Industry News
How Gambling Habits Differ Between Genders
Gambling is as old as the human race. From the first primitive gambling games developed in paleolithic, to glamorous venues of Las Vegas and interactive online casinos – it seems that everyone wants to meet with Lady Luck and enjoy the thrill of a good game of cards or roulette.
Gambling is a hobby that is popular among younger generations who play casino games and place bets on their mobile homes, as well as among the elderly who opt for special casino cruises to enjoy their favorite pastime.
But, while every age group has some specific preferences when it comes to gambling, the most intriguing researches are dedicated to differences between male and female gamblers. Are women from Venus and men from Mars when it comes to gambling? Let’s take a look!
Who Gambles More?
When it comes to gambling, many specialized websites such as CasinoHEX.in and 888.com, one of the biggest gambling companies, do their own research to understand their audience better. 888.com did an extensive survey and concluded how men and women make the same portion of their audience. 43.8% of their audience are women, and 56.2% are men.
One of the reasons men gamble more is that they are not as burdened with housework as women are and have more free time at their hands. Also, gambling among men is socially acceptable in many societies, while at the same time female gamblers are considered to be women of low morale, thus meaning that many women will hide their gambling tendencies. Also, as always, where there is nurture, there is nature as well – men are simply more prone to risky behaviors such as gambling, and frequently seek an adrenaline boost in their activities.
Still, in the past few years, researches noticed an important change in casino marketing. Gambling companies are becoming more friendly towards female-audiences and tend to tone down their marketing messages that used to be borderline sexist.
What Type of Games do Women Play?
The research named A Study of Gambling in Victoria, executed by a group of scientists Australia delivered some interesting results regarding types of games women and men prefer.
In general, men prefer strategic games, also known as games of skill, such as blackjack, poker, sports betting and race betting, while women prefer non-strategic games such as slots, roulette, and bingo. Male gamblers play high skill games, such as poker, twice as often as female gamblers do. Women will likely be involved in scratch cards and lottery games that are widely socially acceptable, and in many societies, aren’t even considered gambling. They will also frequently participate in charity gambling (for example, in bingo clubs), and will enjoy slot games with fun characters.
Even though the popularity of sports betting among women is growing, they still prefer to bet in non-sport categories. Whether it’s Eurovision song contest, Oscars, MTV Awards or Grammys – women will rather place their bets there than in traditional categories involving football and basketball. IT is important to understand how this data was collected in 2008, and many trends and preferences have changed in the meantime.
The Reasons Why We Gamble
According to a study conducted by the Victorian Responsible Gambling Foundation, men usually gamble for general entertainment, while women gamble to support charities, relieve stress, loneliness, and boredom. For women, gambling is often a way to spend time with their friends, and in bingo chat rooms.
The National Council on Problem Gambling from Washington issued a report where they mention how women gamble more in times when they are experiencing great changes in lifestyle, such as retirement, loss, or divorce. They often have a family history of gambling, and to it secretly. Women start gambling later in life, usually after the workload around the house is smaller, and will engage in fewer types of games.
Also, let’s not forget how gambling companies finally figured out that women make a significant part of their audience. Jill Heater and David Patton write: “Interestingly, within the past decade, gambling has become more feminized and socially acceptable for women. Past gambling domains, such as racetracks, sports venues, and betting shops, were more masculine and generally less attractive to women.”
Women Deposit Less, But are Loyal Customers
One of the most interesting conclusions of the 888.com research is that men and women approach depositing in a different manner. 51.8% of 888.com female users tend to deposit only between one and ten pounds per week, compared to 35.9% men. Only 19% of women are willing to deposit as much as 20 GBP, while men do it more often – 25.4% of them will deposit that much. Men place big deposits twice as much as women. Big bets are considered those higher than 500 GBP.
On the other hand, women tend to be loyal to a single brand of the casino, thus making them long-term customers. At the same time, men prefer to play at multiple establishments at the same time. 35% of women included in 888.com’s survey were loyal only to their platform, and only 31% of participants were playing in two casinos. 29% of men are playing in a single casino, while 33% of them play in multiple venues.
Even though women deposit less, they probably won’t be looking for another casino, once they register with the one they like. On the other hand, men are always on the hunt and are looking for a better offer or a bigger bonus.
Different Approach to Gambling
Even though men and women gamble equally often, they do it in different ways and for different reasons. For men, it is often a way to make some money out of their knowledge of sports or poker, to build their reputation and feel the thrill. For women, gambling is often a mere pastime, a hobby that helps them interact with others and helps forget about their problems. Even though they gamble smaller amounts, they are often perceived as a valuable asset in making revenue, as they tend to be loyal to a single brand.
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ESG
Play’n GO publishes 2025 Sustainability Report with emissions and governance updates
Play’n GO has published its 2025 Sustainability Report, framing the year as a milestone as the supplier marks 20 years in the gaming industry. The report covers performance across four pillars—Players, Partners, People and Planet—and positions sustainability as tied to product design, operations, and partner expectations.
On climate reporting, the company said it has “achieved and exceeded” its long-term 90% reduction target for Scope 1 and 2 emissions, and reported a 69% absolute reduction in Scope 3 emissions versus its 2023 base year. Play’n GO also said its total material emissions for 2025 were kept below 500 MTCO2e.
The report also points to a move into land-based delivery. In 2025, Play’n GO said it launched its first land-based gaming solution in partnership with Genting UK, positioning the rollout as part of a “player-first, low-footprint approach” for regulated venues.
On responsible entertainment, the company said it continues to reject game mechanics it believes “compromise player trust or wellbeing,” and highlighted participation in discussions on digital wellbeing and cognitive health, including at the United Nations and G7. “We have always believed that great entertainment should be fun, safe and fair,” said Vanessa Björkbacka, Director of CSR at Play’n GO.
The report also outlines internal development and reporting infrastructure. Play’n GO said 43% of employees engaged in AI-related learning during 2025 and that average training time exceeded seven hours per employee globally. It added that reporting was further aligned to the UN Sustainable Development Goals and World Economic Forum Stakeholder Capitalism Metrics, alongside investment in “secure, AI-supported carbon data management.” “As expectations on transparency and accountability continue to rise, we see it as our responsibility to lead,” Björkbacka added.
The post Play’n GO publishes 2025 Sustainability Report with emissions and governance updates appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
complaint resolution
Casino Guru CRC returns $5.3m to players in Q1 2026
Casino Guru’s Complaint Resolution Center (CRC) published 3,986 complaints in Q1 2026 and says it resolved 1,321 cases, returning $5,304,894 to players during the quarter.
Casino Guru said March was one of the CRC’s most active months on record, with the second-highest number of published complaints to date. The company added that ongoing cases exceeded 1,300, pointing to rising demand for third-party dispute mediation.
By volume, the most active complaint markets were Germany (657), the United Kingdom (270), Canada (240), Italy (207) and Australia (194), according to the CRC update.
Delayed payments remained the most common player-reported issue. Casino Guru also reported a March shift in complaint mix, with self-exclusion-related complaints rising to the second most frequent category for the first time in CRC history. KYC-related issues and blocked accounts were also among the most common complaint types, often linked to withdrawal delays.
Casino Guru said the quarter’s results reflect the increasing role of independent mediation as players look to third-party platforms to resolve disputes.
The post Casino Guru CRC returns $5.3m to players in Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
branded content
RubyPlay launches Firerose studio for operator-specific casino games
RubyPlay has launched Firerose, a new studio aimed at building operator-specific casino game experiences, as suppliers and operators push for more branded content to stand out in crowded markets.
The company said Firerose is designed to let operators combine RubyPlay’s existing game catalogue with the studio’s technology and creative resources, using operator-led insight to shape games around an operator’s brand identity rather than standardised supplier content.
RubyPlay said Superbet is among the first operators to launch Firerose-powered titles. The supplier did not disclose game names or specific performance figures, but said early results showed “strong engagement metrics”.
Firerose becomes part of RubyPlay’s multi-studio structure alongside Koala Games, Mad Hat Games, Ruby Studio, and Xslots, which the company said share technology, infrastructure and distribution.
Dima Reiderman , Chief Commercial Officer at RubyPlay, said: ”Firerose represents a deliberate shift in how we think about content creation and partnership. The market is no longer driven solely by volume, but by identity. Operators want experiences that feel native to their brand and help them clearly differentiate in increasingly competitive casino environments.”
Dr. Eyal Loz, CPO at RubyPlay, added: “Firerose was created to put the operator’s voice at the centre of the creative process. Every game starts with their brand, their audience and their story, and our role is to bring that to life through the full weight of RubyPlay’s creative capabilities.
“We’re shaping experiences that players immediately associate with the operator itself. That level of ownership is what allows operators to stand out in increasingly crowded casino environments.”
The post RubyPlay launches Firerose studio for operator-specific casino games appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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