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GambleAware publishes new research

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• Exposure to gambling advertising, including on social media, can have an impact on attitudes towards the prevalence and acceptability of gambling, and in turn the likelihood that a child, young person or vulnerable adult will gamble in the future.

• The attitudes and gambling behaviours of peers and parents are critical in shaping gambling activity; they were significantly associated with both a young person’s exposure to brands and advertising, as well as with current gambling amongst those aged 11-24.

• In the report, researchers identified a number of recommendations, including the need for clearer safer gambling messages and campaigns; a requirement to improve education initiatives; a reduction in the appeal of gambling adverts to children and improved use of advertising technology, to minimise the exposure of such content to children, young people and vulnerable adults.

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GambleAware has published the findings of the research commissioned to examine the impact of gambling advertising and marketing on children, young people and vulnerable adults.

The programme of research was conducted by two separate consortia, led by Ipsos MORI and the Institute for Social Marketing at the University of Stirling. The synthesis of findings across the research was written by Ipsos MORI. The research shows that regular exposure to gambling promotions can change perceptions and associations of gambling over time for children, young people and vulnerable adults.

Among those who don’t currently gamble, exposure to gambling promotions was one of the most significant associations with whether someone was likely to gamble in the future. However, the attitudes of peers and carers was also critical when looking at whether an 11-24-year-old was a current gambler. The report reveals that if a child or young person has a close friend or carer who gambles, that individual is six times more likely to be a current gambler, than those without such a connection.

However, when specifically looking at exposure, researchers observed that almost all (96%) of the 11-24-year-old participants had been exposed to gambling marketing messages in the last month. Furthermore, participants in the qualitative research were shown snippets of gambling logos and when asked to identify them, correctly identified an average of eight out of ten.

By using an age classifier on Twitter, researchers also found clear evidence of children following and engaging with gambling related accounts. It was estimated that 41,000 UK followers of gambling-related accounts on the social media platform were likely to be under 16 and 6% of followers of ‘traditional’ gambling accounts were found to be children, a figure that increased to 17% when looking specifically at eSport gambling accounts.

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Researchers concluded that the rise of new forms of gambling marketing through social media have increased the ways in which children, young people and vulnerable adults can engage with gambling brands, which in turn helps to establish brand loyalty. One of the recommendations from the report was that more could be done to work closely with social media platforms to improve age screening tools, before individuals are allowed to follow accounts that promote gambling.

However, when examining where children and young people came across gambling in the past month, TV remained the most common source of exposure:

• More than four out of five (85%) aged 11-24 reported seeing gambling advertising on TV (including national lottery adverts).

• 70% of children and young people noticed gambling adverts in betting shops on the high street, window displays as well as promotions on shop floors and near tills. However, those aged between 18 to 24 had higher exposure to gambling during sports events, on smartphone apps, through merchandise, gambling websites, emails and from word of mouth.

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• Two-thirds (66%) reported seeing gambling promotions on their social media channels, that were most likely to be in the form of video adverts while watching clips on YouTube or ads appearing while scrolling through Facebook feeds.

Researchers identified a risk that some advertising may play on the susceptibilities of children, young people and vulnerable adults, particularly when their understanding of the risk of gambling may be poor. The appeal of a gambling promotions, for example ones that imply limited risk, or inflated suggestions of winning, may not always result in an immediate bet. Instead, these adverts were successful in eliciting a range of emotional and cognitive responses from children, young people and vulnerable adults. This therefore was likely to shape their attitudes and the likelihood as to whether or not they would consider gambling in the future.

Responding to the research findings, Marc Etches, CEO of GambleAware, has said: “Gambling is an adult activity, but this new research conclusively shows that it has become part of everyday life for children and young people. This constant exposure to it through advertising and marketing, or via close friends and family, has the potential for serious long-term implications for children and young people. The exposure to gambling on social media suggests there is a clear need for social media companies to improve age screening tools and for gambling companies to make full use of existing ones, to help protect children from potential harmful exposure to gambling. We must always be mindful that gambling is a public health issue and it can have serious implications for people’s mental health. This report is an apt reminder for us to ensure that the next generation is made aware of the risks of gambling as well as the help and support that is available via the National Gambling Treatment Service.”

Researchers at Ipsos MORI identified a number of recommendations to help protect children, young people and vulnerable adults from experiencing gambling harms. These included:

• The need for clearer safer gambling messages and campaigns, to increase the awareness of risk of gambling to children and young people.

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• Improving safer gambling education initiatives, that extend to parents, as well as children and young people.

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• Reducing the appeal of gambling advertising, by addressing specific features that may appeal to children, for example the use of celebrities or humour, while also avoiding references to confusing financial incentives.

• Improved use of advertising technology and age screening tools, to minimise the exposure of such content to children, young people and vulnerable adults.

Steve Ginnis, Research Director at Ipsos MORI, has said: “The research points to the ubiquitous nature of gambling advertising, beyond sports and beyond television; and further demonstrates that the impact of exposure goes beyond traditional selling techniques that elicit an immediate response. The evidence captured in this research suggests that there is value in taking further action to reduce exposure and appeal of gambling advertising, which in turn is likely to help mitigate against the plausible risk of gambling-related harms among children, young people and vulnerable adults. Our recommendations are intended to help stimulate collective discussion and action.”

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SBC announces major industry event launch in 2025 with SBC Summit Americas

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SBC has announced the launch of SBC Summit Americas, a reimagined show that combines the strengths of SBC Summit North America and SBC Summit Latinoamérica, creating a single platform for the entire Americas gaming community.

The new look event, scheduled for May 13-15, 2025, will bring together the North American and Latin American gaming markets under one roof for a comprehensive experience of education, networking, and exhibition, and eliminate the need to attend two separate regional shows.

SBC Summit Americas will take place in spectacular Fort Lauderdale, Florida. Dubbed the ‘Venice of America’ and renowned for its Blue Wave-certified beaches, the city also offers the accessibility required with direct flights from crucial Latin American, US and European hubs.

Rasmus Sojmark, CEO and Founder of SBC said: “This marks a significant moment for all of us at SBC. When the size of your current venues becomes limiting and cannot meet the demands of the industry,  you know it’s time for a change.”

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The Broward County Convention Center was selected as the venue for the event, boasting 250,000 square feet of space that enables SBC to accommodate over 8,000 attendees and 300 exhibitors and sponsors.

“Now, it’s Fort Lauderdale’s turn to experience what SBC has to offer. We’re launching a major event for the entire Americas region and transforming it into a key networking hub and a must-attend occasion for anyone who doesn’t want to be left behind,” Sojmark added.

With an emphasis on diverse representation, the event will see participation from over 3,200 operator and 1,000 affiliate representatives. Additionally, it will engage senior management from regulatory bodies, sports clubs, and suppliers in the payments, betting, and casino solutions sectors.

The exhibition and conference experience will also receive an extra boost with the inclusion of three specialized summits: SBC Leaders Summit, Affiliate Leaders Summit, and Payment Expert Summit. This aligns with the company’s focus on attracting senior decision-makers, who usually make up 40% of attendees at SBC’s events.

The conference component, led by 400 regional experts, will feature dedicated stages exploring the main markets of interest. Discussions will span topics in the sports betting and casino sectors, covering both online and land-based domains. Moreover, the event will provide insights into affiliation, emerging technologies and the regional startup scene.

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“This also presents a prime opportunity for us to address the concerns of our exhibitors, sponsors, and delegates who struggle to commit to multiple industry events annually. As event organizers, we try to take such feedback on board and act upon it when possible. In this case, it perfectly aligns with our own ambition, which has always been to soar higher and think bigger. When it can be done with greater benefit for our industry friends, it just always feels much better,” Sojmark added.

For more information and to register your interest in the event, visit the official website.

This year’s SBC Summit Latinoamérica is proceeding as planned and will be held on October 29-31, 2024, at the Seminole Hard Rock Hotel & Casino.

 

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Scientific Games Promotes Lottery Industry Expert Beth Bresnahan to Chief Communications and Brand Officer

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Scientific Games has named Beth Bresnahan as the company’s Chief Communications and Brand Officer.

Beth Bresnahan Resized.jpgBresnahan, a veteran lottery industry expert, spent nearly 10 years in leadership roles at the Massachusetts Lottery, including serving as its Executive Director, and headed the District of Columbia’s Office of Lottery & Gaming. With a background in public relations, brand management and product positioning, she joined Scientific Games in 2022 and most recently served as Vice President of Strategic Communications.

The Chief Communications and Brand Officer is a new senior executive role that elevates strategic oversight of Scientific Games’ global communications, ensuring a unified and consistent voice and a strong representation of the company’s brand across all platforms and mediums. In this role, Bresnahan will continue to lead external and internal communications and customer proposals while expanding her leadership to include advertising, trade shows and events.

Pat McHugh, CEO of Scientific Games, said, “This promotion will come as no surprise to those who know and have worked with Beth. Her strategic vision, extensive experience in brand communications and deep knowledge of Scientific Games and the lottery industry have earned her the respect and support of our entire company and leadership team.”

Bresnahan’s promotion is another example of the strategic alignment of Scientific Games’ organization with its business strategy to deliver exceptional value to its customers around the world. The company recently announced the expansion of its legal and public policy teams into a new unified global department, made several key hires in systems and technology, and increased focus and execution on products, technology, analytics and marketing across retail and digital to further accelerate customer growth and return to good causes.

Bresnahan has dedicated nearly 25 years to developing impactful communications, marketing and business strategies for several public and private sector organizations.  In addition to her lottery industry experience, Bresnahan’s previous work spans serving as CEO of a regional print media outlet to providing strategic communications consultation to multiple top-tier national brands, including the Boston Red Sox, BJ’s Wholesale Club, Citizens Financial Group and Wynn Resorts. She also led public and legislative relations for several government agencies in her home state of Massachusetts.

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Scientific Games is a trusted partner to 150 lotteries in 50 countries around the globe, providing games, technologies, analytics and services that responsibly drive maximum returns to their beneficiary programs.

 

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FANDOM EXPLORES THE GROWING IMPORTANCE OF GAMING & SELF-EXPRESSION IN 2024 INSIDE GAMING REPORT

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Study Provides New Insights Into How Brands Can Authentically Engage With Gamers to Help Them Express Their Best Selves Off-Screen.

KEY FINDINGS

Gaming has exploded over the past decade, becoming one of the most dynamic and expansive industries across the globe. Fandom, the world’s largest fan platform, dives into the heart of the gaming community to uncover the evolving motivations behind why people game in its 4th annual Inside Gaming report. The 2024 Inside Gaming report – a proprietary study coupled with Fandom’s first-party data from its 350 million monthly unique visitors, 45 million pages of content and 250k fan-powered wikis – captures a notable shift: gaming is increasingly seen as a means for personal expression, exploring one’s identity and providing empowerment and confidence in one’s real life.

Dominant Gaming Motivations

  • While stress relief remains the top reason people turn to games, a striking 46% of gamers list creation, imagination, and self-expression as their main motivations for gaming, up 10% from last year.

Influence on Gaming Habits

  • People who are gaming for self-expression, creation & imagination are 30% more likely to increase their gaming time, feeling more drawn to the gaming world than ever before.

Games Driving Self-Expression

  • 60% of gamers claim that self-expression through gameplay is more important to them than ever before. Titles like Minecraft, Fortnite, and Roblox lead in enabling personal expression through extensive customization options, open-world exploration, and other game updates

Exploring Gamer Identity

  • The report also highlights a significant gap between players’ in-game identities versus their real-life personas, with 80% of respondents feeling their gaming identity differs from their real-life identity.
  • However, half of respondents claim they’d prefer to be more like their in-game personality IRL and 72% would feel more favorably towards brands that help them achieve this.
  • This is especially true of 18-34 year olds, multicultural (specifically African American & Hispanic) audiences as well as women and non-binary audiences.

OPPORTUNITIES FOR MARKETERS

Emphasize Self-Expression:

  • Self-expression is a key driver for gaming engagement. In fact, 32% of gamers want their physical appearance to be more like their in-game appearance.
  • Brands that align with this motivation can enhance their connection with gamers. For example, this represents an opportunity for fashion & beauty brands to explore dedicated product extensions for gamers looking to explore this self-expression.

Create Brand Safe Spaces:

  • 64% believe that gaming communities are vital safe spaces where they can truly be themselves, presenting opportunities for brands to foster and cater to these communities.

Align with Gamers’ IRL Aspirations

  • Many gamers wish to integrate their gaming and real-life personas. Brands that help facilitate this integration can achieve deeper consumer relationships.
  • The study found that 48% of gamers want their IRL skills to be as strong as their gaming skills, opening up an opportunity for brands to explore how they can create ways to provide gamers with products that enhance IRL skills and provide a sense of accomplishment & achievement they get while playing.

 

“From character customization to cosplay and content creation, video games have empowered gamers to explore, express and enhance their identity – nearly two thirds of gamers claim it’s easier to be themselves with a controller in their hands,” said Stephanie Fried, CMO of Fandom. “With the growing significance of gaming as a means for self-expression and personal evolution, it’s crucial for brands to connect to these motivators to help players bring their gaming personas to life in the real world.”

For an interview with a Fandom executive to discuss the study in more detail, please contact Rachelle Savoia at [email protected].

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Methodology:

Fandom surveyed 5,000 entertainment and gaming fans globally to understand the ever changing entertainment landscape. The insights from the study were joined with proprietary insights from Fandom’s first-party platform data of over 350MM users, 45MM content pages across 250K wikis.

 

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