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Independent Evaluation Reveals Impact of Pilot Training for Health Professionals
Health professionals feel more confident supporting young people after completing Ygam’s training on gaming and gambling harms, an independent evaluation has revealed.
An evaluation undertaken by the Responsible Gambling Council (RGC) revealed 91% of survey respondents rated the Mindful Resilience workshops as “good” or “very good”, with two-thirds already implementing their learnings into their day-to day practices. Those trained saw their level of knowledge on gaming and gambling harms almost double as a result of partaking in the programme.
The “Mindful Resilience” programme was developed in collaboration with Bournemouth University. It enables health professionals, including GPs and nurses, to have access to City and Guilds assured training on the harms and health risks associated with gaming and gambling harms. The full pilot phase of the programme ran from 2021 to 2022.
Ratings of confidence in ability amongst delegates almost doubled for each area of enquiry, including signposting to information sources, approaching children and young people about the subject, and assessing participation in gambling and gaming, knowing how to intervene and when to respond.
Linda Scollins Smith, Director of Programmes at Ygam, said: “The findings of this evaluation are encouraging and a positive step in addressing the need for better understanding of gaming and gambling harms within the health care sector. The programme has already supported over 1000 health professionals and garnered very positive responses from participants regarding content, resources, and ongoing support.
“As with every pilot, there are areas of the programme that we can effectively improve. As an evidence-led organisation, these evaluations are vital to ensure that we continue to develop our educational offering, and that we continue to be a figurehead of good practice within the sector.”
Shelley White, CEO at RGC, said: “RGC’s Research and Advisory Services team is pleased to deliver this independent evaluation of the Mindful Resilience programme, which has shown very promising results for health care professionals during its pilot phase. We know that young people are at risk of experiencing gaming and gambling harms, therefore it is essential to educate and train those who work with young people on the practical ways to assess and respond to these risks. We are confident that our findings and recommendations will support Ygam in their commitment to delivering and refining this innovative programme, which will ultimately help to ensure the improved safety and care for young people.”
Dr. Melissa Salmon, Senior Researcher at the RGC found that within three months of completing the training, 64% of trained delegates reported that they had implemented their learning into their work with children and young people. 73% of participants reported that the implementation of knowledge and learnings from the training had been a positive process and easy to apply, with few obstacles.
The majority (84%) of participants said that they would not make any changes to the programme content covered or resources available, with 91% of participants rating the workshop as either “good” (14%) or “very good” (77%).
Betsson AB
Betsson AB Publishes its Interim Report for the First Quarter of 2026
Betsson AB has published its interim report for the first quarter of 2026 (1 January – 31 March 2026).
Highlights of the Report
• Group revenue was EUR 285.3 (293.7) million, a decrease of 3%. Organic increase of 4%.
• Casino revenue decreased by 4%. Sportsbook revenue increased by 1% and the sportsbook margin was 8.4% (8.0%).
• EBITDA was EUR 50.0 (77.7) million, a decrease of 36%. The EBITDA margin was 17.5% (26.5%).
• Operating income (EBIT) was EUR 34.0 (64.0) million, a decrease of 47%. The EBIT margin was 11.9% (21.8%).
• Net income was EUR 25.5 (48.4) million, corresponding to EUR 0.18 (0.35) per share.
• Operating cash flow was EUR 58.1 (86.4) million.
• Net debt was EUR -165.0 (-177.8) million.
• Active customers were 1.5 (1.4) million.
CEO Comment:
“During the first quarter of the year, our B2C operations continued to perform well, with solid growth and strengthened market positions, while our B2B revenue continued to decline. Group revenue amounted to EUR 285 (294) million and operating income (EBIT) to EUR 34 (64) million.
“Revenue for the B2C operations increased by 15 percent year-on-year. Growth was particularly strong in Latin America, where revenue rose by 25 percent and accounted for one-third of total Group revenue, primarily driven by positive performance in Peru. Here, we have a competitive product offering and a long-established, strong brand. Western Europe also delivered double-digit growth, with Italy as the main driver, where we continued to gain market share in both sports betting and casino. In Central and Eastern Europe and Central Asia (CEECA), B2C revenue increased, with particularly strong growth in Croatia and Greece. Overall, our B2C business continues to grow and make a significant contribution to the Group’s earnings. We keep investing in several B2C markets where we have not yet reached profitability, which reduces operating income by approximately EUR 10–15 million on a quarterly basis. We continue to believe that these markets have the potential to become profitable, while we closely monitor and evaluate their development and future prospects.
“Revenue in the B2B operations decreased to EUR 51 (90) million, driven by lower revenue from one customer. However, activity for this customer has stabilized since early December. Over the medium term, we are confident that we can increase our B2B revenue with both existing and new partners.
“In March, we entered into an agreement to acquire Rhino Entertainment Group’s B2C business, including a license in Canada, as well as a number of technology assets for our B2B business. The transaction is in line with our strategy to create long-term value through investments in both existing and new B2C markets, and through further developing our B2B offering. The acquisition is expected to deliver economies of scale, improved profitability and enhanced growth opportunities in both business areas.
“The share of revenue from locally regulated markets amounted to 73 (59) percent, the highest level to date. Our strategy going forward continues to be based on a balanced mix of revenue from locally regulated markets and markets served through Point-of-Supply (POS) licenses. However, the increased share of locally regulated revenue is a key to explaining the lower profitability compared with the corresponding period last year.
“We have had a positive start to the second quarter. Average daily revenue, up to and including 21 April, has been 3.7 percent higher than the corresponding daily average for the full second quarter of 2025. However, it should be noted that the sportsbook margin at the start of the quarter has been above the average for the past eight quarters.
“On the product and technology side, we continue to enhance the customer experience with improvements across the entire customer journey—from seamless payment solutions to an attractive and engaging gaming offering. For example, new Bet Builder functionality, AI-powered match previews and enriched live stats were introduced for the sportsbook.
“In June, the FIFA World Cup will begin, which we expect to contribute to increased activity and customer intake. Our investments in recent years have strengthened our position and, with a competitive offering, a strong brand and a proven strategy, we are well positioned to capitalise on opportunities in the global online gaming market.”
The post Betsson AB Publishes its Interim Report for the First Quarter of 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Asia
India: Online Gaming Act to Come into Force on May 1
The Ministry of Electronics and Information Technology in India (MeitY) has introduced a revised regulatory framework for the online gaming sector, adopting what it calls a “light-touch” approach that keeps most online social games outside mandatory registration or classification requirements.
Announced by MeitY Secretary S. Krishnan, the Promotion and Regulation of Online Gaming Rules, 2026 are set to come into force on May 1, operationalising the provisions of the PROG Act, 2025 while attempting to strike a balance between oversight and ease of doing business.
At the centre of the framework is a newly constituted Online Gaming Authority, a digital office under MeitY that brings together representatives from finance, information and broadcasting, health, sports, power, justice and external affairs signalling a cross-sectoral approach to governance in a space that cuts across policy domains.
The rules redraw the regulatory boundaries by clearly distinguishing between prohibited real-money gaming formats and permissible categories such as online social games and e-sports. Crucially, classification or “determination” of a game will not be automatic. It will be triggered only in three cases: when initiated by the authority, when a service provider applies (especially for e-sports), or when the government notifies specific categories.
Once triggered, the determination process will follow a 90 day timeline, with outcomes issued through formal orders that apply only to the specific game and publisher, rather than across similar titles.
Registration, too, has been narrowed in scope. It will apply only to notified categories involving financial risk or large-scale participation, along with all e-sports titles. As of now, no categories have been formally notified, with the provision described as enabling rather than mandatory.
Beyond classification, the framework leans heavily on compliance and user safety. Platforms will be required to implement technical and behavioural safeguards, alongside a two-tier grievance redressal system and an appellate route through the authority. Additional obligations include data retention, cybersecurity standards, financial transaction monitoring and periodic reporting extending compliance responsibilities to banks and financial institutions as well.
Structurally, the rules simplify earlier drafts by removing provisions such as a separate section on promoting e-sports and the concept of “material change,” reducing room for interpretational ambiguity. The authority itself will comprise six members, with stricter quorum norms and faster emergency response timelines cut from seven days to three.
Registration validity has been extended to up to 10 years, while suspension and cancellation processes now include a mandatory opportunity for hearing, reflecting a more formalised enforcement mechanism.
The ministry said the revisions incorporate feedback from around 2500 stakeholders, spanning industry, academia, think tanks and legal experts many of whom had flagged concerns around definitions, governance structures and regulatory clarity.
The post India: Online Gaming Act to Come into Force on May 1 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Balkans
CT Interactive Expands its Certified Portfolio in Bulgaria
CT Interactive has strengthened its presence in Bulgaria’s regulated iGaming market by expanding its certified portfolio with 20 new titles. This strategic move underscores the company’s commitment to delivering high-quality and engaging gaming content tailored to the Bulgarian market.
As part of the expansion, CT Interactive introduces new games to its multicurrency, multi-game progressive Diamond Tree Jackpot, including HOT 7’s X2 Diamond Tree and Wild Clover Diamond Tree. These titles are also available as original versions without the Diamond Tree feature and have already demonstrated strong player engagement and retention across multiple international markets.
The company has also added new releases to its successful Clover-themed line, including Cave of Clovers and Lucky Clover 20, the latest addition to the beloved series. These games feature vintage-inspired graphics and nostalgic design elements that enhance player engagement while maintaining the charm that has made the Clover series a favourite among players worldwide.
Additionally, CT Interactive launches Win Storm Deluxe, the highly anticipated sequel to the internationally successful Win Storm. This new release builds on the original concept and introduces Free Games, delivering an even more dynamic and exciting gameplay experience.
A selection of fresh titles is also being introduced to provide new gaming experiences for Bulgarian operators. Games such as 100x Cherry Party, 40 Hell’s Cherries, and Hell’s Cherries each offer a unique approach, enriching the portfolio and providing players with a wider variety of engaging content.
“Certification in Bulgaria is an important part of our European growth strategy. By expanding our portfolio, we are not only strengthening our market presence, but also providing Bulgarian operators with a proven successful and more diverse content offering,” said Martin Ivanov, COO of CT Interactive.
“With every new certification, we reaffirm our commitment to strengthening partnerships in regulated markets and to being a provider of high-quality content that performs well for every operator,” said Kiril Kirilov, Chief Customer Success Officer at CT Interactive.
The post CT Interactive Expands its Certified Portfolio in Bulgaria appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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