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High speed gambling reduces self-control even among non-problem gamblers, experimental study shows

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High speed gambling can reduce self-control even among non-problem gamblers, according to a study by psychology researchers at Nottingham Trent University (NTU).

The findings reveal how the structure of games – in this case speed of play – can contribute to problem gambling.

As part of the research, 50 regular non-problem gamblers gambled with real money on a simulated slot machine across five speed of play conditions.

Participants were asked to withhold responses when a specific colour cue was present. They performed significantly worse during faster speeds of play, suggesting that rapid play and higher levels of stimulation made them more impulsive with less control over their actions.

Contradictory to the results, when measuring their own self-control, participants perceived themselves to be in control of their actions throughout the experiment.

Lead researcher and senior lecturer in Psychology at NTU’s School of Social Sciences, Dr Andrew Harris, said: “Previous research shows a consistent finding that games with faster speeds are preferred by problem gamblers and are associated with more negative gambling outcomes, such as difficulty quitting the game and increased monetary loss.

“The results here are of particular importance, as they show that when playing faster forms of gambling, self-control is impaired relative to slower speed games, even among non-problem gamblers.”

The findings have implications for gambling legislation and harm-minimisation approaches, with the researchers recommending that cues which may assist self-control be made more prominent.

Dr Harris added: “Recent gambling legislation changes have seen caps in the maximum stake size allowed on fixed odds betting terminals as a harm-minimisation measure, but yet to be considered is the contribution of lower stakes but faster speed gambling games, such as slot machines, and the contribution this has towards gambling-related harm

“Any reduction in speed would need to be balanced with the impact this could have on enjoyment, as this could result in compensatory gambling behaviours, where gamblers might play more gambling lines, bet larger amounts, and play for longer periods of time on slot machines to compensate for the reduced speed of play.

“However, there are a number of useful measures which could be introduced, such as making clocks and monetary spend displays more noticeable to ensure they are regularly processed and attended to by gamblers.”

The full paper, The Relationship Between Gambling Event Frequency, Motor Response Inhibition, Arousal, and Dissociative Experience, has been published in the Journal of Gambling Studies. Researchers include Dr Andrew Harris, Dr Georgina Gous, Bobbie de Wet and Distinguished Professor Mark Griffiths.

 

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Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026

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Groove has been named a finalist for Best Aggregator 2026 at the SiGMA Asia Awards, with the ceremony scheduled for 2 June 2026 at the SMX Convention Centre Manila during the SiGMA Asia Summit.

The shortlist was announced by Global Gaming Insider, according to the company. Groove said its platform aggregates more than 15,000 games from over 150 providers via a single API.

Giusy Campo, Business Development Director at Groove, said: “This shortlist is external recognition of a truth we already feel internally: Groove is moving at a different pace. Asia is not a single market, it is a collection of distinct regulatory environments, player behaviours, and partnership opportunities”

Campo added: “Our platform is built to respect that complexity, not smooth it over. Being named a finalist for Best Aggregator tells us that our approach; deep integration, localised content strategies, and commercial precision; is resonating with the operators who matter most in this region. We are not just bringing games to Asia. We are bringing a roadmap for sustainable growth.”

Yahale Meltzer, Co-Founder and CEO of Groove, said: “The aggregation space is crowded. Differentiation is everything. This nomination confirms that our vision, transforming aggregation from a commodity into a strategic growth discipline, is taking hold.” He added: “Operators across Asia are no longer asking for just volume or speed. They are asking for structural resilience, data intelligence, and a partner who can execute across fragmented regulatory landscapes with precision. Groove delivers that. To be recognised alongside the best in Asia is a privilege, but the real work continues in Manila and beyond. We are here to win, not just awards, but the trust of the operators who build their businesses on our platform.”

The post Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026

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DATA.BET says turnover from its virtual content grew 168% between Q1 2025 and Q1 2026, with the supplier reporting the product accounted for 39% of total virtual sports turnover and 45% of profits over the period.

The company said the content is developed fully in-house and delivered through automated bot-vs-bot matches that run 24/7 without dependence on real-world fixture schedules. DATA.BET positioned the format as a way to provide continuous events and reduce operational overhead for operators.

Across the same period, DATA.BET reported +299% active users, +129% across clients GGR, +246% events per quarter, and +218% bets placed.

DATA.BET also said the audience profile overlaps with live football bettors, which it believes supports retention during seasonal breaks. The supplier added that the algorithm-driven format “carries no fraud exposure,” supports In-Stream Betting overlays, and provides near-zero latency between broadcast and market updates.

“Over the past year, our bot-vs-bot virtual content has delivered consistent, measurable results across every operator deployment. Building e-Football in-house gives us the flexibility to configure it to what each operator actually needs — whether that is a specific league structure, a particular mix of bot and player content, or a branded competition format,” mentioned Rostyslav Likhtin, Head of Product at DATA.BET.

The post DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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155.io makes fintech debut with Coverd partnership

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155.io has signed a partnership with US-based fintech platform Coverd, marking the content studio’s first move into fintech. The deal was announced Thursday 21st May 2026.

Under the agreement, 155.io’s real-world games will be integrated into Coverd’s platform. Coverd said the integration is designed to turn everyday transactions into interactive experiences where users can win the chance to have purchases covered through 155.io gameplay.

Sam Jones, Founder & CEO of 155.io, said: “This partnership gives us the opportunity to bring our content to a completely new audience. We share a philosophy with Coverd around disrupting and modernising industries through more interactive experiences. They understand that younger audiences expect entertainment and engagement across every digital touchpoint, including finance, which is exactly how we think about design.”

Albert Wang, Coverd co-founder, added: “Today’s consumer is actively embracing gamified products across every category, so there’s no reason personal finance should stay in the stone age. We’re excited to work with 155.io to make financial experiences more interactive and give everyone a chance to live big by winning back their purchases. 155.io’s next-gen content fits perfectly with what we’re building at Coverd.”

155.io said the integration will bring its interactive content—built around live-action footage and real-time mechanics—to Coverd users. The studio’s portfolio includes Rush Hour from its CCTV Game™ library, alongside Ducks.io and Snow Run.

The post 155.io makes fintech debut with Coverd partnership appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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