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The Growing Trend for Faster Gaming
The modern world is growing ever faster and with it is the trend for speedy gaming. Whereas it used to be most gamers’ preference to sit down for a good couple of hours’ session on their favorite console game, with the rise of portable gaming, people are often choosing to play on the fly. This has lead to frequently interrupted gameplay and quick 2-minute sessions between trains being far more commonplace. Why has this occurred and what are gaming companies doing to address this new need?
Warp Speed World
Although it sometimes seems like it, the world isn’t actually speeding up, it’s just that we’re getting rapidly worse at concentrating. Research from the Technical University of Denmark suggests that our attention span is narrowing on a global scale. There are, of course, a myriad of reasons for this, but one of them is our constant bombardment with new information. This idea of constant novelty has lead to a quantifiable decrease in attention span. One of the results of the study showed that in 2013 a global Twitter trend would last on average for 17.5 hours, compared to nowadays when it lasts 11.9. In such a short space of time, this shift is remarkable. In terms of gaming, this means that our want to skip ahead, seek new challenges and move between games is ever increasing.
Making Skipping Ahead Simpler

Everybody remembers skipping through the lengthy dialogue on old Gameboy games. (photo source: unsplash.com)
Poker in the physical realm can often be quite a drawn-out process; players spend a long time trying to work out each other’s cues and tells. In the mobile world, however, several companies have realized that people don’t always want it to be and therefore, it doesn’t have to be. PokerStars recently released its Zoom feature, which allows players to skip through the remainder of the game after seeing their cards. This is a simple fix, that allows players to spend some time figuring out their options if they want to or to skip through quickly when they don’t have the luxury of time.
Increasing Novelty Value
One of the methods that gaming companies are using to keep our attention for longer is increasing the feeling of novelty. As mentioned before, one of the reasons for our desire for quick play games is that we are becoming used to seeing new information more and more frequently. So, if you can provide new content more frequently, then it stands to reason that people will spend longer on your game. Pokémon is one such company who are masters of capturing novelty. Although the main gameplay aspect of all of their games is the Pokémon battle, this feature on its own would quickly become tiresome. Realizing this, the company gave players the ability to collect, initially, 150 different magical creatures, some easy to find, some much harder. As a result, people will happily play through battle after battle, searching for the elusive rare Pokemon. All the time that they are doing this, they are building up what is known as a ‘teddy bear’ effect with the Pokémon used most often, in that players develop a connection with them. This connection, teamed with the promise of novelty, is what keeps us playing a fantastically simple game for such long periods of time. With each release of the game, new Pokémon and new features such as virtual reality are released, keeping that same anticipation of the unknown high.
Breaking the Rules
Another quick play game that is wildly popular is Subway Surfers. This game allows you to ‘surf’ on the top of subway trains, collecting points along the way. This game is the perfect format for quick play fans, as you can pause at any time. However, one thing that is interesting is that, despite its quick play format, many users can spend literally hours on it. But why? One of the great things about gaming is that there’s no punishment for breaking (most of) the rules. If you were to surf the subway trains in real life, you could seriously injure yourself, or risk imprisonment. However, in this game, there’s none of that real-life worry. Players can rebel against authority without any real threat of punishment – that is, of course, unless the in-game policeman happens to catch up with you! This heady mixture of safety and risk comes together to create a game that is endlessly playable. It seems that many of the attributes that make up a quick play game are, in fact, just the things that keep us playing them for longer.
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Jelly, True Rippers BGMI star, speaks out against cyberbullying: calls for a safer, more respectful ecosystem

Jelly, one of India’s leading Battlegrounds Mobile India (BGMI) athletes, representing Infinix True Rippers, has issued an appeal to the esports community to stand against cyberbullying and threats in the esports ecosystem.
Following the BMPS 2025 Semifinals 2, where Jelly was performing with the sole goal of helping his team qualify for the grand finals, the player faced a wave of online hate, including abusive messages and death threats, all for eliminating a rival and his former team.
In a heartfelt statement, Jelly explained: “I am here to qualify just like every other team. If there is a fight against GodLike, I cannot just put my guns down and I also don’t know who is in front of me. Every team on this stage is here to play for victory. I wanted both teams to qualify, theirs and mine, but because of mistakes, neither of us made it. It is not because of one fight alone that things went wrong.”
Jelly also condemned the personal attacks he has faced and appealed for a safer esports ecosystem:
“No player deserves hate or threats for doing their job and competing. We put in countless hours to train, just like any athlete in any sport. We need to stand for fair, safe, and respectful esports, without fear of abuse.”
With esports continuing to grow as a mainstream sport in India, the need for stronger measures to protect players from cyberbullying and online harassment is more crucial than ever. Jelly emphasized that athletes, content creators, and fans deserve a positive, supportive environment to thrive.
The 24-year-old pro has pledged to use his platform to promote safe gaming practices and challenge toxic behavior within the gaming community.
Infinix True Rippers, the team Jelly represents, also extended their support to his statement, reiterating their commitment to building a culture of fairness, mental well-being, and respect in Indian esports.
The post Jelly, True Rippers BGMI star, speaks out against cyberbullying: calls for a safer, more respectful ecosystem appeared first on European Gaming Industry News.
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Optimove Ignites APAC Expansion with Leading iGaming Operators Joining Platform

Magency Life, WeClub Malaysia, and 2up.io sign on following Optimove’s regional launch
Optimove, the creator of Positionless Marketing and the #1 Player Engagement Platform in iGaming, today announced that three leading APAC iGaming operators: Magency Life, WeClub Malaysia, and 2up.io have selected Optimove as their player engagement platform. This follows the company’s formal launch of operations in Asia-Pacific and underscores its momentum in the region.
The announcement comes immediately after Optimove’s appointment of iGaming veteran Jack Wheeler to head the APAC region. Wheeler and team are driving regional growth and supporting operators in scaling player engagement strategies through data, personalization, and AI-driven orchestration.
“Our rapid adoption in the region is validation that iGaming operators in APAC are forward thinking, with a deep commitment to meaningful player engagement,” said Jack Wheeler, Senior Account Executive and Head of APAC. “Optimove’s ability to empower operators that embrace Positionless Marketing to increase marketing efficiency by 88% is ushering the APAC iGaming industry into an era where real-time marketing execution is scalable.”
Optimove’s Positionless Marketing Platform gives marketing teams the power to independently launch and optimize campaigns across channels without waiting on engineering, creatives, or analysts.
The company’s Optimove Ignite+ program, played a key role in accelerating adoption across the region. The comprehensive program is designed to accelerate growth for emerging iGaming and sports betting operators. It offers exclusive access to Optimove’s #1 Player Engagement Platform, along with expert CRM guidance, actionable insights, and proprietary industry benchmarks. Optimove Ignite+ empowers operators to enhance player engagement, improve marketing efficiency, and scale efficiently in a highly competitive market.
“These partnerships mark a major step forward in our mission to help operators across APAC build deeper, longer-lasting relationships with their players,” said Motti Colman, VP of Revenue at Optimove. “It underscores that Positionless Marketing, and its ability to free marketers to execute personalized player journeys without bottlenecks, is a key to growth in competitive markets. We’re honored to be chosen.”
With regional operators facing rising competition and evolving player expectations, Optimove provides the tools to act instantly on data, deliver personalized experiences, and drive lifetime value all from a single, AI-powered platform.
The post Optimove Ignites APAC Expansion with Leading iGaming Operators Joining Platform appeared first on European Gaming Industry News.
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PepsiCo Returns as Main Partner of the Esports World Cup 2025

PepsiCo brings back Pepsi and introduces Mountain Dew, energising the global gaming community at the world’s largest esports event.
The Esports World Cup Foundation (“EWCF”) today announced its renewed partnership with PepsiCo, establishing Pepsi and Mountain Dew as Main Partners of the Esports World Cup 2025, set to take place this summer in Riyadh, Saudi Arabia. With Pepsi and Mountain Dew joining the EWC, both iconic beverages will fuel and energize the worldwide gaming community.
The renewed partnership marks the continued expansion of PepsiCo’s footprint in gaming and a bold step forward in delivering world-class experiences to fans in Riyadh and around the globe.
Following its debut as a Founding Partner in 2024, Pepsi returns to the Esports World Cup with an expanded presence across the 2025 festival. Activations will include immersive fan zones, large-scale product sampling, and co-branded content with artists, creators, and players.
Mountain Dew, joining as a Main Partner for the first time, is levelling up players’ game in EWC 2025 to EWC 2025. A long-standing supporter of gaming, the brand will deliver immersive on-site experiences, exclusive merchandise drops, and branded competitions that resonate from grassroots to pro. With a digital-first campaign themed “Dew levels up your game,” Mountain Dew will activate across KSA social channels, broadcast, and festival touchpoints — reinforcing its ambition to lead in gaming culture and power the next generation of players.
Both brands will feature prominently throughout the event — from the Opening Ceremony to hospitality areas — with branded fridges and product placement across esports venues, the Players’ Lounge, and festival grounds, uniting music, gaming, and entertainment to deliver high-energy fan experiences.
Mohammed Al Nimer, Chief Commercial Officer at Esports World Cup Foundation, said: “We’re excited to have Pepsi and Mountain Dew back as Main Partners for the second year. These are brands that truly get gaming and its fans. With their support, this year’s Esports World Cup will be an even bigger celebration of community and creativity”
Returning to Riyadh, Saudi Arabia, from July 7 to August 24, 2025, the Esports World Cup will unite global gaming communities for a celebration of esports culture. With 25 tournaments across 24 games, 2,000 elite players, and 200 Clubs from over 100 countries, the EWC will feature the largest prize pool in esports history, over $70 million. Fans can expect exclusive experiences, from high-stakes competition to live music, anime cafes, retro arcades, cosplay, and more, drawing millions of fans online and in person.
To learn more about EWC, visit esportsworldcup.com and follow Esports World Cup Foundation on LinkedIn.
The post PepsiCo Returns as Main Partner of the Esports World Cup 2025 appeared first on European Gaming Industry News.
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