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New Study Shows Online Gambling Soared During Lockdown, Especially Among Regular Gamblers
According to a new research, regular gamblers were more than six times more likely to gamble online compared to before the COVID-19 pandemic.
The study, led by the University of Bristol and published on May 17 in the Journal of Gambling Studies, showed regular male gamblers were particularly prone to gambling more often online during the public lockdown in the UK, compared to their previously reported gambling habits.
Although overall men and women gambled less frequently during the lockdown, partly due to betting shops being closed, some forms of gambling increased. For instance, usage of online gambling, including poker, bingo, and casino games, grew six-fold among regular gamblers. Respondents who gambled occasionally were still found to be more than twice as likely than before to gamble online.
Lead author Professor Alan Emond, of the University of Bristol’s Medical School, said: “This study provides unique real time insights into how people’s attitudes and gambling behaviour changed during lockdown, when everyone was stuck inside and unable to participate in most social activities. The findings reveal that although many forms of gambling were restricted, a minority of regular gamblers significantly increased their gambling and betting online. As with so many repercussions of the pandemic, inequalities have been exacerbated and particularly vulnerable groups were worse affected.”
The comparative research used two online questionnaires during the first lockdown in 2020, which surveyed the same group of adults, aged 28 years on average, who had previously been asked similar questions about gambling before the pandemic as part of the renowned Children of the 90s study, also known as the Avon Longitudinal Study of Parents and Children (ALSPAC).
More than 2600 adults responded and results revealed that during lockdown men were three times more likely than women to gamble regularly, defined as more than once a week. Drinking heavily, defined as more than six units in a session (equivalent to more than three pints of beer) at least once a week, was strongly linked to regular gambling among men and women. These trends are likely to be much greater in reality, as the majority (70%) of respondents to the surveys in lockdown were women.
Professor Emond, a public health expert, said: “The strong link between binge drinking and regular gambling is of particular concern, as they are both addictive behaviours which can have serious health and social consequences. With the wider availability of gambling through different online channels, vulnerable groups could get caught in a destructive cycle. A public health approach is needed to minimise gambling harms.”
Online advertising expert and co-author Agnes Nairn, Professor of Marketing at the University of Bristol’s School of Management, said: “The results of this study and trends being reported more widely are quite alarming. As gambling habits shift online, vulnerable groups including children and adults who drink heavily may be more easily sucked into these channels. The increased prevalence of home working is also an important consideration for future policy making, as the temptation to gamble online, amplified by clever advertising, is always there. Children are also falling prey to this advertising, especially for esports, on social media and could get locked into addictive habits from an early age. Stricter regulation is needed in this growing field to protect unwitting consumers.”
Alison Clare, Research, Information and Knowledge Director at GambleAware, said: “We know that gambling is part of the daily lives of children, young people and vulnerable adults and this research sheds further light on the impact Covid-19 and lockdown has had on gambling habits for young people. GambleAware is committed to ensuring all those affected by gambling harm have access to the necessary information and advice. All organisations, including National Health Services and charities need to work together to reduce stigma and raise awareness of the help and support that is available via the National Gambling Treatment Service.”
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1xBet
HLTV Awards returns to Belgrade on January 9, 2027, adding Lifetime Achievement honor
HLTV will stage the HLTV Awards presented by 1xBet in Belgrade, Serbia on January 9, 2027, returning to the Sava Center. The company said more than 1,000 players, industry professionals, creators, and fans are expected to attend.
HLTV also confirmed Dust2 creator David Johnston will feature as an award announcer. HLTV linked the booking to the 25th anniversary of Dust2.
For 2026, HLTV is updating its Hall of Fame process and eligibility rules. Four players will be inducted again, with “at least two and up to three” slots reserved for players from the Counter-Strike 1.6 and early eras. HLTV also removed the former “neo rule,” allowing players to be inducted for their playing careers even if they remain active in other roles such as coaching.
HLTV is adding a Lifetime Achievement Award, which will be decided by the Hall of Fame Board. The ceremony will also move Community Awards onto the main stage show for the first time, rather than the pre-show segment.
Separately, HLTV will kick off the 2027 Awards season with an invite-only “HLTV Awards by 1xBet Launch Party x GRID” in Cologne during the Major. HLTV said industry members can apply for an invite to the ceremony via its awards page.
The post HLTV Awards returns to Belgrade on January 9, 2027, adding Lifetime Achievement honor appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Benjamin Bradtke Co-Founder of ThrillTech
ThrillTech lands Gibraltar B2B supplier licence
Approval from HM Government of Gibraltar’s Gambling Division lets the supplier serve Gibraltar-licensed iGaming operators.
ThrillTech has been granted a Gambling Services (B2B) Licence by the Gambling Division of HM Government of Gibraltar, allowing the supplier to provide its opt-in jackpot and mystery reward products to regulated iGaming operators licensed in Gibraltar.
The company said the licence supports its international expansion plans and will enable it to deploy its ThrillPots
product with additional operators in the jurisdiction, which hosts a number of tier-one betting and gaming brands.
Benjamin Bradtke, Co-Founder of ThrillTech, said: “Securing a B2B licence in Gibraltar is an important step for ThrillTech and a testament to our market-leading jackpots technology. Gibraltar is home to some of the industry’s most prestigious operators. This approval not only accelerates our global expansion strategy but now allows us to provide these major operators with new layers of player engagement which generate incremental revenue.”
ThrillTech said it seeks market-specific licences and certifications because its side-bet jackpots operate independently of operators’ core casino games and betting products. The company added that its jackpots are powered by a proprietary, certified RNG and do not alter core game RTP, with funding coming from opt-in player contributions.
According to ThrillTech, its regulated market licences and certifications also include the United Kingdom, Sweden, the Netherlands, Romania, Malta, Peru, and Brazil.
The post ThrillTech lands Gibraltar B2B supplier licence appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Asia
S8UL’s League of Legends roster qualifies to represent India at Asian Games 2026
S8UL Esports’ League of Legends roster has qualified to represent India at the Asian Games 2026 in Aichi-Nagoya, Japan, running from September 19 to October 4. The organisation said the team secured qualification through the regional qualifiers after winning the National Esports Championships (NESC) 2026, described as the official national qualification tournament for the Asian Games.
S8UL said the roster competing under India’s banner is Akshaj Shenoy (Kat Bot), Aakash Shandilya (Infi), Sanindhya Malik (Deadcorporal), Mihir Ranjan (Lotus), Ahmed Shahid (Nero), and Rahul Bisht (Bob). The regional qualifiers featured 14 teams across a group stage and a split stage, with top performers advancing to the Asian Games main event.
In Group B, the team went unbeaten against Jordan, Sri Lanka, and Kazakhstan to progress, according to S8UL. In the split stage, it lost to Vietnam, Hong Kong, and Saudi Arabia but did enough to secure a berth. India will now face opponents including Japan, Chinese Taipei, and Vietnam at the main event.
Four players—Kat Bot, Infi, Deadcorporal, and Lotus—were also part of India’s League of Legends contingent at the Hangzhou Asian Games 2023, where S8UL said the team finished fifth.
Akshaj Shenoy aka Kat Bot, captain of India’s League of Legends team, said, “Qualifying for the Asian Games is a proud moment for all of us. We knew the regional qualifiers would be extremely competitive, and every match demanded complete focus. For many of us, this will be our second Asian Games, which makes this qualification even more special because we understand the level of competition that awaits us. We are grateful to S8UL for believing in this roster and providing us with the support, stability, and opportunities needed to keep improving as a team. Representing India is always an honour, and we’ll do everything we can to make the country proud in Aichi-Nagoya.”
S8UL co-founder and CEO Animesh Agarwal aka 8Bit Thug added, “Representing India at the Asian Games is among the highest honours an athlete can achieve, and seeing our League of Legends roster earn that opportunity is incredibly special. This team has demonstrated resilience, discipline, and a willingness to continually improve, qualities that are essential for success at the international level. At S8UL, our goal has always been to create pathways for Indian athletes to compete on the biggest stages in the world. We have no doubt they will give their all when they step onto the stage in Aichi-Nagoya and compete for the nation with pride,” S8UL also noted that Gurashish Singh (Soul) and Prateek Bhaunt (B Haunt) previously qualified for the Asian Games in Tekken 8 and Street Fighter 6 after winning at NESC 2026.
The post S8UL’s League of Legends roster qualifies to represent India at Asian Games 2026 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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