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New GambleAware-commissioned Research Warns of High Risks from Gaming Machines, Online Casino Games and Loot Boxes

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GambleAware, the leading charity and commissioner of gambling harms prevention and treatment services in Great Britain, has published a new report looking at which types of gambling pose the highest risks of harm.

GambleAware commissioned Bournemouth University to conduct research exploring the relative risks of harm associated with different types of gambling including land-based electronic gaming machines, online casino games, loot boxes and the National Lottery draw.

The research found that land-based electronic gaming machines in bookmakers and casinos and online casino games, which both offer the possibility of quick rewards and a fast pace of play, were associated with the highest level of risk. Usage of electronic gaming machines was the biggest predictor of someone going on to experience future gambling harms and those using land-based electronic gaming machines were found to be over 10 times more likely than average to be experiencing “problem gambling” while those using online casino games were four times more likely than average to experience harm.

The report calls for more restrictions on the availability and design of electronic gaming machines, including reducing the number of machines in venues, lowering stakes and implementing mandatory breaks. More restrictions are also called for on online casino games, to focus on responsible design, as well as for gambling operators to continue to develop and enhance systems to provide personalised support for online customers displaying signs of risk indicators such as spending large amounts of time or money.

The research also looked at other products which are often not viewed as traditional gambling including loot boxes and the National Lottery.

Loot boxes, which often feature in games aimed at children, can blur the lines between gaming and gambling, and were also found to carry risks. The research discovered that fifty percent of people who use loot boxes in computer games are at any level of risk. Those who used loot boxes exhibited a high likelihood of experiencing “problem gambling”, as using them inherently increases the risk due to their accessibility, immersive nature, and the blending of gaming and gambling environments. The report recommends that the effects of gambling-like elements in video games, such as loot boxes, should be investigated and more should be done to restrict their use among young people aged under 18.

The research also showed the National Lottery draw has a high reach into communities experiencing gambling harms. An estimated 600,000 people experiencing “problem gambling” were found to be using the National Lottery draw, while 500,000 people experiencing “problem gambling” use scratch cards. The report recommends that the National Lottery should signpost people to support services such as GambleAware, to help any lottery players who may be experiencing gambling harms.

The number of different types of gambling people take part in was also found to have a major impact on the risk of gambling harm. The report showed that the level of “problem gambling” increases in line with the number of types of gambling activities people participate in, and increases more after two activities. Therefore the report also calls for gambling operators to create shared databases to identify people doing several different types of gambling who are at an increased risk of gambling harms.

Zoë Osmond, CEO of GambleAware, said: “No form of gambling is completely without risk. However this new research shows that there are some particular types of gambling which can lead to an increased chance of experiencing gambling harm, which can have a corrosive effect on people’s lives, finances, careers and relationships.

“The research also brings into question some of the measures outlined in the Gambling White Paper such as relaxations in land-based gambling , which could lead to an increase in electronic gaming machines in venues, and having different online slot stake limits for those aged over 25 – we believe people over 25 should have the same lower limits as those who are younger. The report suggests the measures do not go far enough to protect people. This is why we are calling for the recommendations in this report to be adopted as they will help ensure that people can be better protected.”

Dr Ruijie Wang, from Bournemouth University, said: “This research was designed to explore the risks of harm from different types of gambling in the context of regulatory changes that were proposed within the UK government’s Gambling White Paper. The results highlight the need for more stringent gambling regulation, particularly in online slots and land-based electronic gaming machines due to their high risk of harm to young adults. More regulation is also needed to limit gambling-like practices in video gaming, such as loot boxes, to individuals aged over 18 years as the interaction between video gaming and gambling should not be ignored.”

The post New GambleAware-commissioned Research Warns of High Risks from Gaming Machines, Online Casino Games and Loot Boxes appeared first on European Gaming Industry News.

EU Taxes

Malta Prepares For EU Budget Battle To Stave Off Gambling Levy

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Malta’s Prime Minister has said his nation will veto any attempts by the EU to introduce a bloc-wide online gambling levy, threatening to place the industry at the centre of febrile European politics.

Robert Abela has told Malta’s parliament that he would use his nation’s member state veto to block the passage of the next EU budget, if a proposed gambling levy is included.

The budget, formally known as the Multiannual Financial Framework (MFF), lays out how the EU will spend its €2trn budget from 2028 to 2034.

The prospect of adding a continent-wide tax to the budget remains only a proposal, but the idea has heavyweight backing.

Vice-president of the European Parliament Victor Negrescu is spearheading these efforts, arguing that a fast-growing digital industry that generates billions in revenue should be subject to EU-level taxation.

Negrescu says that the levy could generate between €2-4bn every year.

“This industry fully benefits from the EU’s single market, digital infrastructure and crossborder access, but operates under fragmented rules, unequal taxation and insufficient enforcement,” he said.

The online gambling sector might well quibble with the specifics of these claims.

The idea that it “fully benefits” from the EU single market may have been unassailably true in the point-of-supply era, but the subsequent fragmentation of national rules that Negrescu refers to has significantly complicated that picture.

Nevertheless, backing for the levy from a senior European politician has naturally spooked the industry and its primary champion within the EU, Malta.

The levy would be so damaging to Malta’s economic interests that it is willing to use its most powerful EU instrument by executing a veto in the European Council in order to block the budget from being approved.

That would likely plunge the island nation into the centre of a political firestorm, but recent history suggests that smaller EU nations and their allies can successfully disrupt budget negotiations.

During discussions over the 2020 EU budget, Poland and Hungary successfully secured concessions after they both threatened to veto the MFF over rule-of-law requirements.

Malta will also hope to rely on support from the Friends of Cohesion, an informal alliance of 16 nations concerned with regional development, of which it is a part.

Negrescu’s pledge to pair his levy with a “clear EU directive against illegal and unlicensed platforms” is unlikely to satisfy the online gambling industry, despite growing complaints of a rampant black market from a number of quarters.

Malta strikes again

In simple terms, Malta is seeking to protect an industry which accounts for 10 percent of its gross domestic product.

The nation has shown a clear willingness to ignore the EU’s wishes in order to shield the many gaming firms that host their headquarters within its borders.

Most notably, the creation of Bill 55 has successfully protected local companies from having to repay hundreds of millions of euros in player refund settlements.

Ongoing cases before the Court of Justice of the European Union suggest that Europe’s top judges will soon rule against Bill 55, which is now Article 56A of Malta’s gambling act.

The European Commission also launched infringement proceedings against Malta over the provision

Tax troubles.

There are so far no specifics on how the levy would be calculated or what value it would be set at, but beyond Malta an additional levy would also be extremely challenging for operators in European markets already struggling with high tax burdens.

This includes the Netherlands, where a government report released this week has shown that staggered increases to taxes of 37.8 percent of gross gambling revenue (GGR) have failed to deliver any benefit to the country’s budget.

Even a relatively slight increase to this tax rate could send more operators scurrying out the market and see channelisation dive further than its current rate of 55 percent.

Nations like France, where online betting is taxed at 59.3 percent of GGR, or Portugal, with its 8 percent turnover tax on online sports betting, would also feel an impact.

Negotiations over the contents of the EU budget are set to continue for several months, with the approval process expected to be completed in late 2026 or early 2027.

Leaders in the Council of Europe have agreed to come to a preliminary deal on the MFF by October, according to a coordinated statement issued earlier this month.

Malta’s devout opposition to a possible gambling levy is just one of a range of issues under discussion, including a stark divide between nations such as Germany, which favour spending cuts, and the Friends of Cohesion, who want additional cash for agriculture and regional funding.

The post Malta Prepares For EU Budget Battle To Stave Off Gambling Levy appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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G2 drops limited-edition One Piece streetwear capsule on June 25

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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.

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Ygam joins four UKRI-funded gambling harms research partnerships

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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.

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