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Nazara-Owned Nextwave Multimedia Partners with Winners Alliance to Bring 500+ Pro Players to the World Cricket Championship Game Franchise
Winners Alliance, the commercial partner of the World Cricketers’ Association (WCA), has announced a new licensing agreement with Nextwave Multimedia, a subsidiary of Nazara Technologies and the developer behind the popular World Cricket Championship (WCC) mobile game franchise. Through the partnership, Nextwave will integrate names, images, and likenesses of over 500 WCA-affiliated professional cricketers into its WCC titles. With hundreds of millions of downloads across its six releases, WCC remains one of the most widely played games across platforms.
Players currently incorporated in WCC3 include top international names, with additional athletes set to be introduced in May. The upcoming WCC4, scheduled for release later this year, will also feature stars such as Kagiso Rabada and Heinrich Klaasen from South Africa, Devon Conway and Tim Southee from New Zealand, Joe Root and Jos Buttler from England, Nicholas Pooran and Sunil Narine from West Indies, Rashid Khan from Afghanistan, and David Wiese from Namibia, in addition to players from Australia, Canada, Ireland, Zimbabwe, and the United States.
The agreement enables cricketers that are part of the Winners Alliance group licensing program to generate incremental off-field income and gain wider visibility. It also engages Nextwave Multimedia users, allowing them to play as their favourite cricketers.
“It’s great to see Nextwave Multimedia harness the power of professional cricketers as a collective by obtaining a license for their game,” said Tom Moffat, Chief Executive, WCA. “Professional athletes in other global sports have benefited from large-scale group licensing opportunities like this for decades, and we’re pleased that cricket is starting to move into the modern era in this area. Winners Alliance continues to do great work for cricketers by unlocking new revenue streams, boosting their visibility, and protecting them against any unauthorized use of their rights.”
“Our license with Nextwave Multimedia is a great example of the kinds of long-term, athlete-centric collaborations that Winners Alliance is committed to creating,” said Eric Winston, President, Winners Alliance. “Cricketers, and all professional athletes, should be empowered to maximize their value. Nextwave Multimedia and Nazara Technologies are world-class companies that will unlock new value for cricketers, create new engagement opportunities for fans, and drive more value for the cricket ecosystem as a whole.”
“Integrating over 500 of the world’s top cricketers into WCC marks a significant milestone for us,” said Nitish Mittersain, Founder & CEO of Nazara Technologies. “Our goal has always been to create deeply immersive and authentic sports gaming experiences. Featuring these renowned athletes brings the virtual game closer to reality, offering fans an unprecedented opportunity to engage with the sport—and their cricketing heroes—in a more personal and interactive way.”
Nextwave’s WCC franchise, launched in 2011, has grown to become one of the most downloaded cricket simulation games globally. Nazara Technologies, India’s largest and only public gaming company, acquired Nextwave Multimedia in 2024.
WCC is an officially licensed player product through Winners Alliance. It is not an official product of, or endorsed by, the ICC or any ICC Member unless otherwise prescribed.
The post Nazara-Owned Nextwave Multimedia Partners with Winners Alliance to Bring 500+ Pro Players to the World Cricket Championship Game Franchise appeared first on European Gaming Industry News.

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Ygam team up with TSB Bank
Ygam and TSB Bank have joined forces to help increase understanding of in-game spending and help young gamers manage their money with confidence.
Ygam and TSB Bank have joined forces to help increase understanding of in-game spending and help young gamers manage their money with confidence.
As part of this collaboration, they have co-created specialist educational resources for schools. Developed with Ygam’s expertise and delivered by TSB Bank staff as part of their school’s programme which runs throughout the UK, the module aims to provide young gamers with practical guidance on managing their money and understanding potential financial risks while gaming.
A recent Censuswide survey of over 2,000 young gamers, commissioned by TSB, found that while the average initial cost of a game is £32, gamers spend an average of £540 annually on in-game purchases and subscriptions. Nearly half (47%) of those who spend money in-game feel they have little or no control over their spending while playing.
Linda Scollins Smith, Director of Programmes at Ygam, said: “Gaming now plays a central role in young people’s lives, offering significant benefits. However, it is always important to safeguard against the risks, and the increasing sophistication of game monetisation through microtransactions and in-game purchases underscores the need for education on this issue. We are delighted to be working with TSB to support their school programmes, combining financial education with gaming education, to help young gamers develop healthy habits and navigate the digital world safely.”
Kate Osiadacz, Head of Responsible Business, TSB, said: “Gaming is often one of young people’s first interactions with spending or managing their money digitally; so we’re pleased to be working with Ygam to reach young people with targeted advice. Our Money Confident schools programme greatly benefits from Ygam’s insight – and we’re keen help empower the next generation to make informed decisions for their financial lives ahead.”
According to a 2024 Mumsnet survey commissioned by Ygam, 88% of parents in the UK believe schools should provide education on gaming, despite only 35% reporting that their children currently do. Furthermore, 99% of these parents think this education should begin by the end of Key Stage 2.
Alongside developing educational resources, Ygam and TSB Bank will collaborate on a range of initiatives throughout 2025 to raise awareness of this issue and support families in avoiding unexpected costs from gaming.
For more information about Ygam and our portfolio of education programmes, please visit our training pages or email [email protected].
The post Ygam team up with TSB Bank appeared first on European Gaming Industry News.
Latest News
Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming
MixRift unveils brand new strategic PvP arena gaming experience
MixRift, an innovative mixed reality (MR) gaming developer, today announced the official launch of Battle Orb, a competitive strategy game which invites players to challenge each other and transform their physical surroundings into dynamic battlefields. Available now for Meta Quest platforms, Battle Orb represents the next evolution in mutli-player MR gaming.
A first PvP game for MixRift, Battle Orb allows players to step into immersive arenas where physical and digital worlds collide. Skill meets chaos in this fast-paced multiplayer strategy game, which challenges players to aim, shoot, and dominate with speed and precision across customized battlefields, combining tactical thinking with physics-based gameplay. Every hit counts as players collide, strategise and outplay opponents from around the world, from the comfort of their own homes. Players can compete in 2-player or 4-player battles, earn trophies, unlock and upgrade powerful units, and master unique arenas to climb the leaderboard.
“With Battle Orb, we’re not just launching a game, we’re basically turning your living room into a fantasy battleground.” said Bobby Voicu, CEO of MixRift. “We wanted to create something where anyone can jump in and start having fun in seconds, but that you could also master and keep replaying. I think this is what the future of gaming looks like, and it’s a blast!”
Key Features:
- HD Graphics: Cutting-edge MR design technology creates a truly immersive gaming experience
- Creative Character Options: Choose from tens of monsters, creatures, and cartoons to play with – each one zanier than the last
- Real-Time PvP Action: Face-off in 2-player or 4-player matches full of high-stakes action
- Physics Meets Strategy: Master the perfect angle, power, and timing to outmaneuver opponents, and perfect your shots to climb through the ranks
- Unique Units & Powers: Earn wins and open loot chests to unlock and upgrade special characters and abilities
- Environmental Integration: Scale your battlefield to fit any space, turning living rooms into competitive arenas
- Competitive Progression: Climb global leaderboards through a rewarding rank system and prove you’re the righteous winner
The game’s intuitive controls ensure players of all skill levels can jump in immediately, while the strategic elements provide long-term engagement for competitive gamers. Battle Orb’s intuitive and quick matchmaking system means players are matched with others in similar ranks within seconds.
Battle Orb has been designed with comfort and safety in mind, earning a “Comfortable” rating and PEGI 3 classification, making it appropriate for players of all ages while still delivering compelling gameplay for serious competitors.
“We’ve created Battle Orb to be a really special mixed-reality competitive experience,” said Voicu. “The way it transforms your physical environment into a strategic battlefield creates moments of gaming magic that simply aren’t possible in traditional formats.”
Availability:
Battle Orb is available now on the Meta Quest Store for Meta Quest 3S, Meta Quest 3, and Meta Quest 2 platforms. The game requires an internet connection for its online features.
For more information, visit https://mixrift.com/ or follow MixRift on social media for updates, tournaments, and community highlights.
The post Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming appeared first on European Gaming Industry News.
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Blask expands Market Overview dashboard with 10 new countries
Blask, the AI-powered analytics ecosystem for the iGaming industry, has added nine new countries to its Market Overview dashboard — bringing total coverage to 55 global jurisdictions. The latest update significantly strengthens the platform’s insights across Tier 1 and established markets.
Newly added countries include the United Kingdom, Italy, Germany, Sweden, Czech Republic, Portugal, Denmark, Austria, Switzerland, and France. These markets are now fully available inside Blask’s Market Overview dashboard, with access to key performance indicators:
- Blask Index – a general signal of overall brand activity in the market
- BAP (Brand Accumulated Power) – reflects audience interest based on search trends and engagement
- APS (Acquisition Power Score) – measures how effective a brand is at acquiring new users
- CEB (Competitive Earning Baseline) – estimates a brand’s potential earnings within its competitive environment
“This expansion sharpens our coverage where it matters most,” said Max Tesla, CEO and co-founder of Blask. “Tier 1 markets are where competition is toughest — and decisions need to be backed by data. With these additions, Blask gives operators a clearer edge in navigating regulated, high-value regions.”
The Market Overview dashboard is designed to help operators, suppliers, and affiliates benchmark brand performance at the country level, track market dynamics, and spot early trends.
This release follows previous expansions into Asia, Latin America, and Africa, as Blask continues to respond to user demand for reliable, granular insights across the global iGaming landscape.
The post Blask expands Market Overview dashboard with 10 new countries appeared first on European Gaming Industry News.
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