Asia
ByteDance Restructures Gaming Business, Emphasizes Stability

On March 14th, according to Chinese media outlet Jiemian News, ByteDance announced through an internal letter that after strategic positioning adjustments, its gaming business will return to the incubation stage. The core of the next phase is to patiently manage stable operations and continue to explore with a mission and vision in a manner consistent with industry development laws.
In terms of organizational structure, ByteDance’s human resources head, Hua Wei, will serve as the head of the gaming business, managing UGC (user-generated content), Moonton, and Nuverse. The former head of Nuverse, Yan Shou, will be transferred to the company’s finance department. UGC is a newly established secondary department, with Luo Ji serving as the department head, reporting to Hua Wei. The former heads of the Block project, Dai Junyi, and the Cell team, Sky, will report to Luo Ji. The former head of ONE distribution studio, Hector, will continue to be responsible for Nuverse’s agency products, with former game technology head Jeffrey and former global business head Rachel Lin reporting to Hector. Hector also reports to Hua Wei.
ONE distribution studio is a studio established by Nuverse in 2022 after integrating domestic and foreign businesses. The heads of Oasis Studio, Wang Kuiwu, and Youai Division, Hu Bing, both report to Hua Wei. This studio evolved from ByteDance’s early “Oasis Plan”, focusing on RPG (role-playing games), strategy, shooting, European and American casual, and card sports games.
The new structural adjustment signifies the end of the “Yan Shou era” in ByteDance’s gaming business.
Yan Shou joined ByteDance’s strategic investment department from Tencent in 2015 and became the head of the business when ByteDance entered the gaming business in 2019. He later served as the head of Nuverse. Since then, the entire ByteDance’s self-developed and agency gaming business has been managed by Yan Shou.
The newly appointed head of the gaming business, Hua Wei, joined ByteDance in 2014, was in charge of investment business, later took on human resource management work, and was responsible for the company’s organization and culture building.
Established in 2019, Nuverse is ByteDance’s game development and distribution business brand. Like ByteDance’s emphasis on globalization, Nuverse also started the internationalization process early. Its overseas releases “RO Wonderland Legend: The Birth of a New Generation” and the Marvel IP card mobile game “MARVEL SNAP” have achieved some success, with “MARVEL SNAP” even winning the 2022 TGA Best Mobile Game Award.
In the domestic market, “Crystal Core”, launched by Nuverse in July last year, is considered its first “hit” self-developed game. Qimai data shows that “Crystal Core” achieved nearly 70 million yuan in revenue on the iOS platform in the first week of its launch and dominated the top ten best-selling list of the App Store for nearly a month.
Unexpectedly, four months later, Nuverse began a large-scale business contraction: seeking to divest games that had been launched and performed well while ensuring operations; for projects that have not yet been launched, except for a few innovative projects and related technical projects, all were shut down.
According to a person close to ByteDance, the contraction action was a decision made after Yan Shou and ByteDance CEO Liang Rubo had discussed it for a long time. Liang Rubo believes that although the gaming business has achieved some success, it has been pursuing “big and complete” for the past few years, with unfocused projects and scattered resources. It should invest energy and resources into more basic, more innovative, and more imaginative projects.
Moonton is a game company that ByteDance acquired for about 4 billion US dollars. After Nuverse’s significant contraction, there were rumors that ByteDance was seeking to sell Moonton Technology for no less than 5 billion US dollars and hired Goldman Sachs as a financial advisor to help find and contact potential buyers.
An insider from Moonton told Jiemian News that Moonton is currently not for sale and is still a wholly-owned subsidiary of ByteDance. Even with the structural adjustments, Moonton still maintains independent operations, and its business has not been affected.
Source: Niko News / pandaily.com
The post ByteDance Restructures Gaming Business, Emphasizes Stability appeared first on European Gaming Industry News.
Asia
100 Exclusive Product Launches to Debut at G2E Asia + Asian IR Expo

Building on 15 years of success, G2E Asia + Asian IR Expo is set to make its highly anticipated return to Macau from May 7-9, 2025, at The Venetian Macao.
The 2025 show will introduce a range of new initiatives, including 100 exclusive product launches debuting in Asia for the first time. These will be showcased across more than 30,000 sqm and will cover the full spectrum of the entertainment and travel industries.
The leading event in Asia is expected to attract over 10,000 visitors from 80 countries and regions. To maximise opportunities for attendees, the event will feature a series of high-impact networking sessions, along with a dedicated business matchmaking team coordinating over 400 pre-arranged meetings to streamline connections.
This year’s show will also introduce the new Gaming Innovation Forum, featuring three full days of sessions that will dive into the latest gaming trends and technologies, all presented by G2E Asia Awards winners and nominees. Located in the exhibition hall, the forum will be accessible to all event attendees.
The G2E Asia Awards celebrates excellence and innovation within the gaming and entertainment industry. The awards will spotlight five prestigious categories, each evaluated by a panel of renowned industry leaders: Best Slot Award, Best Electronic Table Game Award, Best Table Game Award, Best Casino Supply Award and Best IR Tech Solution Award. All award-winning products will be prominently displayed in the exhibition, giving attendees the opportunity to experience them firsthand.
The expanded Asian IR Expo will feature a new Smart Hospitality Technology Experience Zone, offering an immersive and interactive onsite experience. This space will showcase emerging innovations across three unique areas: Smart Reception, Smart Cleaning and Smart Hospitality, each providing guided tours and live demonstrations.
The post 100 Exclusive Product Launches to Debut at G2E Asia + Asian IR Expo appeared first on European Gaming Industry News.
Asia
SA Gaming is thrilled to announce the launch of Fish Prawn Crab

SA Gaming is thrilled to announce the launch of Fish Prawn Crab, a timeless dice game that has captured hearts across Asia for generations. Players can predict the roll of three dice and bet on symbols or combinations to win big.
Different from common dice, the dice in Fish Prawn Crab uses symbols instead of numbers represented by dots. The six faces of a die in Fish Prawn Crab are Fish, Calabash, Tiger, Crab, Prawn and Rooster.
The bet types available include Specific Symbols (betting on a specific symbol appearing face up), Specific Double (a specific combination of two different symbols appearing face up), and Triples of the same color or same symbol.
The post SA Gaming is thrilled to announce the launch of Fish Prawn Crab appeared first on European Gaming Industry News.
Asia
Team Zero Gravity Triumphs in Indus International Tournament Powerplay, Secures Spot in LAN Finale
SuperGaming, India’s leading game developer, has successfully concluded the Powerplay Phase of the Indus International Tournament (IIT), the country’s premier grassroots-to-global esports showcase for its Indo-Futuristic battle royale, Indus.
The Powerplay Phase witnessed intense competition among professional esports teams from over 100 organizations. Teams battled fiercely on the map of Virlok, delivering high-stakes gameplay, demonstrating exceptional skill and strategic prowess. With ₹25 Lakhs up for grabs in this leg alone, the pressure was high — and performances, unforgettable.
Team Zero Gravity emerged as the champions of the Powerplay Phase, walking away with ₹10 Lakhs in winnings. The squad’s standout performer and Captain [ZG]SGOD – Sandeep Pandey earned the coveted MVP title, racking up 37 kills and 21,747 damage – an impressive stat line. He was awarded ₹1 Lakh for his outstanding performance.
Powerplay Phase Winners Announced:
Following weeks of intense competition, the teams emerging victorious from the Powerplay Phase are:
1. Team Zero Gravity – ₹10,00,000
2. Marcos Gaming – ₹4,00,000
3. Likitha Esports – ₹3,00,000
4. Heatbeast Esports – ₹2,50,000
5. Golden Hornet – ₹1,75,000
6. 4Ever Esports – ₹1,25,000
7. Autobotz Esports – ₹1,00,000
8. Blind Esports – ₹50,000
These 8 teams have now secured their spots in the upcoming Indus International Tournament LAN Finale, competing for the Champions Trophy and a ₹2 Crore prize pool. The LAN event is set for 18th May, 2025 at Drome Arena, Pune.
One Final Shot: The Last Chance Qualifier
For those still dreaming of the LAN stage, SuperGaming has opened The Final Portal. This is a last-chance qualifier offering one additional spot at the LAN Finale. Registrations are open until 16 April, 5:00 PM IST, with matches kicking off on 19 April, 2:00 PM IST.
Interested players can now form their squad, gear up, and register HERE.
Rising Stars. Real Careers.
More than just competition, the Indus International Tournament is becoming a launchpad for a new generation of Indian esports athletes. The tournament structure is designed to nurture grassroots talent and elevate India’s presence in global esports. For many, this is more than a trophy — it’s the start of a real career in competitive gaming.
Roby John, CEO and Co-Founder, SuperGaming, says,
“At SuperGaming, we’re building a gaming and esports ecosystem made in India—for India and the world. With Indus, we’re rethinking the traditional esports playbook by focusing on grassroots tournaments, creator-led events, and co-ownership opportunities that turn players and fans into real stakeholders.
Instead of chasing unsustainable models, we’re building a community-first framework that drives engagement, retention, and monetization—from in-game items to merch and transmedia content. Esports isn’t just a competitive format for us—it’s a storytelling engine where real-world players become heroes as part of the game’s evolving universe.
We believe India has a unique opportunity to lead the next wave of global gaming—and we’re laying the foundation to make that happen.”
Tournament Highlights:
- The Indus International Tournament features four progressive phases: Homegrown, Nationals, Powerplay, and International, designed to reflect India’s diverse player base and competitive ecosystem.
- Homegrown Phase: Showcased rising grassroots talent. Team Rogue, DGE, and Moggers qualified for the LAN Finale.
- The National Phase concluded with Team Esports Battleground and Brazil-based organisation Team 4Magic advancing to the LAN Finale.
- Kadiliman Esports from the Philippines is set to represent international talent at the LAN Final.
- The Most Valuable Player (MVP) of the Indus International Tournament LAN finale will be awarded a custom Mahindra Thar*.
SuperGaming is thrilled with the overwhelming response and the level of competition seen throughout the tournament. With top teams, passionate fans, and leading creators heading to Pune, the Indus International Tournament LAN Finale is set to become one of India’s most defining esports events. This isn’t just a finale — it’s where the country’s next esports champions will rise.
The post Team Zero Gravity Triumphs in Indus International Tournament Powerplay, Secures Spot in LAN Finale appeared first on European Gaming Industry News.
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