Latest News
High 5 Games’ Latest Masterpiece, Da Vinci Creations, Drops August 26th
The Da Vinci universe at High 5 Games continues to expand with the release of Da Vinci Creations, an imaginative online slot that celebrates the bold ideas of the ultimate Renaissance man. The innovative online slot will be released at online casinos all over the world on Thursday, August 26th.
About Da Vinci Creations
What if the musings of a legendary polymath were brought to life? Many of Da Vinci’s designs never saw the light of day, but that’s not the story we’re telling with this slot. We want you spinning the gears of flying machines that befuddle the imagination. We want winners marveling at his mechanical manifestations. Today, we offer you the opportunity to collect wins spinning Da Vinci Creations! 6 by 10 reels. 4096 and 1,000,000 Ways to Win. Way Out Ways.Â
eSports
Th3Antonio announces retirement as a professional esports player
The toplaner, legend of GIANTX, will continue as the club’s ambassador
Antonio Espinosa Bejarano, known as Th3Antonio, is stepping down from professional competition in League of Legends. A prominent figure in Spanish esports and a legend of GIANTX, he ends his player career and begins a new phase as a content creator and ambassador for the club. His career has established him as one of the most celebrated players in the history of esports in Spain.
Born in Badalona in 1999, Th3Antonio shared his reasons in a video, where he explained that he explored options in the LEC but ultimately decided that retirement was the best choice. âI explored my options in the LEC, but nothing came up. I had options in the Superliga, but honestly, what are the chances of playing Superliga and then getting another shot in the LEC? I donât think itâs likely. So I had two choices: either Superliga or retirement,â he said. He added, “I could play in Superliga, but it doesnât motivate me. Competing is about reaching the top, and in Superliga, the highest goal is winning the EMEA Masters. Thatâs fine, but I wanted to play in the LEC.â
GIANTX will maintain its connection with Th3Antonio, who will now focus on streaming for the organization. With a community of over 700,000 followers, mainly from Spain and Latin America, Th3Antonio has also found success as a content creator. JosĂ© DĂaz, co-CEO of GIANTX, commented on his departure: âAntonioâs decision is understandably sad; heâs been with us for a long time. But I believe he needs to keep building his personal brand because he has a lot of potential. Heâs someone who entertains people. Thereâs no doubt about that for me. I think this is a step he needs to take in his career, and weâre very happy heâs doing it and continuing with us.â
After competing in the League of Legends EMEA Championship (LEC), one of his main goals, Th3Antonio was a key player for GIANTX, helping to elevate the teamâs performance and bringing them closer to the world stage. Starting in 2025, he will provide the official LEC co-stream from Berlin, offering commentary on competitions through his channels.
Nationally, Th3Antonio has won four Spanish championship titles and came close to winning a fifth Superliga. His achievements include two Iberian Cups, one Copa, and a runner-up title in the European Masters, along with several MVP awards. David Alonso, GIANTXâs sports director, highlighted Th3Antonioâs impact and explained the clubâs strategic changes: âWe want to scout players through data because weâre very good at it and have a system that sets us apart from other clubs in Europe. To become the next G2 or Fnatic, we need to recruit the next generation of stars like BrokenBlade, Yike, Caps. We focus on young talent and players who are very dedicated.â
Th3Antonioâs career began in his teens, debuting in the Superliga at age 16 with PAM. Shortly afterward, he joined GIANTX, then known as Giants, and has maintained a strong connection with the club since 2017. This collaboration has marked a milestone in Spanish esports, with Th3Antonio solidifying his place as the most successful player in the clubâs history.
eSports
Intel commits to developing young talent in universities from the UK and Ireland through UNIVERSITY Esports
Video games are one of the fastest growing sectors of the global entertainment industry, with revenues exceeding those of music and film combined. In the UK, gaming has remarkable potential: it is a business with a growing turnover of more than ÂŁ4.5 billion and employs more than 47,000 professionals in the country, with a forecast to grow to 60,000 workers by 2025, according to data in Knight Frank’s (RE) Play Report.
Ireland is also notable for the development of its gaming industry. IDA Ireland that the domestic video games sector has been growing steadily. In 2022, the Irish government launched the Digital Games Credit: a way to encourage studios to set up or expand their operations in the country through refundable tax breaks equal to 32% of the expenditure incurred in the design, production and testing of a digital game, up to a limit of âŹ25 million per project.
University students, who are part of Generation Z, have an undeniable interest in gaming. Different international studies indicate that young people represent around a third of the world’s population and their influence on the industry is becoming significant. It is estimated that more than 3 billion people will be gamers by 2025 worldwide.
Working in the world of video games
UNIVERSITY Esports, a grassroots esports organiser in the UK and Ireland operated by GGTech Entertainment, is bringing video games to young British and Irish people so that they can discover the advantages and opportunities offered by the gaming sector for their future professional careers. In the last academic year, over 110 universities took part in the project across the British Isles.
Physiotherapists, psychologists, marketing professionals or nutritionists are some of the professional roles in demand in the esports competition sector. Within the video game creation ecosystem, developer/programmer, designer/illustrator, motion designer, sound/audio designer and video game tester are five professions to watch closely.
Intel is committed to the development of young talent through esports and video games, while giving their support so that students can enjoy the best gaming experience during their time at university. To this end, this brand has announced a partnership with UNIVERSITY Esports for its Winter 2024 season.
The new season of UNIVERSITY Esports
Young university students from the UK and Ireland can now take part in the new season of UNIVERSITY Esports, which returns with new tournaments and activities for students in this 2024/25 edition. Through competition, entertainment and educational experiences, participants can have fun and learn alongside friends and peers.
The aim of UNIVERSITY Esports is to provide young people with an educational and entertaining gaming environment. Before the end of 2024, the project will have an extensive presence with the UNIVERSITY Tour, through in-person events on selected UK campuses. These face-to-face experiences, among wider activities, are intended to engage with students about the benefits of participating in the esports community both professionally and to have fun.
Competition details
League of Legends, VALORANT and Overwatch 2 are the games available to UK and Irish participants this season 2024/25. The Winter 2024 tournament will conclude in the week commencing 25th November, with broadcasts produced by students from the studios at Confetti X in Nottingham.
Latest News
Stronger Together: Taking an interfaith approach to safeguarding young people against gambling harms
During Interfaith Week 2024, Ygam highlights the importance of a multi-faith approach to preventing gambling harms as part of digital safeguarding efforts within marginalised and faith-based communities.
The Gambling Commissionâs latest report shows that 27% of 11- to 17-year-olds gambled in the past year. In 2024, approximately 85,000 young people have been identified as experiencing harms related to gambling. The proportion of young people stating that they do not participate in gambling because it is against their religion has increased, from 10% in 2022 to 15% in 2024. Yet, the report also found that those from black, ethnic minority, and faith backgrounds are more likely to disagree that people have spoken to them about the problems gambling can lead to.
The harms associated with gambling do not affect everyone in the same way, however poor mental health can be both a cause and a consequence. Experience of racism, discrimination, or hate speech may increase a young personâs likelihood to experience poor mental health. This experience of discrimination can either act as a driver to escapist and risk seeking behaviours, or further exacerbate their situation making them even more vulnerable to gambling harms.
GambleAwareâs âMinority Communities & Gambling Harmsâ report found that the number of minority group individuals who perceive there to be negative judgement from wider society towards those who gamble (43%), is statistically significantly higher compared to White British Majority individuals (21% and 31% respectively). Individuals from Minority groups experience stigmatisation both from within their own communities and wider society.
In addition to a young personâs immature psychological development, young people from marginalised or faith communities may also be more vulnerable due to their perceived limitations in seeking help or speaking to someone about their concerns. Although some people experienced additional stigma because their culture or religion prohibited gambling, it is Anticipated stigma, i.e. the worry of being judged if found out, that serves as a significant barrier for young people to access the support they need from friends, family, or services.
Regardless of background, we all want what is best for our children and young people; to protect and safeguard them. Gambling harms are experienced differently by everyone, but one thing is certain: gambling harms do not discriminate. And community not only matters but is essential in supporting those most vulnerable.
People working or volunteering in faith-based organisations and places of worship are often trusted members at the heart of any community and are vital in keeping their young people safe. However, a recent National Youth Agency report found that the Faith sector has one of the lowest attendances for NSPCC safeguarding training from Designated Safeguarding Leads (DSLs).
By taking an interfaith approach to safeguarding our children and young people against gambling harms, we can not only share insights, strategies, and resources, but create cohesion and a more comprehensive and holistic support network. This collaboration can also help to break down barriers and build trust between different communities, fostering a sense of unity and togetherness. In turn, creating a more open and empathetic environment for those young people needing support.
Ygamâs Community and Faith Leaders Programme aims to raise awareness and address the issue of gambling harms that disproportionately affect people fromâŻmarginalised communities. People with lived experience cite stigma and shame associated with coming forward with gambling disorder and this may be experienced differently depending on social, cultural, or religious norms and beliefs.
Ygamâs dedicated programme approaches the topic of gambling harms with a faith and cultural lens. It outlines how you can help by providing you with the knowledge and skills toâŻdeliver your own sessions to young people. Our tools will enable you toâŻspot the signs of harm and provide signposting to safeguard your communities.
When it comes to safeguarding our children and young people against gambling harms, we are stronger together.
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