Leonid Radvinsky's death leaves a void in the leadership of OnlyFans, a platform that has transformed the adult content landscape. His secretive management style and the controversies surrounding the site have raised questions about its future direction and stability.
Any operator, or their associated entities, who is or has been operating an unregulated lottery scheme in Alberta must submit a completed application and pay all applicable registration fees to AGLC no later than July 13, 2026.
The 'Home Team Act' would require that any sports team owner looking to move their franchise, or sell to a new owner with the intention of relocation, first be required to offer the sale of the franchise to a group keeping it in its current location.
The United Videogame Workers-CWA Local 9433 is a direct-join organization that, according to organizers, is meant to provide a channel into activism and organizing for workers in a fragmented industry. The day of the organization's launch, its membership swelled to triple digits, and CWA members led an impromptu march from a panel discussion in Moscone's West Hall to the bandshell in Yerba Buena Gardens, accompanied by cheers from passersby.
By combining our Virtual Sports expertise with bet365's global reach and customer insight, we will continue to deliver products that resonate with players and drive value for operators, particularly around major global sporting moments such as the 2026 World Cup.
House Bill 904, which has cleared the House and is under Senate review, would give the Kentucky Horse Racing and Gaming Corporation expanded control over various forms of wagering, including fantasy sports and prediction markets.
"FanDuel is a well-established operator in the Michigan gaming market," MGCB Executive Director Henry Williams said. "Michigan players can have confidence in the integrity of the games they play, backed by the same rigorous oversight the MGCB applies across all licensed gaming activity."
Epic believes that the Google and Android platform, with the changes in this term sheet, are procompetitive and a model for app store / platform operations, and will make good faith efforts to advocate for the same.
The problem here is 100% the ability to resell the items from the loot boxes. A loot box/gacha mechanic is fine when you can't turn around and resell the items because you're not getting something of value. When Valve is also providing a marketplace for those items, they've added the third element.
The cost of running Fortnite has gone up a lot and we're raising prices to help pay the bills. For years, Epic has waged antitrust battles against Google and Apple, accusing them of anti-competitive behaviour by taxing developers with a commission on in-app purchases, sometimes up to 30 per cent.
Steam's chart was designed to communicate that more games than ever are seeing revenue of over $100,000 per year. This, were it so clear cut, would be splendid news. According to the chart, in 2020 just 3,000 games "earned" $100k, but by 2025 that number had reached 5,863. Let's call it 6,000 for ease. That means twice as many games are hitting this figure compared to five years ago.
With UK betting sites now serving as a primary driver of industry growth and digital innovation, any aggressive increase in duties threatens to stifle investment and lead to a significant contraction in a market that supports over a hundred thousand jobs nationwide.
The big new addition in the upcoming season is Grom, an island that players can visit and skate around on. However, the island, which is a slightly updated version of the tutorial island, is essentially locked behind a paywall, which goes against a promise EA made before launch. On February 19, EA and Full Circle posted a blog talking about some of the changes coming in Skate's third season, which goes live on March 10.
Modern gaming platforms no longer win purely on content libraries, bonuses, or marketing spend. Competitive advantage is increasingly determined by the quality of the underlying technology stack, particularly payment infrastructure. This article examines how payment systems have evolved into a decisive moat for gaming operators, driven by massive investment, API-led architecture, advanced security engineering, cloud scalability, and the measurable financial cost of legacy platforms. Each section below explores a distinct technical pillar shaping competitive outcomes across the modern gaming ecosystem.
The lawsuit - filed at the Competition Appeal Tribunal in London - alleges Valve "forces" game publishers to sign up to conditions which prevents them from selling their titles earlier or for less on rival platforms. It claims that as Valve requires users to buy all additional content through Steam, if they've bought the initial game through the platform it is essentially "locking in" users to continue making purchases there.
The VanEck Video Gaming and eSports ETF ( NYSEARCA:ESPO) offers pure exposure to an industry defying traditional entertainment economics. With $405 million in assets and a 0.56% expense ratio, ESPO delivered 28% returns over the past year, outpacing the S&P 500 by nearly 11 percentage points. The fund holds 28 gaming companies, led by Tencent Holdings ( NASDAQ:TCEHY) at 8.1%, Nintendo ( NASDAQ:NTDOY) at 7.6%, and NetEase ( NASDAQ:NTES) at 7.4%. Recent trading shows the ETF consolidating around $105 after hitting $111 in November 2025.