Latest News
GamCare Provides Report on its Services During Lockdown
Responsible gambling charity GamCare has provided a report on its services during lockdown. The report also highlights how COVID-19 pandemic has impacted people experiencing gambling harms.
The National Gambling Helpline During Lockdown report shows that despite lockdown exacerbating existing anxieties surrounding finances and isolation amongst gamblers, their ability to seek help was limited as they struggled for privacy.
Privacy concerns also drove a switch to more live chats than phone calls, as this channel can offer more discretion if families or housemates are in close proximity – many people contacting the Helpline have not yet spoken to their loved ones about what they are going through and want to know how to broach the subject.
Engagement with online group chatrooms increased. Anxieties about COVID were key themes of online conversations, alongside gambling-related issues. Staff on the Helpline flagged increased concern around domestic abuse being experienced by callers.
At the start of lockdown, there was a significant minority of calls asking for self-exclusion via GAMSTOP– highlighting that callers were seeking to gamble again despite previously removing the temptation. This trend has since abated. The report also mentions that, although existing engagement with GamCare treatment services remained high, the number of people beginning treatment during this period was lower than the previous year.
Research from the Gambling Commission, published alongside the report, shows the although overall gambling participation has dropped nationally, 18-34-year-olds and the most “engaged gamblers” have both reported increased time or money spent on gambling, plus using online gambling products they had not tried before.
Anna Hemmings, Chief Executive of GamCare, says:
“There is no doubt that the pandemic has impacted people’s help seeking, particularly in the initial phase of the pandemic when our daily lives were immeasurably changed. Our service users are speaking to us about increasing anxiety, isolation and money worries.
As we now look at further lockdowns across various areas, we need to be aware of the impact and risks for gamblers experiencing harm. We need to be more vocal about encouraging people to seek help despite the external pressures, and to remind people that we’re here to help as we did in the summer with our #ReadyToTalk campaign.
There is no doubt that gamblers and their loved ones will continue to need support, perhaps increasingly so. GamCare is doing all it can to be flexible and tailor its services to meet those complex and changing needs during the pandemic and beyond. From the very first contact you have with us, we can make a difference – if you’re worried about your gambling or anyone else’s, talk to us now.”
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asia-pacific
Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026
Groove has been named a finalist for Best Aggregator 2026 at the SiGMA Asia Awards, with the ceremony scheduled for 2 June 2026 at the SMX Convention Centre Manila during the SiGMA Asia Summit.
The shortlist was announced by Global Gaming Insider, according to the company. Groove said its platform aggregates more than 15,000 games from over 150 providers via a single API.
Giusy Campo, Business Development Director at Groove, said: “This shortlist is external recognition of a truth we already feel internally: Groove is moving at a different pace. Asia is not a single market, it is a collection of distinct regulatory environments, player behaviours, and partnership opportunities”
Campo added: “Our platform is built to respect that complexity, not smooth it over. Being named a finalist for Best Aggregator tells us that our approach; deep integration, localised content strategies, and commercial precision; is resonating with the operators who matter most in this region. We are not just bringing games to Asia. We are bringing a roadmap for sustainable growth.”
Yahale Meltzer, Co-Founder and CEO of Groove, said: “The aggregation space is crowded. Differentiation is everything. This nomination confirms that our vision, transforming aggregation from a commodity into a strategic growth discipline, is taking hold.” He added: “Operators across Asia are no longer asking for just volume or speed. They are asking for structural resilience, data intelligence, and a partner who can execute across fragmented regulatory landscapes with precision. Groove delivers that. To be recognised alongside the best in Asia is a privilege, but the real work continues in Manila and beyond. We are here to win, not just awards, but the trust of the operators who build their businesses on our platform.”
The post Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
data providers
DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026
DATA.BET says turnover from its virtual content grew 168% between Q1 2025 and Q1 2026, with the supplier reporting the product accounted for 39% of total virtual sports turnover and 45% of profits over the period.
The company said the content is developed fully in-house and delivered through automated bot-vs-bot matches that run 24/7 without dependence on real-world fixture schedules. DATA.BET positioned the format as a way to provide continuous events and reduce operational overhead for operators.
Across the same period, DATA.BET reported +299% active users, +129% across clients GGR, +246% events per quarter, and +218% bets placed.
DATA.BET also said the audience profile overlaps with live football bettors, which it believes supports retention during seasonal breaks. The supplier added that the algorithm-driven format “carries no fraud exposure,” supports In-Stream Betting overlays, and provides near-zero latency between broadcast and market updates.
“Over the past year, our bot-vs-bot virtual content has delivered consistent, measurable results across every operator deployment. Building e-Football in-house gives us the flexibility to configure it to what each operator actually needs — whether that is a specific league structure, a particular mix of bot and player content, or a branded competition format,” mentioned Rostyslav Likhtin, Head of Product at DATA.BET.
The post DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
content studios
155.io makes fintech debut with Coverd partnership
155.io has signed a partnership with US-based fintech platform Coverd, marking the content studio’s first move into fintech. The deal was announced Thursday 21st May 2026.
Under the agreement, 155.io’s real-world games will be integrated into Coverd’s platform. Coverd said the integration is designed to turn everyday transactions into interactive experiences where users can win the chance to have purchases covered through 155.io gameplay.
Sam Jones, Founder & CEO of 155.io, said: “This partnership gives us the opportunity to bring our content to a completely new audience. We share a philosophy with Coverd around disrupting and modernising industries through more interactive experiences. They understand that younger audiences expect entertainment and engagement across every digital touchpoint, including finance, which is exactly how we think about design.”
Albert Wang, Coverd co-founder, added: “Today’s consumer is actively embracing gamified products across every category, so there’s no reason personal finance should stay in the stone age. We’re excited to work with 155.io to make financial experiences more interactive and give everyone a chance to live big by winning back their purchases. 155.io’s next-gen content fits perfectly with what we’re building at Coverd.”
155.io said the integration will bring its interactive content—built around live-action footage and real-time mechanics—to Coverd users. The studio’s portfolio includes Rush Hour from its CCTV Game
library, alongside Ducks.io and Snow Run.
The post 155.io makes fintech debut with Coverd partnership appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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