Gaming Archives - MARKETECH APAC https://marketech-apac.com/tag/gaming/ Making Marketing for all Tue, 14 Apr 2026 07:47:32 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 https://marketech-apac.com/wp-content/uploads/2023/05/marketech-icon.png Gaming Archives - MARKETECH APAC https://marketech-apac.com/tag/gaming/ 32 32 Roblox introduces age-based accounts and expanded parental controls for users under 16 https://marketech-apac.com/roblox-introduces-age-based-accounts-and-expanded-parental-controls-for-users-under-16/ Tue, 14 Apr 2026 07:47:32 +0000 https://marketech-apac.com/?p=139770 United States – Roblox Corporation has announced the introduction of two new age-based account types for younger users, alongside expanded parental controls, as part of its broader effort to align user experiences with age-appropriate content and safety measures. The new account types, Roblox Kids for users aged five to eight and Roblox Select for those […]

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United States – Roblox Corporation has announced the introduction of two new age-based account types for younger users, alongside expanded parental controls, as part of its broader effort to align user experiences with age-appropriate content and safety measures.

The new account types, Roblox Kids for users aged five to eight and Roblox Select for those aged nine to 15, are set to roll out in early June. These accounts are designed to tailor content access, communication settings, and parental controls according to a user’s age, while also introducing a structured selection process for games available to users under 16.

The update builds on earlier initiatives by the platform, including the introduction of facial age checks for chat access. According to Roblox, more than half of its global daily active users, and 65% in the United States, have completed an age verification process.

Under the new system, Roblox Kids accounts will be automatically assigned to users aged five to eight through the platform’s age-check technology or via parental verification. These accounts will also have access only to games labelled with Minimal or Mild content maturity ratings that have passed an additional selection process. Communication features will be disabled by default, and the interface will include visual indicators to distinguish the account type.

Meanwhile, Roblox Select accounts, intended for users aged nine to 15, will allow access to games rated up to Moderate. Default communication settings for this age group will remain unchanged, although the accounts will also feature distinct visual markers.

The platform will also automatically transition users between account types as they age, moving them from Roblox Kids to Roblox Select at age nine, and to standard accounts at age 16. Users who have not completed an age check will be restricted to games with Minimal or Mild ratings, with communication features disabled until verification is completed.

Moreover, Roblox said it will also implement a continuous evaluation process for games accessible to users under 16. In addition to existing moderation systems, which include AI-based asset scanning and user report reviews, the platform will introduce further checks such as developer verification, extended content evaluation, and restrictions on content deemed more suitable for older audiences.

Games included in younger users’ catalogues must meet additional criteria, including developer ID verification, two-step authentication, and active platform subscriptions. Roblox will also monitor how older users interact with new games and assess user feedback to determine suitability for younger audiences. Certain types of content, including those involving sensitive topics, social hangouts, or free-form drawing, will be excluded by default.

Larry Magid, CEO of ConnectSafely, said,  “By combining age assurance, stronger creator accountability, and parental controls, Roblox is helping set a higher standard for how platforms can better protect younger users while preserving positive online experiences.”

Matt Kaufman, Chief Safety Officer at Roblox, added,  “With the launch of Roblox Kids and Roblox Select, we are fundamentally shifting how games are discovered on our platform. Safety isn’t a static feature—it’s a journey that evolves as a child grows. While no system is perfect, these age-adaptive accounts are designed to help remove the guesswork for parents and help align users’ experiences with their age.”

In the same month, Roblox has also implemented the same ruling in Indonesia, after being identified as a high-risk platform by Indonesia’s Ministry of Communications and Digital Affairs, also known as Komdigi. 

Later this year, Roblox plans to transition to the International Age Rating Coalition (IARC) framework, which provides region-specific content ratings such as ESRB in the United States and PEGI in Europe and the United Kingdom.

The company is also expanding its parental control features. Parents will be able to block specific games, manage chat settings for users up to age 15, and approve access to games that fall outside the default settings of a child’s account. Existing tools for monitoring screen time, spending, and in-game activity will remain in place.

The updates form part of Roblox’s ongoing efforts to strengthen safety measures while maintaining its focus on user-generated content, creativity, and interactive play.

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M&M’S, Marvel deploy gaming campaign linking purchases to rewards across Asia-Pacific https://marketech-apac.com/mms-marvel-deploy-gaming-campaign-linking-purchases-to-rewards-across-asia-pacific/ Fri, 10 Apr 2026 04:01:24 +0000 https://marketech-apac.com/?p=139576 Kuala Lumpur, Malaysia – A packet of M&M’S now comes with more than sugar and chocolate as Mars has launched a cross-market campaign with Marvel that ties product purchases to a digital gaming experience across eight Asia-Pacific markets. Branded “Be A Hero with M&M’S | Marvel,” the campaign runs from April 1 to May 31, […]

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Kuala Lumpur, Malaysia – A packet of M&M’S now comes with more than sugar and chocolate as Mars has launched a cross-market campaign with Marvel that ties product purchases to a digital gaming experience across eight Asia-Pacific markets.

Branded “Be A Hero with M&M’S | Marvel,” the campaign runs from April 1 to May 31, 2026, spanning Malaysia, Singapore, Thailand, Taiwan, Vietnam, South Korea, the Philippines, and Hong Kong.

Consumers can enter the campaign by scanning QR codes on packaging or in-store materials, which direct them into a game layer hosted at mmsmarvel.com.

Users will register via WhatsApp in Malaysia, Singapore, the Philippines, and Hong Kong, LINE in Thailand and Taiwan, and KakaoTalk in South Korea—removing the need for standalone apps or email sign-ups.

The campaign’s central mechanic sits in purchase verification. Participants upload receipts, which are validated through an AI-powered scanner developed on SUPERFAN’s game engine. 

Each verified purchase unlocks access to a Marvel-themed mini game, with additional entries granted for repeat purchases.

“We built SUPERFAN to turn gaming into a verified action channel, not just an entertainment layer. When a consumer in Bangkok and a consumer in Seoul are both engaging through our game engine, that’s a meaningful connection established,” said Jason Ang, Founder of SUPERFAN.

Prizes include a trip for two to Shanghai Disneyland, along with iPads and platform vouchers for registered users. All participants who complete registration receive a TikTok discount voucher.

SUPERFAN’s platform underpins the campaign’s mechanics, handling receipt validation, audience tracking, and gameplay access across all eight markets. 

The company positions its system as an infrastructure layer for purchase-linked gaming across both digital and physical retail environments.

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Coda rolls out initiative to protect Indonesian gamers from online scams https://marketech-apac.com/coda-rolls-out-initiative-to-protect-indonesian-gamers-from-online-scams/ Mon, 16 Feb 2026 06:45:22 +0000 https://marketech-apac.com/?p=134028 Indonesia – Coda, a digital content monetisation and distribution platform, has partnered with Indonesia’s Ministry of Creative Economy/Creative Economy Agency (EKRAF) to launch an anti-scam campaign to help Indonesian gamers identify, avoid, and report common online gaming fraud. The campaign, titled “Guard Your Game”, provides gamers with practical tools and guidance, including ways to spot […]

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Indonesia – Coda, a digital content monetisation and distribution platform, has partnered with Indonesia’s Ministry of Creative Economy/Creative Economy Agency (EKRAF) to launch an anti-scam campaign to help Indonesian gamers identify, avoid, and report common online gaming fraud.

The campaign, titled “Guard Your Game”, provides gamers with practical tools and guidance, including ways to spot fraudulent websites pretending to be legitimate services such as Coda’s digital content marketplace, Codashop. 

The Indonesia launch also marks the start of Coda’s broader regional effort to combat scams across Southeast Asia. As part of the initiative, Coda introduced an online safety URL checker to help users verify legitimate websites and avoid scam or impersonation links.

Liz Adam, VP Corporate Affairs at Coda, said, “At Coda, we believe that a truly trusted digital ecosystem is built on informed users. This anti-scam campaign is a testament to our proactive commitment to consumer protection, empowering individuals with the critical knowledge and tools needed to detect and avoid fraudulent sites.”

She added, “With Guard Your Game, our aim is not just to mitigate risk but to enable our users to navigate the digital world with confidence, fostering a safer collective environment for everyone online.”

The move comes amid rising online fraud in Indonesia. According to the Indonesia Financial Services Authority (OJK), e-commerce fraud was the most reported scam category as of November 2025, with 64,933 cases causing IDR 1.14 trillion in losses. Overall, OJK said public losses from online scams totalled Rp7.9 trillion from more than 350,000 reports over the past year.

Furthermore, as online gaming grows into a major digital economy, scammers are increasingly targeting players with phishing links, fake reward claims, impersonation, and fraudulent top-up offers, often disguised to appear as trusted platforms.

Endorsed by EKRAF, Guard Your Game reflects a joint effort to strengthen digital awareness and support safer online experiences in Indonesia’s fast-growing creative economy. By combining education, practical tools, and collaboration with government partners, the campaign aims to build long-term digital resilience among gamers and reduce their exposure to online fraud.

Muhammad Neil El Himam, deputy chairman for digital and technology creativity at EKRAF, explained, “The rapid growth of Indonesia’s gaming and digital content subsectors presents significant opportunities for creativity, innovation, and contributions to the development of the creative economy. However, as digital participation continues to expand, strengthening public and user awareness of fraud risks – particularly among gamers – has become increasingly crucial.”

He added, “We highly appreciate initiatives such as Coda’s Guard Your Game campaign, which helps gamers have more awareness and understanding in recognising and avoiding scams on gaming transactions. This collaboration between the Ministry of Creative Economy/Creative Economy Agency and Coda reflects the shared responsibility between government and industry in building a convenient, inclusive, and safe digital creative economy ecosystem.”

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UOB and Perx: From delight to data-driven engagement https://marketech-apac.com/uob-and-perx-from-delight-to-data-driven-engagement/ Thu, 05 Feb 2026 01:45:49 +0000 https://marketech-apac.com/?p=132536   In the fast-evolving world of digital banking, customer engagement is no longer about points, stamps, or giveaways – it’s about creating emotional moments that shape behaviour. Few brands have understood this better than UOB, one of Southeast Asia’s leading banks, and its long-time technology partner, Perx Technologies. Over the past eight years, UOB has […]

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In the fast-evolving world of digital banking, customer engagement is no longer about points, stamps, or giveaways – it’s about creating emotional moments that shape behaviour. Few brands have understood this better than UOB, one of Southeast Asia’s leading banks, and its long-time technology partner, Perx Technologies.

Over the past eight years, UOB has transformed its mobile app into a hub of joyful, purpose-driven engagement, from celebrity tie-ins to culturally inspired campaigns and, more recently, data-powered experiences that drive real customer actions.

Engagement as entertainment

UOB’s partnership with Perx began with a bold idea – make banking experiences as exciting as entertainment. UOB TMRW continues to lead the way in redefining digital engagement through gamification. Building on the success of the City of TMRW game in Indonesia and Thailand, the Bank elevated the experience with the launch of the eHongbao Lunar New Year 2025 Campaign in collaboration with Perx.

This vibrant, richly themed game fused tradition with innovation, blending festive symbolism, luck, and fun with modern gamification mechanics. The result? A campaign that transformed everyday banking into an immersive, joyful celebration, perfectly capturing the spirit of Lunar New Year while deepening customer engagement. The milestone reaffirmed a key insight: people don’t just engage with finance, they engage with stories.

StarRush: turning play into purpose

Riding on the momentum, UOB launched StarRush, an in-app gaming experience created with Perx to “surprise and delight” customers. The results were stellar.

Over 49 days, more than 350,000 games were played, with customers earning and redeeming 68,000 rewards. The campaign recorded a remarkable 69% earn-to-burn ratio, one of the highest among Perx-powered programmes, and achieved a 7–8/10 customer delight score in sentiment studies aggregated by Publicis.

Beyond the numbers, StarRush provided strategic learning. Engagement surged early, then naturally plateaued, revealing that audiences craved novelty, progression, and relevance. UOB’s digital engagement lead, Corinna Au, senior vice president and head of digital engagement at UOB, explained.

“Instant rewards create excitement, but sustained engagement needs progression – levels, milestones, and personalisation. That’s where our next phase begins.”

eHongbao: turning tradition into thrill

Lunar New Year is synonymous with hongbaos – symbols of prosperity and good fortune. In 2025, UOB reimagined this tradition for the digital age with – eHongbao Lunar New Year 2025 Campaign: Pay, Play and Win, blending cultural heritage with gamified engagement.

For the first time, the bank introduced a game mechanic to make digital gifting not just seamless but exciting. Customers who made digital payments during the festive period were invited to play an interactive game: pick one of eight virtual red packets, each hiding a surprise prize. Instant gratification met festive fun

The rewards were big and bold – air tickets to Tokyo and Bangkok, plus over $20,000 in cash prizes. The results spoke volumes: more than 215,000 games played, a 33% year-on-year surge in PayNow and Scan-to-Pay transactions, and over 450,000 eHongbaos shared through payment skins.

Beyond the numbers, eHongbao unlocked a powerful insight: gamification drives engagement when paired with cultural relevance and instant rewards. This sets the stage for UOB’s next evolution in festive digital experiences.

The next phase: influence and intelligence

That next phase is already taking shape. UOB and Perx are now collaborating to evolve from feel-good play to purposeful engagement. Using Perx’s advanced rules engine and behavioural analytics, upcoming campaigns will link gamified experiences to real actions, such as increased card usage, deposits, or referrals.

“We want to reward customers for meaningful behaviour,” Corinna added. “It’s about turning engagement into measurable business outcomes, helping customers build good financial habits while driving value for the Bank.”

A partnership built on progress

For Amrith G, senior vice president of marketing & customer analytics at Perx Technologies, the partnership reflects how loyalty and engagement are converging into one discipline.

“UOB has always been a pioneer,” he said. “From the eHongbao Lunar New Year 2025 Campaign to StarRush, they’ve shown that engagement isn’t a gimmick; it’s a strategy. The next frontier is influencing behaviour through data-driven design.”

That frontier is already here. The latest UOB TMRW eHongBao 2026 Promotion brings this philosophy to life with a fresh gaming experience engineered to drive purposeful customer actions.

By simply making five or more PayNow or Scan to Pay transactions during the qualifying period, customers form a natural habit of using seamless, secure digital payments – and are rewarded with 10 chances to play for adorable plushies and festive prizes. Sending blessings becomes more than a seasonal gesture; it becomes a catalyst for building everyday digital behaviours that are convenient, rewarding, and future-ready.

Corinna summarised the shared vision best:

“The bank of the future isn’t just where you transact—it’s where you enjoy, learn, and grow. Every interaction should have purpose.”

Looking ahead

As UOB continues to scale its engagement ecosystem, its partnership with Perx underscores a broader trend in financial services: moving beyond loyalty to build living, learning platforms that adapt to customer behaviour in real time.

From surprise to strategy, UOB’s journey proves that gamification isn’t just play; it’s the future of meaningful, profitable engagement.

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KRAFTON India launches BGMI ‘Career Mode’ to translate gameplay into skill insights https://marketech-apac.com/krafton-india-launches-bgmi-career-mode-to-translate-gameplay-into-skill-insights/ Wed, 04 Feb 2026 06:52:19 +0000 https://marketech-apac.com/?p=132473 Mumbai, India — KRAFTON India, publisher of the online multiplayer game BATTLEGROUNDS MOBILE INDIA (BGMI), has launched BGMI Career Mode, an initiative designed to explore how in-game behaviour can provide insights into real-life, career-relevant skills. The platform aims to complement traditional credentials such as resumes and LinkedIn profiles for students, gamers, and working professionals. Developed […]

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Mumbai, India — KRAFTON India, publisher of the online multiplayer game BATTLEGROUNDS MOBILE INDIA (BGMI), has launched BGMI Career Mode, an initiative designed to explore how in-game behaviour can provide insights into real-life, career-relevant skills. The platform aims to complement traditional credentials such as resumes and LinkedIn profiles for students, gamers, and working professionals.

Developed in partnership with Aeos Group and Leo India, BGMI Career Mode combines structured psychometric frameworks with gameplay analytics to generate personalised reports. These highlight attributes commonly observed in gaming, including problem-solving, adaptability, teamwork, decision-making under pressure, and leadership, organised across three categories: Core Skills, Adaptive Skills, and Additional Attributes.

“Gaming today is an important part of youth culture, and it’s also a space where real behaviours and skills naturally emerge,” said Srinjoy Das, associate director for product and marketing, KRAFTON India. 

He added, “BGMI Career Mode is a humble and exploratory attempt to see how those moments of play can be translated into a structured, credible reflection that helps players better understand their cognitive strengths, soft skills, and growth areas. It reflects our belief that young people deserve accessible tools that acknowledge learning wherever it happens – not just in classrooms or formal settings.”

On the other hand, Sachin Kamble, chief creative officer – Leo South Asia, shared, “Gaming has always been seen as an escape from real life. We wanted to flip that narrative. BGMI Career Mode is our attempt to giving gameplay a purpose by transforming hours of gameplay into insights that feel credible, personal, and meaningful in the real world.”

In total, BGMI Career Mode works by combining two types of input, with the first one being a psychometric layer, where players complete a guided assessment capturing behavioural preferences, personality indicators, and work-style tendencies. 

The second is a gameplay layer, which analyses in-game behaviour to observe decision-making patterns, including strategic thinking, composure under pressure, teamwork, adaptability, and attention to detail. These inputs are synthesised to create a ‘Career Mode’ report that provides structured insights into skills and attributes.

Moreover, the initiative also focuses on personality reflection, recognising that gaming environments often allow players to express themselves more freely than in academic or professional settings. BGMI Career Mode also seeks to capture these expressions to give players a clearer understanding of how they respond in moments of strategy, pressure, and collaboration.

KRAFTON India said the initiative reflects a broader belief that gaming can be a meaningful component of youth culture and personal development, providing accessible tools to understand strengths and growth areas.

The launch campaign is being promoted via digital platforms and supported by Tier 1 Bollywood celebrities and the broader BGMI community. It also includes on-ground activations in Mumbai, Pune, Kolkata, and Jaipur, targeting college students.

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MyRepublic rolls out Card Sub service for Trading Card Game enthusiasts in Singapore  https://marketech-apac.com/myrepublic-rolls-out-card-sub-service-for-trading-card-game-enthusiasts-in-singapore/ Fri, 26 Dec 2025 09:54:33 +0000 https://marketech-apac.com/?p=129121 Singapore — MyRepublic has launched Card Sub, a subscription-based service offering Trading Card Game (TCG) enthusiasts in Singapore monthly access to Magic: The Gathering (MTG) products, including premium booster packs not typically available through standard retail channels. Card Sub operates on a fixed monthly subscription model, with subscribers receiving either up to three Play Booster […]

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Singapore MyRepublic has launched Card Sub, a subscription-based service offering Trading Card Game (TCG) enthusiasts in Singapore monthly access to Magic: The Gathering (MTG) products, including premium booster packs not typically available through standard retail channels.

Card Sub operates on a fixed monthly subscription model, with subscribers receiving either up to three Play Booster packs or two Play Booster boxes from the current MTG release. 

Each subscription also includes complimentary premium boosters or boxes, which may feature Collector Booster Packs or Boxes such as the highly sought-after Final Fantasy Collector Booster, known for the rare serialised Golden Chocobo card.

“The trading card community in Singapore is incredibly passionate, and Card Sub is our small way of adding value to that ecosystem,” said Terry Williams, head of consumer at MyRepublic

Williams underscored, “As TCG players ourselves, we wanted to offer something to the community to provide easier access to the latest releases and the chance to secure premium packs that may not be readily available. We see Card Sub as a community-driven initiative, open to all who share a passion for growing the hobby.”

Card Sub is open to both MyRepublic and non-MyRepublic customers. 

All subscription items will be redeemed in person at Card Arena by MyRepublic, located at Suntec City, where premium boosters or boxes will be collected monthly.

Positioned for cost-conscious TCG fans, Card Sub provides predictable access to monthly releases while offering added value through premium products at no additional charge. 

MyRepublic also plans to expand the service to other TCG franchises, including Pokémon.

Sign-ups are now open at cardsub.net, with monthly redemptions available exclusively at Card Arena by MyRepublic which recently opened its doors at Suntec City, 3 Temasek Boulevard. 

Card Arena by MyRepublic stands as a retail venue for Singapore’s TCG community, open for play spaces, consignment options, events, and community-driven activities. 

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Razer, BLACKPINK to launch co-branded gaming product collection https://marketech-apac.com/razer-blackpink-to-launch-co-branded-gaming-product-collection/ Fri, 26 Dec 2025 07:48:56 +0000 https://marketech-apac.com/?p=129112 In addition to the product lineup, Razer said fans can expect pop‑up fan activations tied to BLACKPINK’s upcoming World Tour Pop‑Up Store in Hong Kong.

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Singapore – Razer has announced a collaboration with K-pop group BLACKPINK to launch a limited‑edition collection of co‑branded gaming products.

The partnership will see the release of the BLACKPINK X Razer collection, which features gaming gear designed with performance‑focused specifications alongside a pink‑themed aesthetic associated with the group’s image. According to the announcement, the products are aimed at both gamers and fans of BLACKPINK, positioning the collection as a blend of gaming hardware and lifestyle merchandise.

In addition to the product lineup, Razer said fans can expect pop‑up fan activations tied to BLACKPINK’s upcoming World Tour <DEADLINE> Pop‑Up Store in Hong Kong.

“Gaming and music are two of the most influential forces shaping youth culture today,” said Addie Tan, global head of lifestyle division at Razer. “Our collaboration with BLACKPINK goes beyond products, it’s about creating a lifestyle that celebrates passion, performance, and individuality.”

Further details on specific products, pricing, and availability were not disclosed in the announcement.

BLACKPINK and its members have been active in a range of brand partnerships across fashion, sportswear, and lifestyle sectors. Recently, the group collaborated with fragment design to release an apparel and accessories collection tied to their DEADLINE tour. The collection included stadium jackets, hoodies, t-shirts, caps, and lifestyle items featuring co-branding and the slogan “PINK IS THE NEW BLACK.” 

In mid-2025, BLACKPINK launched a sports-inspired fashion collection in Los Angeles in collaboration with Complex LA, Fanatics, and local sports teams such as the Los Angeles Lakers and Los Angeles Dodgers, blending K-pop style with NBA and MLB aesthetics. 

Earlier pop-up events tied to BLACKPINK collaborations with Musinsa and various sports apparel brands also offered themed merchandise, including custom light stick kits and limited-edition clothing, at multiple locations in South Korea.

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Genshin Impact teams up with Duolingo to reward language learners https://marketech-apac.com/genshin-impact-teams-up-with-duolingo-to-reward-language-learners/ Mon, 22 Dec 2025 03:29:39 +0000 https://marketech-apac.com/?p=128932 Singapore — Genshin Impact has partnered with Duolingo in a limited-time collaboration that brings characters from the open-world RPG into the language-learning app, blending gameplay rewards with daily study streaks. Running from  December 8 to 27, the Genshin Impact x Duolingo 3-Day Streak Quest features Paimon alongside fan-favourite characters Tighnari and Cyno, as well as […]

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Singapore Genshin Impact has partnered with Duolingo in a limited-time collaboration that brings characters from the open-world RPG into the language-learning app, blending gameplay rewards with daily study streaks.

Running from  December 8 to 27, the Genshin Impact x Duolingo 3-Day Streak Quest features Paimon alongside fan-favourite characters Tighnari and Cyno, as well as Duolingo’s mascot Duo. 

Learners who complete one unit lesson per day for three consecutive days will unlock exclusive in-game rewards for Genshin Impact.

Participants can access the quest through any course on the Duolingo app, where completing the streak allows users to sculpt a collectible in-app statue of Paimon and Duo. 

Characters from both franchises will appear throughout the experience to encourage learners.

Upon completion, users will receive a reward bundle including the “Diligent Study” avatar, the namecard “Celebration: Dream Reader”, Primogems, and a Sumeru-style dish, “Spiced Fried Chicken”, along with its recipe. 

Reward redemption codes must be claimed via the Duolingo app by December 30, 2025 at 23:59:59 (UTC) and redeemed in Genshin Impact by January 31, 2026 at 15:59:59 (UTC).

The collaboration follows the recent release of Genshin Impact Version Luna III, which introduced a new five-star Pyro character, Durin, and a new story chapter set in Nod-Krai.

The quest is available in select regions, with December 25 being the final day for learners to join and qualify for rewards. 

Availability varies by region, and participation details can be found within the Duolingo app.

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Netflix kicks off FIFA football game ahead of World Cup 2026 https://marketech-apac.com/netflix-kicks-off-fifa-football-game-ahead-of-world-cup-2026/ Fri, 19 Dec 2025 05:53:51 +0000 https://marketech-apac.com/?p=128889 California, United States — Netflix has announced a reimagined FIFA football simulation game that will debut exclusively on Netflix Games ahead of the FIFA World Cup 2026. Developed and published by Delphi Interactive, the game is designed to capture the emotion and drama of the tournament in a fast, accessible format that is easy to […]

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California, United States Netflix has announced a reimagined FIFA football simulation game that will debut exclusively on Netflix Games ahead of the FIFA World Cup 2026.

Developed and published by Delphi Interactive, the game is designed to capture the emotion and drama of the tournament in a fast, accessible format that is easy to learn and engaging to master. 

Netflix members will be able to play solo or online with friends using only their mobile phones, with the game included as part of their existing subscription.

“The FIFA World Cup is going to be the cultural event of 2026, and now fans will be able to celebrate their fandom by bringing the game right into their living rooms,” said Alain Tascan, president of Games at Netflix.

Tascan added, “We want to bring football back to its roots with something everyone can play with just the touch of a button.”

FIFA president Gianni Infantino said, “FIFA is very excited to team up with Netflix Games and Delphi Interactive ahead of the FIFA World Cup 2026.”

Infantino highlighted, “This major collaboration is a key milestone in FIFA’s commitment to innovation in the football gaming space, which aspires to reach billions of football fans of all ages everywhere in the world and will be redefining the pure notion of simulation games.”

The FIFA title will also form part of Netflix’s growing TV-based games offering, allowing members to play directly on supported televisions using their phones as controllers, alongside other recently released games. 

Casper Daugaard, founder and CEO of Delphi Interactive underscored how Football is ‘biggest thing in the world’, adding, “As lifelong FIFA fans, we’re honored to help usher in the bold next generation and reimagine the future of the franchise. Our mission is simple: Make the FIFA game the most fun, approachable, and global football game ever created.” 

Andy Kleinman, president of Delphi Interactive, further added, “Together with FIFA and Netflix Games, Delphi is building a game worthy of the world’s favorite sport—a game that anyone, anywhere, can pick up and instantly feel the magic of football.”

The game will initially be available on select TVs in certain countries, with a wider rollout planned over time. 

“Our reimagined game truly marks the beginning of a new era of digital football. It will be available for free to Netflix members and is a great historic step for FIFA,” Infantino concluded. 

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MyRepublic launches Card Arena to unite Singapore’s TCG scene https://marketech-apac.com/myrepublic-launches-card-arena-to-unite-singapores-tcg-scene/ Tue, 16 Dec 2025 02:50:12 +0000 https://marketech-apac.com/?p=128538 Singapore — MyRepublic has launched Card Arena, a dedicated hub for Trading Card Game (TCG) players and collectors in Singapore.  Located at Suntec City, 3 Temasek Boulevard, #02-323/324, the venue brings together retailers, distributors, community groups, and independent creators under one roof. Card Arena offers retail, play spaces, consignment options, events, and community-driven activities.  Players […]

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Singapore MyRepublic has launched Card Arena, a dedicated hub for Trading Card Game (TCG) players and collectors in Singapore. 

Located at Suntec City, 3 Temasek Boulevard, #02-323/324, the venue brings together retailers, distributors, community groups, and independent creators under one roof.

Card Arena offers retail, play spaces, consignment options, events, and community-driven activities. 

Players can buy, sell, trade, and play across multiple TCG universes, while partner shops and independent studios can showcase products and reach new audiences. 

Facilities include casual and competitive play areas, livestream-ready kiosks, a card scanner for instant pricing, and consignment cabinets for rent. 

Weekly tournaments, leagues, and community-run events will be held in collaboration with organisers and TCG groups.

Terry Williams, VP Consumer at MyRepublic, said, “Card Arena was created to give the TCG community a reliable, neutral space to play, run events, and connect. Our goal isn’t to compete with existing shops, it’s to support the ecosystem by offering a venue that complements what others are already doing.”

He added, “We’re open to working with organisers, shops, creators, and community groups. Anyone who wants to run tournaments, host sessions, or showcase products is welcome to partner with us.”

The grand opening on December 20, 2025 will run from 12:00 PM to 5:00 PM, with visitors exploring Card Arena’s stations and redeeming a limited-edition goodie bag while stocks last. 

The day will conclude with the first Pokémon tournament from 6:00 PM to 10:00 PM, where participants receive a goodie bag and can compete for the inaugural trophy and top-ten prizes. 

Registration is available via spacestation.app. Card Arena supports MyRepublic’s lifestyle and gaming initiatives and reinforces the company’s commitment to Singapore’s TCG community.

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