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UKGC: Experts by Experience interim group created

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The UK Gambling Commission has announced that it is working with an interim Experts by Experience Group who will provide advice, evidence and recommendations to the Commission to help inform decision making and raise standards, along with co-creating a permanent Experts by Experience Advisory Group to advise the regulator on a more established basis.

The creation of the interim forum follows a workshop in March, in which people with lived  experience were asked to offer perspectives on key topics including High Value Customers,  Advertising Technology and Safe Game design – three areas the regulator had challenged the industry to make progress on quickly. The Commission also publishes a report on these areas of work which includes Expert by Experience input on progress made so far.

The group also discussed ideas about how the Commission could better work with people with lived experience and the need for more effective engagement and collaboration to benefit consumers, working together to prevent harm and make gambling safer.

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Gambling Commission Chief Executive, Neil McArthur, said: “Our goal is to make gambling safer for consumers and the creation of the interim group is another important step in helping us bring a wider range of perspectives into our work.

“We will work with the interim group to co-create a formal Advisory Board, which will allow us to involve Experts by Experience more closely in the development of our regulatory framework.

“I am really grateful for the open and constructive way in which members of the interim group have shared their personal experiences of gambling related harm and for everyone’s commitment to work together to tackle these important issues.  It is early days and we are learning along the way to ensure that feedback and advice is utilised in the most effective way.  This week we looked at the subject of affordability and we’ll be focused on other areas of player protection online in the weeks ahead.’

A spokesperson for the Interim Group said: “The Interim Group comprises a group of people who have suffered a wide range of gambling harms, including recovering gambling addicts, family and partners of addicts, and those who have lost children to gambling suicides.

“The role that is too often allocated to Experts by Experience (EbEs) of telling our stories and commenting on narrowly defined questions is ineffective, so the establishment of the group is long overdue.

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“We are determined that EbEs should play a continuing and much more active role in the deliberations and decision making across the whole remit of the Commission as part of the National Strategy to reduce gambling harms. We bring a new and vital perspective on key issues of regulation and even how the Commission itself works.

“We and they are learning how we can best work together, but we feel that there is a genuine commitment all round to make it work. Some of our comments were incorporated into the progress update on the industry-led working groups, but in future we may issue our own comments on issues that we have consulted with the Commission. We appreciate that the Commission recognises the value of our input, but we differ on certain key issues. Notably on how far and how fast improvements can be made. We look forward to working with the Commission.”

The interim group will be in place for at least the next six months, when the Commission plans to move to a permanent Advisory Group, which will add to other advice that the regulator receives through groups such as the Advisory Board for Safer Gambling and the Digital Advisory Panel.

This valuable input will add to the Commission’s other approaches currently used to include the views of consumers in their work. This includes information and feedback received from the consumer contact centre, online consumer research panels and engagement and consultations on regulatory changes.

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Gaming

Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming

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MixRift unveils brand new strategic PvP arena gaming experience

MixRift, an innovative mixed reality (MR) gaming developer, today announced the official launch of Battle Orb, a competitive strategy game which invites players to challenge each other and transform their physical surroundings into dynamic battlefields. Available now for Meta Quest platforms, Battle Orb represents the next evolution in mutli-player MR gaming.

A first PvP game for MixRift, Battle Orb allows players to step into immersive arenas where physical and digital worlds collide. Skill meets chaos in this fast-paced multiplayer strategy game, which challenges players to aim, shoot, and dominate with speed and precision across customized battlefields, combining tactical thinking with physics-based gameplay. Every hit counts as players collide, strategise and outplay opponents from around the world, from the comfort of their own homes. Players can compete in 2-player or 4-player battles, earn trophies, unlock and upgrade powerful units, and master unique arenas to climb the leaderboard.

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“With Battle Orb, we’re not just launching a game, we’re basically turning your living room into a fantasy battleground.” said Bobby Voicu, CEO of MixRift. “We wanted to create something where anyone can jump in and start having fun in seconds, but that you could also master and keep replaying. I think this is what the future of gaming looks like, and it’s a blast!”

Key Features:

  • HD Graphics: Cutting-edge MR design technology creates a truly immersive gaming experience
  • Creative Character Options: Choose from tens of monsters, creatures, and cartoons to play with – each one zanier than the last
  • Real-Time PvP Action: Face-off in 2-player or 4-player matches full of high-stakes action
  • Physics Meets Strategy: Master the perfect angle, power, and timing to outmaneuver opponents, and perfect your shots to climb through the ranks
  • Unique Units & Powers: Earn wins and open loot chests to unlock and upgrade special characters and abilities
  • Environmental Integration: Scale your battlefield to fit any space, turning living rooms into competitive arenas
  • Competitive Progression: Climb global leaderboards through a rewarding rank system and prove you’re the righteous winner

The game’s intuitive controls ensure players of all skill levels can jump in immediately, while the strategic elements provide long-term engagement for competitive gamers. Battle Orb’s intuitive and quick matchmaking system means players are matched with others in similar ranks within seconds.

Battle Orb has been designed with comfort and safety in mind, earning a “Comfortable” rating and PEGI 3 classification, making it appropriate for players of all ages while still delivering compelling gameplay for serious competitors.

“We’ve created Battle Orb to be a really special mixed-reality competitive experience,” said Voicu. “The way it transforms your physical environment into a strategic battlefield creates moments of gaming magic that simply aren’t possible in traditional formats.”

Availability:
Battle Orb is available now on the Meta Quest Store for Meta Quest 3S, Meta Quest 3, and Meta Quest 2 platforms. The game requires an internet connection for its online features.

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For more information, visit https://mixrift.com/ or follow MixRift on social media for updates, tournaments, and community highlights.

The post Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming appeared first on European Gaming Industry News.

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Conferences

Fast Track showcases AI-driven CRM, gamification and bonus abuse prevention at SBC Americas 2025

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Fast Track announces its participation at the upcoming SBC Summit Americas 2025, taking place between May 13-15 in Fort Lauderdale, Florida. The event is one of the most significant gatherings for the Latin American and North American iGaming markets, and will bring together operators and suppliers from across the region, offering a unique platform for innovation and collaboration.

As Fast Track continues to strengthen its’ market regional presence, the tech supplier will showcase its full lineup of solutions that set it apart in the iGaming industry: CRM, AI-driven gamification, and bonus abuse prevention. These core three pillars work together to help operators across Latin America and North America to enhance player engagement, manage risks, and drive sustainable growth.

“Fast Track has established a solid presence across several North and Latin American markets, and the SBC Summit Americas is the perfect platform for us to connect with both existing partners and new operators,” said Simon Lidzén, Co-Founder and CEO of Fast Track. “We’re excited to showcase how our AI-driven ecosystem is helping operators transform player engagement and achieve exponential growth.”

Visitors to Fast Track’s stands D430 and D440 will have the opportunity to explore the company’s complete product offering, including:

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  • CRM: Built around the innovative concept of Singularity, Fast Track’s CRM enables operators to deliver highly personalised, dynamic player experiences that boost retention and loyalty.
  • Rewards: An AI-driven gamification ecosystem designed to seamlessly integrate with CRM operations, turning every player visit into a rewarding experience.
  • Greco: The only Gameplay Risk Engine offering operators real-time insights and advanced risk management capabilities by providing detailed insights into player activity.

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Blask expands Market Overview dashboard with 10 new countries

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Blask, the AI-powered analytics ecosystem for the iGaming industry, has added nine new countries to its Market Overview dashboard — bringing total coverage to 55 global jurisdictions. The latest update significantly strengthens the platform’s insights across Tier 1 and established markets.

Newly added countries include the United Kingdom, Italy, Germany, Sweden, Czech Republic, Portugal, Denmark, Austria, Switzerland, and France. These markets are now fully available inside Blask’s Market Overview dashboard, with access to key performance indicators:

  1. Blask Index – a general signal of overall brand activity in the market
  2. BAP (Brand Accumulated Power) – reflects audience interest based on search trends and engagement
  3. APS (Acquisition Power Score) – measures how effective a brand is at acquiring new users
  4. CEB (Competitive Earning Baseline) – estimates a brand’s potential earnings within its competitive environment

“This expansion sharpens our coverage where it matters most,” said Max Tesla, CEO and co-founder of Blask. “Tier 1 markets are where competition is toughest — and decisions need to be backed by data. With these additions, Blask gives operators a clearer edge in navigating regulated, high-value regions.”

The Market Overview dashboard is designed to help operators, suppliers, and affiliates benchmark brand performance at the country level, track market dynamics, and spot early trends.

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This release follows previous expansions into Asia, Latin America, and Africa, as Blask continues to respond to user demand for reliable, granular insights across the global iGaming landscape.

The post Blask expands Market Overview dashboard with 10 new countries appeared first on European Gaming Industry News.

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