Industry News
“Against All Odds” – Will sound be the key to future winnings for betting and gaming brands?
Max De Lucia, Co-Founder and Client Director of specialist sonic branding agency DLMDD.
There are few brands and businesses across the world that haven’t been in some way affected by the current global climate. But as lockdown restrictions are eased and marketplaces begin to return to their “new normal”, betting brands and their marketers now have an even greater issue to navigate.
With momentum gathering in the UK Parliament for a “total ban” on all gambling advertising, brands need to think fast about the role they play in consumers lives and how they can communicate if traditional media channels are further plastered with red tape.
However, as many of you reading this will know, these aren’t new challenges. A ban on gambling advertising during live sport came into effect in the UK from August last year, restricting advertising within a “whistle to whistle” period beginning five minutes before the start of a match and ending five minutes after. These limitations will have already forced marketing departments to think very carefully about how to gain competitive advantage and win attention in these moments. However, and somewhat surprisingly, no brand has dominated when it comes to sound.
Think about it – I can reel off the names of every betting and gaming brand out there in the market, and you’ll instantly be able to tell me what they look like; what colour the logo is, what the slogan says and which celebs they use in their ads. But what do any of them sound like? Well, nothing.
This seems bonkers to me. Earlier this year, Marketing Week highlighted a powerful learning from IPSOS’ marketing study ‘The power of you’. Put simply, the research shows that the use of distinctive sonic cues can have 8.5x the power of visual stimuli. So why is sound so untapped across the sector?
Let’s be frank, underneath the visual brand and the corporate slogans of any betting organisation are odds and chance. You might get slightly better odds and slightly better chances by shopping around but at the end of the day, odds are odds.
As punters, we make our choices on the brands we associate with based upon how we feel about them. And music and sound offer the world’s most powerful shortcuts to human emotion if we know how to handle them right. If expertly managed, they can fulfil every part of our pleasure and reward psychologies garnering effects that can only be rivalled by good food, love and drugs.
What is particularly unique about betting and gaming is that their audiences want and demand to feel something about the brand they’re playing with. This is quite unlike most other sectors and industries. Do I want to feel something about Shell? I’m sure their Brand Director wants me to but no, quite frankly I just want to fill my car up with petrol from the nearest station to me and get the hell out of the forecourt as quickly as possible.
Conversely, emotion is at the forefront of the experience of all bettors and gamers and it’s the responsibility of the brands and their audiences to manage and control how that emotion manifests itself in a safe manner. If all parties get it right, music and sound have the ability to heighten the entire consumer experience at every moment that an audience interacts with their chosen brand.
Historically, the betting and gaming industries have looked at sound through a fairly primitive lens; famous psychological studies have highlighted the use of music and sound in slot machines that reinforce the sensation of ‘winning’ with jubilant sound effects, flashing lights and winning coins dropping down on metal surfaces.
It doesn’t take a genius to work any of that out and along with questionable morality, this doesn’t exemplify the true power of music and sound. When it’s done right, we allow music and sound into our minds. They can stay with us forever and evoke our emotions at the flick of a wrist.
In a world and an industry where the way the consumer feels is the difference between them choosing to play with brand X over brand Y, the first player in the market who can cement their identity in music and sound will have the odds sounding firmly in their favour for many more moons to come.
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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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