Gaming
Exclusive Q&A w/ Antoine Jullemier, VP of Gaming at Bidstack
Tell us about your career to date and how you came to join Bidstack? (highlights and stories)
I’ve been immersed in the video games industry, digital environment and ad tech for the last 7 years, and specialise in advertising and monetisation. In 2016, I left my dear France to join the London branch of the French ad-exchange Mozoo and develop the Surikate product in Europe, which was the direct performance arm of the business (UA) for leading games and lifestyle apps. Following a period of significant growth, Mozoo acquired AdinCube in 2017, a leading ad mediation platform for game app developers. Here I was given the opportunity to join the new team, where I utilised my expertise to secure publisher partnerships across the EMEA region. A year later, in 2018, following a rapid period of expansion, AdinCube was acquired by Ogury, where I successfully built the gaming publisher portfolio from the ground up. Here I was able to onboard game studios such as Miniclip, Kwalee, Outfit7, Crazy Lab Games, Good Job Games and many more. In 2021 I was given the opportunity to join Bidstack to scale up the publisher portfolio across mobile, PC, and console and I am now responsible for the supply side of the business in Europe and in various other markets globally.
What does your role as ‘VP of Gaming’ at Bidstack entail?
Primarily it is focused on managing and working with a young and entrepreneurial team who are passionate about gaming and helping game developers and publishers to unlock a new, incremental revenue stream that protects the gaming experience for the end user.
Reporting to our US-based SVP Gaming, my role is essentially to lead business development for Europe with game developers and publishers across the UK, EMEA and other international territories.
Our mission is to educate studios on the benefits of integrating Bidstack’s monetisation technologies, regardless of platform and structuring deals with AAA publishers, leading game studios, and AAA titles.
What drew you to the games industry?
My path into gaming was carved out quite naturally. If I take a step back, I’ve always been passionate about gaming and have been a player myself for as long as I can remember. I can still see myself playing the SEGA Mega Drive with my brothers and spending hours on my Gameboy or Nintendo DS before evolving with each generation of new consoles like the PS1, PS2, the Xbox 360 etc.
When I started my career, I began in digital and advertising on mobile, first on the UA side of things at Surikate from Mozoo and then on the in-game monetisation side through various ad mediation platforms and ad networks; this gave me the opportunity to engage with game studios for the very first time.
The creativity, genuine talent, and passion surrounding these individuals really made an impression on me, and I found it amazing to discover more about programmatic exchanges and all the rules, processes and technical considerations that were happening in the background of the games themselves in order to drive revenue for those studios.
Today, I’m very grateful to work within such a fast-growing and ever-evolving industry. The gaming market is a multi-billion dollar industry that engages around 3 billion gamers yearly, and that number only looks set to grow.
The industry is no longer a niche interest; video games are now mainstream and very much a part of everyday life for billions. Advertisers have started to pay more attention to that in addition to their traditional media mix like TV, Print or Social Media, which makes it the best place to be, in my opinion.
What’s super exciting in our industry is that you can never get bored. From new user privacy and data protection laws, new monetisation formats and gaming platforms to record-breaking mergers and acquisitions, there is always something new happening.
Are you a gamer in your downtime/what do you play?
I’m still a gamer myself, mainly on console. I’m a big fan of my PS5, and if you don’t find me hitting some COD Modern Warfare 2 these days, I will probably be trying to finish Elden Ring!
Bidstack is an in-game advertising and video game monetisation platform. What does this mean in practice?
Bidstack’s mission is to empower game developers to dynamically control and monetise space within and around their gaming environments.
Our programmatic platform pioneered how brands deliver ads into natural spaces within video games – with these brand experiences varying from trackside banners and cityscape billboards to pitchside LED boards, skins and other contextually relevant surfaces within a gaming environment.
The platform was designed with performance in mind, and all of our products ensure stability and security for our partners across their in-game, rewarded video, and in-menu inventory. Our proprietary technology also ensures that the realism of a game is maintained by rendering effects on top of creatives to make them a seamless part of the experience.
Bidstack gives publishers total control over what appears in their games via our AdConsole – here; they are able to approve or reject ads in real-time before they appear in their gaming environments. We further bolstered our ad quality capabilities with the acquisition of Pubguard (a malvertising and ad quality platform) in 2019, with their suite of tools ensuring that we deliver a premium advertising experience for our partners and maintain strict category exclusions.
Bidstack delivered the world’s first programmatic in-game campaign in 2018. Since then, we have grown from a team of 4 staff to more than 80 across 5 international locations and became a public company listed on the London Stock Exchange. We also have a unique sales footprint thanks to our strategic partners and secured a strong portfolio of +150 games across Mobile, PC and Console.
However, Advertising represents just one use case for our technology, with many of our gaming partners utilising the platform as a content management tool to reduce dev cycles and manage brand licensing relationships across their titles.
What are the benefits of in-game advertising for developers and players?
The benefits are numerous. Our technology unlocks a new, sustainable route to revenue for publishers, which is non-intrusive and can work alongside existing monetisation strategies.
Developers can now authentically recreate real-world environments in which audiences have come to expect the presence of realistic advertising, including billboards, banners or product placements across in-game, in-menu and rewarded video formats.
We are the leading solution when it comes to helping developers across all platforms (Mobile, PC, Console, Metaverse) navigate the waves of the medium successfully, opening this new incremental revenue and reducing ad pressure with a better user experience.
In a world where the vast majority of gaming ads are performance-based, the brand advertising we offer reduces churn rates and increases user retention for developers, making the game a more premium and safe environment.
This leads me to the player benefits. Unlike other digital ad types, in-game advertising also sits better with consumers. Seven in 10 UK gamers feel positive or neutral towards organically embedded in-game advertising. Among console gamers, 22% are more likely to buy brands advertised in games.
While some existing and well-established ad formats can be intrusive (full-screen unskippable ads etc.), when done well, in-game advertising, fully native and blended in the environment in a non-clickable way, can really increase the immersion and make the game a more realistic experience. I would personally love to stumble across a billboard promoting the latest smartphone from a real brand when walking around Night City in CyberPunk. This would look awesome and make me feel this is kind of real!
What’s the best in-game ad you’ve seen lately?
Probably our campaign with Paco Rabanne and Starcom into Rezzil, which won the Best Regional Campaign – North America at the TheWires 2022 ceremony recently. It delivered impressive results through the use of contextual and virtual reality, leading the way for future opportunities in that space.
What are some of in-game’s challenges, and how can they be overcome?
One key challenge is the fact that every player is different, especially within the free-to-play arena, and will react to a game’s experience in their own way, so it’s important to explore different ways to monetise your titles.
Harmony between in-app purchases and in-game advertising is key. Both solutions are complementary and need to work in the right balance. As I was saying earlier, there are so many innovative formats in the market now that game developers have a real opportunity to support the development of their games whilst enhancing the experience for players.
Another challenge is keeping up with the new innovations that are driving value in a constantly evolving market. To stay ahead of the game, I think you have to build trust with your players and show them respect by leveraging quality branding ads in formats that are designed to enhance their playing experience rather than polluting the game experience with overly intrusive, non-relevant advertising that will damage the whole experience.
So with players now less accustomed to paying for accessing their favourite games and increasingly frustrated with intrusive monetisation methods, many developers are now turning to in-game advertising as an option that works for game creators and players alike.
Looking forward, what can we expect to see from Bidstack – and you – in 2023?
Bidstack is in a stage of exciting growth. We recently announced some huge hires in the US and 2023 shows no sign of slowing down. Next year, we anticipate expanding our range of products and ad formats, bringing on board more games studios and brands, and further growing our talented team. For me personally, a part of my job that I love is attending amazing technology conferences and gaming events. With the world now fully opened up again, 2023 presents amazing opportunities for us to get our technology in front of the world’s best publishers and brands.
Gaming
Global Gaming League Raises $10 Million Funding Round to Revolutionize Gaming Entertainment

GGL set to systemize and monetize the world’s largest untapped entertainment audience – the over 3 billion people who play video games worldwide
Las Vegas, NV, April 08, 2025 (GLOBE NEWSWIRE) — The Global Gaming League (GGL), a global gaming entertainment and media company, announced today the raise of $10 million for its SAFE round led by Solyco Capital. GGL was founded by Grammy-nominated, multi-platinum music producer and entrepreneur Clinton Sparks, in partnership with music icon T-Pain and tech visionary Jeff Hoffman (Priceline, UBid, Booking.com).
The Global Gaming League is a first of its kind multi-title gaming league with celebrity owned teams made up of four players each – high profile influencers, actors, athletes, artists, casual and professional gamers – who compete in live events playing everything from first person shooter, sports titles and fighting games to the latest releases and retro favorites. The GGL is not an esports league – it’s a gaming entertainment league that brings together every style of play and every kind of player. It’s multigenerational, multicultural, and converges gaming, music, sports, fashion, celebrity, competition and culture.
“There are over 3 billion gamers around the world,” said Clinton Sparks, Founder and CEO of GGL. “But there’s still no centralized platform that gives everyday players the spotlight—while authentically connecting brands, celebrities, and competition in a way that’s truly entertaining. That’s where GGL comes in. Imagine the energy of the Super Bowl, the fandom of Comic-Con, and the culture of ComplexCon and Coachella. There is currently no place for investors to have any meaningful return on a gaming investment, brands to consistently get an ROI with gaming, publishers to expand their IP to new audiences, celebrities to have an authentic footprint in gaming and nothing set up for all gamers to build a career as a gamer, and have a chance to be recognized globally as true athletes. Until now.”
The GGL’s matches will take place at their state-of-the-art campus and arena in Las Vegas, the entertainment capital of the world and the home of the Global Gaming League. GGL’s studio facility The Campus powered by Vū, is set to elevate the city’s connection with the video gaming community forever. It is the most technologically advanced studio in the area, boasting the largest wrap-around digital screen in the Western U.S. (second only to Sphere) and 43,000 square feet of space with everything for Hollywood-level film and television production and VIP events of all kinds. GGL delivers unforgettable experiences, high-impact sponsorship moments, and a new entertainment format where the audience is just as important as the action.
“Everybody games,” said T-Pain, GGL Director of Strategy and team owner. “67% of people between the ages of 5 and 90 game in some form—in fact, more people watch video gaming than any sport (short of the NFL). 46% of gamers are female, colleges give scholarships for gaming now. and the average gamer is 36 years old, despite most thinking it’s only for kids. Gaming is a faster, cheaper and safer path to success than traditional sports.”
The Global Gaming League is providing real opportunity for gamers around the world to be drafted and earn a salary as a player on a celebrity owned team through the global nomination submission process where gamers can log on to globalgamingleague.com and sign up. Since announcing this, the league has over a quarter of a million entries to play for one of the celebrity-owned teams.
The first team owners to be revealed include:
- T-Pain – Grammy-winning artist and beloved voice in gaming culture
- Bryce Hall – TikTok star, Bare Knuckle brawler and digital entrepreneur
- Flavor Flav – Hip hop legend, reality show icon, and official host of the Olympics
- Ric Flair – 16-time world champion legendary professional wrestler known for his flamboyant personality and signature catchphrase, “Wooooo!”
GGL will be announcing more team owners in the coming weeks pulling from music, film, sports, fashion, social media and gaming.
Game time is the new prime time.
Gaming is projected to surpass $300 billion by 2026—outpacing TV, film, and music combined. But it’s not just the revenue—it’s the attention. Unlike traditional media, where viewers are distracted, multitasking, or skipping ads, gaming commands full focus. There’s no second screen. No passive scrolling. Just millions of fully immersed fans, locked in and actively engaged.
For brands, this isn’t just a new channel—it’s a new kind of consumer. One who’s not just watching, but participating. One who’s emotionally invested in the moment and wide open to authentic brand experiences that enhance gameplay rather than interrupt it. This is where advertising stops feeling like an ad—and starts becoming part of the story.
“Gaming is a blue ocean opportunity for brands, investors, and new business. Gamers spend 30% more on retail than non-gamers and that number goes up in key categories like automobiles, travel and technology,” said John Garcia, Founder and Managing Partner of Solyco Capital. “Gamers don’t just play—they influence. Today’s gamer spans generations and lifestyles. They watch, buy, and move culture. When I met Clinton Sparks and listened to his vision, I knew this wasn’t just another business idea—it’s a key future in media.”
More Than a League — A Launchpad for Talent, Education, and Opportunity
The launch also includes the GGL Academy—a first-of-its-kind initiative focused on empowering advancement through gaming education, career pathways, and scholarship opportunities. The Academy is built to train, mentor, and connect aspiring gamers, creators, and professionals to real-world roles across the gaming, entertainment, and tech industries.
Strategic partnerships with NYU, UNLV, and Syracuse are already underway, building a direct pipeline from the classroom to the arena. With 74% of Gen Z expressing interest in careers in gaming or digital media, GGL is creating the infrastructure to meet that demand—especially in underserved communities where access to opportunity has been historically limited.
“I came out of retirement for this,” said Jeff Hoffman, GGL Chairman of the Board. “Because this isn’t just about gaming—it’s about access. GGL has the power to connect cultures, build international bridges, uplift underserved communities and close age gaps. And it’s not just meaningful—it’s good business. We’re building a platform that can monetize at scale while making a positive impact. That’s rare, and that’s why I’m all in.”
Sparks adds, “The Global Gaming League is positioned to make gaming a household name in the same manner that the WWE did with wrestling and the UFC did with mixed martial arts, by systemizing and democratizing an industry that already exists with billions of users and hundreds of billions already being generated. Get familiar with the Global Gaming League.”
About Global Gaming League:
GGL is a new kind of league—where gaming, culture, music, sports, fashion, and reality TV collide. With celebrity-led teams, live competitions, global fan engagement, and next-gen media experiences, GGL is building the first entertainment system for the world’s largest and most engaged audience. More info at globalgamingleague.com.
About Solyco Capital:
Solyco Capital is a unique private equity group that delivers capital solutions for late-stage startup and growth companies. Headquartered in Detroit, with offices in Orange County, Dallas, and Miami, Solyco supports high-growth companies with operational guidance through Solyco Advisors. Learn more at solycocapital.com.
Visit: GlobalGamingLeague.com
Press Contact: [email protected]
Business Inquiries: [email protected]
Attachment
CONTACT: Press Contact: [email protected] Business Inquiries: [email protected]
Gaming
FRVR Integrates k-ID into Krunker, Setting a New Standard for Child Safety in Web Gaming

FRVR, a global web-based game distribution company providing instant access to thousands of games, has today announced a collaboration with k-ID, a company committed to protecting and empowering kids and teens through age-appropriate online experiences. The partnership will see k-ID’s first-of-its-kind global compliance engine integrated into one of FRVR’s most popular online games, Krunker.
Acquired by FRVR in 2022, Krunker is a free-to-play first person shooter with a large, engaged community of 3 million monthly active players. The integration of k-ID’s safety and privacy compliance technology ensures rigorous online protection for Krunker’s younger players, creating a blueprint for other web-based games and platforms to follow.
k-ID utilizes an age gate as the first line of defense in age verification, providing a simple and intuitive way for users to declare their age. It also offers an optimized, low-friction Verifiable Parental Consent (VPC) flow, which obtains and manages parental consent in a way that meets global regulatory requirements and adapts based on the user’s location. Together, these solutions ensure that every player on Krunker receives an age-appropriate experience while gaming.
Web-based gaming experienced an initial peak in the mid-2000s with games made in Flash. Driven by technological and legislative advances, web games made primarily with HTML5 are projected to become an $8 billion market in 2025. At the same time, laws such as the UK’s Online Safety Act and the EU’s Digital Services Act aim to create safer digital spaces for children. With its collaboration with k-ID, FRVR doubles down on its commitment to foster a better environment for kids and teens online — both on their platform and the wider web.
Quentin Staes-Polet, CEO of FRVR, said:
“As the web gaming sector continues to grow, FRVR is dedicated to ensuring young players have secure spaces to have fun and express themselves online. We’re thrilled to collaborate with k-ID, who bring the best in class tools we need to provide a safer and more responsible experience in Krunker.”
Kieran Donovan, Co-founder & CEO of k-ID, said:
“We are thrilled to help empower and protect the large, engaged community in Krunker. At our core, we’re driven by a mission to deliver empowering, safe experiences that resonate deeply with kids, teens, and everyone. What I love most about Krunker is its accessibility—it’s easy to pick up and naturally creates entertainment and connection between players.”
This fresh collaboration follows recent successes for both companies, with FRVR securing $13.2 million towards its AI engine, Upit, and k-ID being named one of the 2025 AI Gamechangers.
The post FRVR Integrates k-ID into Krunker, Setting a New Standard for Child Safety in Web Gaming appeared first on European Gaming Industry News.
Asia
Jetapult-backed UMX Studios launches DriftX, a mobile car racing game

UMX Studios, backed by Jetapult, has officially released DriftX, a mobile car simulation racing game that combines fast-paced competitive action with immersive gameplay. The game has surpassed many global titles, crossing 1.8 million downloads with its beta, and is aiming for 15 million downloads by year’s end. Furthermore, the game hit #1 in the Middle East and smashed through top charts across regions such as the US on both the App Store and Google Play.
The studio’s game title redefines the mobile racing genre by combining competitive modes such as ranked multiplayer and time trials with open-world exploration, a rare feature in drift games. Its physics-driven mechanics strike a perfect balance between arcade accessibility and technical depth, catering to both casual players and racing enthusiasts. The game also offers seamless social integration with features like Voice Chat, Play Together, and Hang Out, making it a dynamic, community-driven experience with an unmatched realistic experience.
UMX Studios recently secured a $4.5 million investment from Jetapult to accelerate its growth. Through its strategic Invest & Operate model, Jetapult provides more than just financial support; it also equips gaming studios with access to top-tier game design expertise, publishing guidance, and cutting-edge AI tools, all aimed at fostering long-term success. UMX Studios worked closely with Jetapult’s experts, including Creative Director Angelo Lobo (renowned for his contributions to CSR2 and Farmville 2) and witnessed a 35%+ increase in user revenue (ARPDAU). The collaboration helped enhance the user’s multiplayer gameplay experience, balancing the game’s economy and social dynamics.
Ali Alharbi, CEO of UMX Studios, commented, “Our collaboration with Jetapult has helped us refine the game and accelerate its growth. The response to DriftX has been amazing and we continue to focus on innovation and community-driven gameplay. We are confident that we will play a key role in redefining the mobile racing genre globally.”
Sharan Tulsiani, CEO & Co-Founder of Jetapult, added, “DriftX’s rapid success is a perfect example of what happens when talented studios like UMX are empowered with the right resources and expertise. It stands out not just for its strong early numbers, but for how thoughtfully it’s been built—from gameplay mechanics to overall design, the team has delivered a racing experience that’s both accessible and deep. We’re proud to support them as they bring this quality of innovation to players across global markets and continue to reshape the mobile racing genre.”
DriftX game is available on iOS and Google Play
The post Jetapult-backed UMX Studios launches DriftX, a mobile car racing game appeared first on European Gaming Industry News.
-
Press Releases4 weeks ago
Graffiti Rush marks PG Soft’s debut in graffiti-themed slots
-
Latin America3 weeks ago
Paysecure expands reach across LATAM, showcasing solutions at SIGMA Americas
-
Amusnet3 weeks ago
Amusnet to Participate in the Third Edition of SiGMA Americas
-
Africa3 weeks ago
Springbok Casino is Offering 25 Free Spins in Honour of South Africa’s Top 5 Wild Egg Hunters
-
Balkans4 weeks ago
7777 gaming partners with LiveScore to elevate its new operations in Bulgaria
-
Baltics2 weeks ago
Playson powers ahead in Europe with Fenikss partnership
-
Central Europe3 weeks ago
Digitain Partners with Gamingtec to Expand Presence in Europe
-
Arnold Sports Festival South America 20254 weeks ago
SCCG Sponsors Arnold Sports Festival South America 2025