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How Casinos Use Psychology in Slot Games

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Slot games are among the most popular attractions in any casino, both in physical establishments and in the digital world. The allure of bright lights, captivating sounds, and the thrill of potential winnings makes these games irresistible to many players. However, beneath the surface, casinos employ various psychological techniques to keep players engaged and coming back for more. This article delves into how casinos use psychology during slot games and highlights the influence of these tactics in online slots.

 

The Power of Visual and Auditory Stimuli

One of the most effective tools in a casino’s arsenal is the use of visual and auditory stimuli. Slot machines are designed to be visually appealing, with vibrant colors, flashing lights, and intricate animations that capture a player’s attention. These elements are not just for show; they are carefully crafted to create a stimulating environment that encourages prolonged play.

The sounds of slot machines are equally important. The jingles, chimes, and celebratory noises that accompany each spin or win are designed to trigger a sense of excitement and reward. Even when the payout is minimal, the celebratory sounds can create the illusion of a significant win, motivating players to continue playing. In the realm of slots online, these effects are replicated digitally, ensuring that the psychological impact remains just as potent as in a physical casino.

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The Near-Miss Effect

Another psychological tactic used in slot games is the “near-miss” effect. This occurs when the symbols on the reels stop just short of a winning combination, giving the player the impression that they were close to winning. Although a near-miss is technically a loss, it can trigger the same brain response as a win, particularly in the brain’s reward system. This effect increases the likelihood that a player will continue spinning the reels in hopes of finally hitting the jackpot.

Casinos leverage this phenomenon by programming slot machines to deliver near-misses more frequently than pure chance would dictate. The sense of almost winning keeps players engaged, as they believe that the next spin might be the one that finally lands a big payout.

 

Variable Reward Schedules

Slot machines operate on a variable reward schedule, meaning that wins are unpredictable and occur randomly. This unpredictability is a powerful psychological tool, as it mirrors the reinforcement patterns found in some of the most addictive behaviors. When players do not know when the next win will come, they are more likely to keep playing in anticipation of that next reward.

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This concept is particularly effective in slots online, where the continuous availability of games allows players to indulge in extended sessions. The randomness of the rewards creates a cycle of anticipation and satisfaction, making it difficult for players to step away from the game.

 

Losses Disguised as Wins (LDWs)

A common feature in slot games is the “loss disguised as a win” (LDW) phenomenon. This occurs when a player wins an amount that is less than their original bet, but the machine still triggers celebratory sounds and visuals as if a significant win had occurred. This tactic manipulates the player’s perception, making them feel as though they are winning more frequently than they actually are.

In the context of slots online, LDWs are just as prevalent. Players may not immediately realize that they are losing money overall, as the frequent small “wins” keep them engaged and motivated to continue playing. This tactic ensures that players remain invested in the game, even when their balance is gradually decreasing.

 

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The Gambler’s Fallacy

The gambler’s fallacy is a cognitive bias that leads players to believe that if an event has occurred frequently in the past, it is less likely to happen in the future, or vice versa. For example, if a player experiences a long streak of losses, they might believe that a win is “due” soon, leading them to continue playing. Slot games are designed to capitalize on this fallacy, as the outcomes are entirely random, but the belief that a win is imminent can keep players spinning the reels.

Online slot platforms are no different, with players often falling into the trap of the gambler’s fallacy. This psychological bias can lead to extended gaming sessions, as players chase a win they believe is just around the corner.

Casinos utilize a range of psychological techniques in slot games to keep players engaged, from the use of visual and auditory stimuli to the manipulation of reward schedules. These tactics are equally effective in slots online, where the digital environment is crafted to replicate the immersive experience of a physical casino. By understanding these psychological influences, players can make more informed decisions and approach slot games with a greater awareness of the forces at play.

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Russell Ferris appointed Managing Director at Racecourse Media Group

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Racecourse Media Group (RMG) has appointed Russell Ferris to the new role of Managing Director.

Russell, currently CEO of Weatherbys Ltd, will be joining RMG on August 18.

He can count on more than 20 years of senior management and directorial experience in the racing industry, including as Managing Director of Limerick Racecourse and Director, Ireland for At The Races. He joined Weatherbys Ireland in 2016 and was promoted to Weatherbys Ltd Group CEO three years later.

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Nick Mills, CEO of RMG, said: “Russell is highly regarded within the industry and will bring a wealth of expertise, experience and enthusiasm to RMG. Russell will oversee and further align the Commercial and Broadcast departments and help take the business to new levels in terms of innovation, engagement and revenues. I very much look forward to welcoming Russell to RMG in August.”

Russell, who also sits as a Non-Executive Director on the Boards of Racing Digital and Venture Bio, said: “I am delighted to be joining a great team at RMG and very much looking forward to the new challenge. RMG play a pivotal role within the industry both domestically and internationally, and I am excited by the company’s vision to further enhance the sport’s appeal, reach and engagement to ensure a bright future for all.

“I’d like to thank the Weatherbys family for the opportunity provided to me. It has been fantastic to see the business develop and diversify in recent years, and I know that I leave it in great hands with Sharon O’Regan and a talented team across the business.”

The post Russell Ferris appointed Managing Director at Racecourse Media Group appeared first on European Gaming Industry News.

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SOFTSWISS Named Online Casino Innovator in CEE 2025

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SOFTSWISS, a global tech provider, won the Online Casino Innovator in CEE title at the GamingTECH CEE Awards 2025 with its forward-thinking Game Aggregator. The award celebrated companies that drive innovation, excellence, and leadership in the iGaming and tech landscape across Central and Eastern Europe.

SOFTSWISS continues to lead online casino innovation in the CEE region with its Game Aggregator – one of the largest and most advanced game hubs in the iGaming industry. The solution offers over 27,800 exclusive games from 280+ leading providers, supporting more than 1,250 brands. Operators can integrate it via a one-time API as a standalone product for any third-party platform or as part of the SOFTSWISS Casino Platform.

The Game Aggregator offers a vast portfolio of RNG and live games for desktop and mobile, including slots, table games, crash, and casual games – many optimised for crypto gameplay. The content is fully localised to suit operators’ target markets, supporting multiple languages, currencies, and regional preferences.

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The Game Aggregator is certified to operate across key markets in Europe, Africa, and Latin America, with licenses or compliance in countries like Greece, Romania, Spain, Brazil, Nigeria, and South Africa. The platform provides powerful innovations that help operators grow their business effectively:

  • Tournament Tool: A versatile tool that enables operators to launch custom competitions in five simple steps. With mechanics like total bets, highest multiplier, and total wins, this solution saw an 80% growth in adoption by operators in 2024.
  • Crash Games in Tournaments: A new integration that elevates engagement.
  • Non-Monetary Prizes: Enhances reward variety with trips, gadgets, and more.
  • GGR Report Builder: Aggregates performance data across all games and providers.
  • Jackpots for Crash and Live Games: Implemented via the Jackpot Aggregator integration, leading to over 50% growth in average total player value.

Alena Bekus, Deputy Head of SOFTSWISS Game Aggregator, comments on the win:
“This award is a meaningful recognition of our team’s continuous efforts to build not just a product, but a powerful ecosystem that supports our partners’ growth. We constantly listen to our clients, innovate based on their needs, and work to deliver a flexible, scalable, and forward-thinking solution that meets the evolving demands of the iGaming market.”

By focusing on operator success, player engagement, and industry adaptability, SOFTSWISS continues to deliver forward-thinking solutions that set new benchmarks. Winning this award reaffirms the company’s role as a true innovator in iGaming.

 

About SOFTSWISS

SOFTSWISS is an international technology company with over 15 years of experience in developing innovative solutions for the iGaming industry. SOFTSWISS holds a number of gaming licences and provides comprehensive software for managing iGaming projects. The company’s product portfolio includes the Online Casino Platform, the Game Aggregator with over 27,800 casino games, the Affilka Affiliate Platform, the Sportsbook Software and the Jackpot Aggregator. In 2013, SOFTSWISS revolutionised the industry by introducing the world’s first Bitcoin-optimised online casino solution. The expert team, based in Malta, Poland, and Georgia, counts over 2,000 employees.

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BAFTA and DCM release star-studded cinema trailer to celebrate the art of video game storytelling

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  • Actress Susan Wokoma stars alongside Baldur’s Gate 3 duo, Samantha BĂ©art and Neil Newbon, Doug Cockle (Witcher 3), Jane Douglas (games presenter), and Sir Ian Livingstone, co-founder of Games Workshop.  
  • The trailer launches in cinema ahead of the 21st BAFTA Games Awards on Tuesday 8 April. 
  • Research conducted by BAFTA found young adults say video games are important to their wellbeing and a form of social connection (YouGov) 

BAFTA and DCM (Digital Cinema Media) have teamed up with award-winning actress Susan Wokoma to create a national cinema advertising campaign that promotes and celebrates the art of storytelling in video games. It’s the third campaign delivered by the partnership and is releasing in cinemas ahead of the 21st BAFTA Games Awards on Tuesday 8 April 2025.

The 105 second trailer was produced by Common People Films and DCM Studios, with Jennifer Sheridan directing the film. Susan features alongside famous faces from games – such as Samantha BĂ©art and Neil Newbon from Baldur’s Gate 3 – who share their love for video games with cinema audiences nationwide.
Jeremy Kolesar, Creative Director, DCM Studios, “We’ve seen a flourishing intersection between games, film and TV in the UK. Whether it’s a franchise-inspired series or film, a narrative-driven game, or an engaging acting performance, each medium strengthens the other. We’ve tried to capture this in our third cinema campaign with BAFTA, which draws from the diverse UK games industry to inspire the next generation of talent with an adventurous cinematic experience.”

World-renowned for its annual Film Awards, BAFTA has been celebrating the craft, skill and creativity of the games industry for over 20 years, spotlighting the best games and talent in its annual Games Awards ceremony.

The cinema trailer explores the connectivity between film, games and TV, highlighting the depth of video game storytelling and the many varied games that captivate audiences worldwide.

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Tony Roberts, Founder/ EP, Common People Films: “This is the second time BATFA and DCM have asked us to bring their brand and message to life and we’re incredibly proud of the work we deliver for both of them. Having a diverse roster of talent, it was exciting to get our directors to write with a focus in games this time round and we think Jennifer has captured something very special. The games industry is a jewel in the crown of British industry and should be celebrated. Another great collaboration.”
BAFTA and YouGov research 

As an arts charity, BAFTA supports the next generation of screen talent through various initiatives, bursaries and scholarships.  Three alumni of BAFTA’s programmes were given paid roles on the production of this trailer – Jade Fabiyi (camera), Reece Grant (Art Department) and Shona Hart (Stagehand).

This ethos is reflected in the UK cinema placement of the campaign, which targets 16-34 year-olds during the preshow for multiple blockbuster releases. This includes the new A Minecraft movie, based on one of the best-selling video game franchises of all time.

Recent research conducted by BAFTA with YouGov found that:

  • Adults aged 18-34 consider video games as important to wellbeing, with a third (31%) citing video games as a form of self-care (higher than Film – 28% or TV – 27%) and 39% of 18-34s consider video games as a form of social connection (compared to 30% Film/TV).
  • Over half of UK adults see games as ‘a form of entertainment’ (54%).  However, only 1 in 5 consider games as great storytelling (20%) and there is lower awareness that games contain meaningful messages about today’s world (9%) compared to TV (33%)
  • Over half (53%) of 18-34s would trust the quality of a game that has been nominated or won a BAFTA Games Award.
  • Two thirds (62%) of UK adults were not aware that some of the world’s most celebrated games are made in the UK, and 1 in 5 would be more likely to play a game made in the UK (21%).

Donna Mathews, Executive Director of Engagement, Marketing and Communications at BAFTA said: “BAFTA is known for celebrating excellence in the screen arts and games are no exception. Our members recognise the craft, skill and creativity that goes into making every game and our Awards showcase the incredible variety of games on offer.  Like TV and film, games are a way to explore stories and learn about the world around us and young adults see games as more than a form of entertainment, with many considering games important to their wellbeing and social connection.  The UK games industry is a world-leading creative force, with talented people making games up and down the country, so with thanks to DCM and Common People Films we are putting games on the big screen to share our appreciation of this art form with audiences nationwide too.”  

Susan Wokoma said: “Film, TV and games are connected by the passion of the people who make it. It takes so many people to make these things and seeing people really take ownership of their story and their passion, that’s the thing that threads throughout all of those mediums.” 

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Jennifer Sheridan, director, said: “What makes gaming so captivating is its ability to fully immerse you in the story. It invites you to engage with the narrative interactively. The beauty of storytelling in games lies in how your experience can be completely unique, even if you’re playing the same game as someone else. This film celebrates that diversity and the incredible journeys that games can take you on.” 

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