Introduction One of the fastest-growing developments in online E-commerce has been the creation of a variety of E-gaming platforms that puts a “technological twist” so to speak on an age-old business model. Basically, E-gaming is a form of online business characterized by consumers who play various games through the internet. While there are a variety of online gaming platforms to choose from, for the purposes of this report the specific industry category to be examined will be games that allow players to win money. Variations of this business model come in the form of online casinos, bingo, poker, and various forms of betting with the appeal of this particular business concept being subject to its overall convenience for consumers. The fact is that government regulations, community restrictions as well as negative connotations attached to casinos, poker, bingo, and the general concept of betting have made it so that engaging in such activities requires consumers to either travel fairly long distances or engage in such activities in secret. It is due to these restrictions that a viable consumer market has been created and as such this has resulted in their needs being addressed by E-gaming platforms that allow them to indulge in their desire to gamble in an affordable and above all convenient fashion. Another factor that should be taken into consideration is the current trend in cooperative relationships between companies that provide particular services and social media platforms. As indicated by Geierhos (2011), companies as of late have realized the potential social media platforms have in being able to increase brand awareness and reach new markets which create the potential for higher revenue streams. Conversely, social media platforms have benefited from this relationship through increased revenue from company-sponsored advertisements and marketing campaigns. Evidence of this can be seen in the current social media giants; Facebook and YouTube, where company-sponsored advertisements make up the bulk of the revenue that these particular websites generate. Taking this growing interconnection into consideration, this report will analyze current key trends and solutions within the E-gaming market and how such a platform could be connected to a social media platform, in this case, a radio station, in order to generate awareness and as a result higher levels of revenue. E-gaming website linked to a radio station For the purpose of this report, the radio station that will be utilized in the analysis is the Planet Rock station which is based in the U.K. On average the station has well over 1,000,000 weekly listeners which have made it the number one commercial digital radio station within the region. Recent statistics examining the user demographics of the station reveal that its website, Planetrock.com, has well over 311,000 unique visitors per month which consists of 51,000 VIP members, 75,000 recipients of its online newsletter, and as of late, its iPhone application has reached 85,000 unique downloads. Of particular interest is the fact that its main audience group consists of adults aged 25 – 54 which ( ) indicates is the age range in which most individuals are likely to gamble or participate in some form of betting. With most of its listeners averaging 7.5 hours of station patron