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The first-ever survey of online gaming connectivity finds gamers quit in droves when experiencing latency issues

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An independent survey by Canadian start-up Edgegap of 2,000 US and UK-based gamers set out to find to what degree issues including latency and lag impact their gaming experience, delivering the first report dedicated to understanding the state of latency in online games

Edgegap, a Canada-based startup and pioneer in edge computing industry & infrastructure automation, today unveiled unique research examining gamers’ experiences and frustrations around online connectivity. The report, Online Gaming Connectivity Report 2022, draws insights from an in-depth survey of 2,000 regular gamers in the UK and USA across console, PC and mobile, asking them to share their top frustrations when it comes to the performance of online games and how they perceive key issues like lag and latency.

Virtually all (97%) of gamers who took the survey had experienced lag at some point, and half (50%) said that lag and latency were their top frustration. More worryingly for game companies was the 51% of respondents who blamed their latency issues on a game’s developers or the company managing the servers, showing that reputational damage is a real risk. Many of the findings suggest that not enough is being done to ensure a smooth gaming experience for many players.

Edgegap partnered with an independent research firm Bryter in order to capture unbiased information from over 2000 gamers based in the UK and USA. The gamers were aged 18-55 and regularly played popular online games like Fortnite, Call of Duty and Minecraft, with a near-even split across PC, mobile and console. The respondents chosen for the research played online games on average for between eight and nine hours every week.

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Key findings:

  • 39% of gamers find latency issues to be their top frustration, with pay-to-win mechanics (38%) and online toxicity (30%) coming close behind
  • 42% of the gamers we spoke to told us latency issues stop them from playing as much as they’d like
  • While many gamers try quick fixes to solve the issue, 44% of gamers stop playing and try again later, and nearly a quarter (24%) quit and play something else
  • 51% of gamers blame latency issues on the game developers or the company managing the servers
  • 20% of gamers experience latency issues frequently, with the problem even more prevalent on mobile (30%)

The report also reveals the most frequent ways players responded to latency issues – such as stopping playing, switching games, or shortening their playtime. Game companies could be losing significant revenues because players are switching to different titles due to poor network infrastructure – especially since many games are now built around a games-as-a-service model which relies heavily on different monetisation strategies, like in-game purchases.

“Given this is the first research of its kind, it’s fascinating to finally see tangible data confirm what we’ve always suspected; that even today, lag and latency are ubiquitous issues in gaming,” said Mathieu Dupurré, CEO and Founder of Edgegap. “The data has shown in no uncertain terms that latency issues have a big impact on gamers’ enjoyment and they often simply stop playing when they encounter latency and will blame the gaming companies or service providers. I hope this report serves as a wake-up call to the industry to make a renewed drive to improve their network infrastructure.”

The survey also turned up some interesting disparities across demographics. For example, latency was ranked as more of an issue for female gamers, but they are less likely than male gamers to invest in new hardware to combat the problem. Equally, younger players (18-24) are less likely to invest in new hardware but are more likely to quit a game session compared to their older counterparts.

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Aaron LaBerge

PENN Entertainment Launches Stand-alone iCasino App, theScore Casino, in Ontario

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PENN Entertainment announced that it has launched theScore Casino, a new stand-alone iCasino app in Ontario. The dedicated online casino experience leverages the popular theScore brand, which has been a mainstay in the Ontario market for decades. Now available on Android, iOS, and desktop, customers can login using their existing theScore Bet credentials, allowing for a seamless experience across online gaming platforms.

theScore Casino operates on the same cutting-edge proprietary technology platform as PENN’s online Hollywood Casino, which launched as a standalone product in the US in December. The product was recently ranked by Eilers & Krejcik as the #2 overall iCasino product in the US.

theScore Casino, also available within theScore Bet app, offers a variety of online slots, table games, and live dealer content, including original titles from PENN Game Studios, the company’s in-house game development studio. theScore Casino also includes bespoke live dealer tables and exclusive games such as Blue Jays Blackjack, an original title leveraging theScore Bet’s partnership with the Toronto Blue Jays.

“We’re excited to introduce our dedicated iCasino product in Ontario under the well-known and trusted theScore brand. We’ve built a strong online gaming foothold in the Ontario market and are primed to deliver an even better casino experience with our proven stand-alone app. Our customer-friendly platform features more than 1200 games, dozens of original titles and intuitive game play that distinguishes our product and positions us for even greater success,” said Aaron LaBerge, Chief Technology Officer and Head of Interactive at PENN Entertainment.

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ELK Studios Expands Partnership with SkillOnNet to Ontario Market

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PlayOJO, SlotsMagic and SpinGenie to carry ELK Studios’ games in Ontario

Global entertainment brand SkillOnNet and innovative Swedish game creator Elk Studios have cemented their longstanding partnership with the launch of ELK’s groundbreaking portfolio in the Ontario market.

ELK Studios is responsible for some of the industry’s most innovative and engaging online casino games. Now, players at SkillOnNet’s Ontario-licensed casinos, PlayOJO, SlotsMagic and SpinGenie, will be able to experience the feature-packed delights of hit titles like Nitropolis, Tinkerbot and Pirot, as well as new release Orbitfall, and the studio’s signature X-iter and CollectR mechanics.

The expansion marks a milestone for ELK Studios as it continues to grow its footprint in regulated markets worldwide. SkillOnNet recently successfully launched the studio’s portfolio in the Spanish and Mexican markets through its Spanish-language brands and expects the studio’s games to make a similarly immediate impact with Ontario players.

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Ontario has become a hugely important growth market since the province launched regulated online gaming in 2022. It was worth $2.4 billion in 2024, with $63 billion in wagering, the lion’s share coming from online casinos.

Jani Kontturi, Head of Games at SkillOnNet said: “ELK Studios is known for its high-quality games that blend unique storytelling and humour with high levels of engagement and playability, which is why we’re delighted to introduce them to Ontario. We believe they will perform successfully, as they have in other markets around the world.”

Vaida Cirtautaite, CCO at ELK Studios said: “SkillOnNet has been an invaluable partner in our growth journey, and we are thrilled to expand our collaboration into Ontario. We’re excited to bring our innovative games to a new wave of players in this dynamic market.”

The post ELK Studios Expands Partnership with SkillOnNet to Ontario Market appeared first on Gaming and Gambling Industry in the Americas.

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Playnetic granted Ontario supplier license

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Global B2B iGaming content provider secures first Canadian market entry following the successful submission and approval of its gaming-related supplier application

Playnetic, the in-demand global B2B iGaming content provider known for its quality games, reliable delivery and outstanding customer service, has announced the approval of its gaming-related supplier application by the Alcohol and Gaming Commission of Ontario (AGCO).

With the AGCO licensing process being recognised in the industry for its rigorous standards and thorough due diligence, the new certification confirms Playnetic was able to meet the high levels of integrity and regulatory compliance needed to legally distribute its content within the province.

As a result of the approval, Playnetic has now secured its first Canadian market entry and will be able to provide its library of innovative games to licensed operators in the Ontario region – with this starting point paving the way for further expansion into other regulated provinces in future.

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Given signs of change emerging within the Canadian market and Alberta making progress toward a regulated online model – likely drawing from Ontario’s framework – this license positions Playnetic strongly to expand its footprint in the country and further solidifies the company’s ambitious growth plans.

In the meantime, Playnetic has already begun making groundwork with key operators in the Ontario region and is looking forward to going live with some exciting brands over the coming months. The company will also be attending SBC’s Canadian Gaming Summit from June 17-19, where both existing and new potential partners alike are welcome to stop by and meet the team.

Dan Phillips, Chief Executive Officer at Playnetic, said: “Acquiring AGCO approval for our gaming-related supplier application is undoubtedly a big step for Playnetic. The new license not only secures our first Canadian market entry, but also reaffirms Playnetic’s position as a trusted provider in iGaming and underlines our commitment to compliance and operational excellence.”

Julian Borg-Barthet, Chief Commercial Officer at Playnetic, said: “We’re very excited to now be in a position to offer our library of innovative gaming content in Ontario, and the groundwork to do that with some of the region’s biggest licensed operators is already underway. Over time, we’re confident this license will also help us expand further into current markets and emerging regulated provinces, such as Alberta.”

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