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Veloce Racing misses out on Jurassic X Prix Final after most competitive weekend yet
Veloce Racing showed great fighting spirit during the Jurassic X Prix, as the all-new driver line-up of Woolridge and Chadwick gave it all they had in search of that elusive second Extreme E podium.
The London-based squad arrived in Dorset with nothing to lose. Having shown strong speed in the penultimate round in Sardinia, but ultimately failing to reach the Final, it was all or nothing today for the team.
Qualifying
A revised racing format for this weekend meant that all rounds of the Jurassic X Prix were run over three laps instead of the usual two. The first in the driving seat completed two laps before handing over to their team-mate to cross the finish line.
Extreme E also decided which drivers would start each round. Free practice saw all teams starting with their female driver, with their male counterpart taking on the start of the next round.
This meant that a strong start in Qualifying 1 was left in the hands of debutant Woolridge. The South African put in an encouraging first two laps, and the returning Chadwick showed no sign of nerves as she followed up with another competitive lap. Thanks to the efforts of both drivers, Veloce Racing ended the session in a respectable fifth place, just over 10 seconds behind leaders X44.
Qualifying 2 followed a similar story, but this time with Chadwick leading the way from the starting line. Coming to the end of a good two laps Chadwick did well to control the car as the rear end bucked aggressively. Woolridge then brought the #5 car home and secured the fifth-fastest stint on the table once again. With a time of 9:26:744 the team was four seconds faster than their first qualifying attempt.
Semi-Finals
The first Semi-Final saw the Veloce team up against Championship contenders X44 and the JBXE team fighting it out with Andretti United Extreme E for third in the standings.
Woolridge lost time on the first lap of the Semi-Final, dropping back after a jump caused the car to spin.The Veloce driver then showed breath-taking pace to close the gap, and his driving masterclass ensured that all three teams were nose to tail going into the Switch Zone.
Chadwick followed Woolridge’s lead, with both drivers achieving amazing heights over the knife edge in a bid to catch and overtake the other teams. Despite running closely together throughout the final lap, Chadwick was unable to get past JBXE’s Mikaela Åhlin-Kottulinsky for a spot in the Final.
Lance Woolridge, driver, Veloce Racing commented: “Just past waypoint 10, chasing Seb [Loeb] I kept a bit inside to try to get the inside line, but the jump was a lot bigger, and it kicked the car all the way up and actually completely around. So, I had to turn the car all the way round again and get going. I think I lost six seconds there. So, very frustrating but we had good pace in the second half so there are positives there.”
Jamie Chadwick, driver, Veloce Racing added: “We are obviously a bit disheartened, naturally, but we were up against two of the fastest teams there so to have beaten them would have been a bit of a challenge. Lance did an amazing job after a little mistake. He was so fast, and I think to show that speed in this car and to have a clean weekend was good for the team.”
Rupert Svendsen-Cook, Team Principal, Veloce Racing added: “It’s been by far our most competitive weekend from a performance perspective and all of the team can hold their heads high for that. We’ve learnt a huge amount this year, with what was a brand-new team built from the ground up. We will now take all those crucial lessons into the off season to ensure we come back the best prepared we can be for 2022.
“Thank you to all the team who have been herculean at times as well as our drivers, sponsors and investors. We’re really excited to build on the foundations we have laid, and in true Veloce style we’re going for it!”
With many positives for Veloce Racing to take away from the inaugural Extreme E season, the team is excited for what next year will bring. Extreme E returns in February with an X Prix in Saudi Arabia.
BMM
BMM TESTLABS PROMOTES SACHA MCLAUGHLIN TO VICE PRESIDENT OF GLOBAL QUALITY ASSURANCE

BMM Testlabs, the world’s original gaming test lab renowned for exceptional product compliance and certification services, today announced the promotion of Sacha McLaughlin to Vice President of Global Quality Assurance.
BMM’s President of Land-Based Gaming & Inspections, Kirk White, said, “Sacha has consistently demonstrated exceptional leadership, operational excellence, and a customer-first attitude. Her experience and passion will be critical as we continue to grow our QA services to meet the always-evolving needs of the global gaming industry.”
With over 18 years of experience in software implementation and seven years in the gaming industry, McLaughlin brings extensive knowledge of both agile and waterfall development methodologies, test planning, project management, and cross-regional team leadership. She is recognized for her ability to build and scale QA organizations that deliver quality, speed, and value to customers.
McLaughlin joined BMM in 2018 and has held roles of increasing responsibility within the Company, most recently serving as Senior Director of Quality Assurance. Throughout her tenure, she has been instrumental in expanding BMM’s QA capabilities and helping customers launch products into the global gaming market more quickly, with a focus on regulatory compliance, functionality, fairness, and security.
The post BMM TESTLABS PROMOTES SACHA MCLAUGHLIN TO VICE PRESIDENT OF GLOBAL QUALITY ASSURANCE appeared first on Gaming and Gambling Industry in the Americas.
Eastern Europe
Totogaming Joins Cernica Pantelimon RunFest: Not Just Present, But Fully Participating

“We weren’t just present — we were participants of Runfest. And that’s one of the most important aspects,” said Artak Ashkhatoyan, Deputy CEO of Totogaming.
On July 6, Totogaming joined the Cernica Pantelimon Runfest in Romania, once again emphasizing the importance of promoting amateur sports and a healthy lifestyle.
“Supporting such initiatives is a priority for TotoGaming. First, 50% of the proceeds from RunFest will be donated to the CLOVES Romania Foundation, supporting children affected by CLOVES Syndrome. And second, we’ve always believed in showing our passion for sports through actions, not just words. Have you noticed how we’re constantly rushing through life, yet when we look back, it often feels like we haven’t moved at all? It’s important for us to lead by example and show the importance of participation. This is exactly the message we’re promoting through our team’s active involvement in the marathon. After all, there can never be too much sport in our lives,” said TotoGaming’s Deputy CEO, Artak Ashkhatoyan.
A Simple Concept, a Powerful Impact
The concept of this sports event is straightforward: choose a distance between 1 to 21 kilometers and run. The goal? Make sport an integral part of everyday life. The crowd certainly embraced that, gathering as early as 8:30 a.m. — on a Sunday morning.
Totogaming contributed in two distinct capacities: as an official sponsor and as an active participant. A dedicated team of 13 employees represented the company at the Cernica Pantelimon RunFest, with 7 of them proudly taking part as runners.
More Than Just a Run
It wasn’t an easy challenge — especially because among Totogaming’s runners were people for whom running isn’t a daily habit, or even part of their life at all. Yet they couldn’t miss the opportunity, not least from the perspective of corporate responsibility.
“We just finished the 7.5-kilometer race!” shared Petrut-Adrian Toea from the Totogaming team.
“It was amazing, honestly. Around the 2-kilometer mark, I had this little battle with myself — I told myself I had to finish the race, no matter what. And I did it! I came in around 60th place out of over 100 runners, which for me is a really good result.”
“I see my participation as a small contribution toward promoting a healthy lifestyle. In my close circle, everyone knows I’m not exactly the sporty type. I’m not athletic, and I usually prefer having fun in other ways. But showing up here, early in the morning, in this intense heat, and completing almost 8 kilometers with just one short break — I think it set a good example.”
“I hope seeing someone like me finish this challenge motivates my friends to try something similar for their own health. I believe that’s a meaningful contribution”, – added Petrut-Andrea.
Totogaming also made it possible for every attendee to bring sport into their lives — quite literally. At the Totogaming tent, participants could ride stationary bikes and receive prizes based on the number of points they earned through their efforts.
Whether they were running, cycling, or simply cheering for friends, the goal for everyone was the same: to reach the destination of champions — by bringing sport into everyday life.
The post Totogaming Joins Cernica Pantelimon RunFest: Not Just Present, But Fully Participating appeared first on European Gaming Industry News.
AI
Liftoff’s 2025 Mobile Ad Creative Index Reveals UGC Is a Key Differentiator for Top Apps

Major findings from the newly launched report include playable ads having the potential to deliver impression-to-install rates 16 times that of non-playable formats for emerging gaming apps and a 20% increase in spending on interactive ads year over year.
Liftoff, a leading AI-enabled growth platform for the mobile app economy, has published its seventh annual Mobile Ad Creative Index. The report explores top creative trends that are attracting and scaling in ad spend across consumer apps and games. It also highlights the expanding role of AI in creative production, testing, and optimization.
This year’s Mobile Ad Creative Index specifically analyzes creative concepts that have excelled in scale for Liftoff’s highest-spending advertisers over the past 12 to 48 months. It is based on findings from over 4.7 trillion impressions, 263 billion clicks, and 1.1 billion installs between 1 January 2023 and 31 May 2025.
Highlights from the report include:
Top consumer apps are investing in interactive ads to compete for engagement
In 2024, the share of spend on interactive ads for top apps increased by 20% year over year. The share of spend increased by 2% for spenders outside the top tier. Top-spending apps differentiate their campaigns by adding innovations to evergreen concepts such as social scrollers, carousels, and scratch-offs.
Playable ads deliver returns across ad budgets for mobile game advertisers
In 2024, the share of spend on playable ads for top games averaged 35% higher than other games. Across all ad budgets, however, playable ads delivered higher conversion rates. Impression-to-install rates were 8 times that of non-playable formats for top spenders and 16 times that of non-playable formats for other game advertisers.
Tailoring “metaplay” elements to motivations can improve performance
“Metaplay” elements—gameplay that diverges from an app’s core design to appeal to a broader audience—are widespread, but top games gain an edge by tailoring their metaplay ads to the publisher audience. The report found that aligning “metaplay” creative with publisher audiences resulted in a 93% increase in installs-per-mille.
UGC is becoming a key differentiator in driving scale for consumer apps
The share of spend on user-generated content (UGC) increased 11% for top-spending apps, with social and utility apps seeing the most significant jump of nearly 30% between 2023 and 2024.
Widespread adoption of Gen AI leads to more customized ad experiences
Creative teams increasingly leverage AI to enhance top-performing assets with 3D and motion and to create and test variations. Top advertisers also use AI to recombine their assets in customized ad experiences that break away from standard video to playable formats.
Yann Zeller, Chief of Staff, Creative at Liftoff, said: “Today’s creative landscape is shaped by a single, powerful truth: attention is the commodity, and brands, games, and influencers are all vying for it. Great mobile ad experiences can earn attention by aligning context with behavior. As ad formats become richer and AI expands our ability to personalize and adapt creatives at scale, we’re able to unlock new insights into user behavior and motivation. We see users spend meaningful stretches with the right content, sometimes 60 to 90 seconds when the ad feels personal or prompts meaningful participation. This isn’t just a better way to advertise—it’s a better way to tell stories and the most exciting brief we’ve had in years.”
Soren Steelquist, Director of Creative Production, said: “The proof is in the data—more and more consumer apps are incorporating UGC into every stage of their marketing, and programmatic is no different. UGC works because it’s authentic and relatable, and users are more likely to be influenced by ad when it’s coming from a trustworthy source. To see higher impact from UGC creatives, work with a partner that can match the right creator with your brand and develop winning concepts that resonate with audiences.”
The post Liftoff’s 2025 Mobile Ad Creative Index Reveals UGC Is a Key Differentiator for Top Apps appeared first on Gaming and Gambling Industry in the Americas.
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