Canada
The first-ever survey of online gaming connectivity finds gamers quit in droves when experiencing latency issues
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.
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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BCLC
Be #GiftSmart: Scratch the Idea of Gifting Scratch & Win Tickets to Kids
BCLC reminds adults to gift responsibly this holiday season
With the holiday season in full swing, BCLC is reminding British Columbians to gift responsibly and scratch lottery products from their shopping lists for kids.
“Scratch & Win tickets can make great stocking stuffers for the adults in your life, but they’re not for kids,” said Ryan McCarthy, BCLC’s Director of Player Health. “The research shows that children who have early encounters with gambling are four times more likely to develop riskier gambling behaviour as they grow up. While people are out shopping for those last-minute gifts, BCLC wants adults to be aware of the potential risks associated with gifting lottery products to children and to consider safer alternatives.”
While Scratch & Win tickets are among the most common ways kids can be introduced to gambling, children are increasingly exposed to various online forms, such as gambling streams.
“With the convergence of gaming and gambling, youth are becoming more exposed to gambling content in online spaces like streaming sites, where creators are able to live-stream their own gambling, usually while playing online slots and instant games,” said Dr. Luke Clark, Director for Gambling Research at UBC. “Our research at the UBC Centre for Gambling shows that a higher frequency of watching online gambling streams is associated with a more positive attitude towards gambling and a high intention to gamble in the future.”
In B.C., it is illegal to sell lottery products to anyone under the age of 19 and BCLC encourages adults to have conversations with the kids in their lives about the risks associated with gambling.
“Open and honest conversations are crucial when it comes to navigating childhood exposure to gambling,” said McCarthy, who shared the following tips to adults:
- Monitor for gambling-related lifestyle changes. For example, developing a positive attitude towards gambling or a preoccupation with video games or streaming sites.
- Be a positive role model. Exhibit safer gambling behaviour and talk about the risks.
- Limit exposure. Monitor kids’ online activities and discourage engagement with gambling content. Explain how gambling is based on chance.
AGCO
Jackpot Digital Receives Approval from AGCO as a Registered Gaming Supplier
Jackpot Digital Inc., a leading provider of innovative dealerless electronic poker gaming solutions, has announced that the Alcohol and Gaming Commission of Ontario (AGCO) has approved the Company to be licensed as a registered Gaming Related-Supplier (the “Supplier License”) under the Gaming Control Act in the Province of Ontario.
This significant achievement allows Jackpot Digital to enter one of the most dynamic and rapidly growing regulated gaming markets in North America. The Supplier License authorizes Jackpot Digital to supply its electronic table games to Ontario’s gaming venues, including casinos and other regulated gaming facilities.
Jackpot Digital’s flagship product, the Jackpot Blitz electronic table game system, offers a modern, dealerless, player-friendly solution that integrates traditional multiplayer poker games with cutting-edge digital technology. The Supplier License will enable the Company to offer its innovative gaming solutions to operators throughout Ontario, driving new revenue opportunities and enhancing player experiences.
“Receiving AGCO’s approval is a major milestone. This approval provides us with the opportunity to offer our top-tier electronic gaming systems to operators throughout all of Ontario, positioning us for further growth in one of the world’s most robust gaming markets. We are excited to bring our innovative products to Ontario’s gaming community and continue our commitment to providing exciting, technology-driven entertainment experiences,” said Jake Kalpakian, CEO of Jackpot Digital.
Canada
Play’n GO announces partnership with Canadian operator PointsBet
Play’n GO, the world’s leading casino entertainment provider, has announced further expansion of its Canadian operations via a partnership with leading operator PointsBet in the province of Ontario.
The Swedish-founded gaming giant’s games will now be available to PointsBet players in the Canadian province, meaning classic titles such as Book of Dead, Rich Wilde and the Tome of Madness, and Reactoonz will now be available on the PointsBet platform.
The province of Ontario regulated online casino gaming in 2022, which saw Play’n GO enter the Canadian market for the first time. The company expanded into the province of Quebec earlier this year, and, as of June 2024, is also a proud member of the Canadian Gaming Association.
Magnus Olsson, Chief Commercial Officer at Play’n GO, commented, “Back in 2022, I said that “North America is right at the top of Play’n GO’s priority list, and Ontario is just the first step we plan to take”. This partnership with PointsBet shows we have yet to take our foot off the gas. We’ve proudly watched our games become instant hits in our two and a half years in the Ontarian region, and we have no plans to slow down any time soon.
“It’s exciting to team up with a fellow Canadian Gaming Association member in PointsBet, and we can confidently say that we are working towards the same goal of a safe, regulated industry that is focused on player entertainment. We’re looking forward to working closely together following this milestone announcement.”
Scott Vanderwel, Chief Executive Officer at PointsBet, shared “Play’n GO has built a strong reputation for delivering high-quality game content, and we’re thrilled to bring their titles to our platform. At PointsBet, our focus is on providing a safe and engaging entertainment experience for our players, and it’s clear that Play’n GO aligns with those values. Canadian casino enthusiasts recognize PointsBet as a trusted leader in iGaming, and this collaboration further enhances the exceptional experience we offer.”
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