E-Sports
Rocket Licensing welcomes Bioworld and Danilo to UK licensee line-up for Dog Man
Rocket Licensing welcomes Bioworld and Danilo to UK licensee line-up for Dog Man – Brands Untapped “We are building a strong licensing programme to meet enormous UK demand,” said Charlie Donaldson, Joint Managing Director of Rocket Licensing. Stay up to date with the latest news, interviews and opinions with […]


“We are building a strong licensing programme to meet enormous UK demand,” said Charlie Donaldson, Joint Managing Director of Rocket Licensing.
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E-Sports
Eastern Michigan University Esports program launches first summer camp for youth
Teen killed, Detroit police officer injured in shooting and more top stories Teen killed, Detroit police officer injured in shooting and more top stories 04:00 A group of middle school students will learn the ways of Esports in Eastern Michigan University’s first summer youth camp. The five-day camp, July 14-18, will immerse students ages 11 […]

A group of middle school students will learn the ways of Esports in Eastern Michigan University’s first summer youth camp.
The five-day camp, July 14-18, will immerse students ages 11 to 14 in hands-on activities that mix gaming with developmental skills, such as teamwork and communication. According to a news release, the program will be run by EMU’s Esports student-athletes.
“We’re excited to bring esports and gaming education to the next generation,” said Zachary Lewis, coordinator of the EMU Esports program, in a statement.
EMU says the camp is the first in a series planned by the program, and there are plans for future sessions to include competitive gaming and content creation for high school students.
“This camp is about more than just gameplay—it’s about building a learning environment that helps students grow and develop in a safe, collaborative space. We also hope to engage families and educators in seeing the positive potential of esports as a structured, valuable discipline,” Lewis said.
E-Sports
Serious Play conference is coming to Rochester in August
St. John Fisher University is hosting the Serious Play Conference this August. The event explores how play and games are transforming education and other fields — but it also looks at how they can shape society at large. “Many of the games or interventions that are being presented on are being used for some type […]

St. John Fisher University is hosting the Serious Play Conference this August.
The event explores how play and games are transforming education and other fields — but it also looks at how they can shape society at large.
“Many of the games or interventions that are being presented on are being used for some type of social good,” Paul Darvasi, executive director of the Serious Play Conference said. “Whether it’s sort of creating more awareness around environmental issues, thinking more deeply about treating people in a better way through some kind of a game or initiative focusing on social and emotional learning,”
One of the draws to bring the conference to Rochester is the Strong National Museum of Play, but it’s not the only reason. Darvasi said the city is making a name for itself in the world of gaming.
“What we found is there’s lots of these pockets around the Rochester area where games are being used in a really interesting way,” he said.
Things like building relationships between youths and law enforcement through gaming competitions at the library, he said, and other initiatives that serve as more than mere entertainment.
“I think we even need more play because of the play poverty that I’m seeing in the world,” St. John Fisher University professor Ozge Kantas said, citing conflicts, confusion and burnout. “People are … losing their spontaneity, their well-being, their vitality, and they’re still trying to push themselves further. So … they’re losing contact with their human essence and their joy,”
Kantas, who teaches psychology and business, is one of more than 120 speakers scheduled to present at the three-day event. Her background working in kindergarten classrooms informs her approach to the field of play.
“We utilize those childlike skills of expanding, building and broadening … our capabilities through play, and interact (with) each other through play, that playfulness gets the core of everything, of productivity, innovation, peace, building,” she said. “Whether it is two little kids playing in a playground and fighting over a toy, or whether it is two nations fighting over the land, it is the same games that we play, whether we make peace or whether we make war with each other.”
The conference includes after-hours access to the Strong National Museum of Play, and an inaugural Serious Play Esports Summit at the Rochester Institute of Technology’s MAGIC Spell Studios. The goal of the summit is to explore the evolving landscape of esports in education and competitive gaming, according to organizers.
E-Sports
AI integration drives new approaches in Hawaii education
As artificial intelligence becomes increasingly embedded in classrooms and at home, educators across Hawaii say the rise of personalized learning is beginning to reshape how students learn, and in some cases, whether they attend traditional schools at all. Justin Lai, an educational technologist at La Pietra — Hawai’i School for Girls, describes AI as a […]
E-Sports
Sheep Esports – LoL: Taiwan’s official LoL page is giving away 1.010 fried chicken thanks to CFO’s performance against T1
Already 1010 chicken filets given after just one series against T1 The official League of Legends Facebook page in Taiwan is using every possible means to support their last remaining representative at MSI. Before CTBC Flying Oyster’s first match against T1, they launched a challenge that only this region could dream up: for every kill […]

Already 1010 chicken filets given after just one series against T1
The official League of Legends Facebook page in Taiwan is using every possible means to support their last remaining representative at MSI. Before CTBC Flying Oyster’s first match against T1, they launched a challenge that only this region could dream up: for every kill CFO secured, ten fried chicken filets would be given out to a randomly selected person. And for each game win, that’s 100 more.

LoL Taiwan’s post on Facebook.
Currently, the post has gathered over 2,800 comments on Facebook. After all, the goal of the campaign is also to drive engagement. Only those who comment on the post — showing the most passion, fervor, and a good dose of humor for the LCP champion — will have a chance to win this chicken-themed giveaway. It’s worth noting that chicken filets hold a special place in Taiwanese street food culture. They’re a cheap, flavorful, indulgent bite — one you grab after work, after school, or, in this case, after a clutch teamfight.
An entire nation praying for a miracle lower bracket run
In their very first series of MSI 2025, CFO went up against none other than World Champions T1. Few expected them to put up much resistance. But CFO shocked the world — not just by winning two games off the favorites, but by racking up 81 kills across the series. That’s 810 filets from kills, plus 200 more from their two wins, bringing the total to a crispy, golden 1010 chicken filets.
A Reddit user documented the breakdown of “chicken earned” and “chicken given out,” attributing filets to individual players like fantasy points in a food-fueled stat sheet:
Chicken Earned (CFO Players):
- Driver: 50
- Rest: 40
- Junjia: 70
- HongQ: 280
- Doggo: 330
- Kaiwing: 40
Chicken Given Out (T1 Players):
- Doran: 210
- Oner: 160
- Faker: 210
- Gumayusi: 100
- Keria: 130
So far, Chiu “Doggo” Tzu-Chuan and Tsai “HongQ” Ming-Hong became Taiwan’s crispy kings, while T1’s solo lanes, Choi “Doran” Hyeon-joon and Lee “Faker” Sang-hyeok, gave up the most. It is now up to CFO to make a deep run in the lower bracket and cover their home country with crispy chicken.
Header Photo Credit: Riot Games/Sheep Esports
– Clément Chocat –
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E-Sports
Wechat Mini-Program Game Market Size and Growth Report, 2033
WECHAT MINI-PROGRAM GAME MARKET REPORT OVERVIEW The global Wechat Mini-Program Game Market size was USD 0.3 Billion in 2024, is expected to rise to USD 0.33 Billion in 2025, and is forecasted to reach USD 0.8 Billion by 2033, expanding at a CAGR of 11% throughout the period. The rising demand for flexible learning solutions […]

WECHAT MINI-PROGRAM GAME MARKET REPORT OVERVIEW
The global Wechat Mini-Program Game Market size was USD 0.3 Billion in 2024, is expected to rise to USD 0.33 Billion in 2025, and is forecasted to reach USD 0.8 Billion by 2033, expanding at a CAGR of 11% throughout the period.
The rising demand for flexible learning solutions that can be accessed anytime and anywhere is further propelling the market. Wechat mini programs offer a continuous and interactive learning experience, which is mainly pleasing to the tech-savvy younger group. Furthermore, the incorporation of progressive technologies such as artificial intelligence, increased reality, and big data analytics into these mini-programs is enhancing their functionality and enhancing their implementation across educational institutions and corporate officialdoms. Wechat mini programs enable educators to tailor educational content to meet the precise needs of individual learners. This customization is enabled by data analytics, which delivers insights into students’ learning patterns and likings. The capacity to offer tailored learning paths not only boosts student engagement but also progresses learning outcomes. The Mini-Program format allows users to instantly access games without downloads, reducing user acquisition costs and increasing conversion rates.
Moreover, the partnership between educational institutions and technology workers is playing a vital role in driving market development. Partnerships and associations are leading to the growth of advanced and accessible programs that provide to several educational requirements. Corporate establishments are also using wechat mini programs for employee training and progress, thus growing the market’s opportunity. The constant investment in research and growth by key companies is anticipated to further drive innovation and market development.
Participants are fixing their efforts on encouraging R&D. Technological development are supporting the regional market growth. Companies need to stay updated with varying market trends and develop products that meet rising consumer needs. Companies coming up with advanced technological solutions for firming their positions.
COVID-19 IMPACT:
Pandemic Positively Affected The Market Due To Augmented Screen Time
The global COVID-19 pandemic has been unprecedented and staggering, with the market experiencing lower-than-anticipated demand across all regions compared to pre-pandemic levels. The sudden market growth reflected by the rise in CAGR is attributable to market’s growth and demand returning to pre-pandemic levels.
The COVID-19 pandemic significantly accelerated the growth of WeChat Mini-Program games. This development was motivated by augmented screen time and the platform’s capacity to offer immediate, no-download gaming experiences. The pandemic also encouraged luxury brands to explore mini-program games as advertising tools. These brands launched interactive games to engage customers, offering rewards and enhancing brand visibility.
LATEST TRENDS
Use Of Innovative Products To Boost The Market Growth
Technological upgrading and improvement will further enhance the presentation of the product, allowing it to obtain a varied range of requests in the market. Technological advancement will improve performance and propel the market growth. Technological development with high demand is increasingly setting a force to increase the productivity. The incorporation of AI and machine learning offers prospects to personalize gameplay, match players, and enthusiastically adjust difficulty to progress retention. WeChat’s data infrastructure lets developers to access user behaviour insights, allowing more refined game design and targeted engagement approaches.
WECHAT MINI-PROGRAM GAME MARKET SEGMENTATION
By Type Analysis
According to type, the market can be segmented into Chess, Business, Puzzle, Other
- Chess: These games are mainly popular among older users and traditional gaming enthusiasts. Multiplayer competences and turn-based gameplay suit the mini-program set-up well, inspiring approachable competition through wechat groups.
- Business: Games that simulate entrepreneurship, managing, or agricultural are gaining traction among younger operators. These games often have monetization structures such as VIP memberships and in-game buying.
- Puzzle: Titles and logic puzzles are extensively played due to their casual, addictive nature and low skill entry. They are perfect for short sittings and high engagement through social sharing.
- Other: It includes hyper-casual tap sports, trivia, informative games, and branded mini-games. This group delivers room for investigation and often embraces periodic or advertising content tied to advertising movements or special events.
By Application Analysis
According to application, the market can be segmented into Android, IOS
- Android: Android users are more probable to involve with ad-supported games and casual gaming experiences. Android users also incline to have a advanced tolerance for publicity content and slower performance, making lightweight mini-program games mainly tempting.
- IOS: iOS users, usually located in Tier 1 and Tier 2 cities, which frequently signify a wealthier demographic. These users expect refined design, smoother presentation, and are keener to pay for finest content or features. However, iOS has stringent app store plans and payment incorporation limits, which can complicate in-game monetization.
MARKET DYNAMICS
Market dynamics include driving and restraining factors, opportunities and challenges stating the market conditions.
Driving Factors
Growing Popularity of Casual Gaming To Boost The Market Growth
Casual games are leading China’s mobile gaming act, particularly in tier 2–5 cities. Mini-Program games, typically lightweight and easy to play, align perfectly with this trend. Creators can capitalize on workers’ want for rapid performing during short breaks, travels, or social connections. The simple gameplay mechanism lesser the entry barrier, attracting users across several age collections and tech literacy levels.
Technological Advancement and Innovation To Upsurge The Market
Technological advancements and innovation activate unique revenue augmenting opportunity which will upsurge the wechat mini-program game market growth. Growing investment in research and development activities and growing awareness about benefits are expected to deliver profitable opportunities for the market. Integration with cloud-based backend facilities has also enhanced scalability and data managing, allowing creators to track user behaviour and personalize gameplay through analytics and AI-driven recommendations. The development of in-game marketing APIs and WeChat pay features has supported monetization abilities, including support for microtransactions and rewarded ads.
Restraining Factor
Platform Dependence and Regulatory Risks To Hamper The Market Growth
All mini-program games function within the Tencent ecology, subject to its guidelines, procedures, and changing significances. Creators have partial control over user data and are exposed to unexpected platform rule variations. Furthermore, compliance with China’s stringent gaming and data guidelines adds additional layer of difficulty, mainly concerning content approval and data protection.
Mini-program games present growing prospects for in-game promotion and brand associations. Rewarded video ads, native ads, and sponsorships from customer brands are becoming common. Worldwide and domestic brands are using mini-game setups for advergaming providing entertainment while encouraging products. For creators, this unlocks new monetization channels beyond traditional in-app buying.
Mini-program games are planned to be lightweight and fast-loading, which characteristically bounds game difficulty and depth. While this supports casual gameplay and short sittings, it makes it tough to sustain enduring user engagement. As a result, many games suffer from short holding rates and struggle to build reliable user bases.
WECHAT MINI-PROGRAM GAME MARKET REGIONAL INSIGHTS
The market is primarily segregated into Europe, Latin America, Asia Pacific, North America, and Middle East and Africa.
North America region’s progressive technological infrastructure, high digital knowledge rates, and rising demand for e-learning solutions are significant factors driving the market development. The occurrence of recognized technology workers and the constant investment in research and development are also contributing to the market’s development which is leading the wechat mini-program game market share.
Asia Pacific region is anticipated to lead the WeChat mini program in the education industry market due to the high implementation rate of WeChat and other social media stages. The growing penetration of smartphones and the mounting demand for flexible learning solutions are further driving the implementation of WeChat mini program in this region.
Europe region prominence on digital education and the growing implementation of online learning solutions are key drivers of market development. Furthermore, the European Union’s initiatives to encourage digital education and the incorporation of progressive technologies into the educational system are anticipated to further drive the market development in this region.
KEY INDUSTRY PLAYERS
Key Players Focus On Partnerships To Gain Competitive Advantage
The key players are dynamically contributing in strategic events that are aimed at maintaining strong market position and increasing market share by merger, partnerships and others. Key players are motivated to introduce new innovative products. They are spending severely on research and development in order to arise with more new technology so that they can maintain and improve their existing market. The market changes are dynamic such as market expansion, partnership and merger. The collective efforts of these major players expressively impact the competitive landscape and future path of the market.
List Of Market Players Profiled
- Beijing Jianyou Technology Co., Ltd. (China)
- Tencent Holdings Limited (China)
- Two Mile Technology Chengdu Co., Ltd. (China)
- Qingdao Lanfei Interactive Entertainment Technology Co., Ltd. (China)
- Crazy Games Citrus Studio (Belgium)
INDUSTRIAL DEVELOPMENT
August 2024: Tencent Games has been awarded the coveted Sustainability Award at gamescom 2024 in Cologne, Germany, recognizing Tencent Games’ action-orientated commitments to operating its business sustainably.
REPORT COVERAGE
The report provides scrutiny and information according to market sectors. Business overview, financial overview, product portfolio, new project launch, recent development enquiry are the factors included in the profile. The report incorporates completely examined and appraised evidence of the noticeable players and their position in the market by methods for various descriptive tools. The report covers national and regional level market size and forecast. The report gives businesses the facility to research new prospect in many areas. The report shows to be an operational tool that players can use to gain a competitive superiority over their opponents and ensure lasting achievement in the market.
Attributes | Details |
---|---|
Market Size Value In |
US$ 0.3 |
Market Size Value By |
US$ 0.8 |
Growth Rate |
CAGR of |
Forecast Period |
2025-2033 |
Base Year |
2024 |
Historical Data Available |
Yes |
Regional Scope |
Global |
Segments Covered |
|
By Type |
|
By Application |
E-Sports
TaDa further strengthens its brand in Brazil with LatAm leader BetConnections
Through its expertly localised and certified portfolio comprising 200+ titles, including the highly engaging fish-shooting games, crash and slot releases, TaDa is an award-winning and trusted brand across the region. In addition, by offering its bespoke gamification tools GiftCode and WIN CARD to enhance engagement, TaDa is known for driving player retention and operator differentiation […]

Through its expertly localised and certified portfolio comprising 200+ titles, including the highly engaging fish-shooting games, crash and slot releases, TaDa is an award-winning and trusted brand across the region.
In addition, by offering its bespoke gamification tools GiftCode and WIN CARD to enhance engagement, TaDa is known for driving player retention and operator differentiation across multiple demographics.
With localised slots including Lucky Jaguar, Lucky Jaguar 2 and the market leading Garuda themed Fortune Gems‘ series alongside the unique fishing-shooting titles Mega Fishing and Ocean Hunter, BetConnections’ clients and players will have immediate access to these innovative and engaging games.
Through 120+ business partnerships with providers and operating in 23 countries across Latin America and Central America, BetConnections are a global provider of iGaming software solutions. They offer their partners a world class sports betting and casino platform, available as an omnichannel service across online, mobile and retail.
BetConnections are proud of their certification of the administrative system Kingbox Plus for global security, control and regulation.
Through utilising top-tier technological solutions in conjunction with an agile development methodology, BetConnections deliver creative, cost-effective and customised solutions, while their services are equipped with powerful artificial intelligence tools, giving their clients a considerable competitive advantage.
Hector Langa, Business Development Manager, TaDa Gaming, said: “TaDa has built its presence in Brazil as a trusted provider of market leading games through partnering with quality platforms like BetConnections. Their extensive know-how, reach and innovative approach to the Brazilian market aligns with our own and we are delighted to be working together.”
Jesús R. Campos, CEO, BetConnections, commented: “We believe in constant evolution across the Betconnections platform to ensure our partners are best placed to deliver success in their core markets. Working with tier one providers makes this process easier and we’re thrilled to have partnered with TaDa Gaming. We are looking forward to delivering some great experiences together.”
For further information, please visit www.tadagaming.com or contact [email protected]
TaDa Gaming
TaDa Gaming is a premier game development company with over 30 years of industry experience. Renowned for its innovation and quality, the company has produced more than 200 games across genres such as video slots, fish-shooting, table games, card games, bingo, and crash games—optimized for mobile, console, and H5 platforms.
TaDa Gaming places a strong emphasis on skill, research, and continuous advancement to maintain its distinctive edge. Its mission is to provide a superior gaming experience for a diverse global audience.
Betconnections
Founded 2015, BetConnections is proud of its certification of the administrative system Kingbox Plus for global security, control, and regulation.
With Gaming Lab Certified”, GLI 19 & 33 and BMM Test Labs alongside a CONAJZAR License (Paraguay), the company is headquartered in Paraguay and operates in 23 countries (Latin America and Central America).
With six registered trademarks of original products, the iGaming platform offers comprehensive solutions for online sports betting and gaming operators; seamless integration of games and content providers for gaming operators; solutions for player management and responsible gaming practices and security and compliance solutions to ensure operators’ reliability and integrity.
For further information, visit BetConnections
Source: GMB
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