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Betsson Group affirms its commitment to Diversity and Inclusion

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Betsson Group announces that it has become Founding Member of the All-In Diversity project

Betsson Group announces that it has become Founding Member of the All-In Diversity project – an industry-driven initiative to benchmark diversity, equality and inclusion for the global betting and gaming sector.

Lena Nordin, Chief HR Officer at Betsson Group said, “We are an inclusive company and with 1,800 staff members across nine offices, we have the track record to prove it. With 57 nationalities from 5 different continents, 40% women and 60% men, spread across four generations, Betsson Group is indeed a melting pot of different experiences, backgrounds and ideas.

“Partnerships with like-minded partners, such as the All-In Diversity Project, allows us to achieve greater diversity and inclusion not only within our company but also within the wider industry.”

Betsson Group has always been committed to diversity and inclusion and earlier this year, it launched a new internal initiative called DIB, which stands for Diversity, Inclusion, and Belonging. The DIB initiative will consist of activities aimed at putting additional attention on this important area.

“At Betsson we cherish the fact that every individual is unique. A focus on Diversity allows us to recognise those individual traits, whilst Inclusion is all about embracing the differences between us. We practice inclusion by ensuring that everyone feels welcomed and respected and this creates a sense of Belonging to the Betsson family,” says Lena.

“Betsson is the kind of company that leads by example and we are pleased to welcome them as Founding Members. They are leaders in so many areas and their approach to Diversity & Inclusion is no different,” says co-founder Kelly Kehn. “Industry collaboration and support is so important when working towards change and this been point is made especially significant during COVID-19. We are happy to be partnered with and supported by Betsson.”

Betsson’s work on its employee experience has already achieved great results. In the latest employee survey, 87% of employees said that they are proud to work at Betsson, whilst 86% said that they would recommend the company as a place to work to their family and friends.

As part of Betsson Group’s efforts in putting the spotlight on diversity both within and outside of the organisation, in February, it established the Women in Betsson (WiBE) network. The aim of this is to create a platform to promote equality and the empowerment of women within the iGaming industry, and where women at Betsson can network and inspire each other.

The continuous effort towards offering the best employee experience has also been recognised by several industry peers. Betsson Group has won the ‘Great Place to Work’ award at the 2020 International Gaming Awards. It also won the ‘Company of the Year’ at the Women in Gaming and Diversity Awards 2019, and ‘Employer of the Year’ at the EGR Operator Awards 2019.

“We do not want to rest on our laurels, and we will continue to look for further ways to be more inclusive and celebrate our differences. Joining forces with the All-In Diversity project is one way how to do this. We believe that together we can make a difference,” concludes Lena.

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Play’n GO publishes 2025 Sustainability Report with emissions and governance updates

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Play’n GO has published its 2025 Sustainability Report, framing the year as a milestone as the supplier marks 20 years in the gaming industry. The report covers performance across four pillars—Players, Partners, People and Planet—and positions sustainability as tied to product design, operations, and partner expectations.

On climate reporting, the company said it has “achieved and exceeded” its long-term 90% reduction target for Scope 1 and 2 emissions, and reported a 69% absolute reduction in Scope 3 emissions versus its 2023 base year. Play’n GO also said its total material emissions for 2025 were kept below 500 MTCO2e.

The report also points to a move into land-based delivery. In 2025, Play’n GO said it launched its first land-based gaming solution in partnership with Genting UK, positioning the rollout as part of a “player-first, low-footprint approach” for regulated venues.

On responsible entertainment, the company said it continues to reject game mechanics it believes “compromise player trust or wellbeing,” and highlighted participation in discussions on digital wellbeing and cognitive health, including at the United Nations and G7. “We have always believed that great entertainment should be fun, safe and fair,” said Vanessa Björkbacka, Director of CSR at Play’n GO.

The report also outlines internal development and reporting infrastructure. Play’n GO said 43% of employees engaged in AI-related learning during 2025 and that average training time exceeded seven hours per employee globally. It added that reporting was further aligned to the UN Sustainable Development Goals and World Economic Forum Stakeholder Capitalism Metrics, alongside investment in “secure, AI-supported carbon data management.” “As expectations on transparency and accountability continue to rise, we see it as our responsibility to lead,” Björkbacka added.

The post Play’n GO publishes 2025 Sustainability Report with emissions and governance updates appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Casino Guru CRC returns $5.3m to players in Q1 2026

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Casino Guru’s Complaint Resolution Center (CRC) published 3,986 complaints in Q1 2026 and says it resolved 1,321 cases, returning $5,304,894 to players during the quarter.

Casino Guru said March was one of the CRC’s most active months on record, with the second-highest number of published complaints to date. The company added that ongoing cases exceeded 1,300, pointing to rising demand for third-party dispute mediation.

By volume, the most active complaint markets were Germany (657), the United Kingdom (270), Canada (240), Italy (207) and Australia (194), according to the CRC update.

Delayed payments remained the most common player-reported issue. Casino Guru also reported a March shift in complaint mix, with self-exclusion-related complaints rising to the second most frequent category for the first time in CRC history. KYC-related issues and blocked accounts were also among the most common complaint types, often linked to withdrawal delays.

Casino Guru said the quarter’s results reflect the increasing role of independent mediation as players look to third-party platforms to resolve disputes.

The post Casino Guru CRC returns $5.3m to players in Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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RubyPlay launches Firerose studio for operator-specific casino games

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RubyPlay has launched Firerose, a new studio aimed at building operator-specific casino game experiences, as suppliers and operators push for more branded content to stand out in crowded markets.

The company said Firerose is designed to let operators combine RubyPlay’s existing game catalogue with the studio’s technology and creative resources, using operator-led insight to shape games around an operator’s brand identity rather than standardised supplier content.

RubyPlay said Superbet is among the first operators to launch Firerose-powered titles. The supplier did not disclose game names or specific performance figures, but said early results showed “strong engagement metrics”.

Firerose becomes part of RubyPlay’s multi-studio structure alongside Koala Games, Mad Hat Games, Ruby Studio, and Xslots, which the company said share technology, infrastructure and distribution.

Dima Reiderman , Chief Commercial Officer at RubyPlay, said: ”Firerose represents a deliberate shift in how we think about content creation and partnership. The market is no longer driven solely by volume, but by identity. Operators want experiences that feel native to their brand and help them clearly differentiate in increasingly competitive casino environments.”

Dr. Eyal Loz, CPO at RubyPlay, added: “Firerose was created to put the operator’s voice at the centre of the creative process. Every game starts with their brand, their audience and their story, and our role is to bring that to life through the full weight of RubyPlay’s creative capabilities.

“We’re shaping experiences that players immediately associate with the operator itself. That level of ownership is what allows operators to stand out in increasingly crowded casino environments.”

The post RubyPlay launches Firerose studio for operator-specific casino games appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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