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E-Sports

WWE Teams Up With Spribe In New Partnership

Meta Title: WWE Teams Up with Spribe to Enter iGaming Arena Meta Description: WWE joins forces with Spribe to promote global iGaming awareness, marking a move into the casino space through digital branding and audience crossover. In a bold move reflecting its ever-evolving brand strategy, WWE has stepped into the iGaming arena through a high-profile […]

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Meta Title: WWE Teams Up with Spribe to Enter iGaming Arena

Meta Description: WWE joins forces with Spribe to promote global iGaming awareness, marking a move into the casino space through digital branding and audience crossover.

In a bold move reflecting its ever-evolving brand strategy, WWE has stepped into the iGaming arena through a high-profile partnership with game developer Spribe. Known for revolutionising casino entertainment with unique, skill-based content, Spribe has announced a global collaboration with both WWE and UFC to expand its brand visibility on a massive scale. This alliance underlines WWE’s growing ambition to expand its reach beyond wrestling entertainment.

The partnership, revealed earlier this year, is set to place Spribe front and centre across WWE’s global platforms, with a strategic focus on digital and event integration. While UFC will carry Spribe’s branding at select fights and fan events, WWE’s involvement is equally, if not more, significant. The collaboration includes digital advertising and exposure across WWE programming, social media, and high-traffic moments like live events and PPV shows.

WWE’s global reach makes it an attractive partner for brands looking to gain traction in the mainstream. For Spribe, it’s a perfect opportunity to place its unique gaming offerings in front of a passionate, digitally-savvy audience. For WWE, it opens up a new commercial avenue, aligning with its strategy of diversifying revenue through tech-driven entertainment partnerships.

This move also reflects broader trends in WWE’s business model, which increasingly relies on partnerships that enhance digital presence and fan engagement. The Spribe deal isn’t just about branding; it’s about merging experiences. WWE fans are no strangers to crossover content, making the introduction of iGaming content a natural extension of the WWE universe.

Among Spribe’s most recognised creations is the Aviator casino game, a crash-style game that has soared in popularity thanks to its simplicity, suspense, and player interaction. Its appeal lies in short sessions with high engagement, which mirrors WWE’s own strategy of delivering fast-paced action and instant entertainment gratification. The game’s prominence through WWE’s platforms is expected to accelerate its global adoption.

Importantly, the partnership between WWE and Spribe doesn’t indicate the former’s entrance into the development or operation of casino games themselves. Rather, it showcases how strategic branding and audience alignment can benefit both a gaming developer like Spribe and a global entertainment powerhouse like WWE. It’s a win-win, with WWE enhancing its digital ecosystem and Spribe tapping into a fanbase known for loyalty, passion, and digital entertainment.

As WEE continues to evolve under the TKO Group, a merger between WWE and UFC parent company Endeavor, the Spribe partnership reflects a unified strategy across both entities. TKO’s vision appears clear: to harness the relationship between combat sports, entertainment, and iGaming to unlock new levels of fan interaction and commercial success.

In conclusion, the Spribe-WWE partnership is more than a marketing deal; it’s a sign of the times. With entrainment and gambling increasingly converging in the digital space, WWE has once again shown its flair for innovation and adaptability. Whether fans are cheering in the arena or playing games on their smartphones, the WWE experience is now bigger and more interactive than ever before.



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Online Gaming Bill puts creator earnings from RMG in flux; 25–30% ad spends to shift to esports, casual gaming

The Promotion and Regulation of Online Gaming Bill, 2025, tabled and passed in Lok Sabha on August 20, is poised to reshape India’s influencer and creator economy- an industry that has thrived on partnerships with online gaming and fantasy sports platforms over the past few years. The Bill aims to regulate e-sports, educational and social […]

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The Promotion and Regulation of Online Gaming Bill, 2025, tabled and passed in Lok Sabha on August 20, is poised to reshape India’s influencer and creator economy- an industry that has thrived on partnerships with online gaming and fantasy sports platforms over the past few years. The Bill aims to regulate e-sports, educational and social gaming while imposing a blanket ban on online money games that involve monetary stakes.

The Bill formally recognises e-sports as a legitimate competitive sport and outlines government support for training academies, research centres, and technology platforms to fuel its growth. Social and educational games will also be promoted, with safeguards to ensure age-appropriate content and integration into skill development and learning initiatives.

At the same time, the legislation takes a strict stand against money-based online games. If passed, it will outlaw advertisements across television, print, digital platforms, and influencer or celebrity endorsements that promote such games. Penalties for violations include imprisonment of up to two years, fines of up to ₹50 lakh, or both. Repeat offences could invite stricter punishment—up to three years in jail and fines reaching ₹1 crore.

Industry estimates suggest that real money game segment represents an aggregate annual revenue of around ₹18,000 crore (out of the total gaming revenues), which now stands to be impacted by the proposed prohibition.

For the influencer ecosystem, the immediate fallout could be steep.

“This is a very wide-ranging prohibition,” said Vikram Jeet Singh, Partner, BTG Advaaya. “It could extend to film stars acting in advertisements, agencies making those ads, influencers endorsing platforms, and even players wearing sporting uniforms sponsored by online gaming companies. Platforms like YouTube, X, cable TV channels, and news outlets will also have to refuse to carry such ads. The entire ad ecosystem is potentially liable for compliance.”

For creators, the immediate pain will be felt in paused or cancelled campaigns.

Sakchi Jain, CA and Financial Educator and a creator, pointed out “The Indian influencer space grew massively on the back of online gaming and fantasy sports. These weren’t just advertisers, they created consistent work during cricket seasons and gaming tournaments.”

Now, there will likely be a sudden pause in brand campaigns and collaborations from real-money gaming platforms. Creators who relied heavily on such brands may see cancellations or delays in payments. Agencies too might find it tough to fill these gaps quickly. She added that it could mean a noticeable dip in revenue and more uncertainty in ongoing projects.

Rohit Agarwal, Founder & Director, Alpha Zegus pointed out, “Within the next 12–18 months, nearly 25–30% of ad spends that previously went into real-money gaming will shift toward esports, casual social gaming, and adjacent creator-led content. That builds credibility and attracts mainstream brand categories.”

According to the FICCI-EY Media & Entertainment Report 2025, India’s gaming market was valued at ₹35,000 crore (~US$3.7 billion) in 2024.The industry is projected to grow at a 16–20% CAGR, reaching ₹80,000 crore (~US$9.1 billion) by 2029.

In just one year, India added 33 million new gamers, pushing the total user base to 488 million. That number was expected to cross 517 million in 2025, meaning nearly 40% of the country’s population will be gaming online.

What’s fueling the money flow? Real money gaming, including fantasy sports and skill-based games, which contributed 86% of total game spending (~US$3.2 billion) in 2024.

Agarwal estimates that in terms of creators’ earnings, casual and mid-tier game streamers typically take home ₹40,000–₹75,000 per month, while top esports streamers and dedicated RMG creators can earn ₹1–1.5 lakh monthly through a mix of brand deals, tournament payouts, affiliate income, and platform monetization.

If we average earning at ₹50,000/month across 300,000 creators, RMG segment represents an aggregate annual revenue of around ₹18,000 crore, which now stands to be impacted.

Meanwhile, agencies will need to rethink their approach.

Chandan Sharma, GM – Digital Media, Adani Group, argued, “For agencies, the focus will move beyond pure reach and engagement to ensuring campaigns are built around responsible communication, consumer protection, and long-term value. Much like subscription fatigue forced platforms to reinvent, influencer marketing in gaming will need hybrid models.”

He foresees credit-back systems where part of a spend translates into permanent upgrades or community-driven models where access to exclusive groups comes bundled with preferential NFT pricing, merchandise, and events.

It is to be noted that a central regulatory authority has been proposed under the legislation to oversee compliance, support policy formulation, and encourage innovation in the gaming sector. According to the financial memorandum, the authority will be set up with an initial capital expenditure of around ₹50 crore and an annual recurring cost of ₹20 crore, drawn from the Consolidated Fund of India.

Industry leaders say the long-term picture could be healthier.

Agarwal welcomed the clarity the Bill brings. “The distinction between esports and betting-led models is critical.”

For years, many creators- especially in Tier 2 and 3 markets- were caught in a grey zone. With money-based games explicitly prohibited, agencies now have a clear red line, he added.

Kushal Bhuva, AVP-Influencer Marketing, WRM, points out that the proposed Bill marks a decisive shift in how influencer marketing intersects with gaming.

“Real-money formats were a significant advertising category, but they operated under constant uncertainty. The government’s clear prohibition now eliminates that ambiguity and creates space for e-sports, casual gaming, and entertainment to grow with legitimacy.”

For agencies, Bhuva adds, this change is less about loss and more about redirection.

“Budgets will naturally move to categories with long-term relevance, while compliance becomes central to operations. Updating creator contracts, advisories, and campaign checks is now essential to safeguard both influencers and brands,” he adds.

The outcome is an industry that is more structured, responsible, and better positioned for sustainable growth.

But not everyone is convinced the Bill strikes the right balance.

Sourya Banerjee, Associate Director – Public Policy Comms, Jajabor Brand Consultancy, warned that the draft not only bans games of chance but also those of skill, effectively throwing the baby out with the bathwater.

“Skill-based RMG applications are legal and widely endorsed by celebrities and influencers. Over-regulation could push users toward unregulated apps while cutting off legitimate income streams for creators who were working with compliant platforms.”

For influencers who have leaned heavily on fantasy sports and online gaming partnerships, the transition may be bumpy.

“This impact will be felt both in the short and long run,” Jain added. “But it’s also a reminder that depending too much on one category is risky. The disruption could push creators to diversify into safer niches like casual gaming, reviews, or broader entertainment.”

With India’s 650 million gamers and over 180 million fantasy sports users, the market opportunity is undeniable. But as the Bill redraws boundaries, experts agree the creator economy is moving toward a more structured, brand-safe, and sustainable future.



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SEGG Media Brands Gain Global Exposure Through INDYCAR and INDY NXT Racing Partnerships

SEGG Media Corporation (NASDAQ: SEGG, LTRYW) is leveraging high-profile motorsports partnerships to showcase its digital brands during this weekend’s Milwaukee Mile racing event. The company’s backing of drivers Louis Foster, Callum Ilott, and Seb Murray provides significant exposure for its Sports.com and Lottery.com platforms as the 2025 NTT INDYCAR and INDY NXT by Firestone seasons […]

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SEGG Media Corporation (NASDAQ: SEGG, LTRYW) is leveraging high-profile motorsports partnerships to showcase its digital brands during this weekend’s Milwaukee Mile racing event. The company’s backing of drivers Louis Foster, Callum Ilott, and Seb Murray provides significant exposure for its Sports.com and Lottery.com platforms as the 2025 NTT INDYCAR and INDY NXT by Firestone seasons approach their conclusion.

Louis Foster, who secured the 2024 INDY NXT championship at Milwaukee, returns to the track with Rahal Letterman Lanigan Racing while leading the INDYCAR Rookie of the Year standings. His car and helmet feature prominent Sports.com branding, ensuring visibility throughout the race weekend. Callum Ilott, competing with PREMA Racing after consecutive top-six finishes, displays Lottery.com’s logo on his helmet, creating additional brand recognition opportunities.

The event marks the Indy NXT debut of rising Scottish talent Seb Murray with Andretti Cape. Murray’s vehicle will feature Lottery.com branding on the rear wing and Sports.com on the front wings, maximizing brand exposure from multiple camera angles during broadcasts. This strategic placement across multiple drivers and racing teams ensures continuous visibility for SEGG Media’s brands throughout the competition.

The global broadcast reach represents a significant marketing opportunity for SEGG Media’s digital platforms. Race coverage will air on Fox, FS1, FS2, and Sky Sports F1, delivering the Lottery.com and Sports.com branding to international audiences. This exposure comes as SEGG Media continues to develop its portfolio of digital assets focused on sports, entertainment, and gaming experiences. The company maintains its newsroom at http://ibn.fm/SEGG for investor updates and corporate communications.

This racing partnership strategy aligns with SEGG Media’s focus on immersive fan engagement and ethical gaming initiatives. By associating with top-tier racing talent and premier events like the Milwaukee Mile, the company gains access to dedicated sports audiences that represent potential users for its digital platforms. The timing during the season’s conclusion ensures maximum viewer attention as championship standings are determined.



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High School Esports Opening Doors To College And The Pros

At the age of 4-years old, Robert Miller was already practicing to become a pro.  All that was missing after pounding the controller during Mario Kart and Super Smash Brothers was the gradual real life experience of one day finishing high school before moving on to attend college. That dream come true scenario is now a […]

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At the age of 4-years old, Robert Miller was already practicing to become a pro. 

All that was missing after pounding the controller during Mario Kart and Super Smash Brothers was the gradual real life experience of one day finishing high school before moving on to attend college. That dream come true scenario is now a pleasant reality for the Huffman High School grad who signed an esports scholarship with the University of Montevallo during a recent ceremony at Huffman as Miller becomes the first Birmingham City Schools esports scholarship recipient in the district after the high school began their esports program last spring with competitions on the Nintendo Switch console. 

Like any serious athlete, chalk it up to putting the work in. 

“In our very first season of high school esports at Huffman using gaming consoles, we witnessed something truly extraordinary,” said Justin Hackett, Robert’s coach. 

“He earned a scholarship, an achievement I never imagined possible in our debut season. I am both astonished and immensely proud of Robert and our entire team for making history together.”

Miller is one of the chosen ones; the new wave and high tech student-athlete who took control of his future one video game level at a time. Playing esports is proving to give students an avenue to pursue possibilities beyond high school with students receiving scholarships to play in college, opportunities to become a professional gamer, or even develop a career within the multi-billion-dollar esports industry. 

This year over 8,000 high schools in the U.S. offer esports programs and that number appears to be soaring with each season. Just take a look around high schools across the country who are heading back to school this month. 

In New Jersey, esports is now a varsity sport in all state high schools. Teachers also have the chance to earn their esports certification at Rutgers University through the Garden State esports program, courtesy of Intel and SHI who are powering the sponsorship. At Richland One in Columbia, South Carolina, their school district is also preparing for their first official fall season after launching their competitive esports program with six schools last spring. 

In the midwest, Kansas State High School Activities Association (KSHSAA) Executive Director Bill Faflick expressed how they are bringing Esports to high schools in Kansas this year after watching the trend grow upward for a number of years. Down in Arizona, schools are striving to offer high school students who compete in esports a fresh perspective on what a future in gaming might look like. The American Leadership Academy reportedly invested nearly half a million dollars into their esports program. 

Schools and scholastic esports associations aren’t the only ones bracing for a big school year and season. So are esports companies with revenue in esports expected to reach over $4.8 billion by the end of this year and the United States the leading country in revenue for the esports market.

PlayVS, North America’s largest scholastic and collegiate esports network, recently announced the company is launching Pokémon UNITE and will officially join the world of scholastic esports by partnering with Pokemon to bring competitive leagues to both middle and high schools across the U.S. and Canada. The announcement is certainly echoed by the National Federation of State High School Associations (NFHS) who partners with PlayVS to offer scholastic esports leagues and events for high school students. 

Their slogan for the upcoming season is straight out of any coach’s playbook: “Build your team. Represent your school. Compete this fall.”

Meanwhile in Michigan, the Michigan High School Esports Federation shared the news on social media about how the Interstate Scholastic Esports Alliance is partnering with Nintendo America to further grow esports throughout Michigan. The collaboration includes in-school gaming tournaments for grades 4-12, reaching 80,000 elementary, middle school, and high school students across 23 states. 

A new season awaits, one that for some high school seniors just might include a scholarship to play in college. 

If so, they’ll join a rising number of scholarship recipients with over 170 colleges and universities in the U.S. offering esport scholarships and more than 300 colleges and universities across North America offering esports programs (in 2018, there were at least 73 college varsity esports programs) with over 260 schools making up the National Association of Collegiate Esports (NACE). 



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Riot Games Continues Gaming Education Partnership With DonorsChoose

Riot Games is continuing its investment in classrooms by once again partnering with the nonprofit DonorsChoose to fund gaming and esports education programs across U.S. public schools. Now in its third year, the campaign will see the Riot Games Social Impact Fund match every dollar donated to related projects up to $200,000.   Teachers can […]

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Riot Games is continuing its investment in classrooms by once again partnering with the nonprofit DonorsChoose to fund gaming and esports education programs across U.S. public schools. Now in its third year, the campaign will see the Riot Games Social Impact Fund match every dollar donated to related projects up to $200,000.

 

Teachers can submit proposals on DonorsChoose for resources ranging from consoles and PCs for esports clubs to programming software for game development courses. The goal, according to Riot, is to help educators show students how gaming can encourage teamwork, problem-solving, and pathways into technology-driven careers.

 

Three Years Strong: Riot Games and DonorsChoose Expand Gaming Access and Inspire Future Careers for Public School Students

 

This year, Riot has placed additional emphasis on underserved areas. The company fully funded every gaming and esports project from rural schools posted on DonorsChoose when the campaign launched, impacting more than 4,500 students. The initiative also continues to prioritize Equity Focus Schools, where at least half of students come from low-income households.

 

Riot says the results have been significant. In 2024, the matching campaign supported 542 projects, with more than 84% coming from schools with predominantly low-income students. Since the partnership began in 2023, over 670 teachers and 16,000 students have benefited. The program has also driven growth on the platform, with gaming-related project submissions up 73% last year.

 

“We’ve seen firsthand the powerful role gaming and esports can play in education, from boosting engagement to opening doors into tech and creative careers,” said Jeffrey Burrell, head of social impact at Riot Games. “This year, we’re especially proud to expand our efforts by flash funding projects in rural communities.”

 

Kristina Joye Lyles, DonorsChoose’s senior vice president of equity and impact, called the campaign an opportunity for students “to think creatively about their future careers” while also connecting with peers through a shared passion for games.

 

Supporters can donate to the campaign at DonorsChoose.org



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Dream11 pauses paid contests, Dream Sports shifts focus to FanCode, DreamSetGo

Dream Sports, the parent company of fantasy gaming giant Dream11, is preparing to pivot its business after the government’s newly passed Promotion and Regulation of Online Gaming Bill, 2025 effectively outlawed paid fantasy sports contests. According to CNBC, CEO Harsh Jain told employees in an internal communication that “there is no legal pathway to continue […]

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Dream Sports, the parent company of fantasy gaming giant Dream11, is preparing to pivot its business after the government’s newly passed Promotion and Regulation of Online Gaming Bill, 2025 effectively outlawed paid fantasy sports contests.

According to CNBC, CEO Harsh Jain told employees in an internal communication that “there is no legal pathway to continue operations once the law takes effect.” Both full-time and contractual staff have been briefed on a transition plan, with the company now steering toward its other verticals — FanCode, DreamSetGo, and Dream Game Studios.

The move comes as an existential crisis for the Mumbai-headquartered unicorn. More than 90% of Dream Sports’ revenues have historically come from Dream11’s paid contests, which amassed over 280 million registered users since its founding in 2008. In FY24 alone, Dream11 posted revenues of over ₹9,600 crore, boosted by record engagement during the men’s cricket World Cup.

By contrast, the company’s alternative businesses remain relatively small. FanCode, its sports media platform; DreamSetGo, an experiential travel venture; and Dream Game Studios, a gaming development arm, are now expected to anchor Dream Sports’ future growth.

Dream Sports, last valued at $8 billion in 2021 and backed by marquee investors including ChrysCapital, Multiples, TCV, and Tiger Global, has long enjoyed deep ties with Indian cricket — from IPL title sponsorships to partnerships with Team India. But with the ban now cutting into its core fantasy sports operations, the group is shifting strategy.

On the Dream11 app, users were notified: “In view of the recent development pertaining to ‘The Promotion and Regulation of Online Gaming Bill, 2025,’ we are pausing all ‘Pay to Play’ Fantasy Sports contests on our platform. Your account balance is safe and available for you to withdraw.”

Dream Sports posted a net profit of ₹188 crore on operating revenue of ₹6,384 crore in FY23. However, the company’s pivot signals that it will need to rebuild its growth narrative in a post-fantasy era.



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Breaking Barriers for Women in Gaming: XSET and Samsung Galaxy Partner to Promote the Launch of Samsung’s New Mobile Devices, Tapping into Thought Leaders in the Female Gaming World

Breaking Barriers for Women in Gaming: XSET and Samsung Galaxy Partner to Promote the Launch of Samsung’s New Mobile Devices, Tapping into Thought Leaders in the Female Gaming World NEW YORK, Aug. 21, 2025 /PRNewswire/ — XSET, the world’s fastest-growing pop-gaming media and youth culture brand, is joining forces with Samsung, one of the largest […]

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Breaking Barriers for Women in Gaming: XSET and Samsung Galaxy Partner to Promote the Launch of Samsung’s New Mobile Devices, Tapping into Thought Leaders in the Female Gaming World

NEW YORK, Aug. 21, 2025 /PRNewswire/ — XSET, the world’s fastest-growing pop-gaming media and youth culture brand, is joining forces with Samsung, one of the largest and most innovative technology conglomerates, to spotlight Samsung’s newly unveiled Galaxy Z Fold7—first introduced at the Samsung Galaxy Unpacked event on July 9. This dynamic collaboration builds upon the momentum of their successful partnership earlier this year, further uniting two trailblazing brands at the forefront of culture, gaming, and technology.

At the heart of this campaign is a two-part streaming series featuring standouts of XSET’s powerhouse roster of female talent—Fraanticc, Moxie, Nina, Regsita, and Daya. Through their influence and authenticity, these creators are providing a deeper look at Samsung’s Galaxy Z Fold7, fusing product exploration with personal storytelling and gameplay, while giving fans a chance to get their hands on an exclusive, limited-time only, XSET x Samsung Galaxy jersey.

With the first stream having kicked off on August 4, hosted by Fraanticc, fans experienced a nostalgic journey as each streamer revisited the games that ignited their passion for gaming, now with the best devices. Fans also received a deeper look into each creators’ journey as females in the creator space as they share their personal experiences on stream. Plus, viewers got an immersive firsthand look at Samsung’s Galaxy Z Fold7’s standout features—including a larger yet sleeker display and the ultra-fast Snapdragon 8 Elite Processor, designed to elevate mobile gaming to new heights.

“This isn’t just a brand partnership — it’s a cultural moment. What we’ve built with Samsung is something truly bespoke, rooted in authenticity and driven by shared values. Supporting the XSET Queens the way Samsung has? That’s not lip service — that’s commitment to real storytelling, real representation, and real impact. You don’t fake this kind of alignment.” said Nick Nocera, Partner, Chief Revenue Officer at XSET.

“Our partnership with XSET was designed to show what happens when you combine the best gamers with the power of Samsung Galaxy — you don’t want to miss these streams,” said Simon Callen Head of Partnerships at Samsung Electronics America. “We’re excited to show everyone what’s possible with the brand-new Galaxy Z Fold7, packed with our latest innovations, so gamers can compete at all levels, whether they’re on the go or relaxing at home.”

“It’s such an honor to work with such a trusted and well-reputable brand that’s also focused on empowering women like me. Galaxy Z Fold7 have been a game changer for my content creation and gaming, so I can’t wait to show my fans why I love this device so much. It’s going to be a great 2 nights of fun, honesty, and exploration!” said Jaya “Fraanticc” Homan

This partnership doesn’t just highlight cutting-edge technology—it also champions representation, storytelling, and empowerment. By intersecting innovation, gaming, and education, XSET and Galaxy are setting a new standard for inclusivity in gaming, while celebrating the origin stories of some of the most respected female talent in the industry.

About XSET

Founded in 2020, XSET is the world’s fastest-growing pop-gaming media and lifestyle brand built for the next generation. Blending gaming, music, sports, fashion, and entertainment, XSET is a content and cultural force setting new standards for creativity and authenticity in next-gen youth media.

About Samsung Electronics America, Inc.

Headquartered in Englewood Cliffs, N.J., Samsung Electronics America, Inc. (SEA), the U.S. Sales and Marketing subsidiary, is a leader in mobile technologies, consumer electronics, home appliances, enterprise solutions and networks systems. For more than four decades, Samsung has driven innovation, economic growth and workforce opportunity across the United States—investing over $100 billion and employing more than 20,000 people nationwide. By integrating our large portfolio of products, services and AI technology, we’re creating smarter, sustainable and more connected experiences that empower people to live better. SEA is a wholly owned subsidiary of Samsung Electronics Co., Ltd. To learn more, visit Samsung.com. For the latest news, visit news.samsung.com/us

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SOURCE XSET



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