash, but top-tier gamers will also be able to compete with other professionals on a national level!

2) JetSynthesys – JetSynthesys is primarily a part of the JetLine group that mainly focuses on IT services, digital media and new enterprises in the entertainment and organized consumer retail sector.

JetSynthesys was formed with the central aim to enrich the lives of all Indians. They know the turf well and are molding the Indian culture and consumers. They are constantly keeping a track of the evolving trends and the demands of Indian and western audiences. They are nimble and strategic, constructing support structures for the two worlds to connect with each other.

3) Nazara Technologies–Headquartered in Mumbai, Nazara Technologies is one of the premier mobile games company. It is involved in the acquisition of, value addition to and distribution of mobile games across emerging markets such as Middle East, South East Asia, India, Africa and Latin America.

Nazara Technologies develops mobile content in India. The company offers a variety of games, themes, multimedia, and wallpapers. It further provides solutions for the deployment, development, targeting and tracking of promotional campaigns on various mobile platforms. It also specializes in wireless solutions which integrates and intertwines the content of media agencies, marketing messages, and wireless carriers.

4) Gaming Monk – The company was started as an e-commerce marketplace for games, but recently they took to organizing esports events. It proactively conducts sports tournaments in India via offline and online portals. The venture aims to create an avid gaming community that can compete with each other and hone their skills for the upcoming tournaments.

5) Team Brutality – Team Brutality strives to be an excellently performing team of Asia and is registered with numerous racing game squads like Need for speed, Forza Motor Sports, and so on. Team Brutality is a leading team of the CSGO community.


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: Esports Platforms to Switch to in 2021 For Core Gamers

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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Game Nation appoint Head of Slots, Product and Content

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Game Nation, the UK’s third largest High Street AGC Retailer, has appointed Andy Sessions to the role of Head of Slots, Product and Content.

Sessions joins from Grosvenor Casinos where he worked as Regional Slots Manager for the brand which has 53 venues located in major towns and cities across the UK.

In a dedicated gambling industry career he has gained experience working across the Family Entertainment Centre, Motorway Service Area, Bingo Club and Casino sectors.

Confirming the latest appointment, which follows the addition of Compliance and Audit Director Eric Howell and Sharon Lewis who has joined the Game Nation team as Marketing Development Manager, CEO Mark Jepp said: “The combination of outstanding people and the very best games on the market are central to our ability to deliver an outstanding experience for all of our customers.

“Andy is pivotal to what we are a seeking to achieve. He has an unparalleled depth of operating knowledge and his insight will help sharpen further our machine focus.”

Looking ahead to the latest chapter in his gaming industry career Andy Sessions said: “I’m delighted to be joining a progressive operator which places machines at the very heart of the experience. There’s a genuine enthusiasm and a shared commitment to set new standards and I am excited to be able to contribute to the success story.”

 

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ZITRO TO SHOWCASE CONCEPT CABINET LINE AT IGA 2025

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Zitro is proud to participate in the upcoming Indian Gaming Tradeshow & Convention (IGA) 2025 in San Diego, California. Zitro will showcase its latest CONCEPT cabinet line alongside an impressive array of new slot content, which is also compatible with the GLARE cabinet line, ensuring a seamless gaming experience across both platforms.

Zitro’s game lineup will feature diverse, exciting titles, each delivering an engaging and immersive gameplay experience to the U.S. market. Attendees will explore popular games such as Legendary Sword, Triple Charm Journey, Lucky Vault, Cash Totems, Wonder Dreams, and more—each showcasing stunning graphics, animations, and captivating soundscapes.

“Zitro is proud to be part of the largest gathering of tribal leaders in North America., especially during a time of significant growth in many tribal jurisdictions,” said Derik Mooberry, CEO of Zitro USA. “The U.S. has been a phenomenal growth story for us—tripling our casino footprint in under two years to over 100 casino properties. We’re eager to continue partnering with tribal operators to deliver exceptional gaming experiences that drive mutual success”.

He added: “IGA is the perfect platform to showcase the depth and versatility of our game portfolio to our valued tribal partners. With a broad lineup of games compatible with our new CONCEPT and GLARE cabinet line, we’re reinforcing our commitment to providing operators maximum flexibility while protecting their investments. With our expanding portfolio and new cabinet line introduction, we provide operators with more options than ever to enhance their casino floors”.

 

The post ZITRO TO SHOWCASE CONCEPT CABINET LINE AT IGA 2025 appeared first on European Gaming Industry News.

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Male students are spending almost as much on gambling as on their weekly groceries

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More than one in six students who gamble is in the ‘problem gambling category’, four times higher than the general population, according to new research.

The fourth Annual Student Gambling Survey, commissioned by GAMSTOP and Ygam, found that 17% were designated at high risk and 29% at moderate risk of gambling harm, using the threeitem Problem Gambling Severity Index (PGSI). Male students are more likely than females to be in the problem gambling category and their mean spend on gambling is almost 1.7 times higher.

Male students who gamble are spending almost as much on their gambling as on the weekly food shop. Men’s mean spend on gambling is £33.54 per week – this compares to £36 per week on groceries, according to the most recent National Student Money Survey (2024). Almost one in ten of all student gamblers spend between £51-£100 per week on gambling – significantly more than their average weekly food shop.

One in four male students (25%) take part in online sports betting, the most popular form of gambling amongst students, and male students bet on online sports an average 91 days of the year – that equates to every other working day in an average university term.

Neary one in two students (45%) say they gamble ‘to make money’, rising to 50% amongst male students. However, the reality is different – whilst one in five claim to make money from gambling, a much higher proportion (40%) say it has affected their university experience and one in ten have struggled to afford food. And 17% are using their student loan to fund gambling.

Peer pressure appears to be a driving force for gambling – nearly one in three students who gamble say they are influenced by friends, whilst one in four cite social media. Almost one in ten are influenced by university societies – almost as significant a factor as advertising, cited by 13%.

However, more than one in two students (53%) say they are aware of support available at their university for problems with their gambling and 59% of students who gamble say they would be confident about accessing support.

The Student Gambling Survey, conducted by Censuswide, is the most comprehensive of its kind, involving 2,000 students from universities near 17 UK cities, with 49% reporting having gambled at least once in the previous 12 months. Other findings include:

  • 21% of students have invested in cryptocurrency during the last 12 months. Males were more than twice as likely to have invested in cryptocurrency as females.
  • 66% of students who play video games had paid for a random chance purchase in the past – one in two agreed that random chance purchases were gambling, but one in five disagreed, highlighting a need for more education about the risks of gambling-like features in video games.
  • 23% of Asian student gamblers were found to experience ‘problem gambling’ according to the short-form PGSI, while low and moderate risk gambling were also elevated at 20% and 36% respectively.

The report makes four key recommendations:

  1.  More targeted prevention education, taking into consideration cultural differences to better meet the needs of students from BAME backgrounds.
  2. Universities should make gambling harm prevention and support an integral part of their strategies to improve student health and wellbeing, upskilling staff and doing more to communicate the availability of support.
  3. More education about the risks relating to in-game purchases in video games and their similarities and differences with regulated gambling products.
  4. Further research, including investigating the discrepancy between students’ motivation for gambling and the amount they spend gambling in a typical week.

As part of National Student Money Week, Ygam has teamed up with NUS Charity, the charitable arm of the National Union of Students (NUS) in the UK, to launch a new university campaign encouraging students to look out for signs of gambling harm in their peers and start conversations to raise awareness. The Silence the Stigma campaign will be launched at Queen Mary University of London on 6th March.

Fiona Palmer, Chief Executive Officer at GAMSTOP, said: “The Student Gambling Survey is an important piece of research that confirms the need for targeted support for the student community. Although gambling has decreased slightly in universities, the risk of gambling harm is far higher than in the general population and students need to be educated about the consequences of gambling in the expectation of making money. We know from the university roadshows we run with Ygam that there is an appetite amongst students to learn more about the support available, which includes self-exclusion to take a break from gambling”.

Dr Jane Rigbye, Chief Executive Officer at Ygam, said: “Ygam is now working with universities in every region of the UK, and while we welcome the decrease in the number of students experiencing gambling-related harms, students remain a cohort that engages in gambling in significant numbers. This makes our collaboration with universities essential to ensuring they have the tools to effectively support and safeguard students. It is important to recognise trends and understand the factors influencing these behaviours, including economic and social pressures. With much of student life now digital and online, we must continue to guide and educate to increase understanding and build resilience against the potential harms of gambling.”

The post Male students are spending almost as much on gambling as on their weekly groceries appeared first on European Gaming Industry News.

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