Northern print powerhouse behind personalised brand moments ramps up global growth
Amy Lennox, IV Creative IV Creative / The Famous Grouse Famous for its work on the ‘Share-a-Coke’ campaign, IV Creative has celebrated a 38% increase in major brand partnerships in the last 12 months NOTTINGHAM, UNITED KINGDOM, May 19, 2025 /EINPresswire.com/ — IV Creative, the personalisation and logistics partner behind Coca-Cola’s iconic ‘Share-a-Coke’ campaign, is […]
Famous for its work on the ‘Share-a-Coke’ campaign, IV Creative has celebrated a 38% increase in major brand partnerships in the last 12 months
NOTTINGHAM, UNITED KINGDOM, May 19, 2025 /EINPresswire.com/ — IV Creative, the personalisation and logistics partner behind Coca-Cola’s iconic ‘Share-a-Coke’ campaign, is scaling up globally with a wave of new partnerships and fresh investment in innovative printing technology.
Over the last 12 months, the company has seen a 38% surge in major brand collaborations, adding names including Foodhuggers, Lady A, and cult gaming brand Enshrouded to a roster that already includes The Famous Grouse, Renais, Who Gives A Crap, Chapel Down, Moonpig and Dove. AU Vodka, the British brand seeing social media virality in recent months, has chosen IV Creative to support with new projects as the company plans for even further growth. These customers benefit from IV Creative’s marketing and ecommerce support, alongside the creation and delivery of products with its print, production, and fulfillment operations.
IV Creative has also seen a 47% increase in new, emerging and scaling brand partnerships, a signal of its commitment to supporting smaller and fast-growing businesses as well as established global names. This growth has helped drive a revenue increase of over 20% year-on-year.
In recent months, IV Creative has grown its presence internationally with active partnerships now live across the US, Europe and the UAE. A new office in Manchester – in addition to its existing presence in Nottingham and Lincolnshire – underlines its ambition to scale further across the UK, with plans already in motion to expand internationally again in 2026. To support this continued growth, IV Creative has bolstered its sales and marketing team with three new hires since the beginning of the year. It has also made a key leadership appointment with the arrival of Connor Thompson, formerly of THG, as Director.
Previously operating as Intervino and DPS Digital, IV Creative now employs 60 core staff and works with some of the world’s most recognisable names, delivering thousands of projects from initial concept through to delivery. The company has earned a strong reputation for its work in the alcohol sector, particularly with celebrity-led drinks brands. The team has supported names including Renais, founded by Alex Watson; AU Vodka, co-owned by Charlie Sloth; and Lady A, the lifestyle wine label from Soho House. These partnerships highlight IV Creative’s ability to craft highly tailored, premium experiences that align with the unique identities of their brand owners.
The company is also making significant investments in its printing capabilities to allow brands to expand customer offerings. This includes upgrading one of its next-generation digital printers (SRA3 Fujifilm Press) using a new Flow RIP digital front end; empowering the team to offer five-colour printing, special finishes like metallic effects, spot UV, and a wider, more vibrant colour range for printing higher resolution imagery. It also positions IV Creative as one of the few companies able to use its scale and experience to offer this technology to ecommerce brands and their customers.
Amy Lennox, CEO at IV Creative, commented: “At IV Creative our strength lies in combining creativity and technology in a way that allows brands to scale with ease, without compromising on quality or experience. We’ve built long-term relationships with global household names, and we’re just as passionate about supporting emerging brands on their growth journey. Whether it’s a major international drinks company or an independent lifestyle brand, we approach every project with the same energy and care. Our team is focused, ambitious and genuinely excited to push boundaries in this space.
“As an approved TikTok Shop supplier, and with a leadership team that reflects strong gender diversity, IV Creative is building a business ready for the future – and helping brands do the same,” Lennox concluded.
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From Classroom to Arena: How Esports is Revolutionizing Youth Engagement
Esports have become a dominant force in youth culture, creating pathways that blend digital skill development, academic growth, and competitive excitement. Schools, sports leagues, and platforms are integrating esports programs to inspire, educate, and engage a new generation of digital natives. As the lines between entertainment, education, and competition blur, new initiatives are emerging that […]
Esports have become a dominant force in youth culture, creating pathways that blend digital skill development, academic growth, and competitive excitement. Schools, sports leagues, and platforms are integrating esports programs to inspire, educate, and engage a new generation of digital natives. As the lines between entertainment, education, and competition blur, new initiatives are emerging that bridge classroom learning with gaming arenas. One such standout program is “Game On,” spearheaded by the Detroit Red Wings and the NHL. This article provides a detailed look into how esports is reshaping the youth experience, using the full scope of the available stats and names to highlight this growing movement.
The Detroit Red Wings and NHL Team Up
The Detroit Red Wings, in partnership with the National Hockey League, have launched a transformative scholastic gaming initiative called “Game On.” This program is specifically designed to engage youth between the ages of 13 to 21 by integrating esports into educational and physical development settings. This age range is crucial—it captures teens in their middle school years through young adults in post-secondary institutions. “Game On” doesn’t just stop gaming; it combines competitive esports tournaments with a strong foundation in learning objectives and healthy physical activity. This dual focus ensures that gaming becomes a well-rounded developmental platform, not just a recreational outlet.
Scholastic Gaming Redefined
By embedding esports within school frameworks, “Game On” elevates the concept of learning through gaming. The initiative emphasizes not only competitive success but also digital literacy, problem-solving, and communication skills. In practice, students engage in structured gameplay aligned with scholastic benchmarks, allowing educators to harness students’ passion for gaming as a bridge to academic enrichment. The curriculum further promotes STEM (Science, Technology, Engineering, and Mathematics) topics, enabling participants to connect gameplay with technical and theoretical applications. Through this framework, gaming becomes a tool that motivates and empowers people.
Physical Activity Meets Digital Competition
What makes “Game On” a standout initiative is its insistence on blending physical activity with digital engagement. Recognizing the sedentary risks often associated with gaming, the Detroit Red Wings and NHL have made movement a mandatory pillar of participation. Youth involved in the program are expected to balance screen time with physical exercises, sports drills, and wellness routines. This proactive design not only boosts physical health but also sharpens mental focus, ensuring participants thrive both in the virtual arena and in real life.
Fostering Leadership in Young Gamers
“Game On” doesn’t just cultivate skilled gamers; it develops future leaders. Youth participants are placed in roles that extend beyond gameplay, including team captains, tournament organizers, and strategy planners. These leadership roles offer invaluable real-world skills such as decision-making under pressure, strategic communication, and team management. In essence, the esports environment becomes a training ground for future professionals in various industries, including sports management, media production, and IT infrastructure.
The Role of Digital Literacy
As part of its educational model, the program prioritizes digital literacy. Participants are trained on topics like internet safety, respectful online conduct, digital footprint awareness, and data protection. The goal is to ensure that youth become not just players but informed digital citizens. Incorporating these teachings in tandem with gaming helps bridge the critical knowledge gap that many adolescents face when interacting in digital ecosystems.
With esports gaining traction among youth, platforms like BetMGM are finding ways to engage this demographic responsibly. Instead of pushing pure promotions, BetMGM offers a dual approach—combining educational resources with promotional access points such as those provided through a betmgm bonus code. This strategy allows for responsible exposure, where the emphasis is placed on informed decision-making. This model respects the boundaries of underage gaming while preparing participants for the realities of the gaming economy as they transition into adulthood.
Community-Building Through Scholastic Esports
“Game On” also nurtures community spirit among participants. Youth form tight-knit teams that represent their schools, neighborhoods, and cities. This local representation boosts school pride and cultivates a supportive gaming culture. Students who may not engage in traditional sports find an inclusive environment where their talents are celebrated. The result is an expansion of school identity and team spirit, extending from gymnasiums to virtual arenas.
Career Pathways in the Esports Ecosystem
The initiative opens doors to potential careers in the esports industry, which includes roles far beyond the player’s seat. Youth can explore opportunities in broadcasting, game design, marketing, coaching, and analytics. By offering educational seminars, networking events, and mentorships within the “Game On” program, the Detroit Red Wings and NHL create a sustainable route for gamers to pursue long-term aspirations. The emphasis is not just on playing but on building careers.
Esports as a Social Equalizer
A significant aspect of “Game On” is its accessibility. With resources provided by the Red Wings and NHL, students from all socioeconomic backgrounds can participate without bearing the high costs often associated with advanced gaming setups. This inclusivity transforms esports into a social equalizer, granting underserved communities the opportunity to engage with cutting-edge technology and mentorship that can change life trajectories.
Redefining Youth Engagement in the 21st Century
The “Game On” initiative illustrates how modern youth engagement requires a multi-faceted approach. Combining competitive gaming, education, physical health, and leadership into one comprehensive program showcases a future-forward mindset. It’s no longer enough to lecture or coach from the sidelines—today’s youth demand immersive, hands-on experiences. Esports, through programs like “Game On,” fulfill this demand by creating a vibrant ecosystem that speaks the language of a digital-first generation.
Final Thoughts on a Growing Movement
“From Classroom to Arena” is not just a catchy phrase—it’s a defining reality. As more organizations follow in the footsteps of the Detroit Red Wings and the NHL, scholastic esports will become an essential part of educational and professional development strategies. With platforms like BetMGM reinforcing responsible participation and the inclusion of resources such as the betmgm bonus code, the esports space is poised for sustainable growth. The intersection of competition, learning, and leadership is no longer hypothetical—it’s here, and its game on.
Jordan Chiles, Tara Davis-Woodhall, Top Execs Talk Culture and Sports
Sports and the passion generated by fandom around athletes, leagues and teams is fueling media, culture and marketing live never before. That was the focus of the Variety Sports Culture Happy Hour presented by Uber Advertising, hosted June 17 during the Cannes Lions Festival of Creativity in Cannes, France. The session offered perspectives on the […]
Sports and the passion generated by fandom around athletes, leagues and teams is fueling media, culture and marketing live never before. That was the focus of the Variety Sports Culture Happy Hour presented by Uber Advertising, hosted June 17 during the Cannes Lions Festival of Creativity in Cannes, France.
The session offered perspectives on the growth of sports-related opportunities from the perspective of two top athletes — Olympic gold medal winners Jordan Chiles and Tara Davis-Woodhall — and top executives from the NBA, Uber Advertising and American Express.
The 30-minute panel, moderated by Cynthia Littleton, Variety co-editor in chief, also touched on how panelists grapple with strategic business decisions, authentic partnerships and using social media as a tool to connect with audiences outside of their respective sports.
Track and field superstar Davis-Woodhall, who won the gold medal for women’s long jump at the 2024 Summer Olympic Games, surprised the crowd by noting how precious little airtime is devoted on sports networks to track and field — despite the growth in the number of outlets chasing sports deals. She and her husband, fellow track star Hunter Woodhall, invest in their own camera crews to capture their performances to distribution later via YouTube and social media.
“It’s really hard to find clips of track and field. So we have to bring our videographers to come film and actually make my and Hunter’s jumps and running a little bit more sexy. So it can be appealing to the naked eye for someone who’s not a track fan,” Davis-Woodhall said. “We have to go a little bit deeper into our social media to make it an actual brand.”
Chiles, who won a gold medal for gymnastics last year, noted that her commitment to gymnastics has helped prepare her for the world of being a celebrity and striking partnerships with brands.
“As an athlete, no matter where we are, no matter what we’re trying to do within our lives, everybody has to see that we strive and thrive for greater each and every single day,” Chiles said. “That’s why I like working with certain brands because it’s like they understand that. They understand, you know, that I wake up in the morning at 4:00 a.m. just to go do a workout at six, I wake up in the morning to go do a cold plunge.
“Knowing that I have this opportunity that I can say yes to things, I can say no to things, but understanding that each brand, each partnership, whether it’s long-term, long-term, short-term, is that they understand who I am,” Chiles said. “They understand that authenticity that I get to bring to help them make sure that their brand looks good. If I’m looking good, then I want the brand to look good as well.”
Davis-Woodhall added: “You have to work hard to win. That’s been where the path has taken me through social media and how I’ve signed and worked with brands. Are these brands gonna help me achieve my goal, which is to be the Olympic gold medalist? Is this brand going to be value to me as a person and a human being at the end of the day?”
Woodhall-Davis also addressed the downsides of social media — the tidal wave of criticism and worse that comes pouring out of anonymous commentators. Both Olympians discussed strategies for tuning out the noise and maintaining their own mental health.
“We’re putting ourselves out there and, honestly, it fuels the hell outta me when someone says I can’t do something,” Woodhall-Davis said. “My Facebook is very polished, my Instagram is good, then TikTok is unhinged.”
Chiles concurred. “You go on my social media, you’re gonna know I’m a dog mom. You’re gonna know that I love fashion,” she said. “I don’t want you just to think of me as Jordan Chiles, a two-time Olympian who did this, that and the other in gymnastics. I would like for you to understand that I like watching other sports. I would like for you to understand that Uber Eats is literally the only app I have on my phone.”
To that point, earlier in the conversation, Georgie Jeffreys, Uber’s head of marketing for the U.S. and Canada, stated flatly the importance of sports and related fandom to achieving marketing goals.
“If you don’t have a sports strategy in the industries that we’re in — food delivery and mobility — you don’t really have a marketing strategy,” Jeffreys said. “The reason why sport is so important for us is because the traditional fan base for sport is really changing and evolving. And a lot of that is because of things like [Netflix’s Formula 1 docu series] ‘Drive to Survive’ and the way these social relationships are building between fans and the athletes themselves. We think a lot about how do we treat fans as fans, not as buyers and not as consumers. And we really build and tailor our creative and marketing strategies around that.”
Jess Ling, American Express executive VP of global brand advertising, echoed Jeffreys’ sentiment as it helps guide the credit card giant’s marketing expenditures. American Express, which is marking its 175th year in business, has been a visible player in major sports for decades.
“We are not just a credit card company. We are a membership company,” Ling said. “So when we think about how we structure what membership looks like — that’s travel, dining, sports, entertainment. And so where we really leaned in is where can we continue to co-create experiences that elevate access for card members? Right now what we’ve been really, really focused on is how do you build differentiation through music and entertainment in a way that gives card members either early access to tickets, exclusive merchandise and really pulls them in to the experience of that artist.”
Henault said the NBA is gearing up for a big 2025-26 season as the league’s new media rights deals take effect. More NBA games are going to be on old-school broadcast platforms as well as getting cutting-edge streaming treatment on Peacock and Amazon than ever before.
“We’re a massive lifestyle brand so we can insert ourselves culturally in all types of conversations. And our fans are fans of music, fashion, gaming, et cetera. So we’re able to insert ourselves and then bring our brand partners along for the ride as well,” Henault explained. “So when we make decisions around what investments we make, we really think hard about can we add to the fan experience. Can we not just make a media moment? Can we add meaning to what it means to be an NBA fan? How do we really take the idea and experience of being a fan and together with those partnerships elevate them?”
(Pictured top: Uber Advertising’s Georgie Jeffreys, Tara Davis-Woodhall, NBA’s Tammy Henault, Jordan Chiles and American Express’ Jess Ling)
Holly Middle School students game their way into STEM learning | News for Fenton, Linden, Holly MI
Holly Middle School students and staff are celebrating a successful first year of the school’s esports team, including the team’s first-ever competition in the multiplayer video gaming activity. At the beginning of the school year, the Holly Middle School students formed teams to compete in the Super Smash Bros. and Mario Cart esports leagues. Along […]
Holly Middle School students and staff are celebrating a successful first year of the school’s esports team, including the team’s first-ever competition in the multiplayer video gaming activity.
At the beginning of the school year, the Holly Middle School students formed teams to compete in the Super Smash Bros. and Mario Cart esports leagues. Along the way, the Bronchos learned about sportsmanship and experienced the camaraderie of being part of a competitive team while learning Science, Technology, Engineering and Math (STEM) skills that last a lifetime.
Last fall, the students honed their gaming skills during practice competitions against other schools in preparation for online competition this spring. Beginning in February, the teams started competing against other schools for coveted spots in the esports finals at Oakland University. The esports team is led by coach Ben Lin.
Two Broncho teams made it to the Super Smash Bros. playoffs, and one team qualified for the in-person championship. Holly Middle School students Mason Day, William Yarbrough and Liam Senton finished in the top four during the in-person competition.
“Esports is a fun way for our students to engage in STEM learning that provides the building blocks for success and eventually for in-demand careers,” said Monica Turner, Holly Middle School principal. “We are thrilled to see our esports program draw so much interest in just our first year and look forward to involving more students next season as we open our new middle school.”
“Congratulations to these talented Bronchos who had a unique opportunity to develop teamwork, self-discipline and other key life skills on our esports team,” said Scott Roper, Holly Area Schools superintendent. “We look forward to the continued growth of our esports program as part of our ongoing efforts to prepare all Bronchos for success and the careers of tomorrow.”
How AMD’s partnership with Microsoft could help Team Red stay competitive against Nvidia
Microsoft announced this week that it had extended its partnership with AMD, who will be designing the chips to go in the company’s next-generation Xbox games consoles. While it might seem like an obvious bet, this is still a big win for AMD, and potentially for consumers, too. For AMD, this represents a long-tail partnership […]
Microsoft announced this week that it had extended its partnership with AMD, who will be designing the chips to go in the company’s next-generation Xbox games consoles. While it might seem like an obvious bet, this is still a big win for AMD, and potentially for consumers, too.
For AMD, this represents a long-tail partnership with likely tens of millions of chip orders over the life of the next-generation console, and even more when you factor in Microsoft’s language around expanding portable gaming options.
But for the end-consumers, who have increasingly felt like an afterthought to gaming graphics (and now AI) giant, Nvidia, this is a commitment from AMD to maintain a significant stake in the gaming segment. Microsoft’s approach with Xbox is a far cry from Nintendo, whose console designs don’t require cutting-edge hardware. In general, Microsoft’s Xbox lineup has always aimed at higher-end enthusiast users, rather than the lifestyle segment, which Nintendo targets.
The next-gen Xbox will need to be powerful, which means that AMD needs to continue to remain competitive in terms of both graphical performance and efficiency.
What this means for Xbox
As much as Microsoft’s announcement was likely a welcome one for AMD, this is what many industry pundits expected of a future next-generation Xbox console. Microsoft has used AMD hardware for its past two generations of the console, starting with the Xbox One. Combining AMD CPUs with AMD GPUs has proven a potent combination, despite Nvidia’s dominance in GPUs on PC. Sticking with AMD for another generation might also help keep things straightforward for Microsoft and game developers.
Sticking with AMD might ease backward compatibility between different generations of Xbox consoles, which ensures that the new-generation system has a large software library on day one, even if the launch lineup isn’t extensive. Game developers who have been working on Xbox games in the past will also find it easier if the hardware is just new-generations of the same thing. The Xbox Series X/S uses a custom Zen 2 CPU and RDNA 2 GPU, so a next-generation Xbox may be likely to use newer generations of both those architectural designs.
As for what that new hardware will be, all we have is speculation for now. However, with AMD’s regular release cadence and a history of launching new consoles with new hardware around the same time as their desktop counterparts, we can make some educated guesses about what the “Next Xbox” will have under the hood.
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(Image credit: Microsoft)
The Xbox One featured a custom AMD APU using Jaguar modules, which launched in mid-2013, a few months before the Xbox One hit store shelves. The Xbox Series X used Zen 2 and RDNA 2, which launched in mid-2019 and end-2020, respectively. All very close to the console’s November 2020 launch.
With rumors pointing to a late 2026 or early 2027 launch for a next-generation home Xbox console, that would put it in line to leverage AMD’s latest hardware at the time: purportedly Zen 6 CPUs and RDNA 5 graphics. Or, it might even potentially use the first iteration of AMD’s planned UDNA architecture, which it teased last year.
It’s less clear what hardware we might see in future Xbox handheld systems that were also hinted at in the partnership announcement. But considering AMD’s Z-series mobile APUs have been used in many recent handhelds, including the Xbox Ally X from Asus, it’ll probably be a successive generation of that. Zen 6 APU, anyone?
Windows on console?
Arguably, the greater speculation for the next-generation Xbox is what software it will run. Where Xbox consoles to date have run a custom Xbox System Software package, it has grown increasingly tied to Windows with each successive generation. The latest Xbox Series X/S console is based on the Windows 11 core operating system.
Microsoft’s recent tie-in with Asus for its Ally X handheld Xbox gaming system just runs on a standard Windows install, too, raising speculation that the next Xbox may be based on Windows. It might have an Xbox theme or UI flourishes, but ultimately, it’ll likely be something very similar.
It makes sense, given the way consoles have become increasingly capable and PC-like in recent generational releases, and Microsoft has started shifting its marketing to potentially lay some groundwork for this shift.
It has recently started using the “Xbox PC” branding, or it could be an effort to encourage game streaming from Xbox. But, it also sounds very much like it’s attempting to unify the message that anything could be an Xbox, including Windows.
This could be crucial for Microsoft, as Linux has become a real competitor in the gaming space, especially thanks to devices like the Steam Deck, and the more widespread adoption of gaming on Linux using desktop PCs. It could also be the case that Microsoft would be looking to leverage its console’s name recognition and existing install base to shore up support for gaming on Windows.
In a callback to console exclusivity, which was more common in consoles of generations past, Microsoft could pitch Xbox and Windows as coexistent and comingled gaming platforms, shunning SteamOS and other Linux-based equivalents, which have their own unique selling points.
Indeed, consoles are often pitched as simpler and more streamlined than PCs for gaming. Microsoft could use Xbox to make the case that Windows is still that option for gamers, too.
A boon for AMD
(Image credit: AMD)
As beneficial as this move will be for Microsoft, though, it’s arguably a much bigger win for AMD. Its gaming revenue was down significantly in the first quarter of 2025, so securing probable orders of tens of millions of future chips for next-gen consoles is money that AMD can bank on heavily moving forward.
This also gives AMD additional reason to continue investing in areas where it still falls behind its main rival, Nvidia. Team Green has been one step ahead of AMD in ray tracing and AI upscaling since it unveiled the first generation of those technologies in 2018. While AMD has caught up significantly, it’s very clear that Nvidia is the global AI king and is likely to remain that way for the foreseeable future.
However, Nvidia’s chip shortages in an unstable global trade environment, its major focus on data centers and “AI factories,” and its near-monopolistic position in the industry could leave companies looking for alternatives. AMD doesn’t have the kind of hardware Nvidia has, nor the software ecosystems to back it up. But it can still produce very capable hardware and impressive software. The potential is there for more than one major company in the gaming space, and AMD’s extended partnership with Microsoft could help to keep the wheels greased to keep competing on an enthusiast level.
For Nvidia, gaming now represents less than 10% of its yearly revenue; it’s a much smaller part of a business that is now oriented primarily around AI and enterprise hardware.
AMD being known as the power behind a next-generation games console (and probably Sony’s too, considering the pattern in recent generations) keeps it front-and-center in people’s minds. It keeps developers working with AMD hardware and software, too, which can only help improve adoption and support elsewhere.
AMD isn’t going to jump from being a multi-hundred-billion-dollar company to a multi-trillion-dollar company overnight just because of one announcement, but this is a big one. And if AMD can play its cards right, it has the potential to become more agile at competing in the enthusiast GPU market.
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Holly Middle School Students Game Their Way Into STEM Learning
Holly, MI — June 20, 2025 Holly Middle School students and staff are celebrating a successful first year of the school’s esports team, including the team’s first-ever competition in the multiplayer video gaming activity. At the beginning of the school year, the Holly Middle School students formed teams to compete in the Super Smash Bros. and […]
Holly Middle School students and staff are celebrating a successful first year of the school’s esports team, including the team’s first-ever competition in the multiplayer video gaming activity.
At the beginning of the school year, the Holly Middle School students formed teams to compete in the Super Smash Bros. and Mario Kart esports leagues. Along the way, the Bronchos learned about sportsmanship and experienced the camaraderie of being part of a competitive team while learning Science, Technology, Engineering, and Math (STEM) skills that last a lifetime.
Last fall, the students honed their gaming skills during practice competitions against other schools in preparation for online competition this spring. Beginning in February, the teams started competing against other schools for coveted spots in the esports finals at Oakland University. The esports team is led by coach Ben Lin.
Two Broncho teams made it to the Super Smash Bros. playoffs, and one team qualified for the in-person championship. Holly Middle School students Mason Day, William Yarbrough and Liam Senton finished in the top four during the in-person competition.
Holly Middle School esports team.
“Esports is a fun way for our students to engage in STEM learning that provides the building blocks for success and eventually for in-demand careers,” said Monica Turner, Holly Middle School principal. “We are thrilled to see our esports program draw so much interest in just our first year and look forward to involving more students next season as we open our new middle school.”
“Congratulations to these talented Bronchos who had a unique opportunity to develop teamwork, self-discipline and other key life skills on our esports team,” said Scott Roper, Holly Area Schools superintendent. “We look forward to the continued growth of our esports program as part of our ongoing efforts to prepare all Bronchos for success and the careers of tomorrow.”
Market Disruption: How SPRIBE’s David Natroshvili Shaped The Future Of Interactive Gaming
The iGaming industry has undergone significant transformation over the past decade, with technological advances and changing consumer preferences driving new approaches to digital entertainment. Among the companies leading this transformation, SPRIBE has emerged as a pivotal force, demonstrating how innovative thinking and strategic execution can reshape entire market segments and establish new industry standards. Industry […]
The iGaming industry has undergone significant transformation over the past decade, with technological advances and changing consumer preferences driving new approaches to digital entertainment. Among the companies leading this transformation, SPRIBE has emerged as a pivotal force, demonstrating how innovative thinking and strategic execution can reshape entire market segments and establish new industry standards.
Industry transformation through social gaming
Traditional iGaming experiences historically centered on individual gameplay with limited social interaction, but market trends indicate growing demand for community-driven entertainment that combines gaming with social engagement. SPRIBE’s development of Aviator represents a strategic response to these market shifts, creating gaming experiences that prioritize multiplayer interaction and collaborative decision-making over isolated individual play.
The success of this approach is evident in market performance metrics that demonstrate sustained player engagement and retention rates significantly above industry averages. With over 42 million monthly active users and more than 350,000 bets per minute, Aviator has established market benchmarks that influence competitor strategies and industry development priorities.
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David Natroshvili, SPRIBE’s founder and CEO, identified these market trends early in the company’s development: “We wanted to create games that focused on social interaction and skill, not just chance. We envisioned a completely new gaming category that would bridge the gap between traditional gaming experiences and the interactive nature of modern mobile gaming.”
This market positioning has proven prescient as industry analysis reveals increasing consumer preference for interactive, skill-based gaming experiences over traditional slot-style games. SPRIBE’s early recognition of these trends and successful implementation of social gaming features has positioned the company as a market leader while competitors work to develop similar capabilities.
Crash game genre establishes new market category
SPRIBE’s pioneering work in the crash game genre has created an entirely new market category that now attracts significant industry investment and development resources. The success of Aviator—which has become the world’s leading crash game by market share—has demonstrated market viability for skill-based, multiplayer gaming experiences that combine strategy with entertainment. Industry analysis has documented how SPRIBE revolutionized real-money gaming by releasing Aviator, the industry’s first crash game, creating a phenomenon that captivated players worldwide.
Market analysis indicates that the crash game genre has achieved mainstream adoption across diverse geographical markets and demographic segments. The universal appeal of Aviator’s core mechanics—where players make real-time decisions about when to cash out before a virtual aircraft disappears—has proven effective across cultural and regional boundaries, suggesting fundamental alignment with human psychology and gaming preferences.
Industry competitors have responded to SPRIBE’s success by developing similar gaming experiences, but Aviator’s first-mover advantage and technological sophistication have maintained market leadership. The game’s provably fair algorithm, social features, and mobile optimization represent technological barriers that require significant investment and expertise to replicate effectively.
The establishment of crash games as a legitimate market category has attracted regulatory attention and framework development, with gaming commissions across multiple jurisdictions developing specific guidelines for this gaming format. SPRIBE’s proactive engagement with regulatory bodies has helped shape these frameworks while ensuring compliance across international markets.
Global market penetration drives industry standards
SPRIBE’s international expansion has influenced industry approaches to global market development, demonstrating how technology companies can achieve rapid international growth through strategic partnerships and localized market strategies. The company’s success across Asia Pacific, Africa, Europe, and the Americas provides a template for effective global expansion that other industry participants have begun to emulate.
Market performance data reveals the effectiveness of SPRIBE’s regional strategies. In Asia Pacific, the company achieved a remarkable 629.67% year-over-year increase in Monthly Active Users during 2024, while retention rates improved by 25.36%. These metrics significantly exceed industry averages and demonstrate the effectiveness of localized approaches to international markets.
Africa’s contribution of 19.81% of new player inflow for Aviator, combined with 53.93% year-over-year growth in Monthly Active Users, illustrates how SPRIBE has successfully entered emerging markets that many traditional gaming companies have struggled to penetrate effectively. This success has encouraged broader industry focus on emerging market opportunities.
The company’s partnerships with global entertainment brands, including recent agreements with UFC and WWE, represent innovative approaches to marketing and brand development that extend beyond traditional gaming industry partnerships. These collaborations demonstrate how gaming companies can leverage entertainment industry relationships to achieve mainstream market recognition and player acquisition.
Technological innovation influences industry development
SPRIBE’s implementation of blockchain technology and provably fair algorithms has established new industry standards for transparency and player trust. The integration of cryptographic verification systems within gaming experiences addresses fundamental industry challenges related to player confidence and regulatory compliance.
Market adoption of provably fair technology has accelerated following SPRIBE’s successful implementation, with numerous competitors developing similar systems to meet player expectations for transparency and verifiable fairness. This technological trend represents a significant shift from traditional gaming approaches that relied primarily on regulatory oversight for fairness assurance.
The success of Aviator’s mobile-first architecture has influenced industry development priorities, with companies increasingly focusing on mobile optimization and responsive design capabilities. Market research indicates that mobile gaming represents the fastest-growing segment of the iGaming industry, validating SPRIBE’s early strategic focus on mobile platforms.
Real-time multiplayer functionality has become an industry expectation rather than a competitive advantage, as players increasingly demand social features and community interaction within gaming experiences. SPRIBE’s pioneering work in this area has established technical standards and user experience expectations that influence competitor development strategies. Gaming industry publications have emphasized how social interaction has become key to the success of crash games, with operators recognizing the importance of community features for player retention.
Financial performance sets market benchmarks
SPRIBE’s financial performance provides market benchmarks that demonstrate the viability of innovative gaming approaches and social entertainment strategies. In December 2024 alone, Aviator players worldwide wagered more than $14 billion, representing significant market penetration and player engagement that validates the company’s strategic approach.
The company’s growth from a small Georgian startup to a global gaming leader with operations across multiple continents demonstrates how technological innovation and strategic execution can achieve rapid market expansion. This growth trajectory has attracted industry attention and investment interest in similar gaming concepts and business models.
Revenue per user metrics and player lifetime value calculations for Aviator significantly exceed industry averages, indicating that social gaming approaches can generate superior financial performance compared to traditional gaming formats. These metrics have influenced industry investment priorities and development strategies.
Market analysts note that SPRIBE’s success has contributed to increased investor interest in innovative gaming companies and social entertainment platforms. The company’s achievements have demonstrated market appetite for gaming experiences that extend beyond traditional formats and incorporate social engagement elements.
Regulatory impact and industry standards
SPRIBE’s global operations have required engagement with diverse regulatory frameworks and compliance requirements, contributing to industry understanding of international gaming regulation and best practices. The company’s successful navigation of regulatory requirements across multiple jurisdictions provides valuable precedents for industry participants pursuing international expansion.
The implementation of provably fair technology and blockchain verification systems has influenced regulatory discussions about gaming transparency and player protection standards. SPRIBE’s proactive approach to compliance and transparency has contributed to regulatory framework development that benefits the broader industry.
Licensing achievements across major markets, including certifications from the Malta Gaming Authority and the UK Gambling Commission, demonstrate SPRIBE’s commitment to regulatory compliance and industry standards. These credentials provide credibility that facilitates market entry and partnership development with established industry participants.
Industry collaboration through trade associations and regulatory working groups has positioned SPRIBE as a thought leader in gaming innovation and regulatory compliance. The company’s expertise in emerging gaming formats and international operations provides valuable insights that influence industry policy development and best practice establishment.
Future market trends and industry direction
Market analysis indicates continued growth in social gaming and interactive entertainment formats, suggesting that SPRIBE’s strategic focus aligns with long-term industry trends. Consumer preferences for community-driven gaming experiences and skill-based entertainment continue strengthening across global markets. Trade publications have noted how David Natroshvili and his team have positioned their flagship game to appeal particularly to younger audiences, including Millennials and Gen Z demographics.
Technological advancement in mobile platforms, network infrastructure, and cloud computing capabilities creates opportunities for enhanced gaming experiences that build upon SPRIBE’s foundational innovations. The company’s investment in research and development positions it well for continued leadership as these technologies mature and become more accessible.
The integration of gaming with broader entertainment ecosystems—demonstrated through SPRIBE’s partnerships with UFC and WWE—represents a significant trend that could reshape how gaming companies approach market development and brand positioning. These cross-industry collaborations suggest potential for gaming experiences to achieve mainstream entertainment status.
Emerging markets continue presenting growth opportunities as internet connectivity improves and smartphone adoption increases globally. SPRIBE’s success in markets like India and across Africa demonstrates the potential for continued international expansion as technological infrastructure develops in additional regions.
The company’s influence on industry development extends beyond direct market competition to include technological standards, regulatory frameworks, and business model innovation. SPRIBE’s achievements demonstrate how strategic innovation and execution can create lasting industry impact that extends far beyond individual company success. Industry observers have highlighted how the gaming company has made a significant impact in mobile gaming by offering unique experiences with provably fair technology and seamless cross-platform compatibility.
As market trends continue favoring interactive, social gaming experiences, SPRIBE’s early leadership in this space provides sustainable competitive advantages that position the company for continued growth and industry influence. The establishment of crash games as a legitimate market category and the successful implementation of social gaming features represent foundational contributions to industry development that will likely influence gaming innovation for years to come.