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Football for Friendship holds expert discussion on sports development during pandemic
Experts of the international online discussion “Motivation and training in the context of the pandemic: the impact of Internet technologies on sports” reached the mutual conclusion that the pandemic will boost the development of e-sports and broaden the way sports are perceived in the world. It’s expected that the existing trend will strengthen: over the past 3-4 years, the audience of e-sports events has grown 5-6 times.
The discussion was initiated by the Gazprom International Children’s Social Programme Football for Friendship, which has, for the first time, brought the entire season online in 2020. Meanwhile, the annual World Championship for Young Participants from more than 100 countries is held in the new football simulator Football for Friendship World. In the future, the app will become a gaming platform where anyone can train, join mixed international teams, and play their favorite game in the Football for Friendship format without leaving the comfort of home.
The guest experts — football players and e-sports players — shared their views on how the pandemic is affecting the training process, and whether e-sports will be able to fully replace traditional sports in the future. Alexey Smertin, adviser to the President of the Russian Football Union and Ambassador of the Football for Friendship programme, and Alexandra Kosteniuk, grandmaster, three-times winner of the World Chess Olympiads, and European Chess Champion, spoke about the impact of the pandemic on professional sports. Igor Bugaenko, head of the Special Projects Department of the Russian eSports Federation (RESF), spoke about the development of Russian e-sports. The discussion was attended by representatives of FC Schalke 04: head of the e-sports division Tim Reichert, League of Legends coach Dylan Falco, and professional FIFA player Tim Schwartmann (“Tim Latka”). The discussion was moderated by Euronews TV host Andy Robini.
Igor Bugaenko expressed his conviction that the pandemic can also have a positive impact on sports: “Despite the cancellation of many offline sporting events, we are doing our best to maintain the quality and spirit of the competitions that are currently held online. The pandemic has affected how people spend their free time. I think the main achievement of this period has been to broaden the way sports are perceived, enabling people to re-evaluate the role of e-sports in the world”. The expert also noted that Russia was one of the first countries to officially recognize e-sports. According to Bugaenko, in the last 3-4 years alone, the audience of e-sports events has grown 5-6 times.
However, according to Alexey Smertin, e-sports are hard to compare to traditional sports, with their “physical overcoming of oneself, pain and hard-to-achieve results”. On the other hand, if we take a professional approach, in both traditional and e-sports it’s important to focus on achieving results; so, in this sense, there’s no difference between them.
Tim Schwartmann (Tim Latka) has a similar view: “If young people want to be successful — be it in e-sports or traditional football — they have to work hard, train a lot for the game, and never rest on their laurels”.
Today, many football clubs are developing e-sports as a separate area. “In recent years, the popularity of e-sports has become evident. By investing time and effort into developing e-sports, we hope to establish a dialogue with the younger generation of football fans”, explains Tim Reichert, head of FC Schalke 04’s e-sports division. Reichert expects that self-isolation will accelerate the merging process of traditional and digital sports several-fold. In his opinion, e-sports and traditional sports already have many things in common: league structures, competitions, psychological demands for players, and regular training.
Alexandra Kosteniuk noted that the past months have become a landmark in the history of sport: “The pandemic has opened up a real Pandora’s box for chess players: if earlier, part of our competitions were already being held online, now it’s the most convenient format for both the audience and participants”. As she explains, the pandemic has stimulated an increased interest in online competitions over the past few months, “even in the case of chess, which is not the most popular sport among viewers, not to mention the world of e-sports in general”.
About the programme:
The International Children’s Social Programme Football for Friendship is implemented by Gazprom since 2013. Over the previous seven seasons, the programme has united over 6 000 participants from 211 countries and regions and over 5 000 000 supporters.
Young Players and Young Journalists are the participants of the programme – boys and girls aged 12 including children with disabilities. Young Players represent different countries and cultures united in the mixed teams. They show that nationality, gender, and physical abilities aren’t a barrier to becoming a team. Young Journalists cover the events of the programme in the International Children’s Press Center. All participants become Young Ambassadors of the programme and continue to share their Football for Friendship experience and promote universal human values: friendship, equality, fairness, health, peace, devotion, victory, traditions, and honour.
UEFA, FIFA, football federations and the world’s leading football clubs, international charity foundations, famous athletes, politicians, and artists support Football for Friendship. The project has received multiple national and international awards in the field of social responsibility, sports, and communications, including the world record for the most nationalities in a football training session in history.
In 2020, Football for Friendship will be held in the online format. A special digital platform will unite over 10 000 players of all ages. It will become the home for international children’s competitions and a playground where anyone will be able to train, join into the international mixed teams and play their favourite game in the Football for Friendship format without leaving the comfort of their home.
Esports & Cricket Data
OpticOdds Partners with Rimble to Launch Esports & Cricket Data

OpticOdds, the leading provider of sportsbook odds infrastructure and insights, today announced a strategic partnership with Rimble, a next-generation odds and analytics provider, to bring deep esports and cricket content to the OpticOdds Copilot platform.
Through this integration, OpticOdds customers can now access Rimble’s full suite of betting content, covering over 50,000 esports matches annually, including top titles like CS2, League of Legends, Dota 2, and Valorant, as well as dynamic cricket markets with in-depth player-level statistics.
This collaboration gives operators a plug-and-play solution to offer more immersive betting experiences in two of the world’s fastest-growing betting verticals.
“This partnership represents a major leap forward for OpticOdds and for sportsbook operators looking to win in alternative sports,” said Ryan Weinstock, Chief Commercial Officer at OpticOdds. “Rimble’s data is best-in-class, fast, flexible, and proven to drive handle. By integrating it into our user-friendly Copilot interface, we’re helping operators tap into new audiences and 24/7 engagement without adding operational complexity.”
Rimble’s platform delivers pre-match and in-play betting markets, including detailed player props, Bet Builders, flash bets, and predictive models, all designed for high engagement and seamless front-end delivery. Rimble’s proprietary Bet Builder is the first of its kind in esports, allowing users to craft multi-leg bets within a single match, including performance-based props.
“Our mission at Rimble is to redefine what’s possible in alternative sports betting and this partnership with OpticOdds does exactly that,” said Shivam Shorewala, CEO of Rimble. “Together, we’re giving operators a turnkey way to offer high-margin, high-frequency betting content across esports and cricket, with the flexibility and UX operators have come to expect from OpticOdds Copilot.”
The post OpticOdds Partners with Rimble to Launch Esports & Cricket Data appeared first on Gaming and Gambling Industry in the Americas.
Latest News
Brightstar Lottery Reports Second Quarter 2025 Results

Brightstar Lottery PLC has reported the financial results for the second quarter ended June 30, 2025.
“We achieved several important milestones over the last few months. We secured the Italy Lotto license through November 2034, closed the sale of our Gaming & Digital business for $4 billion in cash, and announced plans to return significant capital to shareholders. With a singular focus on lottery and unmatched industry expertise, we are well positioned to create value for all stakeholders with our mission to elevate lotteries and inspire players around the world,” said Vince Sadusky, CEO of Brightstar.
“Our second quarter results reflect sustained global demand for instant ticket and draw games. We are investing in key initiatives to drive sustainable, long-term growth, while also delivering structural cost reductions to right-size the business. The Company’s attractive profit profile and strong, predictable cash flows support our balanced approach to capital allocation,” said Max Chiara, CFO of Brightstar.
Key Highlights
• Successful completion of Gaming & Digital sale for approximately $4.0 billion of net cash proceeds on July 1, 2025.
• Secured several meaningful contract wins and extensions including a nine-year Lotto operator license in Italy, an eight-year contract in Missouri which includes a fully-integrated OMNIA retail and digital solution, and several multi-year instant ticket printing contract extensions.
• Expanding OPtiMa 3.0 cost reduction programme to $50 million to right-size the business following the Gaming & Digital sale.
Second Quarter 2025 Financial Highlights
Second quarter revenue was $631 million, up 3% or stable at constant currency.
• Instant ticket & draw same-store sales increased across geographies with Italy increasing 3.7%, U.S. higher by 0.6%, and Rest of World climbing 8.4%.
• Product sales rose 59% on higher instant ticket printing and terminal sales.
• Foreign currency translation had a positive impact on growth.
• Growth from the drivers above was partially offset by elevated U.S. multi-state jackpot activity and associated LMA incentives in the prior year.
Loss from continuing operations was $60 million compared to income from continuing operations of $84 million in the prior year period.
• Incurred a foreign exchange loss versus a foreign exchange gain in the prior year, primarily reflecting the non-cash impact of fluctuations in the EUR/USD exchange rate on debt.
• Operating income was lower, driven by the high profit flow-through from elevated U.S. multi-state jackpot sales and associated LMA incentives in the prior year and restructuring charges related to the expanded OPtiMa 3.0 cost reduction programme in the current year.
• Increased provision for income taxes.
• Dynamics noted above were partially offset by reduced interest expense.
Adjusted EBITDA was $274 million compared to $290 million in the prior-year period, demonstrating resiliency despite incremental investments in the business and multi-state jackpot and LMA dynamics.
• Prior year results include the high profit flow-through from elevated U.S. multi-state jackpot sales and associated LMA incentives.
• Selling, general, and administrative costs were modestly higher as ongoing investments in the business were partially offset by OPtiMa cost savings.
• The Q2’25 period benefited from positive foreign currency translation.
Diluted loss per share from continuing operations was $0.47 compared to diluted earnings per share from continuing operations of $0.21 in the prior year. Adjusted diluted earnings per share from continuing operations was $0.12 compared to $0.20 in the prior year, primarily driven by lower operating income.
YTD 2025 Financial Highlights
Year-to-date revenue of $1.2 billion compares to $1.3 billion in the prior-year period.
• The decline was due to higher U.S. multi-state jackpot activity and associated LMA incentives in the prior year.
• Global instant ticket & draw same-store sales rose 1.2%.
Loss from continuing operations was $52 million compared to income from continuing operations of $200 million in the prior year period.
• Lower operating income, primarily due to the items affecting Adjusted EBITDA as noted below.
• Foreign exchange loss versus foreign exchange gain in the prior year, primarily reflecting the non-cash impact of fluctuations in the EUR/USD exchange rate on debt.
Adjusted EBITDA of $524 million compares to $617 million in the prior-year, primarily driven by high profit flow-through from elevated U.S. multi-state jackpot sales and associated LMA incentives in the prior year, partially offset by positive foreign currency translation.
Diluted loss per share from continuing operations was $0.59 compared to diluted earnings per share from continuing operations of $0.56 in the prior year. Adjusted diluted earnings per share from continuing operations of $0.20 compares to $0.47 in the prior year primarily driven by lower operating income, partially offset by reductions in net interest and income tax expense.
Net debt was $5.2 billion compared to $4.8 billion at December 31, 2024. The increase was primarily driven by an approximate $340 million impact from fluctuations in the EUR/USD exchange rate. Net debt leverage was 3.0x pro forma for $2 billion debt reduction completed in July.
Cash and Liquidity Update
Total liquidity was $2.9 billion as of June 30, 2025 with $1.3 billion in unrestricted cash and $1.6 billion in additional borrowing capacity from undrawn credit facilities.
Other Developments
The Company plans to launch a $250 million accelerated share repurchase programme (ASR) by entering into an accelerated share repurchase agreement with a counterparty bank. The Company plans to execute the ASR as part of its $500 million share repurchase authorization outlined below and in accordance with the share repurchase authorisation provided by the Company’s shareholders at the Company’s 2025 Annual General Meeting. The Company has been informed by De Agostini S.p.A., that it does not intend to participate in the ASR.
The Company’s Board of Directors declared a quarterly cash dividend of $0.20 per common share with a record date of August 12, 2025 and a payment date of August 26, 2025.
Completed the sale of the Gaming & Digital business on July 1, 2025. The Company received approximately $4.0 billion of net cash proceeds that are expected to be allocated in the following manner:
$2.0 billion used to reduce debt (completed in July 2025).
• Redeemed in whole the 4.125% Senior Secured U.S. Dollar Notes due April 2026 and the 3.500% Senior Secured Euro Notes due June 2026.
• Prepaid €300 million of the Term Loan Facilities due January 2027.
• The remaining amount was allocated to prepay the Revolving Credit Facilities due July 2027.
$1.1 billion to be returned to shareholders.
• The Company’s Board of Directors declared a special cash dividend to common shareholders in the amount of $3.00 per share. The record date of the distribution was July 14, 2025, and it is payable July 29, 2025.
• In addition, the Board authorized a $500 million, two-year share repurchase programme. The new authorisation replaces the Company’s existing share repurchase programme.
$500 million to partially fund upcoming Italy Lotto license payments.
$400 million to be used for general corporate purposes.
The U.S. federal income tax consequences of distributions by the Company will depend, in part, on whether the Company has current or accumulated earnings and profits (“E&P”), as determined under U.S. federal income tax principles. Based on preliminary estimates, the Company does not expect to have current E&P for fiscal year 2025 or accumulated E&P from prior fiscal years that would offset the current year expected E&P deficit. Accordingly, the Company anticipates that the special dividend, the Q1 dividend paid on June 12, and any future dividends paid in the current fiscal year will be treated for U.S. income tax purposes as a non-taxable return of capital to the extent of a shareholder’s basis in its shares, and thereafter as capital gain, although no assurances can be provided because the determination of E&P is a full-year calculation which depends upon facts that are not known as of the date hereof.
FY’25 Outlook: Adjusted EBITDA Reaffirmed, Cash Flow Improved
• Revenue of approximately $2.50 billion; adjusting revenue down $50 million compared to the previous outlook to reflect a timing shift in product sales and increased amortization related to Italy Lotto upfront license fee (which is treated as contra-revenue).
• Adjusted EBITDA of approximately $1.10 billion, in line with the previous outlook as incremental benefit from foreign currency translation is offset by higher-than-expected U.S. multi-state jackpot and LMA impacts.
• Net cash used in operating activities of approximately $275 million reflects a $75 million improvement versus the previous outlook driven by interest, income taxes, and other working capital items.
• Capital expenditures of approximately $375 million, a $75 million improvement from the previous outlook to reflect timing shifts related to recent contract extensions.
• Increasing FY’25 EUR/USD assumption to 1.12.
The post Brightstar Lottery Reports Second Quarter 2025 Results appeared first on European Gaming Industry News.
gaming
Meet Dodo: The New Home for Crash Gaming Fans

Dodo, the newest player in the iGaming space, officially launches as a dedicated network built entirely around the fast-rising crash and instant games. Created to meet rising player demand, it offers top game reviews, trusted casino listings, and free demo play—all in one place.
Dodo answers a clear market need: a centralized destination designed specifically for crash gaming enthusiasts. Dodo network spans 8 specialized verticals: CrashDodo, WheelDodo, CoinflipDodo, DiceDodo, HiloDodo, LimboDodo, MinesDodo, and PlinkoDodo—each dedicated to a specific instant game format.
“We created Dodo because it was time for a site that treats crash games as a category of their own — not a subgenre or a passing trend. With the format’s rise in popularity, players need a dedicated space where they can explore, compare, and play,” said Ethan Thompson, content lead at Dodo.
Dodo also reflects a wider trend—the growing intersection of crash mechanics and crypto gambling. As localisation and hybrid formats expand, Dodo steps in as a natural platform for discovery, guidance and connection between players and operators.
Dodo’s Key Features:
• Curated crash and instant game selections with a free play option
• Game reviews, expert tips, and easy-to-follow player guides
• Trusted casino listings tailored for crash games fans
• Designed with crypto players in mind, offers crypto-related insights.
The post Meet Dodo: The New Home for Crash Gaming Fans appeared first on European Gaming Industry News.
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