seven-in-ten-brits-think-placing-compulsory-health-warnings-on-betting-products-would-fail-to-tackle-problem-gambling

Seven in Ten Brits Think Placing Compulsory Health Warnings on Betting Products Would Fail to Tackle Problem Gambling

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Seven in 10 British consumers say compulsory health warnings on betting products would fail to address issues related to problem gambling, according to a new survey by the Betting and Gaming Council (BGC).

Meanwhile almost half of the people participated in the survey think that banning popular promotions like “free bets” wouldn’t help tackle problem gambling rates either.

Both measures have been touted by anti-gambling pressure groups as the right tools to prevent problem gambling, despite just 0.3 percent of the adult population struggling with their betting, down from 0.4 percent the year previous.

Instead, just three percent of the public think it would be “very effective” enforcing compulsory health warnings on betting products and just eight per cent think banning free bets would be “very effective at preventing problem gambling.”

The survey, conducted by YouGov for the Betting and Gaming Council, comes as Government prepares to finalise new regulations for the betting and gaming industry.

Around 22.5million adults buy a lottery ticket, play bingo, place a bet in a casino, have a wager on sports or play online games.

BGC Chief Executive Michael Dugher said: “Problem gambling rates in the UK are low and have fallen, but still the anti-gambling lobby – prohibitionists who just want to ban things – are pushing for draconian measures which will only stigmatise those who enjoy a harmless flutter.

“Measures like these, however well meaning, will only serve to drive punters from the regulated sector to the unsafe, unregulated gambling black market where the numbers betting have doubled in recent years and the amount staked is in the billions.

“Anti-gambling prohibitionists are determined to treat betting like tobacco and to treat punters like smokers – but these two things are worlds apart and should be regulated entirely differently.”

it’s-a-knockout:-live-tech-games-launches-new-game-as-the-world-cup-kicks-off

It’s a KnockOut: Live Tech Games launches new game as the World Cup Kicks Off

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Following the huge success of last month’s WordSurge, which reached Number One in the App Store Free Charts and App Store Trivia Charts, Live Tech Games has launched KnockOut, a brand new interactive game in partnership with ITV.

The innovative new app will host live trivia games alongside the World Cup, giving KnockOut players the chance to become champions themselves. KnockOut is available to download in App Stores now, with the first game on ITV (Senegal v Netherlands) taking place today, [Monday 21st November] and the first KnockOut tournament set to start at 21:00 this evening.

KnockOut brings together the proven Live Tech Games framework of live trivia tournaments with the monumental thrill of ITV’s coverage of the World Cup. The ongoing partnership between  ITV and Live Tech Games continues to astound, introducing new entertainment to UK audiences, encouraging viewers to become part of the World Cup action. With a direct screen-to-screen experience, ITV viewers can test their knowledge of football themed trivia using their mobile phones. As with other Live Tech Games offerings, KnockOut is completely free to enter and play, with champions winning cash prizes.

With World Cup live games and highlights set to be broadcast on ITV with comprehensive coverage and content across its website and social media, fans can tune into multiple platforms to engage with the action. ITV’s stellar line up of presenters and pundits will offer expert insight and analysis and with the launch of KnockOut, the opportunities for viewers to engage in the adrenaline rush of the tournament are better than ever. ITV viewers can now transform into players, putting their World Cup knowledge and passion to the test with KnockOut’s trivia based around the teams and match (or two) of that very day.

Samuel Worsley, co-founder and co-CEO of Live Tech Games, said: “The FIFA World Cup is a huge TV event and we are so thrilled to continue our partnership with ITV on such a momentous occasion. The ITV team is fantastic and has incredible plans to roll out coverage across TV, socials and with the help of KnockOut, interactive mobile platforms too. We can’t wait to see football fans come together to engage in a fun and competitive game themselves.”

Following a multi-million pound investment and a collaboration deal, the UK’s largest commercial broadcaster, ITV, and innovative customer engagement strategist, Live Tech Games, have developed a series of exciting live, multiplayer mobile games. Engaging ITV’s audience from This Morning with word trivia game WordSurge proved extremely popular, with over 1.6million minutes played in the app.

Enita Kang, Chief of Staff and Director of Studio 55 Ventures at ITV said:

“We’re very excited to be extending our coverage of the FIFA World Cup 2022 into the gaming realm with this brand new interactive product.

“We love to enhance our reach to new audiences and this exciting new form of interactive entertainment does exactly that.”

The trivia in each KnockOut game is relevant to the matches and teams of the day, with tournaments set to be hosted after the last match of the day is played. Players will go head to head in the live tournament, matched up at random, and compete to answer correctly as fast as they can. KnockOut has a number of different gameplay mechanics from multiple choice to locator, sorter and pass master and iconic sponsors that are yet to be revealed! The success of WordSurge, and now the launch of KnockOut, further Live Tech Games’ aim to create captivating, competitive mobile experiences which constantly engage customers.

talksport-bet-officially-launched-by-betvictor-and-talksport

talkSPORT BET officially Launched by BetVictor and talkSPORT

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talkSPORT BET to combine BetVictor’s technology with talkSPORT’s trusted editorial brand

talkSPORT has launched its new UK sports betting brand, talkSPORT BET, in partnership with the BetVictor Group, the online gambling operator and B2B solutions provider.

talkSPORT BET brings together talkSPORT’s trusted editorial brand with the BetVictor Group’s proprietary technology and expertise as a gambling operator.

The result brings sports fans an entertaining, informed and responsible betting experience combined with everything they love about talkSPORT.

Customers will be able to enjoy a range of exciting features, including In-Play Betting, Enhanced Accas (accumulator bets), Bet Boosts, Cashout and a Bet Builder product with progressive pricing.

As a leader in safer gambling initiatives, the partnership with the BetVictor Group also means that talkSPORT BET customers will be fully supported with the operator’s suite of safer gambling tools.

Gareth Williams, Betting and Gaming Director for talkSPORT, commented: “talkSPORT is the world’s biggest sports radio network with a loyal community of listeners. This partnership adds to talkSPORT’s growing digital footprint and talkSPORT BET will access our digital audiences through creative online activations, such as odds integrations and betting widgets. We’re delighted to offer our audience a new sports betting brand as part of our wall-to-wall coverage of the World Cup.”

Chief Commercial Officer of the BetVictor Group, Brent Almeida, said: “We’re thrilled to be partnering with the UK’s leading sports radio network and global audio rights holders of the Premier League. talkSPORT BET adds an entertaining, informed and responsible betting experience to the much-loved talkSPORT brand. Customers will be able to take advantage of a generous welcome bonus, along with some innovative promotions and exclusive offers, adding even more ways for them to enjoy their favourite sports.”

inspired-signs-long-term-partnership-with-betfred-securing-inspired’s-largest-uk-betting-shop-estate

INSPIRED SIGNS LONG-TERM PARTNERSHIP WITH BETFRED SECURING INSPIRED’S LARGEST UK BETTING SHOP ESTATE

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Inspired Entertainment, Inc., a leading B2B provider of gaming content, technology, hardware and services, today announced a new five-year contract with Betfred Group, a UK-based bookmaker that owns and operates over 1,400 betting shops in the UK with over 50 years of experience.

As part of this agreement, Inspired will exclusively provide Betfred with fully integrated managed services for its entire estate of over 5,500 terminals, including installation, remote and field technology support, as well as platform and content deployment. In addition, Betfred has committed to the procurement of 5,000 new Vantage™ server based gaming ready cabinets throughout 2023. The latest edition to the Inspired VLT family, Vantage is powered by an intelligent operating system that features a modern and intuitive next-generation menu with key functionality that drives player game recommendations based on their playing sessions.

“This is a milestone contract for Inspired, securing our largest UK betting shop customer estate until 2028,” said Brooks Pierce, President and Chief Operating Officer of Inspired. “We are extremely pleased with the results of our new Vantage terminal, which Betfred has agreed to purchase as part of this contract, and we expect that arrangement to be the norm for our LBO customers going forward.”

“Inspired has been a trusted key supplier for 20 years with whom we have a very collaborative partnership,” said Mark Stebbings, Betfred Group Chief Operating Officer. “We aspire to provide our customers with the best possible experience and Inspired’s new Vantage cabinet delivers. We have been impressed with Vantage’s results and we are excited for our customers to enjoy Inspired’s best-in-class innovative technology, hardware and content.”

game-launches-‘never-grow-up!’-campaign-in-collaboration-with-the-specialist-works-and-what’s-possible-creative-studio

GAME launches ‘Never Grow Up!’ campaign in collaboration with The Specialist Works and What’s Possible Creative Studio

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GAME has partnered with independent media agency, The Specialist Works, and What’s Possible Creative Studio to launch its latest campaign, encouraging audiences to embrace their silly and “Never Grow Up!”.

Previously known for its wide range of games and consoles, GAME is expanding its offering to also include toys, board games, tech, collectables, and more, reflecting the brand’s new vision to become the go-to place for fun activities for the whole family.

Behind the creative production, What’s Possible Creative Studio has captured the simple pleasure of turning everyday tasks into amusing pastimes in three different brand films.  Featuring a multi-generational cast, the films show families and friends basking in the joy of taking every opportunity to have a bit of fun.

Planning the media strategy, The Specialist Works will maximise peak seasonal opportunities by using the strongest channels for GAME’s target audience. These include linear, BVOD, digital and social, according to insight from GAME’s own customer base and TGI.

The campaign launches just in time to capture the early Christmas shoppers, and targets everyone from 18-year-old gamers to 75+ grandparents, showing that there is no age limit on having a good time.

Rolling out in different stages, the first 30 second spots will debut on BVOD on the 4th of November, with the 60 second spots launching on linear TV the 1st of December. The campaign will run through to the Christmas eve.

Social and digital activations will also span YouTube, TikTok and social media.

James Nudds, Senior Marketing Operations Manager at GAME, said “In the current state of the world, we all could use a bit of play right now. By expanding our offering, we hope to bring even more fun to the masses. It has been incredibly insightful working with What’s Possible Creative Studio and The Specialist Works to supercharge our brand, and I look forward to seeing the campaign live on the screen.”

Pete Kemp, Managing Partner at The Specialist Works, said “It’s been brilliant collaborating with GAME and What’s Possible Creative Studio on this fun campaign. GAME is an exciting brand at a pivotal stage in their evolution, and they understand the importance of a robust media strategy to reach a large, diverse audience. We look forward to following their brand journey and future work together.”

uk’s-best-student-valorant-teams-to-battle-at-the-red-bull-gaming-sphere-for-red-bull-campus-clutch-world-final-qualification

UK’s best student VALORANT teams to battle at the Red Bull Gaming Sphere for Red Bull Campus Clutch World Final Qualification

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As part of Red Bull Campus Clutch, the largest global VALORANT competition for students, the Red Bull Gaming Sphere London is set to host the UK Finals on Sunday 20th November, which will see four teams battle it out for a place at the Grand Finals in Brazil. The Finals will be streamed on the Goose House, hosted by Matt ‘Twiggy’ Twigg and Vicki “Gottmoxi” Johnson.

Red Bull Campus Clutch gives student VALORANT players an opportunity to compete on a world stage, in one of the most exciting games to watch in esports. Open to all college and university students worldwide, players can represent their campus and put their skills on display, with the chance to play on the global stage.

Over 80 competing student teams from across the UK have been whittled down to just four for the LAN semi-final stage, with the final UK winner invited to compete in the World Final competition phase and compete for a grand prize of €20,000.

  • Red Bull Campus Clutch is a global 5v5 VALORANT tournament, open to university students from over 50 countries.
  • In the UK, over 400 players in 81 teams have battled across regional qualifying rounds to reach the UK Final, with four qualifying winners earning a place at the Red Bull Gaming Sphere in London for the LAN Finals.
  • The four qualifying winners – Just Essentials, Last Dance, Birmingham Bulls and Casa Norturna – will battle in a best-of-three format at the Red Bull Gaming Sphere, in a North and South semi-final before a final showdown, with the eventual UK winner earning their spot in December’s Red Bull Campus Clutch Grand Finals in Brazil.
  • Giving wiiings to student gamers across the UK, Red Bull and National Express also toured Bristol, Edinburgh and Warwick university campuses to offer students a pop-up VALORANT experience. The VALORANT shooting range test challenged students at each university to set high scores, with each winner winning two tickets to December’s Red Bull Home Ground in Manchester, including complimentary National Express travel and hotels.
  • National Express is the official UK public transport partner for Red Bull Campus Clutch. As the UK’s number one coach company National Express is helping qualifying competitors travel to the UK final by offering free travel on its UK network.
  • Several global partners are supporting Red Bull Campus Clutch this year, helping bring the latest and greatest hardware to competitors. Intel NUC, SteelSeries and AGON by AOC all return to the tournament. As PC Partner, Intel NUC, renowned for packing high-powered gaming rigs in small form factors, will support with their top-notch Gaming PCs. SteelSeries, the worldwide leader in gaming and esports peripherals, is the official Peripheral brand of Red Bull Campus Clutch and will equip students with award-winning gaming headsets, keyboards, and mice. And the official Monitor Partner, AGON by AOC will once again provide high-performance gaming monitors for the event
uk’s-bgc-welcome-paul-scully-mp-as-new-gambling-minister

UK’S BGC WELCOME PAUL SCULLY MP AS NEW GAMBLING MINISTER

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Standards body the Betting and Gaming Council has congratulated Paul Scully MP on his appointment as Minister responsible for the betting and gaming industry.

BGC chief executive Michael Dugher also congratulated Michelle Donelan MP on her re-appointment to the Cabinet and encouraged both to continue engagement with the industry to find the right balance in the upcoming Gambling Review.

Mr Dugher also paid tribute to outgoing Gambling Minister, Damian Collins MP, who had been leading the Gambling Review and who has now returned to the backbenches.

Paul Scully was previously a Minister of State at the Department for Levelling Up and will also continue in his role as Minister for London.

The Betting and Gaming Council was established in 2019 and represents over 90 per cent of retail betting shops, online betting and gaming operators, casinos and bingo operators. As the single industry body, we work with our members, large and small, to raise standards, create a culture of safer gambling and build public and institutional trust in our world class industry.

Every month some 22.5 million adults have a wager, whether that’s on horse racing, playing the lottery, bingo or casino games, or having a bet on the football and other sports.

We are encouraged by the latest figures from the Gambling Commission which shows the rate of problem gambling among adults in the UK remains low by international standards at 0.3 per cent, down from 0.4 the year previous.

Michael Dugher said: “On behalf of the 119,000 people whose jobs are supported by our members – from the high street to hospitality, from tourism to world-leading British tech – I’d like to congratulate both Paul Scully MP on his new role and Michelle Donelan MP on her re-appointment as Secretary of State for DCMS. Our industry generates £4.5bn in taxes for the Treasury and contributes £7.7bn for the economy in gross value added.

“We are ready to work with DCMS to help find carefully targeted, proportionate measures which achieve the right balance. We want to continue to drive big changes and drive higher standards on safer gambling to better protect the most vulnerable, whilst at the same time ensuring that the 22.5 million punters who enjoy a flutter each month, perfectly safely and responsibly, have the freedom to do so.

“I’d also like to pay tribute to Damian Collins MP, the widely respected outgoing minister who was leading on the Review, for his willingness to engage with the industry and understand the contribution we make to the economy.”

regal-gaming-technologies-and-yoti-take-new-steps-to-protect-young-people-and-reduce-risks-of-underage-play:-introducing-digital-age-verification-across-uk-bars,-pubs-and-service-stations

Regal Gaming Technologies and Yoti take new steps to protect young people and reduce risks of underage play: introducing digital age verification across UK bars, pubs and service stations

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Regal Gaming Technologies, a leading provider of gaming machines to the leisure and hospitality industry, has today announced that it is working with Yoti in testing a digital age verification solution to create safer and more age appropriate experiences and bring a halt to under 18 players.

By implementing digital age verification, Regal’s clients – which include some of the largest players in the UK hospitality sector – can rely on the technology to assist them in preventing young people and minors from playing 18+ gaming machines.

The combination of Regal Gaming Technologies and Yoti brings an integrated solution that helps people prove their age in two privacy-preserving ways:

  • Yoti facial age estimation – the technology accurately estimates a person’s age based on a selfie. This privacy-preserving and inclusive approach doesn’t require any personal details or ID documents, and all images are instantly deleted once someone receives their estimated age.
  • Digital ID app – individuals can use the free Yoti app to scan a QR code on the gaming machine and share a verified ‘over 18’ attribute.

Both solutions reduce the risks of fake or fraudulent ID documents being used, and relieve pressure on staff to accurately check IDs. The technology can also eliminate potential confrontation between customers and staff when checking age, and enable  play without staff interaction, creating a smoother customer experience. Alternatively, customers can choose to show a physical ID document to a member of staff.

Andrew Bell, Managing Director Finance and Commercial of Regal Gaming Technologies said: “As a business, we’re committed to providing a complete range of gaming solutions to our pub and AGC customers, and we are pleased to be partnering with Yoti to provide a market-leading age verification solution in our Digital Gaming Machines. Modern pubs are busy, fast-paced working environments and integrating Yoti’s solution into our machines to assist site staff with age verification is a great way to tackle underage gambling. It’s fast, accurate and highly efficient.”

Robin Tombs, CEO of Yoti said: “We are committed to using our tech for good, in particular how we can help protect against anyone underage accessing age restricted leisure activities or online content. We’re delighted to be working with Regal Gaming Technologies to prevent underage play and create age appropriate experiences. Our innovative age estimation technology and free Yoti app allows adults to easily prove their age in a private and secure way, only sharing the fact that they are over 18.”

winners-announced-for-first-ever-scottish-games-awards

Winners announced for first-ever Scottish Games Awards

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  • ION LANDS’ CloudPunk lead the charge with three wins

  • David Jones, Founder of DMA Design wins the Lifetime Achievement award

The winners of the first-ever Scottish Games Awards have been announced following a gala ceremony which took place last night [Thursday, 27th of October]. The inaugural awards ceremony took place at Malmaison, Dundee and was the climax of Scottish Games Week, which saw events take place all over the country in a bid to showcase games as Scotland’s secret weapon in the tech sector.

Celebrating the very best of the games industry across Scotland, the winners include Dundee studio Team Terrible whose title ‘The Baby In Yellow’ was crowned Best Small-Budget Game, Aberdeenshire’s Brilliant Skies Ltd who won the Technical Achievement award, and BAFTA-winning Amicable Animal who have now lifted the Audio trophy for its work on SOLAS 128. With a Glasgow-based lead writer and artists from Edinburgh, ION LANDS’ epic Cloudpunk won three titles-  Art and Animation, Creativity and Best Large-Budget Game, while Dundonian games industry veteran David Jones won the Lifetime Achievement award.

The Scottish Games Awards winners in full are:

Art and Animation

  • Cloudpunk (ION LANDS)

Audio

  • SOLAS 128 (Amicable Animal)

Best Educational Programme

  • Dundee & Angus College: HN Games Development

Best Educator

  • Dr Lynn Love

Best Large-Budget Game

  • Cloudpunk (ION LANDS)

Best Small-Budget Game

  • The Baby in Yellow (Team Terrible)

Creativity

  • Cloudpunk (ION LANDS)

Diversity Champion

  • Tanya Laird

Lifetime Achievement

  • David Jones

Stewart Gilray Award (Community Spirit)

  • Colin MacDonald

Technical Achievement

  • From the Depths (Brilliant Skies Ltd.)

Tools and Technology

  • Dislectek

Chaired by renowned journalist and author Chris Scullion, the award winners were selected by a jury of games industry experts with a deep knowledge of the sector, including:

  • Brian Baird: Technical Director at Bethesda Games Studios Austin

  • Joe Donnelly: Feature Writer at GamesRadar+

  • Alisdair Gunn: Director at Glasgow City Innovation District

  • Steven Hamill: COO at Scottish Edge

  • Keza MacDonald: Video Games Editor at The Guardian

  • Jim Trinca: Games journalist and video producer

  • Jo Twist: CEO of UKIE

Chris Scullion, journalist and author of The NES Encyclopaedia said: “It’s been a huge honour to chair the judging panel for the inaugural Scottish Games Awards. The quality of the nominees is a perfect indicator of the enormous degree of talent that can be found in the Scottish games industry, and I’m looking forward to the awards (and Scottish Games Week as a whole) acting as a catalyst to help the industry grow from strength to strength.”

Angus Robertson, Culture Secretary, said: “Scotland has a world class reputation for games development as the winners of the first Scottish Games Awards have clearly demonstrated.

“The focus this week on the dynamism of the games sector and its growth potential shows the important role the industry has in supporting our economy. The technology and creativity that drives the sector has also brought benefits to other key areas such as education, healthcare, energy and financial services.”

Brian Baglow, Director of Scottish Games Week and Founder of the Scottish Games Network said: “The level of creativity and technical expertise across Scotland is outstanding, as is the passion, enthusiasm and commitment that we see from so many people across the whole games ecosystem. Today we are celebrating those achievements and turning the spotlight on the individuals, organisations and games that make Scotland’s games community such a vibrant and fun place to be.

“As the culmination of Scottish Games Week, these awards are a stake in the ground which proclaim that games are important, that we have a significant role to play in Scotland’s future and that we are going to be a far larger, louder and more prominent part of Scotland’s digital future.”

The Scottish Games Awards concluded Scottish Games Week, an expertly curated week of events across Scotland, with events focussing on onboarding the uninitiated, bringing together educational institutions and the games ecosystem.

Scottish Games Week is being delivered by the Scottish Games Network and is supported by the Scottish Government’s Ecosystem Fund, delivered as part of its Scottish Technology Ecosystem Review (STER) programme. Scottish Games Week is sponsored by 4J Studios, Blackadders LLP, Johnston Carmichael, YAHAHA, Aream and Co, Escape Technology, 4Players, NLAE and The SQA. Scottish Games Week is supported by partners Barclays Eagle Labs, Barclays Games & Esports Team, CodeBase, Dimoso, GT Omega, Digital Xtra Fund and Citizen Ticket.

safer-gambling-is-for-every-week-of-the-year-says-betting-and-gaming-council,-as-figures-show-record-success-of-safer-gambling-week

SAFER GAMBLING IS FOR EVERY WEEK OF THE YEAR SAYS BETTING AND GAMING COUNCIL, AS FIGURES SHOW RECORD SUCCESS OF SAFER GAMBLING WEEK

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Data released following this year’s event – which ran from October 17 to 23 – has revealed a 21 per cent increase on 2021, when Safer Gambling Week messaging was displayed on major social media sites 25 million times.

The initiative, which ran for the fifth year, also saw tens of thousands of visits to the Safer Gambling Week website where people can access support and information about safer gambling tools.

A large number of cross-party senior MPs and peers – including gambling minister Damian Collins MP and several shadow ministers including the Shadow Gambling Minister Alex Davies Jones MP – also gave their backing to the ground-breaking campaign.

Among the well-known sporting figures to support Safer Gambling Week 2022 were former football manager Harry Redknapp and former Celtic striker John Hartson, who both recorded videos promoting safer betting.

The aim of Safer Gambling Week is to kickstart a national conversation between staff, customers and their friends and family, about safer gambling, as well as highlight the range of tools that are available to help people stay in control of their betting.

Latest figures from the Gambling Commission show the rate of problem gambling was 0.2 per cent of the adult population – down from 0.4 per cent the year previous.

BGC chief executive Michael Dugher said: “The campaign has once again raised awareness about safer gambling and showcased increasingly popular safer gambling tools – like time-outs and deposit limits – that only exist in the regulated industry.

“Importantly, we have also once again signposted all the professional help and support services, funded by the industry, that is available to those who need it, ensuring the millions of people who enjoy a regular flutter continue to do so in a safe and responsible environment.

“But the regulated industry’s commitment to safer gambling is not just for one week of the year. It is our mission for every week of the year.

“Millions of people enjoy a bet safely and responsibly, and the falling and low rates of problem gambling suggests that the work we have done at the BGC to promote safer gambling is having an impact.”

Every month 22.5million adults place a bet, and a growing number now at 20 per cent – around 4.5m – use safer gambling tools like time-outs and deposit limits.

The Safer Gambling Week campaign, organised by the Betting and Gaming Council, BACTA and the Bingo Association saw a blitz of safer gambling messages both online and in land-based venues, aiming to spark a nationwide conversation about betting responsibly.

EGR also hosted a Safer Gambling Forum which provided an opportunity for industry to share knowledge and best practice on their work on safer gambling, alongside hearing updates from safer gambling charities. The forum featured speakers from Kindred, Focal Research, GamCare, YGAM and Betknowmore.