Latest News
GambleAware Publishes New Reports and Guide for Financial Services Industry to Help Prevent Gambling Harm
GambleAware has published a new report by the Behavioural Insights Team which analyses behavioural datasets to understand whether these could be used to build a clearer picture of the ways in which people gamble, identify possible harms, and eventually inform prevention, treatment, and support responses.
The commissioned research analysed bank transactional data from Monzo and HSBC, aiming to shed new light on what these datasets can, and cannot, tell us about gambling behaviour. The reports demonstrated that bank customer and transactional data can offer valuable insights into the success of gambling blocking tools and also provide unique profiles of gamblers. For example, of those using Monzo’s gambling blocker, it was found that the week before gamblers activated the block, their average daily gambling spend tripled. Specific profiles of gamblers were also revealed by the research, such as that gamblers had less money on average in their Monzo internal saving pots than non-gamblers, or that gamblers ranked “Very Concerning” by HSBC had on average 35.6 gambling transactions per month, compared to 15.6 in those ranked “Concerning”, and just 1.2 in the “Control” group.
Taken individually, however, these datasets are not enough to understand whether a customer is at risk of experiencing gambling harms. A dataset from a single bank is unlikely to offer a full picture of an individual’s spending, and so these exploratory research projects illustrated that further research is needed to create a fuller picture of an individual’s overall financial wellbeing.
“Our research with HSBC and Monzo has demonstrated that bank transactional data can be a useful tool in identifying gambling behaviours and the unique profiles of gamblers, but further work is needed to understand how such data can be used robustly. Different banks may use different factors, and different thresholds to identify gambling, and future work could look at developing a more standard operating model of how this kind of data should be used to identify those at risk of harm,” Dr Simon McNair, Advisor at BIT, said
“Our research with GambleAware helps us to understand gambling-related behaviours so that we can provide the best support to our customers. This includes opt-in solutions such as a gambling restriction feature to help people control their urge to gamble and automatic declines or referrals for lending to help prevent the customer getting into debt. Customers can also appoint third parties to help manage their finances either through a third-party mandate or our Independence Service. In addition, our specialist support team are on hand to aid customers at risk of financial harm and can refer to trusted external organisations where needed. We continue to work with charities such as Gamble Aware on other ways in which we can ensure these customers have access to the right support,” Maxine Pritchard, Head of Financial Inclusion and Vulnerability at HSBC, said.
“Our work with the Behavioural Insights Team has provided us with important insights into gambling behaviour and the impacts of gambling. At Monzo, this is an area we care deeply about and we’ve had amazing success so far with our gambling block, which has been used by more than 350,000 customers since its launch in 2017. We’re excited to use these insights to inform future work in this area, further reduce gambling harm and provide our customers with even more control over their financial lives,” Natalie Ledward, Head of Vulnerable Customers at Monzo, said.
GambleAware has commissioned the Personal Finance Research Centre at the University of Bristol to produce a practical guide for financial services seeking to protect customers from gambling-related financial harms. The guide offers real-life examples of what firms can do to identify and support customers who are at risk of gambling-related financial harm. It highlights the value of financial firms proactively analysing customer transaction data for spending patterns and behavioural signs that might indicate gambling-related vulnerability and enable firms to take action to prevent harm occurring.
“At a conservative estimate, at least five million people in Britain experience harmful gambling, either because of their own gambling or someone else’s. Regulated financial services firms are well-placed to address the financial harms linked to gambling-related vulnerability and our practical guide shows them how. Doing this may have knock-on benefits for other dimensions of gambling harm, such as people’s mental health,” Professor Sharon Collard, Research Director at the University of Bristol’s Personal Finance Research Centre, said.
“This research from the Behavioural Insights Team is a good first step to explore how bank transactional data may be able to identify behaviours indicative of gambling harm. Whilst more research is needed into this area, we encourage all financial institutions, including those from non-bank settings, to make the most of the new guide to see what they can do to protect their customers from gambling harm. By working with financial services and promoting the advice and support available, we can work collaboratively to respond to customer need to keep people safe from gambling harm,” Zoë Osmond, CEO at GambleAware, said.
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anime
G2 drops limited-edition One Piece streetwear capsule on June 25
The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.
G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.
The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.
“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”
G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.
One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.
The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Latest News
Ygam joins four UKRI-funded gambling harms research partnerships
Projects sit within UKRI’s Research Programme on Gambling and the GHR-UK Evidence Centre, backed by the statutory levy.
Ygam has been named as a partner on four projects funded through the UKRI Research Programme on Gambling, supported by the statutory levy. The charity will work with academic teams including the University of Birmingham, Bournemouth University, the University of Plymouth, Lancaster University, and Liverpool John Moores University.
The four projects sit within the Gambling Harms Research UK (GHR-UK) Evidence Centre, which coordinates 19 one-year Innovation Partnerships under the programme. UKRI has been appointed by the UK Government to oversee research commissioned through the new statutory Gambling Levy. Under the levy, 20% of annual funding will be allocated to research, equating to £22.1 million in 2025/26.
Emily Tofield, Chief Executive of Ygam, said: “We are pleased to be working in partnership with leading university partners, contributing our expertise in a key strategic area of our work. A defining strength of our approach is that it is grounded in robust insight and research, underpinning everything we do. This enables us to understand how and why harms emerge and translate that into practical, preventative education that is credible and scalable. We look forward to achieving these outcomes together and informing effective measures to prevent harms among children and young people.”
Ygam said its advisory panels — including young people, individuals with lived experience, community and faith leaders, gaming and esports representatives, and student ambassadors — will help shape the research to reflect “real-world experience and diverse community perspectives.”
The four partnerships are: INTEGRATE (University of Birmingham, Ygam, Al-Hurraya and Community Connexions), focused on intersectional gambling harm and interventions for children, young people and emerging adults; “From Evidence to Action: Safeguarding Neurodivergent Young People in Gamified Digital Environments” (Bournemouth University, Ygam, Work’n’Diversity CIC), focused on gambling-like risks in gamified digital environments; GRASP (University of Plymouth-led partnership including NatCen, NHS and third-sector organisations, and Ygam), mapping support pathways and gaps in prevention and recovery; and GRACE-Net (Lancaster University and Liverpool John Moores University with local authorities, NHS partners, third-sector organisations and Ygam), testing collaborative approaches in the North West of England and sharing learning more widely.
The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
eSports
Study: 400m Gen Z esports fans say brand activations drive purchases
EFG, Hero Esports and Niko Partners survey 8,000 fans across eight markets; 74% report ads and brand presence influence buying.
ESL FACEIT Group (EFG), Hero Esports and Niko Partners have released a multi-country Gen Z esports study claiming around 400 million Gen Z consumers (20%) regularly engage with esports. The findings were published on 25th June 2026 in Cannes, France, in a white paper titled The Esports Generation: Who They Are & Why They Spend.
The report is based on survey data from 8,000 Gen Z esports fans aged 13-30 across eight markets. It positions esports as a high-attention channel for brands: 85% of respondents said they notice branding in esports, while 74% self-reported that advertising and brand participation in gaming spaces influences their purchasing behaviour. The study also reports that 66% have bought a product following a collaboration or co-branding partnership with an esports team, game or player.
On consumption and fandom touchpoints, the study found 71% regularly watch gaming content, including 66% who watch gaming livestreams and 33% who watch or listen to gaming podcasts. It also points to offline reach: 21% said they regularly attend gaming conventions and esports events, with the average respondent attending at least one in-person event in the past nine months.
The white paper also breaks out claimed purchase categories linked to esports collaborations over the past year, led by food and beverage (33%), electronics (33%) and fashion (32%). Beyond core categories, it reports 28% bought esports-related collectibles, 17% purchased makeup, beauty, or skincare products, and 10% bought from partnered brands in other categories.
Niccolo Maisto, CEO at ESL FACEIT Group said: “Esports has evolved into one of the most effective channels for companies looking to connect with Gen Z audiences at scale. What makes it unique is not just its reach, but the depth of engagement and trust that exists between fans, players, teams, and events. This research shows that esports fans are highly invested participants, not passive viewers, creating an opportunity for brands that show up authentically and build meaningful and lasting connections with this key audience.”
Danny Tang, Co-Founder and CEO of Hero Esports said: “This whitepaper confirms what we at Hero Esports have long believed: esports has evolved into a global cultural and economic force. The data shows an audience that is young, diverse, and deeply engaged. For brands, the message is clear—esports is no longer a niche market; it is the premier platform to connect with the next generation of consumers. We are proud to partner with Niko Partners and EFG to provide this blueprint for understanding and succeeding in this dynamic industry.”
Lisa Hanson, CEO at Niko Partners said: “Our data shows that, much like fans of other sports, Gen Z esports fans are incredibly passionate and have formed strong bonds within their communities. However, their media and consumer affinities extend well beyond gaming and esports, with our research revealing naturally connected interest areas that create valuable overlapping opportunities for brands and partners that show up authentically in this ecosystem.”
The post Study: 400m Gen Z esports fans say brand activations drive purchases appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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