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The Pinball and Modern Art Museum “Dino Merluzzi” A SPACE WHERE CULTURE, EDUCATION AND ENTERTAINMENT MEET
A space where culture, education and entertainment meet. All of this is enclosed in the “Dino Merluzzi” Pinball and Modern Art Museum, which celebrates its debut on Saturday, February, the 18th, in an official ceremony crowned by the patronage of the Ministry of Culture and the Umbria Region. The Museum is dedicated Dino Merluzzi, one of the first Italians collector of vintage gaming machines, nurturing the dream of being able to put them in a museum one day. Today that dream is being realized by the Ifpa Italia Association, in cooperation with the Municipality of Terni, the Marmore turist office and the ARCI of Terni, which thanks to the contribution of the Fondazione Carit, has managed to make the Pinball and modern ant museum real, dedicated to the passed away collector from Terni, in the spaces of the former elementary school of Marmore, in Via Montesi 59.
Today, the Museum is a unique place in Italy and aims to perform various functions, in the cultural, educational and recreational fields. Promising to obtain a role of attraction at national and international level, since it is in an already tourist context such as that of the Marmore Falls, going to be one more reason to go to this wonderful place, contributing to the further enhancement of the territory.
From a cultural point of view, it is a real museum of modern art, able to offer a series of pinball machines from different eras: from the very first examples of the 1950s to the current ones of our times, covering all the different eras that have occured (60s and 70s electo-mechanical ones, 80s and 90s electronic ones, modern, 2000s), in a thematic itinerary in which set the technological progress that has taken place over the last seventy years, describing in detail the change of the customs and traditions of society during the same period, described through the settings of pinball machines and other material of the time proposed together with the gaming machines (posters, window decals, records, books, vintage juke boxes and various vintage material). In addition to offering old movies on the history of the pinball machine.
From an educational point of view, the Museum offers a permanent location that aims to become a point of reference for schools and institutes in the area (and beyond), for a real and concrete approach to understanding science, technology, engineering and mathematics. Creating a “EduFun” program that would provide an exciting opportunity for teachers, students and various stakeholders to look at the inner operation of real, working pinball machines and learn how thousands of files and of electronic and mechanical parts work together to create complex electromechanical systems.
From a recreational and social point of view, the Museum offers a permanent location for organizing entertainment events, which perfectly fit with the tourist destination of the area. Also hosting international pinball tournaments, through the permanent activity of Ifpa Italia. All this in order to exploit the unique power of the pinball machine, which is one of the few games capable of being used by both children and the elderly people, belonging to practically any era.
Over 25 amusement machines are inside the building, including pinball machines, juke boxes and various types of vintage games, together with other collector’s items, including rare ones. But the permanent collection will be continuously enriched and updated thanks to loans and donations. The Museum is a non-profit one and even the recreational activities do not require payment for the game to play, but can be freely tested by visitors. It is therefore an ideal location for families and for any type of user. The entrance is totally free, by reservation only. The facility is temporarily not open to the public.
THE ORGANIZATION OF THE MUSEUM
The museum is spread over a total area of over 260 square meters, located on the first floor of the building of the former Marmore elementary school. The structure consists of six different rooms, thematically organized.
The first is the “Electromechanical Room”, dedicated to these games, hosting pinball machines from the 60s and 70s and other vintage games (such as Rotamint and Rotomat and other automatic games).
The second, which represents the main room, is the “Electronic Room”. Here you can find over 15 games from the 70s to the 2000s, with some collector’s items.
The third is the “Projection and Conference Room”, where there is a multifunctional space used as a cinema and conference center, where movies, documentary or historical movies, presentations, debates and various activities are held.
In the “Arcade Space” there are some video games from the 80s and 90s, available to the visitors of the Museum.
The Museum is also equipped with a “Restoration Room”, located next to the Electromechanical Room, where repairs and maintenance of individual devices are carried out.
While in the “warehouse room” games and various materials are kept for future installations and updates of the permanent collection.
All the games shown in the Museum are fully working and can be evaluated in terms of their game dynamics. The venue does not pursue any profit: it is not a game room or a private club and does not require the payment of any ticket.
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Africa
Tanzania Gaming Board Warns Families About Risks Posed by Betting on PlayStation Games

The Gaming Board of Tanzania (GBT) has warned parents about the risks posed by betting on PlayStation games, urging families to take action.
Last week, Daniel Olesumayan, Acting Director General of GBT, addressed the issue during a meeting with media editors organised by the Treasury Registrar’s Office.
The gathering aimed to increase awareness about gambling activities and clarify the GBT’s regulatory responsibilities. Olesumayan stressed the importance of keeping children away from gambling, highlighting that it is primarily the parents’ duty to supervise their children’s gadget usage.
“As parents, we must protect our children. It is important to track how they use gadgets intended to stimulate their minds. PlayStation games turned into gambling must only operate in board-approved locations,” he said.
The growth of Tanzania’s gambling industry is evident, with the GBT registering 62 companies and issuing a remarkable 8549 licenses in the 2024/25 financial year.
This number includes licenses for various activities, such as the National Lottery and sports betting, with some companies holding multiple licenses to operate different types of gambling across various locations.
“The sector’s tax revenue surged by 97 percent, from Sh131.9 billion in 2020/21 to Sh260 billion in 2024/25,” Mr Olesumayan said.
He also noted that the ability to place bets as low as Sh1000 has contributed to the impressive growth.
Even with recent advancements, the GBT still faces significant challenges, particularly with illegal slot machines that operate without registration. These machines often attract children, posing risks not only to minors but also to the integrity of the gambling sector.
To tackle these issues, GBT is looking to the future with plans to utilise technology for better management of the industry and also enhance the skills of staff for more effective oversight. The regulator has also established more zonal offices and recently banned foreigners from operating slot machines.
Additionally, the board is set to launch a nationwide responsible gaming campaign aimed at educating young people about the dangers of problem gambling and promoting safer gaming habits.
The post Tanzania Gaming Board Warns Families About Risks Posed by Betting on PlayStation Games appeared first on European Gaming Industry News.
Africa
Ghana Gaming Commission Introduces Mandatory Biometric Verification

The Ghana Gaming Commission has introduced a significant change to the gambling industry by mandating biometric identification for every bet placed within the country. This new rule applies to all forms of gambling including online and physical sportsbooks, casinos and promotional games. Alongside recent tax reforms, this measure represents a strong move toward modernising and securing the gambling landscape in Ghana.
Gambling operators are now required to integrate their platforms with the National Identification Authority’s (NIA) database. Every player must verify their identity using fingerprint or facial recognition technology both at the point of placing bets and when claiming winnings. The only acceptable form of identification will be the Ghana Card, issued by the NIA.
According to Emmanuel Siki Quainoo, the acting commissioner of the Gaming Commission, this initiative aims to protect the industry from criminal misuse and enforce stricter responsible gambling measures. It is designed to slow down betting activities, allowing players to make more thoughtful decisions regarding their gambling behaviour.
Operators have a strict timeline of just one month to fully implement and test these biometric verification systems. Non-compliance could result in suspension of licenses or refusal of renewals, as the Commission has pledged to enforce these regulations rigorously without exceptions.
The primary goals behind these updated regulations are to prevent fraud and stop underage gambling. Additionally, these measures aim to increase transparency in the gambling industry, which has been scrutinised over possible money laundering and unmonitored cash flows. By associating all gambling transactions with verified biometric data, authorities can more effectively monitor and identify irregular activities.
The mandatory biometric checks also enhance responsible gambling protections. Regulatory bodies can monitor dangerous betting behaviors, impose limits on spending, and provide exclusion options for self-excluded players. This policy is part of a larger national digital initiative that uses identity-based verification across multiple regulated sectors.
The post Ghana Gaming Commission Introduces Mandatory Biometric Verification appeared first on European Gaming Industry News.
Asia
Indian Gaming Industry Expresses Concern About Proposed Online Gaming Bill

The real money gaming (RMG) industry has been thrown into unprecedented turmoil after the Union Cabinet approved The Promotion and Regulation of Online Gaming Bill, 2025. The proposed legislation seeks to outlaw all forms of pay-to-play online games, covering both games of skill and games of chance. If passed in Parliament, this would effectively ban the operations of legitimate RMG platforms across the country.
Industry stakeholders say the move was taken abruptly and without dialogue. “There was absolutely no consultation with the companies that have built this sector,” one executive said, adding that the decision violates multiple constitutional safeguards and will almost certainly face a legal challenge.
The industry’s pushback comes at a delicate moment. Only last week, on August 12, the Supreme Court bench of Justices J.B. Pardiwala and R. Mahadevan reserved its judgment on petitions concerning the classification of online games of skill and chance. The Court’s ruling was expected to provide clarity on a sector valued at over $3 billion. Instead, the Cabinet’s surprise approval of the bill has left companies reeling.
Industry voices argue that the move disregards the legitimate contributions of RMG platforms to India’s economy. By their estimates, the sector contributes nearly ₹20,000 crore annually to the exchequer through taxes and compliance payments, while directly and indirectly employing more than two lakh people. A blanket ban, they argue, would wipe out this entire ecosystem overnight.
The strongest criticism has come from the government’s failure to control illegal offshore betting firms. Companies like Parimatch, 1xBet and Dafabet continue to operate in India, despite repeated reports of their involvement in money laundering, hawala transactions and illegal gambling.
“Instead of cracking down on these notorious offshore firms, the government is choosing to penalize Indian companies that follow rules, pay taxes, and create jobs. This flawed approach not only risks shutting down a legitimate industry but also allows the black market to thrive unchecked,” said an industry representative.
Industry insiders caution that if the bill becomes law, Indian users may simply shift to unregulated foreign platforms, further draining revenue away from the country and undermining consumer protections.
The government, however, has defended its proposal by highlighting the social costs of online money gaming. The draft note accompanying the bill points to the “immersive and addictive nature” of pay-to-play platforms, warning that monetary incentives have triggered rising cases of anxiety, depression and behavioural problems among young users.
Citing clinical studies, the note claims prolonged gaming has worsened mental health issues, particularly among children and adolescents. The draft further warns of financial risks, with many players suffering losses that have, in some cases, led to suicides.
“These platforms employ predatory tactics—loot boxes, microtransactions, and reward systems—that exploit psychological triggers to encourage overspending. Such practices create cycles of debt and vulnerability,” the note says.
Despite acknowledging concerns about addiction and financial harm, industry groups insist that prohibition is the wrong path. They argue that a balanced regulatory framework—similar to models adopted in advanced markets—would provide consumer safeguards without dismantling the sector.
“Banning regulated RMG firms while letting offshore betting companies operate unchecked will only worsen the problem. The government should be working with us to build safeguards, not pushing us out,” said a gaming association leader.
The post Indian Gaming Industry Expresses Concern About Proposed Online Gaming Bill appeared first on European Gaming Industry News.
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