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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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BetVictor

BetVictor Canada launches Tracy McGrady Safer Gambling campaign

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BetVictor Canada has launched its new out-of-home advertising campaign across the streets of Toronto to promote NBA legend Tracy McGrady as its Safer Gambling Ambassador.

Two mobile digital trucks strategically targeting high-traffic areas near Scotiabank Arena, Rogers Centre, and major sporting events will provide prime audience exposure for the campaign, scheduled around Toronto Maple Leafs, Toronto Raptors, and Toronto Blue Jays home games.

To further enhance the campaign’s reach, BetVictor Canada has partnered with Clear Media Group to leverage digital taxi tops across Toronto, providing city-wide exposure with 100 taxis displaying key brand messaging. These digital taxi tops will run during peak evening hours (5:00pm – 9:00pm) on select dates until April 5th, 2025.

The campaign coincides with Problem Gambling Awareness Month, a nationwide grassroots campaign held each March that seeks to increase public awareness of problem gambling and promote prevention, treatment, and recovery services.

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BetVictor Canada offers an array of tools and services to help its Canadian customers bet and play safely and responsibly, across a host of sports betting markets and online casino games.

Mark Harper, Head of Emerging Markets at BV Group, said: BetVictor is delighted to be participating in the National Council of Problem Gambling campaign in March, to help increase public awareness of problem gambling and the need to promote prevention, treatment and recovery services.

“In using our Safer Gambling Ambassador, Tracy McGrady, to raise awareness about BetVictor’s safer gambling tools such as loss limits, time alerts and product restrictions we are dedicated to ensuring all players have a safe gambling experience. #PGAM2025.”

The post BetVictor Canada launches Tracy McGrady Safer Gambling campaign appeared first on Gaming and Gambling Industry in the Americas.

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AGCO

AGCO issues $110,000 in penalties to BetMGM Canada for offering cash to induce new gambling customers

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The Alcohol and Gaming Commission of Ontario (AGCO) has served BetMGM Canada Inc. with an Order of Monetary Penalty (OMP) of $110,000 for violations of the Registrar’s Standards for Internet Gaming.

In two separate incidents in 2024, BetMGM engaged marketing companies who offered cash to members of the public in return for opening new BetMGM accounts. The marketing activities occurred in public forums, such as a major national trade conference. Under AGCO’s Standards, operators are responsible for the conduct of their third-party suppliers who are contracted to support the operator’s Ontario gaming business, and must require their third-parties to meet Ontario laws, regulations and standards (Standard 1.19).

Ontario is one of the first jurisdictions in the world to establish and enforce rules that strictly limit high-risk inducement advertising and marketing in the online gambling industry. Registered iGaming operators are prohibited from offering gambling inducements, bonuses and credits as part of their broad public advertising and marketing activities (Standard 2.05). These Standards exist to protect Ontarians from predatory advertising and promotional marketing practices in order to limit the risk of gambling-related harm.

A registered operator served with an OMP by the AGCO has the right to appeal the Registrar’s decision to the Licence Appeal Tribunal (LAT), which is an adjudicative tribunal independent of the AGCO and part of Tribunals Ontario.

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QUOTE

“Responsible gambling safeguards and the protection of Ontarians on registered gaming sites is among our key priorities. The AGCO monitors the activities of all registered operators and their third-party suppliers to ensure they are meeting our high standards and we continue to take strong action to ensure they operate within the public interest.”

Dr. Karin Schnarr, Chief Executive Officer and Registrar – AGCO

ADDITIONAL INFORMATION

BetMGM Canada Inc. failed to comply with the Registrar’s Standards for Internet Gaming. Specifically, the licensee failed to comply with the following provisions of the Standards:

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  • 1.19 Operators are responsible for the actions of third parties with whom they contract for the provision of any aspect of the Operator’s business related to gaming in Ontario and must require the third party to conduct themselves in so far as they carry out activities on behalf of the operator as if they were bound by the same laws, regulations, and standards.
  • 2.05 Advertising and marketing materials that communicate gambling inducements, bonuses and credits are prohibited, except on an operator’s gaming site and through direct advertising and marketing, after receiving active player consent.

Contrary to the Standards, BetMGM Canada Inc. and/or their affiliates allegedly engaged in the following activities:

a) On or about January 13 and 14, 2024, BetMGM representatives were alleged to have attended the National Franchise Show and were offering $100 in cash to new players for opening a new account and depositing $15.
b) On or about March 11, 2024, BetMGM acknowledged that its marketing affiliate “Above the Street” had engaged in prohibited inducement marketing. The conduct resulted in 377 player sign-ups and $127,180.00 in commissions to “Above the Street”.
c) On or about April 13, 2024, another BetMGM marketing affiliate “Maple Leaf Marketing” engaged in prohibited inducements and marketing to induce on-site activations and acquire new players. The conduct resulted in 94 player sign-ups and about $34,000.00 in commissions paid to “Maple Leaf Marketing”.

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BCLC

BCLC Launches “What’s played here stays here” Campaign

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BCLC’s new “What’s played here stays here” campaign is issuing an important reminder to British Columbians who choose to gamble – specifically that all net profit its operations generate stays in B.C. to help fund critical services like education, health care and community programs.

The campaign also reinforces that all other gambling websites operating in B.C. are illegal and take away funds from critical community programs and services.

“Across B.C. and Canada, we’ve seen incredible groundswell around the importance of buying and supporting local, and that’s no different for British Columbians who choose gambling for their entertainment. We want our B.C. players to know they can find a world-class gambling experience in their own backyard, whether it’s at one of our 33 casinos, 3,400 lottery retailers, or online at PlayNow.com, and that the proceeds from their play with BCLC make a positive impact at home in their community,” Pat Davis, President and CEO of BCLC, said.

Along with illegal online gambling websites, BCLC also competes with Washington State and Las Vegas casinos, all of which aggressively market to B.C. residents.

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“BCLC continues to raise awareness that these gambling options do not support B.C.’s economy and take away funds from vital provincial and community-based programs and services. In a time when British Columbians are standing united, we want to reinforce that playing together with BCLC helps make B.C. even better,” Pat Davis added.

The post BCLC Launches “What’s played here stays here” Campaign appeared first on Gaming and Gambling Industry in the Americas.

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