E-Sports
UM-Flint esports: A breakout season and a run to the national championship
The University of Michigan-Flint Esports program is celebrating a landmark year, marked by deep playoff runs, a national championship appearance, and the program’s first Eastern College Athletic Conference title. The successes reflect both competitive excellence and a growing sense of community on campus. Under the leadership of program manager Luke Rimarcik, UM-Flint Esports underwent a […]

The University of Michigan-Flint Esports program is celebrating a landmark year, marked by deep playoff runs, a national championship appearance, and the program’s first Eastern College Athletic Conference title. The successes reflect both competitive excellence and a growing sense of community on campus.
Under the leadership of program manager Luke Rimarcik, UM-Flint Esports underwent a transformation focused on competitive growth and team cohesion. Rimarcik emphasized a shift from isolated efforts to a unified, driven environment where teams regularly scrimmaged, reviewed gameplay footage, and pushed each other to improve. “In the past, we’d only seen a couple of teams take things seriously,” Rimarcik explained. “This year, we set a new standard. The results speak for themselves, with Valorant and Rocket League making headlines for their playoff runs.”

Rocket League Maize: ECAC Champions
The Rocket League Maize team, comprised entirely of first-year students, had a historic season, going undefeated in the regular season and securing the university’s first ECAC playoff championship.
Jacob Cummings, a first-year computer science major from Owosso, credited the team’s success to “resilience and adaptability,” noting the team’s ability to exploit opponents’ weaknesses and rally in high-pressure moments. A defining point came in the semifinals when the team overcame a two-goal deficit to win a pivotal game, setting the stage for its championship run. “The playoff experience was amazing. Game 6 of our semifinals was the moment I knew we could win it all. We were down 3-2 in the series and fighting for our chance to stay in it. After we went down early, we rallied back from a two-goal deficit and won that game and the next one.”
For Cummings and his team members, they couldn’t be prouder of their accomplishments this season. “It feels incredible to bring home a trophy for the university, especially as an all-first-year team,” Cummings said.
Keyshaun Jones, a first-year pre-nursing student from Fenton, highlighted the team’s communication and consistency as keys to success. “We kept our communication up and constantly worked on what we could do better during the game and practice,” he said. Jones was “ecstatic,” and winning as a rookie made the moment even more special. “As a first-year student, I never expected my teammates and I to travel such a distance. Seeing the effort we all put into securing this championship felt amazing,” he said.
Valorant Blue: From Roster Changes to National Contenders
The Valorant Blue squad overcame early-season roster changes and role swaps to find rhythm, eventually securing a spot in the National Esports Collegiate Conference national finals. Their journey included a dominant, undefeated run at the Ferris State LAN event. It resulted in UM-Flint’s first LAN trophy since 2022 and a critical win over the University of Oklahoma to advance in the national bracket.
First-year computer science major Tyrone Zheng from Commerce Township, who stepped into the in-game leader role, described the season as “long and tiring, but very exciting and fun.” The team’s ability to adapt and support each other was key to their late-season surge. “We finally have the winning formula and what it takes to win,” Zheng said. He also emphasized that the supportive environment at UM-Flint encourages new players to “be yourself and be involved.”
Helping the team reach new heights and make a deep run in the NECC playoffs was one of the more rewarding accomplishments for Zheng this season. “It feels great to win, obviously, it means a little extra to me personally because I know how much work and time everyone on the team has put both into the game and time outside the game,” he said.
The team competed against the University of North Carolina-Wilmington earlier this month for a shot at the national title, coming up just short in a hard-fought match.

A Community Built for Success
UM-Flint’s state-of-the-art esports facility and select targeted scholarships have played a crucial role in attracting and developing top talent. The facility offers a space for both casual and competitive play, fostering camaraderie and team spirit. “Being able to yell and give your teammates fist bumps after every round adds so much value to the environment,” Rimarcik said. For Cummings, having a space to hang out with his team and unwind has been one of the highlights since joining. “Everyone in the program is so friendly and respectful toward each other. The lab is the best place on campus to go and relax and not be afraid to be yourself,” he said.
Rimarcik also highlighted the program’s inclusive atmosphere and commitment to student well-being. “I take it upon myself to connect with all the teams and try to get feedback on what they need. I see myself as the ‘dad’ of the program – always present, always supportive. We also aim to livestream daily during the season, Monday through Friday. We always try to change which teams we showcase each week, so we give every team a chance to be in the spotlight to show off their skills to the fans,” he said.
The community and camaraderie among the teams have created an environment that Zheng said made his first year at UM-Flint memorable. “It has actually made my first school year really enjoyable. I’m always looking forward to next week’s match or practice. Being in the Esports program has brought a lot of enjoyable memories and friends.”
With multiple teams making playoff runs, including League of Legends Blue, Overwatch Maize, Rocket League Blue, Fortnite, Super Smash Bros Blue and Valorant Maize, Rimarcik sees a bright future ahead. He is confident that the program’s upward trajectory will continue, driven by a culture of learning from setbacks and striving for excellence. “Some of these players have never competed on a team before. Helping them learn and grow is what makes this program special,” he said.
Rimarcik is particularly proud of the program’s progress and the recognition it’s starting to receive. “It’s nice to start making headlines to show prospective students and other organizations that the University of Michigan-Flint is making quite a few headlines for itself. Especially since we are the only varsity esports program among the three U-M campuses, it feels good to show and talk about all this new success within the program.”
Current or prospective students interested in joining the program can contact Rimarcik at [email protected]. The team can be followed on its Instagram page or watched stream games on its Twitch channel.
E-Sports
Codere Improves Position in Spain’s Brand Finance Ranking
Madrid, Spain, July 10, 2025 – (GLOBE NEWSWIRE) Codere Online (Nasdaq: CDRO / CDROW, the “Company”), a leading online gaming operator in Spain and Latin America, today announced that the Codere brand1 has improved its position to 77th, up from 85th in 2024, in a ranking of Spain’s most valuable brands, according to Brand Finance. […]

Madrid, Spain, July 10, 2025 – (GLOBE NEWSWIRE) Codere Online (Nasdaq: CDRO / CDROW, the “Company”), a leading online gaming operator in Spain and Latin America, today announced that the Codere brand1 has improved its position to 77th, up from 85th in 2024, in a ranking of Spain’s most valuable brands, according to Brand Finance.
Codere remains the only gaming brand on the list, marking its leadership in the sector, and maintains its record of consistently being named on the Top 100 list since 2010, putting it alongside household names such as Zara, Vueling and Movistar as titans in Spanish business.
The last year has seen Codere Online continue to expand in its core markets of Spain and Mexico, as well as leverage partnerships with footballing giants Real Madrid and C.F. Monterrey to further boost its brand awareness, including activations around the FIFA Club World Cup.
Alberto Telias, Chief Marketing Officer of Codere Online, said: “Our marketing and sponsorship efforts over the last 12 months have been reflected in the consolidation of our status as a market leading brand in Spain. We’re proud of the experiences we offer our customers, that truly allow them to connect with the Codere brand.”
Codere Online started operations in Spain in 2014. In the twelve months ended March 31, 2025, the Company generated more than 87 million euros of net gaming revenue in Spain, with more than 50,000 average monthly active players in the country.
About Codere Online
Codere Online refers, collectively, to Codere Online Luxembourg, S.A. and its subsidiaries. Codere Online launched in 2014 as part of the renowned casino operator Codere Group. Codere Online offers online sports betting and online casino through its state-of-the art website and mobile applications. Codere currently operates in its core markets of Spain, Mexico, Colombia, Panama and Argentina. Codere Online’s online business is complemented by Codere Group’s physical presence in Spain and throughout Latin America, forming the foundation of the leading omnichannel gaming and casino presence.
About Codere Group
Codere Group is a multinational group devoted to entertainment and leisure. It is a leading player in the private gaming industry, with four decades of experience and with presence in seven countries in Europe (Spain and Italy) and Latin America (Argentina, Colombia, Mexico, Panama, and Uruguay).
Contacts:
Investors and Media
Guillermo Lancha
Director, Investor Relations and Communications
[email protected]
(+34) 628 928 152
1 Pursuant to the terms of a relationship and license agreement, Codere Group granted Codere Online a license to use certain “Codere” trademarks.
E-Sports
Esports events are elevating creators to keep sponsors interested
In 2025, esports events are increasingly putting individual content creators front and center to keep both fans and brands interested. Yesterday marked the opening ceremony of the Esports World Cup, the annual competitive gaming championship owned by the Saudi American government and held in Riyadh, Saudi Arabia. Like last year’s inaugural event, this year’s Esports […]

In 2025, esports events are increasingly putting individual content creators front and center to keep both fans and brands interested.
Yesterday marked the opening ceremony of the Esports World Cup, the annual competitive gaming championship owned by the Saudi American government and held in Riyadh, Saudi Arabia. Like last year’s inaugural event, this year’s Esports World Cup — and its record-breaking $70 million prize pool — has attracted many of the world’s top pro gamers to the Middle East.
But this time around, individual content creators are soaking up much of the focus, both through the Content Creator League, which features teams led by top creators such as BanderitaX and SHoNgxBoNg, and in sponsorship activations by advertisers such as Spotify, whose partnership with the Esports World Cup includes a dedicated hub for on-site content creation. Thus far, the event has announced 36 sponsors for 2025, with categories spanning across consumer brands, tech platforms and endemic gaming companies.
“We’re excited to experience this fervent fandom firsthand, from influencers and creators to artists and fans,” said Spotify MENAP managing director Akshat Harbola. “Being at the core of fandom defines who we are, and this partnership allows Spotify to authentically engage with gaming fans and create meaningful experiences through on-platform initiatives such as the EWC Music Hub.” The Esports World Cup has never disclosed its rates for specific brand sponsorships, with observers speculating that the event’s sponsorships are a mix of multi-million-dollar brand partnerships and smaller vanity deals.
Last year, the Esports World Cup generated roughly €50 million in sponsorship revenue, according to an analysis by the German media company Spobis.
The growing presence of creators at events such as the Esports World Cup shows how the esports industry is acknowledging creators’ role as key drivers of both audience and advertiser interest — and is increasingly putting them front and center as a result.
The Esports World Cup is not the only esports event that has leaned into creators in recent months. Danish esports company Blast has prioritized creators’ presence in both its broadcasts and in-person events in 2025, with prominent creators such as Alexandre “Gaules” Chiqueta livestreaming directly from Blast events such as the company’s major “Counter-Strike” tournament in Austin, Texas, last month.
Blast’s 2025 Austin Major was the most-watched “Counter-Strike” tournament of all time, with Blast head of digital Ben Williams directly crediting the presence of creators at the event for its massive viewership. Of the 76 million hours watched during the event, 12.7 million came through creator streams, per Blast, with 97 percent of Portuguese viewership coming through creator co-streams such as Gaules’.
“We felt truly integrated thanks to smooth access to backstage areas, production, and players for interviews,” Gaules said. “The high-level support and the cool integrations with the main broadcast made us feel like a genuine partner.”
Evolution Championship Series (Evo), the annual fighting game championship, has also upped its creator presence year over year, according to Sue Lee, vp of talent management at Evo part-owner RTS, although she declined to share specific numbers.
Unlike other major esports events, which involve competitions between professional teams, Evo is a tournament for both pros and amateurs that often includes creators like William “Scarra” Li among its individual competitors. It also features popular creators like Stephen “Sajam” Lyon and Michael “IFCYipeS” Mendoza in its broadcast talent team, with the former planning to also operate a personal stream during this year’s event.
“A bunch of the brands that are involved are coming to people like me — who’s already pretty comfortable doing on-air talent stuff and is also a big creator, so it’s kind of a pretty easy slam dunk,” Lyon said. “I’m going to be working with Chipotle at Evo, and I got asked to do stuff with some other brands [such as AT&T] as well.” Lyon did not disclose how much he was getting paid to do brand activations at Evo, but one-off event activations for creators of his size typically range between $5,000 and $25,000.
Esports events’ embrace of content creators reflects advertisers’ changing priorities across both gaming and the wider culture. In the past, marketers viewed esports as one of the best ways to reach gamers. In 2025, brands are instead prioritizing creators in their outreach to audiences across demographics and interest areas, including gaming.
“Most agencies and brands are quite behind when it comes to their understanding about gaming marketing, but they already understand influencers; they already understand content,” said Nina Mackie, the co-founder of the gaming advertising consultancy WeGame2. “So, that part is kind of an easy entry into either esports or gaming, however you want to play it.”
Blast brand partner Alienware, which sponsored last month’s Austin Major and was featured on the event’s in-person streaming booths, flagged the presence of creators at the event as particularly valuable to the brand – rather than running formal ads, streamers were able to demonstrate Alienware products as part of their regular content, making the promotion feel more authentic than traditional ads. The demonstrations were a natural result of Blast placing Alienware devices around the streaming booths, rather than a direct, paid creator sponsorship by Alienware, allowing the brand to glean an additional benefit from its pre-existing sponsorship of the event.
“By embracing co-streaming and creator-led content, Blast gave our brand the opportunity to earn incremental reach and connect with an expanded audience in a way that was more meaningful and unscripted,” said Alienware director of global marketing Chris Saylor. “We were confident in our ability to inspire and excite the fans attending onsite. And in an era of react content and creator-led storytelling, we felt supported by Blast’s ability to integrate our brand and activations to seamlessly elevate the creator experience.”
Creators’ presences at esports events are the result of both paid and unpaid opportunities. Creators such as Sajam are paid talent, acting as a direct form of sponsorship or advertising inventory for the events they represent. On the other hand, Blast’s creator co-streamers are usually unpaid, with the creators paying their own way and benefiting in the form of the Twitch subscription and donation revenue they make from their co-streams.
“They obviously keep the Twitch revenue and the Twitch opps that they can monetize themselves, but we’re not funding any of that,” said Blast CBO Leo Matlock. “We also don’t allow them to take their own partners, so it’s great for our sponsorship inventory — because they take the main feed and showcase all of their partners to our audience, too.”
E-Sports
Corsair Gaming(CRSR) shares rally 1.43% to March 2025 highs on strategic partnerships, product innovation
Corsair Gaming(CRSR) shares experienced a slight decline of 0.41% today, reaching their highest level since March 2025 with an intraday gain of 1.43%. The strategy of buying CRSR shares after they reach a recent high and selling after one week resulted in a significant underperformance. Over the past five years, the strategy delivered a return […]

Corsair Gaming(CRSR) shares experienced a slight decline of 0.41% today, reaching their highest level since March 2025 with an intraday gain of 1.43%.
The strategy of buying CRSR shares after they reach a recent high and selling after one week resulted in a significant underperformance. Over the past five years, the strategy delivered a return of -30.22%, which is a substantial decline compared to the benchmark return of 56.99%. The strategy had a maximum drawdown of -63.88%, a Sharpe ratio of -0.28, and a volatility of 47.73%, indicating it was not only a losing strategy but also carried high risk.
Corsair Gaming, a leading provider of high-performance gaming peripherals and components, has been making strategic moves to expand its market presence. The company recently announced a partnership with a major esports organization, aiming to enhance its brand visibility and attract more gaming enthusiasts. This collaboration is expected to drive sales and strengthen Corsair’s position in the competitive gaming hardware market.
Additionally, Corsair Gaming has been focusing on innovation and product development. The company unveiled a new line of gaming headsets and keyboards, featuring advanced technologies and improved ergonomics. These new products are designed to meet the evolving needs of gamers and provide a superior gaming experience. The positive reception from early adopters and industry experts has boosted investor confidence in Corsair’s growth prospects.
Furthermore, Corsair Gaming has been actively engaging with its community through various marketing initiatives. The company launched a series of online events and tournaments, fostering a sense of community among gamers and increasing brand loyalty. These efforts have not only enhanced Corsair’s reputation but also contributed to its financial performance.
Looking ahead, Corsair Gaming is well-positioned to capitalize on the growing demand for gaming peripherals. With a strong product portfolio, strategic partnerships, and a dedicated community, the company is poised for continued success in the gaming industry.
E-Sports
Marvel Rivals is Giving College Students Free Skins
Marvel Rivals’ skins and charming character designs are part of the game’s appeal. Whether you’re demolishing opponents in a fluffy pink pajama onesie as Jeff the Land Shark or strutting in style as Twilight Duo Cloak & Dagger, players love flexing on opponents and teammates alike. As Season 3 approaches, a new opportunity will allow […]

Marvel Rivals’ skins and charming character designs are part of the game’s appeal. Whether you’re demolishing opponents in a fluffy pink pajama onesie as Jeff the Land Shark or strutting in style as Twilight Duo Cloak & Dagger, players love flexing on opponents and teammates alike. As Season 3 approaches, a new opportunity will allow all college students to obtain 10 free Marvel Rivals skins and MVP animations. Here’s everything to know about the College Perks program, what it contains, and how to sign up.
Marvel Rivals Season 3 is introducing several paid skin sets and cosmetics for players to purchase. For example, the Fantastic Four will receive MCU-inspired skins from their upcoming movie, ‘The Fantastic Four: First Steps.’ The Punisher, Psylocke, Loki, Luna Snow and Thor are also soaking up the sun in summer swimsuit skins that have the community abuzz.
Related Article: Marvel Rivals Season 3 Roadmap Reveals Summer Event, Fantastic Four MCU Skins, and More
While there are plenty of opportunities to spend real-world money and flex on opponents, Marvel Rivals also has a good track record of providing for its free-to-play community. Each Season’s Battle Pass includes free rewards, and players can also obtain skins from events, challenges and Twitch Drops. The next free item opportunity, which includes several free costumes, is exclusive to verified college students.
Get ready, Rivals! Brand new College Perks will be arriving in Season 3!
Unlock exclusive perks by verifying your student status to get 10 trial costumes and MVPs throughout Season 3 and 3.5 for FREE!
Check out all the details and perks here >> https://t.co/6Kzcy9cxoC pic.twitter.com/XsAvsT05hd
— Marvel Rivals (@MarvelRivals) July 10, 2025
On July 9 2025, Marvel Rivals’ official X.com account announced that “brand new College Perks will be arriving in Season 3.” Players can reportedly “get 10 trial costumes and MVPs throughout Season 3 and 3.5.” Essentially, they will receive multiple skins for free. Most of these items, including Cloak & Dagger’s ‘Twilight Duo’ set, are previous releases.
It’s important to note that the College Perks Marvel Rivals skins are temporary trial skins, meaning they will no longer be accessible without purchase after the player’s study period is over. In addition, users must verify their student status through an in-game process to obtain them.
This offer is also available to all college students: you do not have to be part of an esports team to redeem it.
In total, players can obtain 10 free skins in Marvel Rivals’ College Perks program. Each cosmetic comes with a unique MVP animation. Here’s a recap of what’s available:
Related Article: Free Hawkeye Skin: How to Get the Marvel Rivals Season 3 Twitch Drops
Players can redeem the Marvel Rivals College Perks through the in-game client by following a few simple steps:
After this, the process should be complete, and each Marvel Rivals College Perks reward will immediately appear in the player’s inventory.
Marvel Rivals’ College Perks system operates based on a list of existing educational email domains (linked here). The game scans your email address for presence at one of its approved institutions, and delivers the rewards accordingly. If your College Perks verification process is not working, it’s possible your school may not be on the Marvel Rivals academic list. In a similar fashion, the verification process will not work if you use your personal email instead of your school email.
If the issue persists, players should check that there are no spelling errors in their school email before contacting Marvel Rivals support.
Marvel Rivals Ignite is the largest and most popular Marvel Rivals tournament, but it’s just the tip of the iceberg in a larger, interconnected ecosystem. On the pathway to pro, players progress through Ranked queues, smaller regional teams, international events and franchised leagues.
Unlike some physical sports, most esports have a low barrier to entry: all aspiring athletes need to start competing is a computer and an internet connection. The community takes pride in this grassroots aspect: as esports’ benefits and career potential become more widespread among the public, many organizations foster opportunities for young players to grow. The Collegiate circuit is one of the most popular entry points for esports, and providing perks for students encourages them to reap the benefits of team play while pursuing their educations.
The move is also smart for Marvel Rivals’ marketing: college students are one of the largest demographics of video game enthusiasts, and free rewards help court this community. Growing the collegiate base helps expand Marvel Rivals’ esports sphere and esports involvement as a whole, optimally leading to higher industry revenue from events, partnerships and viewership.
E-Sports
Global ad spend on gaming lags behind despite 3.4 billion players: Dentsu
Despite boasting over 3.5 billion players globally and seeing a 6% year-on-year increase in time spent gaming, the video game industry remains a largely untapped frontier for advertising, according to Dentsu’s newly released 2025 Gaming Trends Report titled “Gaming, Your Marketing Cheat Code”. The report reveals a glaring disconnect, gaming commands massive engagement and cultural […]

Despite boasting over 3.5 billion players globally and seeing a 6% year-on-year increase in time spent gaming, the video game industry remains a largely untapped frontier for advertising, according to Dentsu’s newly released 2025 Gaming Trends Report titled “Gaming, Your Marketing Cheat Code”.
The report reveals a glaring disconnect, gaming commands massive engagement and cultural relevance, yet attracts less than 5% of global media investment.
Dentsu’s insights, drawn from its Consumer Navigator series surveying over 8,600 consumers across 10 markets, paint gaming as both a cultural and commercial powerhouse. With blockbuster transmedia successes like The Minecraft Movie, which opened to $301 million globally and spiked Minecraft’s daily active users by 17%, gaming is cementing its status as a pillar of global entertainment. More than 60 game-based productions were in development in 2024, with at least 44 additional releases expected in 2025, reinforcing the medium’s growing storytelling and IP influence.
Importantly, games are increasingly becoming social platforms in their own right. According to the report, 70% of gamers say games help them connect with others. Platforms like Roblox, Discord and Twitch play a central role in Gen Z’s social lives, with players spending an average of 2.5 hours per day on Roblox and forming 1.62 billion friendships on the platform monthly.
The study also emphasizes gaming’s influence on commerce. About 43% of gamers report that gaming partnerships improve their perception of brands and 44% of Twitch users have purchased products recommended by streamers. Notably, Gen Z and Millennials are 64% more likely than older generations to discover new brands through mobile game ads, highlighting the medium’s growing importance in digital marketing strategies.
Player motivations are key to this engagement, with 55% citing relaxation and 20% citing achievement as top reasons for playing. These preferences also shape content trends—relaxation-themed content saw a 22% rise in viewership, contributing to more than 4 billion hours of livestreamed gaming content watched globally in the past year.
Despite the explosive growth and cultural dominance of gaming, Dentsu’s findings underscore a critical gap as brands and media buyers are still underinvesting in a channel that offers deep engagement, loyal fandoms and growing influence across entertainment, commerce and community.
E-Sports
Codere Rises to Spain’s Top 77 Brands, Only Gaming Company in Elite List
Codere Online (Nasdaq: CDRO), a prominent online gaming operator in Spain and Latin America, has improved its position in Brand Finance’s ranking of Spain’s most valuable brands, moving up to 77th place from 85th in 2024. The company remains the only gaming brand on the prestigious list since 2010, alongside […]

Codere Online (Nasdaq: CDRO), a prominent online gaming operator in Spain and Latin America, has improved its position in Brand Finance’s ranking of Spain’s most valuable brands, moving up to 77th place from 85th in 2024. The company remains the only gaming brand on the prestigious list since 2010, alongside major Spanish brands like Zara and Movistar.
The company’s success is supported by strategic partnerships with Real Madrid and C.F. Monterrey, including activations around the FIFA Club World Cup. In Spain, where operations began in 2014, Codere Online generated over €87 million in net gaming revenue for the twelve months ended March 31, 2025, serving more than 50,000 average monthly active players.
Codere Online (Nasdaq: CDRO), un importante operatore di gioco online in Spagna e America Latina, ha migliorato la sua posizione nella classifica di Brand Finance dei marchi più preziosi della Spagna, salendo al 77° posto dall’85° nel 2024. L’azienda rimane l’unico marchio di gioco presente nella prestigiosa lista dal 2010, insieme a grandi brand spagnoli come Zara e Movistar.
Il successo dell’azienda è sostenuto da partnership strategiche con Real Madrid e C.F. Monterrey, comprese iniziative legate alla Coppa del Mondo per Club FIFA. In Spagna, dove le attività sono iniziate nel 2014, Codere Online ha generato oltre 87 milioni di euro di ricavi netti da gioco nei dodici mesi terminati il 31 marzo 2025, servendo più di 50.000 giocatori attivi mensili medi.
Codere Online (Nasdaq: CDRO), un destacado operador de juegos en línea en España y América Latina, ha mejorado su posición en el ranking de Brand Finance de las marcas más valiosas de España, ascendiendo al puesto 77 desde el 85 en 2024. La compañía sigue siendo la única marca de juegos en la prestigiosa lista desde 2010, junto a grandes marcas españolas como Zara y Movistar.
El éxito de la empresa se apoya en alianzas estratégicas con Real Madrid y C.F. Monterrey, incluyendo activaciones relacionadas con la Copa Mundial de Clubes de la FIFA. En España, donde comenzó a operar en 2014, Codere Online generó más de 87 millones de euros en ingresos netos por juegos durante los doce meses finalizados el 31 de marzo de 2025, atendiendo a más de 50,000 jugadores activos mensuales promedio.
Codere Online (나스닥: CDRO)는 스페인과 라틴 아메리카에서 두드러진 온라인 게임 운영사로, Brand Finance가 선정한 스페인에서 가장 가치 있는 브랜드 순위에서 2024년 85위에서 77위로 상승했습니다. 이 회사는 2010년부터 Zara와 Movistar 같은 주요 스페인 브랜드와 함께 유일한 게임 브랜드로 명단에 남아 있습니다.
회사의 성공은 레알 마드리드와 C.F. 몬테레이와의 전략적 파트너십, FIFA 클럽 월드컵 관련 활동에 힘입은 바 큽니다. 2014년부터 운영을 시작한 스페인에서는 Codere Online이 2025년 3월 31일로 끝나는 12개월 동안 8,700만 유로 이상의 순 게임 수익을 창출했으며, 월평균 50,000명 이상의 활성 이용자를 서비스하고 있습니다.
Codere Online (Nasdaq : CDRO), un acteur majeur du jeu en ligne en Espagne et en Amérique latine, a amélioré sa position dans le classement Brand Finance des marques les plus valorisées d’Espagne, passant à la 77e place contre la 85e en 2024. L’entreprise reste la seule marque de jeu présente sur cette liste prestigieuse depuis 2010, aux côtés de grandes marques espagnoles telles que Zara et Movistar.
Le succès de la société repose sur des partenariats stratégiques avec le Real Madrid et le C.F. Monterrey, incluant des activations autour de la Coupe du Monde des Clubs de la FIFA. En Espagne, où les opérations ont débuté en 2014, Codere Online a généré plus de 87 millions d’euros de revenus nets de jeu pour les douze mois se terminant le 31 mars 2025, desservant plus de 50 000 joueurs actifs mensuels en moyenne.
Codere Online (Nasdaq: CDRO), ein führender Online-Glücksspielanbieter in Spanien und Lateinamerika, hat seine Position im Ranking von Brand Finance der wertvollsten spanischen Marken verbessert und ist von Platz 85 im Jahr 2024 auf Platz 77 aufgestiegen. Das Unternehmen bleibt seit 2010 die einzige Glücksspielmarke auf der renommierten Liste, neben großen spanischen Marken wie Zara und Movistar.
Der Erfolg des Unternehmens wird durch strategische Partnerschaften mit Real Madrid und C.F. Monterrey gestützt, einschließlich Aktionen rund um die FIFA Klub-Weltmeisterschaft. In Spanien, wo die Aktivitäten 2014 begannen, erzielte Codere Online im zwölfmonatigen Zeitraum bis zum 31. März 2025 einen Netto-Spielertrag von über 87 Millionen Euro und betreute mehr als 50.000 durchschnittliche monatliche aktive Spieler.
Positive
- Improved ranking position in Brand Finance’s list of Spain’s most valuable brands (77th from 85th)
- Generated over €87 million in net gaming revenue in Spain
- Maintains strong user base with 50,000+ average monthly active players
- Only gaming brand consistently featured in Spain’s Top 100 brands since 2010
Madrid, Spain, July 10, 2025 – (GLOBE NEWSWIRE) Codere Online (Nasdaq: CDRO / CDROW, the “Company”), a leading online gaming operator in Spain and Latin America, today announced that the Codere brand1 has improved its position to 77th, up from 85th in 2024, in a ranking of Spain’s most valuable brands, according to Brand Finance.
Codere remains the only gaming brand on the list, marking its leadership in the sector, and maintains its record of consistently being named on the Top 100 list since 2010, putting it alongside household names such as Zara, Vueling and Movistar as titans in Spanish business.
The last year has seen Codere Online continue to expand in its core markets of Spain and Mexico, as well as leverage partnerships with footballing giants Real Madrid and C.F. Monterrey to further boost its brand awareness, including activations around the FIFA Club World Cup.
Alberto Telias, Chief Marketing Officer of Codere Online, said: “Our marketing and sponsorship efforts over the last 12 months have been reflected in the consolidation of our status as a market leading brand in Spain. We’re proud of the experiences we offer our customers, that truly allow them to connect with the Codere brand.”
Codere Online started operations in Spain in 2014. In the twelve months ended March 31, 2025, the Company generated more than 87 million euros of net gaming revenue in Spain, with more than 50,000 average monthly active players in the country.
About Codere Online
Codere Online refers, collectively, to Codere Online Luxembourg, S.A. and its subsidiaries. Codere Online launched in 2014 as part of the renowned casino operator Codere Group. Codere Online offers online sports betting and online casino through its state-of-the art website and mobile applications. Codere currently operates in its core markets of Spain, Mexico, Colombia, Panama and Argentina. Codere Online’s online business is complemented by Codere Group’s physical presence in Spain and throughout Latin America, forming the foundation of the leading omnichannel gaming and casino presence.
About Codere Group
Codere Group is a multinational group devoted to entertainment and leisure. It is a leading player in the private gaming industry, with four decades of experience and with presence in seven countries in Europe (Spain and Italy) and Latin America (Argentina, Colombia, Mexico, Panama, and Uruguay).
Contacts:
Investors and Media
Guillermo Lancha
Director, Investor Relations and Communications
Guillermo.Lancha@codere.com
(+34) 628 928 152
1 Pursuant to the terms of a relationship and license agreement, Codere Group granted Codere Online a license to use certain “Codere” trademarks.
FAQ
What is Codere Online’s (CDRO) current position in Spain’s Brand Finance ranking?
Codere Online improved its position to 77th place in 2025, up from 85th in 2024, in Brand Finance’s ranking of Spain’s most valuable brands.
How much revenue did Codere Online generate in Spain for the period ending March 31, 2025?
Codere Online generated more than €87 million in net gaming revenue in Spain for the twelve months ended March 31, 2025.
How many active monthly players does Codere Online have in Spain?
Codere Online maintains more than 50,000 average monthly active players in Spain.
What major partnerships does Codere Online have for brand awareness?
Codere Online has strategic partnerships with Real Madrid and C.F. Monterrey, including activations around the FIFA Club World Cup.
When did Codere Online start operations in Spain?
Codere Online started operations in Spain in 2014.
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