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Social Chain-owned GameByte launches first publisher-led e-commerce brand

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The move makes GameByte the only social publisher in the world to own every step of the consumer journey.

The GameByte shop will stock over 1000 products including video games, next-gen consoles and gaming accessories

A proprietary e-commerce platform will provide media buyers with total transparency and insight

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84% of GameByte’s surveyed followers* said they want to buy with GameByte

Manchester-based GameByte, the gaming brand owned by global social agency and publishing house, Social Chain, is venturing into e-commerce with the launch of The GameByte shop.

On November 9, GameByte’s audience of more than 6 million gamers will be introduced to over 1000 products including merchandise, gaming accessories, hardware, next-gen consoles and games. The shop will act as an extension of the GameByte website GameByte.com, which hosts its gaming news coverage and features.

Gaming enthusiasts will be able to buy directly from the store or purchase through social by simply clicking on one of GameByte’s Facebook videos, which average more than 25 million views every month.

GameByte’s mantra, ‘by gamers for gamers’, takes centre stage in the creation and launch of the shop, which was ideated based on a survey put to its audience that saw 84% of GameByte’s audience express a desire to buy with GameByte.

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GameByte’s head, Rich White, said: “This isn’t just the next generation of GameByte, it’s the next gen of games media. Though it’s never been done before, we’re in the perfect position to launch a gaming e-commerce platform. We know our audience inside-out.”

The same survey found that one-third of gamers discover new brands on social media, emphasising the role that GameByte’s social following will play in the success of the shop.

Four-year-old GameByte has grown until this point by creating fan-centric original content and coverage for household gaming brands like Frontier and Logitech. In a first for games media, the GameByte brand will now become the client, using its tried-and-tested content strategy to market its own products as well as that of its clients.

The GameByte Shop will also act as ad inventory for clients, media buyers and affiliates, who will have the chance to tap into a market of an estimated 2.6 billion active gamers worldwide, a figure that is set to increase by 5% in 2021 to 2.725 billion.

While this is unprecedented in gaming, the move is reminiscent of the beauty brand Glossier’s strategy. Glossier first began as a publisher, Into The Gloss, and soon turned its editorial audience into paying customers, relying on their insight to create smash-hit products.

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GameByte, of course, will benefit from the resources of parent company Social Chain, which will assist in content creation across editorial, social-first video and display ads, to promotional posts, performance marketing, driving traffic and customer acquisition.

Social Chain’s business development director, Sam Barrett, added: “We’re already a trusted source of gaming news and entertainment. Now with our proprietary e-commerce platform, we can provide a seamless purchase journey for both our community and for the world’s leading gaming companies, by owning every step involved to help them reach their customers.”

The shop is a natural next step for GameByte, but also hints at the upward trajectory that social commerce is on, with companies like Social Chain at the forefront. What’s more, it promises to demonstrate the power of community and social-first savvy in generating revenue for both the brand and its partners.

*These figures are based on a survey of 1,569 gamers from the GameByte community.

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Amusnet Launches Golden Coins Link

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Amusnet has launched its latest jackpot system – Golden Coins Link, designed to elevate player excitement and enhance operator performance. Seamlessly integrated into five popular slots, this progressive system introduces more frequent jackpot opportunities and dynamic features – an exhilarating gaming experience filled with thrills and the potential for significant rewards.

Golden Coins Link reflects Amusnet’s commitment to delivering high-quality, player-centric solutions that help its global network of partners grow and succeed in a competitive landscape. With its captivating gameplay mechanics and seamless integration, the system is set to provide a fresh layer of excitement across online casino portfolios.

At the heart of Golden Coins Link is the Hold & Spin bonus, where players collect special symbols with the chance to unlock big wins. Filling the grid activates the Multiplier Wheel, offering the opportunity to multiply winnings up to 10x or hit one of the top-tier Major or Grand jackpots. Compared to other jackpot systems, Golden Coins Link stands out with its higher frequency of triggering, delivering a more thrilling and rewarding experience.

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Golden Coins Link is currently available in five fan-favourite titles:

• 40 Power Hot Golden Coins Link

• Art of Gold Golden Coins Link

• 40 Bulky Fruits Golden Coins Link

• 100 Bulky Fruits Golden Coins Link

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• 40 Extra Crown Golden Coins Link

These titles combine familiar themes with the excitement of the new jackpot system, offering players a fresh take on their favourite games.

With its engaging mechanics and business-driving benefits, Golden Coins Link empowers operators to boost retention, increase playtime and maximise revenue.

The post Amusnet Launches Golden Coins Link appeared first on European Gaming Industry News.

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Legalizing Online Casino Gaming Could Generate Over $18 Billion in Tax Revenue to US States

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Legalizing online casino gaming could add $18.4 billion to US state budgets, a new study says.

The report, conducted by online casino comparison site BonusFinder.com, analyzed tax revenue generated by online casinos across the seven US states where they are already legal — Connecticut, Delaware, Michigan, New Jersey, Pennsylvania, Rhode Island, and West Virginia — to estimate the total economic impact.

Based on average per-adult spending of $262.40 in those markets, the researchers estimated how much revenue the remaining 44 jurisdictions, including Washington D.C., could generate if they adopted similar legislation.

In total, the study estimated that the states are leaving up to $62 billion in gross revenue on the table.

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With a 30% tax rate — an average of the seven states with legal online casino gaming— this would translate into $18.4 billion in tax income annually. Even with a more conservative tax rate of 20%, the figures could reach $12.3 billion.

California is estimated to be missing out on the most — with the analysis showing that its adult population of approximately 31 million could generate up to $2.4 billion in annual tax revenue.

“These numbers highlight two problems,” said Luciano Passavanti, Vice President at BonusFinder.com. “States are missing out on billions in tax revenue, and consumers are being pushed to platforms that don’t offer the same safety, accountability, or responsible gaming tools as licensed operators.”

This concern is backed by a recent report from research firm Yield Sec, which found that 74% of gross gaming revenue in the US in 2023 — totaling $67.1 billion — came from unlicensed, illegal, and unregulated operators.

That means the vast majority of online gambling activity is still happening outside state oversight — costing governments billions in potential tax income and leaving players vulnerable.

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“The demand for online casino gaming already exists — but right now, the money is flowing offshore,” Passavanti added. “States that act now have the chance to bring that revenue back into their own economies, and to do so responsibly.”

States where online casino gaming is already legal are directing the funds into essential public services. In Michigan, more than $400 million from iGaming taxes, which includes both online sports betting and online casinos, went to the School Aid Fund, $4 million to the First Responder Presumed Coverage Fund and $3.7 million to the state’s agricultural and equine development programs.

Beyond the financial upside, regulated online casino markets allow states to implement age verification, deposit limits, and self-exclusion tools, offering far stronger consumer protections than offshore operators.

“With over $18 billion in annual tax revenue potentially at stake, the case for legalization is becoming harder to ignore.” Passavanti said.

“As states continue to explore ways to balance budgets and modernize outdated gambling laws, regulated online casinos could offer both financial upside and meaningful consumer protections — if policymakers are ready to act.”

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The post Legalizing Online Casino Gaming Could Generate Over $18 Billion in Tax Revenue to US States appeared first on European Gaming Industry News.

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SPORTFIVE Expands Global Media Production Services With Athlete-Focused Division

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SPORTFIVE, a leading international sports marketing agency, has announced the continued growth of its global media production services, reinforcing its position as a creative and strategic partner to rightsholders, brands and athletes worldwide.

An Integrated Approach To Athlete Content

With increasing demand for high-quality, digital-first storytelling across sport, SPORTFIVE has scaled its production capabilities across multiple markets – enhancing its ability to deliver original content, multi-platform campaigns, and athlete-led narratives at speed and at scale. As part of this evolution, the agency has brought together and formalized its athlete content expertise into a focused division dedicated to developing and producing bespoke media products for talent: the Global Athlete Media House. Integrated within SPORTFIVE’s broader production offering, this team delivers tailored strategies and cross-channel content that supports athletes in building long-term personal brands.

SPORTFIVE has long been a trusted partner for athletes seeking to strengthen their presence beyond the pitch, court, or track. From building digital identities and launching social media profiles, to producing documentaries and long-form content, the agency has played a pivotal role in helping athletes engage fans and position themselves as global media personalities.

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Notable work includes Jürgen Klopp’s Instagram launch (@Kloppo), Manuel Neuer’s entry into the Chinese market via Weibo and Xiaohongshu, and Rio Ferdinand’s Tipping Point documentary with Amazon Prime Video. More recently, SPORTFIVE supported the Becker Petkovic Podcast, launched during the 2025 Australian Open, which quickly became one of the most popular tennis podcasts in German-speaking markets.

The Global Athlete Media House builds on this foundation, offering services across four key pillars:

Social Media
Custom content and platform strategy tailored to each athlete’s brand and audience.

Podcast Formats
Concept development, production, and distribution of athlete-hosted audio and video formats.

Off-Court PR
Media activations and storytelling designed to extend athlete relevance beyond competition.

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Original Content
From branded videos to full-scale documentaries, creating high-quality stories that resonate globally.

These services are available not only to SPORTFIVE-represented athletes, but also to brands, rightsholders, and external talent seeking strategic, athlete-first media production.

“Athletes today are more than just sports professionals – they are brands, creators, and entrepreneurs. At SPORTFIVE, we recognized early on that authentic, high-quality content is essential for building long-term athlete brands. With the Global Athlete Media House, we are taking the next step by combining our expertise and services in one department. This provides not only our own athletes with a range of services but also extends these to external partners.” said Ron Wiegand, Senior Vice President Global Athlete & Team Marketing, SPORTFIVE.

The post SPORTFIVE Expands Global Media Production Services With Athlete-Focused Division appeared first on European Gaming Industry News.

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