Compliance Updates
KSA: Spring 2025 Monitoring Report Shows Positive Effect of Responsible Gaming Policy
The measures introduced in October to protect players have had a positive effect: players are losing fewer large amounts and the percentage of extreme losses has fallen sharply. This is evident from the latest monitoring report from the Netherlands Gambling Authority (KSA). The figures also show that the majority of Dutch players still play with legal providers. However, the amount of money circulating in the illegal market has increased.
The gross gaming result (GSR, stakes minus prizes paid out) for the whole of 2024 is 1.47 billion euros. This is a growth of 6% compared to 2023, when the GSR amounted to 1.39 billion. In the second half of 2024, the GSR was 10% lower than in the first half of the year. This could be due on the one hand to a peak during the European Football Championship in June, but also to the introduction of new rules to better protect players, which also include a deposit limit.
Young adults
Young adults (18 to 23 years old) receive extra attention in the monitoring report, because they are a vulnerable target group. Together, they lost 11% of the BSR in the second half of 2024, while they make up 9% of the adult population. They do spend less money on average; they lose an average of €48 per month, compared to €148 for 24+ players. It is striking that young adults gamble relatively more on sports events than older age groups; of the money they spend, 29% goes to sports betting, while for other players this is 22%.
Number of players and accounts
In the last six months, an average of 1.19 million accounts were played per month. This is a slight increase compared to half a year earlier, when there were 1.1 million. In the last quarter, the number of new accounts increased; this could be due to the new measures for safe gaming. A player can have multiple accounts, so the number of accounts is not equal to the number of people gambling. An estimated 788 thousand players were active with legal providers in the last six months, 5.4% of the adult population. Six months earlier, this was 5.5%, so the number of players is stable.
Loss
The average player aged 24 and over lost €148 per month on gambling in the second half of 2024. That is lower than the first six months, when it was €160. Although players have been playing with more accounts since the introduction of the responsible gaming policy, the average loss is lower than before the introduction. The number of accounts with extreme losses has also fallen sharply. Before October 2024, 4% of accounts lost more than €1000 per month, after October that is only 1.2%. Before October 1, 2024, 73% of the BSR came from players with losses of more than 1000 euros. After the introduction of the rules, this percentage has dropped to 23%. This means that providers generate less income from player accounts with large losses.
Canalization
The monitoring report shows that the channelling in terms of players and the channelling in terms of money differ greatly. Of all people who gamble online, the vast majority (91%) do so with legal providers. On the illegal market, significantly more money is spent: of the total amount that Dutch people spend on gambling, 50% is spent with illegal parties.
Problem gamblers
There are no hard figures on the total number of people with a gambling addiction in the Netherlands. There are figures on the number of people who are being treated for a gambling addiction. In 2023, 2456 people were treated. At the time of publication of this report, there was no update of that figure. The total number of players who have excluded themselves from risky gambling with a Gokstop with a registration in the Cruks register was 87,345 people in January 2025. Half of them are under 32 years of age. Of the total number of Cruks registrations, 16% are young adults.
Source: kansspelautoriteit.nl
The post KSA: Spring 2025 Monitoring Report Shows Positive Effect of Responsible Gaming Policy appeared first on European Gaming Industry News.
Betsson
What the Betsson/Inter Milan case reveals about cross-border gambling branding when two restrictive regimes collide
By David Nilsen, Editor-in-Chief, Kongebonus
European football rarely stays confined within national borders. Teams compete internationally, brands operate globally and sponsorship deals are designed for audiences far beyond a single market. Yet gambling regulation remains firmly national. When these two realities meet, tensions are almost inevitable.
That tension was visible during the UEFA Champions League fixture between Inter Milan and Bodø/Glimt at the Aspmyra Stadion in February, when the Italian club took to the pitch wearing Betsson.sport on its shirts. The Norwegian Gambling Authority later confirmed it had opened a case following the match, after concerns were raised that the branding could violate Norway’s strict marketing rules.
At first glance, the situation appears straightforward. Norway prohibits gambling marketing from any operator other than the state-owned Norsk Tipping and Norsk Rikstoto. Under this framework, foreign operators are not allowed to advertise or actively target Norwegian players. However, the details of this particular case are more complex.
The logo that appeared on Inter’s shirt was not a betting website, but Betsson.sport, a sports-focused platform linked to the company’s sponsorship activity in Italy. The site itself does not offer deposits or betting functionality. Instead, it operates as a sports content and partnership platform connected to the club’s commercial agreements.
This distinction matters because the regulatory context in Italy is very different from Norway’s. In 2018, Italy introduced the Decreto Dignità, one of Europe’s strictest gambling advertising bans. The legislation effectively eliminated traditional betting sponsorships across media and sport, even for licensed operators.
As a result, many brands have had to rethink how they maintain visibility in sports environments. Alternative branding, content platforms and sports-focused domains have become one of the few remaining routes available in a market where direct betting advertising is largely prohibited.
Seen through that lens, Betsson.sport is less an attempt to bypass regulation and more an example of how companies adapt to it.
When Inter Milan travelled to northern Norway, however, that Italian solution entered a completely different regulatory environment. Norway’s restrictions are not based on a broad ban on gambling advertising. Instead, they are built around the protection of a state monopoly. Only two operators are permitted to market gambling services domestically, and enforcement tools such as payment blocking and website restrictions are used to limit access to foreign operators.
The key question raised by the Inter match therefore becomes one of interpretation rather than simple legality. Does the presence of a brand associated with gambling, even when it links to a non-betting platform, constitute marketing towards Norwegian consumers?
It is a question regulators across Europe are likely to face more often as global sport continues to expand and sponsorship models become more complex.
Another factor worth noting is accessibility. Betsson does not currently operate in Norway, and access to its gambling platforms has been blocked for Norwegian users. This raises the issue of whether brand visibility alone, without a functional gambling product available to local players, should be considered the same as active marketing.
From a regulatory perspective, authorities may still decide that the brand association itself falls under advertising restrictions. That interpretation would be consistent with Norway’s broader efforts to protect the monopoly model and prevent indirect promotion of unlicensed operators.
At the same time, cases like this highlight the practical challenges regulators face when global sports competitions cross with national advertising rules. European tournaments bring together teams, sponsors and audiences from multiple jurisdictions, each operating under different regulatory philosophies.
Italy, for example, has taken a sweeping approach by banning gambling advertising across the board. Norway, meanwhile, has focused on maintaining exclusive rights for state operators while limiting the presence of international competitors.
Both systems are strict in their own way, but they are built on different principles.
When a club like Inter Milan competes internationally, the sponsorship arrangements negotiated within one regulatory system inevitably travel into another. This creates situations where branding designed to comply with one set of rules may still raise questions under another.
For players and fans, these nuances are rarely visible. What they see is simply a football shirt and a brand name. But for regulators, operators and industry observers, the case illustrates how complex the global gambling landscape has become.
None of this changes the underlying reality that gambling advertising remains one of the most tightly controlled areas of the digital economy. Governments are increasingly focused on consumer protection, and enforcement tools are becoming more sophisticated each year.
But as the Inter–Betsson example demonstrates, the real challenge lies not only in writing regulations but in applying them consistently in a world where sport, media and digital platforms operate across borders.
For the industry, it is another reminder that regulatory debates are rarely black and white. In many cases, they sit somewhere in between legal interpretation, practical enforcement and the global nature of modern sport.
The case opened by the Norwegian Gambling Authority and its conclusions may help clarify how situations like this should be interpreted going forward.
But as long as football continues to be played across borders, questions like these are unlikely to disappear any time soon.
The post What the Betsson/Inter Milan case reveals about cross-border gambling branding when two restrictive regimes collide 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.
-
Balkans6 days agoPasha Hotel & Casino Group and Platinum Casino Launch Pasha Platinum Casino at Grand Hotel Plovdiv in Bulgaria
-
Adjarabet6 days agoGalaxsys Enters into Strategic Partnership with Adjarabet
-
AGCO6 days agoEndorphina secures AGCO supplier registration in Ontario
-
Aviator LLC5 days agoAviator Studio Brazil wins two consecutive instances in São Paulo appeal court against SPRIBE injunction
-
Altenar7 days agoOfensiva legislativa y el riesgo de una “Ley Seca” de las apuestas en Brasil
-
BetMGM7 days agoBetMGM lands first-to-market exclusivity for new AGS Rakin’ Bacon! slots
-
Altenar7 days agoLegislative offensive and the risk of a “Prohibition era” for betting in Brazil
-
Bichara e Motta Advogados6 days agoLos nuevos desafíos de la industria del iGaming en 2026



