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Digital Catapult North East Tees Valley hosts its first esports tournament to advance the region’s gaming and esports industries
Digital Catapult North East Tees Valley has hosted its first virtual reality (VR) esports tournament, titled The Gauntlet Cup, which combined the immersion of VR gaming with the benefits of physical exercise. The unique tournament demonstrated the value of the North East’s gaming sector, giving local companies, games-developers and startups an opportunity to share ideas, collaborate and compete in a commercially neutral environment.
Contestants participated in the tournament by completing BearHammer’s Venture Gauntlet VR, an obstacle course which challenged players’ bodies and minds by testing their stamina, accuracy, and reflexes as they navigated treacherous terrains, solved puzzles, and tackled various obstacles in the virtual world. The obstacle course served as an insight into where video-games and esports are headed, as the UK is home to some of the biggest esports and gaming organisations in the world, with Riot Games, Twitch and FACEIT all holding offices across the country.
BearHammer’s Ventures Gauntlet VR game introduced a new dimension to esports, converging the entertainment of video games with the benefits of physical exercise. This created a unique and immersive experience that pushed the boundaries of what esports can be in the future, and showcased unique new use-cases of immersive technology and its applications for public health. The winner of the Gauntlet Cup, Gareth Randle, won a Quest 2 VR headset, and two runner-ups each took home a £50 voucher.
The tournament served as an effective way of reaching a new audience of gamers in the North East, and was hosted by Advanced Media Production Gateshead, in partnership with BearHammer Games, Digital Catapult and Innovate UK. Digital Catapult is committed to growing critical economic sectors in the UK, and its Advanced Media Production network, immersive labs, and team of experts will play a pivotal role in growing the UK’s gaming industry and supporting the next generation of games developers.
The Gauntlet Cup was held as the economic value of the North East’s gaming industry is set to increase, with it now accounting for 5.4 per cent of all UK games development workforce, and as games development in the region has grown by over 45% in the last year. The UK gaming industry has also proven to be a significant employer in the UK, with The Independent Game Developers’ Association (TIGA) finding that overall employment in the UK’s games development sector has surged by 11.4%, while studio numbers have increased by almost 18% in 2023.
Sophie Craggs, the Studio Manager at Advanced Media Production Gateshead said: “We’re thrilled to host such an exciting event at the Advanced Media Production Studio at Gateshead. The Gauntlet Cup brought together the North East’s gaming community for a unique and exciting tournament that offers a snapshot into the future of esports and video-games. I hope that it has inspired local businesses and studios, and shown what’s possible, and I’m proud that we used this opportunity to demonstrate the value of combining gaming with fitness. It was a joy to watch the players in action.”
Brian Allen, Studio Director at BearHammer Games said: “Ventures Gauntlet VR was designed to challenge both the mind and body, creating a unique gaming experience that combines physical fitness with the thrill of adventure. We really enjoyed seeing players pushed to their limits in The Gauntlet Cup.”
Gareth Randle, VR Gamer and Gauntlet Cup winner, said: “I am really happy about my win. I couldn’t have competed with any better people. We need more VR gaming like this out there and I can see the growth trajectory being incredible in the future.”

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Jelly, True Rippers BGMI star, speaks out against cyberbullying: calls for a safer, more respectful ecosystem
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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Optimove Ignites APAC Expansion with Leading iGaming Operators Joining Platform
Magency Life, WeClub Malaysia, and 2up.io sign on following Optimove’s regional launch
Optimove, the creator of Positionless Marketing and the #1 Player Engagement Platform in iGaming, today announced that three leading APAC iGaming operators: Magency Life, WeClub Malaysia, and 2up.io have selected Optimove as their player engagement platform. This follows the company’s formal launch of operations in Asia-Pacific and underscores its momentum in the region.
The announcement comes immediately after Optimove’s appointment of iGaming veteran Jack Wheeler to head the APAC region. Wheeler and team are driving regional growth and supporting operators in scaling player engagement strategies through data, personalization, and AI-driven orchestration.
“Our rapid adoption in the region is validation that iGaming operators in APAC are forward thinking, with a deep commitment to meaningful player engagement,” said Jack Wheeler, Senior Account Executive and Head of APAC. “Optimove’s ability to empower operators that embrace Positionless Marketing to increase marketing efficiency by 88% is ushering the APAC iGaming industry into an era where real-time marketing execution is scalable.”
Optimove’s Positionless Marketing Platform gives marketing teams the power to independently launch and optimize campaigns across channels without waiting on engineering, creatives, or analysts.
The company’s Optimove Ignite+ program, played a key role in accelerating adoption across the region. The comprehensive program is designed to accelerate growth for emerging iGaming and sports betting operators. It offers exclusive access to Optimove’s #1 Player Engagement Platform, along with expert CRM guidance, actionable insights, and proprietary industry benchmarks. Optimove Ignite+ empowers operators to enhance player engagement, improve marketing efficiency, and scale efficiently in a highly competitive market.
“These partnerships mark a major step forward in our mission to help operators across APAC build deeper, longer-lasting relationships with their players,” said Motti Colman, VP of Revenue at Optimove. “It underscores that Positionless Marketing, and its ability to free marketers to execute personalized player journeys without bottlenecks, is a key to growth in competitive markets. We’re honored to be chosen.”
With regional operators facing rising competition and evolving player expectations, Optimove provides the tools to act instantly on data, deliver personalized experiences, and drive lifetime value all from a single, AI-powered platform.
The post Optimove Ignites APAC Expansion with Leading iGaming Operators Joining Platform appeared first on European Gaming Industry News.
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PepsiCo Returns as Main Partner of the Esports World Cup 2025
PepsiCo brings back Pepsi and introduces Mountain Dew, energising the global gaming community at the world’s largest esports event.
The Esports World Cup Foundation (“EWCF”) today announced its renewed partnership with PepsiCo, establishing Pepsi and Mountain Dew as Main Partners of the Esports World Cup 2025, set to take place this summer in Riyadh, Saudi Arabia. With Pepsi and Mountain Dew joining the EWC, both iconic beverages will fuel and energize the worldwide gaming community.
The renewed partnership marks the continued expansion of PepsiCo’s footprint in gaming and a bold step forward in delivering world-class experiences to fans in Riyadh and around the globe.
Following its debut as a Founding Partner in 2024, Pepsi returns to the Esports World Cup with an expanded presence across the 2025 festival. Activations will include immersive fan zones, large-scale product sampling, and co-branded content with artists, creators, and players.
Mountain Dew, joining as a Main Partner for the first time, is levelling up players’ game in EWC 2025 to EWC 2025. A long-standing supporter of gaming, the brand will deliver immersive on-site experiences, exclusive merchandise drops, and branded competitions that resonate from grassroots to pro. With a digital-first campaign themed “Dew levels up your game,” Mountain Dew will activate across KSA social channels, broadcast, and festival touchpoints — reinforcing its ambition to lead in gaming culture and power the next generation of players.
Both brands will feature prominently throughout the event — from the Opening Ceremony to hospitality areas — with branded fridges and product placement across esports venues, the Players’ Lounge, and festival grounds, uniting music, gaming, and entertainment to deliver high-energy fan experiences.
Mohammed Al Nimer, Chief Commercial Officer at Esports World Cup Foundation, said: “We’re excited to have Pepsi and Mountain Dew back as Main Partners for the second year. These are brands that truly get gaming and its fans. With their support, this year’s Esports World Cup will be an even bigger celebration of community and creativity”
Returning to Riyadh, Saudi Arabia, from July 7 to August 24, 2025, the Esports World Cup will unite global gaming communities for a celebration of esports culture. With 25 tournaments across 24 games, 2,000 elite players, and 200 Clubs from over 100 countries, the EWC will feature the largest prize pool in esports history, over $70 million. Fans can expect exclusive experiences, from high-stakes competition to live music, anime cafes, retro arcades, cosplay, and more, drawing millions of fans online and in person.
To learn more about EWC, visit esportsworldcup.com and follow Esports World Cup Foundation on LinkedIn.
The post PepsiCo Returns as Main Partner of the Esports World Cup 2025 appeared first on European Gaming Industry News.
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