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UK’s BGC calls for Online Harms Bill to crackdown on black-market unregulated gambling operators endangering children

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Standards body BGC Calls for government to use Online Harms Bill to crackdown on unregulated gambling operators

Analysis conducted for the new standards body, the Betting and Gaming Council which represents UK regulated operators, reveals consumers are exposed to large numbers of unlicensed operators (38%) through search results for key gambling terms on major search engines.

  • 4 in 10 search results for key gambling terms on major search engines are unlicensed black-market operators
  • Danger that children are accessing illegal websites with no strict ID and age verification measures unlike U.K. licensed operators.
  • 27 million visits from UK IP addresses to black—market gambling sites
  • Estimated 200,000 people in U.K. have used illegal gambling sites in past 12 months

The BGC calls on the government to ensure that the Online Harms Bill, soon to be introduced in parliament, includes action to crack down on platforms who profit from unregulated, black market gambling operators.

There is a particular danger that children are accessing these websites where there are no strict ID and age verification measures deployed by U.K. licensed operators. New strict age verification procedures introduced in May 2019 for UK licensed operators require full verification of name, age and address before anyone can open an online account or place a bet.

The regulatory Advisory Board for Safer Gambling (formerly RGSB) warned in 2018 that internet service providers, app stores, search engine companies, and other relevant providers should be vigilant to the possibility of third party use of their products to provide illegal gambling to children and young people, and should be proactive in preventing it.

The sizeable proportion of gamblers using unlicensed operators reveals that the size of the active ‘black market’ in the UK today is worth around £1.4bn in stakes.

Web traffic statistics suggest that there are 27 million visits from UK IP addresses. Some unlicensed websites block customers from the U.K. but many of those can be circumvented using VPNs (Virtual Private Networks).

Michael Dugher, Chief Executive of the BGC, said: “Search platforms are promoting black-market gambling operators for profit, putting the British consumers, including children, at risk. None of the UK’s strict licensed safeguards are in place on these illegal sites.

“Regulated bookies and online operators have a strict zero tolerance approach to underage gambling, yet unlicensed operators are free to prey on vulnerable consumers.

“We welcome the Government’s Online Harms Bill. But it also provides the Government with a chance to clamp down on the black-market and help protect punters who want a flutter in a safe environment.”

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LoopMe research: Increasing GenAI adoption paves the way for an explosion in mobile gaming ad potential

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New research from LoopMe, the global leader in brand performance, reveals that consumers are twice as likely to use GenAI for search (x2 in the US and x2.2 in the UK), while it’s nearly three times in Australia (x2.7).

As AI redefines online behaviour, and the enormous implications this has for brand visibility and advertising, the solution may lie in mobile gaming. While the adoption of AI tools is leading to a decline in clicks and associated site traffic, the story is different in gaming. This channel is on the rise, offering a scale that encompasses all demographics, alongside engaged and receptive audiences.

LoopMe surveyed 66,819 consumers across Australia, the United Kingdom, and the United States to gauge GenAI usage. The data shows the majority are now using these tools daily or at least several times a week (US: 56%, UK: 55%, Australia: 57%). For those using tools daily, similar patterns emerge, with approximately three in ten adopters falling into this group (Australia: 27%, UK: 29%, US: 30%).

Nearly one-fifth of GenAI users across all three markets report spending less time browsing the web because of AI tools (US: 19%, UK: 20%, and Australia: 22%). Even among infrequent GenAI users, there’s a move away from traditional search, resulting in web browsing falling by 19%-50% across the markets. This shift isn’t limited to specific demographics but plays out across all age groups, indicating a move towards embracing AI and a corresponding reduction in browsing time to varying degrees.

Nearly a third of users (28% in the US and 30% in Australia and the UK) across all three countries cite ‘getting answers faster’ as the number one benefit of GenAI. This reduction in browsing time online is freeing them up for other pursuits. And one of these appears to be more time for gaming: In Australia, 18% cited that they are spending more time on mobile gaming, while in the US, it’s 19% and rising to 21% in the UK.

Again, this is a trend across all age groups and markets. While the greatest shift in the UK is seen among 18-24-year-olds, with 62% spending more time on mobile gaming rather than less, in the US it’s the 25-34-year-olds (40%). Meanwhile, for Australians, it’s the 35-44-year-old demographic (58%). However, growth is being experienced across all age bands, with all three countries seeing strong mobile gaming growth even among the 55–64-year-olds.

This growth can also be seen among infrequent GenAI users too. In the US, there is a 40% net difference between those casual GenAI users who spend more time gaming and those who spend less, rising to 55% in Australia and 71% in the UK.

When asked about streaming games, there is more preference among younger age groups. While there are country variations, the 18-24 and 25-34-year-old age groups are the heaviest users of streaming games, and these groups will likely drive its future potential.

“What the research highlights is the advertising opportunities opening for brands as gaming becomes a key route to market. This is a medium that’s being embraced by all age groups and all demographics. And it’s increasing among frequent AI users as well as more casual ones, offering brands the potential to get in front of audiences that other channels might not serve well,” commented Stephen Upstone, CEO & Founder at LoopMe.

“We’ve found that gamers are more than three times as likely to be receptive to advertising in this environment compared to the mobile web. And because audience value and the opportunities gaming offers are out of alignment with current advertising investment in the channel, this lack of competition only adds to its attractiveness. As digital advertising adjusts to this era of AI, mobile gaming is shedding its bit player role and moving centre stage, delivering scale and reach that competes with traditional broadcast channels.“

The post LoopMe research: Increasing GenAI adoption paves the way for an explosion in mobile gaming ad potential appeared first on Gaming and Gambling Industry Newsroom.

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Fernando Di Carlo CEO of Yellow Elephant Studios

SCCG Announces Strategic Partnership with Yellow Elephant Studios to Expand Multi-Channel Gaming Content Worldwide

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SCCG Management, a global leader in advisory, business development, and strategic partnerships for the gaming industry, announced a strategic global distribution partnership with Yellow Elephant Studios (YES), a rising force in casino, charitable gaming, and iGaming content development.

The partnership brings together SCCG’s expansive global operator network with YES’s rapidly growing portfolio of high-performance digital and land-based gaming content. Known for blending classic casino experiences with modern creative design, YES is redefining player engagement through advanced math models, cutting-edge visual design, and player-centric mechanics engineered for regulated casino markets, charitable gaming systems, and iGaming platforms.

A Studio Built for the Next Generation of Gaming

Yellow Elephant Studios is quickly emerging as one of the most innovative content developers in the sector. Their roadmap spans slot-style experiences, interactive entertainment systems, charitable gaming content, and hybrid formats designed for both digital and physical environments. With deep experience across regulated gaming markets, YES creates content that resonates with diverse player demographics while delivering strong performance for operators.

“Our mission is simple: create unforgettable gaming experiences by fusing imagination, technology, and precision,” said Fernando Di Carlo, CEO of Yellow Elephant Studios. “As the industry evolves, players expect more—more interaction, more personality, more ways to win. We’re building the next generation of games for that audience, and SCCG’s global footprint will help us scale that vision faster than ever.”

Accelerated Global Reach Through SCCG’s Network

By leveraging SCCG’s network of more than 120 partners — including tribal casinos, charitable gaming operators, digital platforms, iGaming operators, and emerging interactive entertainment brands — the partnership will accelerate the reach and market penetration of YES content across the most influential global gaming ecosystems.

“Yellow Elephant Studios brings a powerful creative and technical engine to the global gaming market,” said Stephen Crystal, Founder & CEO of SCCG Management. “Their ability to innovate across casino, charitable gaming, and iGaming channels makes them a standout studio ready for scale. SCCG is excited to connect them with operators seeking modern, high-engagement content that delivers real performance across both digital and land-based ecosystems.”

The post SCCG Announces Strategic Partnership with Yellow Elephant Studios to Expand Multi-Channel Gaming Content Worldwide appeared first on Gaming and Gambling Industry Newsroom.

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Con Raso CEO of Tuned Global

Realize Music: Sing Launches on Meta Quest With Broad Catalog From Universal, Warner, Sony and Beggars, Delivered by Tuned Global’s Music Technology

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Groundbreaking singing game for wellness and creativity expands beyond VR with a PC Gaming release planned for 2026, with the support of Tuned Global’s backend music platform enabling scalable catalogue delivery and lyric integration.

 Realize Music, in collaboration with leading music and media technology platform Tuned Global, announces the launch of Realize Music: Sing, now available on the Meta Quest Store. Co-founded by veteran publisher Mike Wilson, best known as the co-founder of Devolver Digital and Gathering of Developers, the company is positioning Sing as Wilson’s final major venture in the gaming industry; a project that bridges music, wellness, and play across both VR and traditional platforms. Known for championing creativity and emotional depth in gaming, Wilson’s work has consistently challenged the boundaries of what interactive experiences can express.

To support this vision, Realize Music recently selected Tuned Global to power the music backend that enables Sing’s extensive licensed catalogue across platforms.

Launching first on Meta Quest, with plans to expand to additional platforms later in 2026, Sing marks one of the largest music collaborations ever seen in gaming. At release, the app features over one million of the most iconic popular songs officially licensed from Universal Music Group, Warner Music Group, Sony Music Entertainment and Beggars Group, covering an unparalleled range of genres and decades, with new songs to be added regularly. It transforms singing into a hands-on, interactive experience where players can explore, express, and unwind through sound.

Announcing the launch on Meta Quest, Realize Music: Sing also marks the start of its next phase. A Steam PC gaming version and additional platforms are planned for 2026, expanding Sing beyond virtual reality and into new spaces for interactive music and wellness.

“We’ve always believed that games can help people feel better, not just entertained,” said Meta Quest, Realize Music: Sing Co-Founder, Mike Wilson. “Sing is about rediscovering joy without judgment or pressure, through the simple act of raising your own voice and watching the world respond. It’s the kind of project I’ve always hoped to finish my career on, and I hope it inspires other creators to focus their energies on beneficial media.”

“Realize Music: Sing is a breakthrough moment for music-driven wellbeing,” said Con Raso, CEO of Tuned Global. “We’re proud to support the Realize Music team with innovative music technology that empowers their vision and brings it to life in such an exciting way. From licensed catalogue delivery to lyrics and reporting, Sing shows what becomes possible when creativity, wellness, and responsible music innovation come together.”

Players can preview songs for free, purchase individual tracks or albums à la carte, or subscribe for unlimited access. Subscriptions launch at an introductory price of $9.99 per month for the first two months, before moving to $14.99 per month or $119.99 per year.

Realize Music: Sing is available now on the Meta Quest Store.

The post Realize Music: Sing Launches on Meta Quest With Broad Catalog From Universal, Warner, Sony and Beggars, Delivered by Tuned Global’s Music Technology appeared first on Gaming and Gambling Industry Newsroom.

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