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GambleAware launches second phase of major public health campaign: Bet Regret telling sports bettors to ‘tap out’ to avoid Bet Regret
- The latest Bet Regret campaign introduces a new behaviour change technique which encourages people to pause and reconsider before they place a bet they may regret.
- Campaign evaluation to-date shows self-awareness amongst the campaign target audience is increasing, but there is still a need for more specific advice.
- The new advertisements feature a wrestler intercepting two unsuspecting gamblers who are about to place an ill-considered bet; he pins them down until they agree to ‘tap out’ of their apps for some time out and avoid Bet Regret.
- New Football Supporters Association (FSA) survey results, released alongside the latest campaign, found that almost three quarters (73%) of those fans who are likely to bet more this season will do so because they find it easier to bet at home rather than at a match.
GambleAware has launched the second phase of Great Britain’s largest national safer gambling campaign, Bet Regret, which is targeted at an estimated audience of 2.4m men aged 18-34 who gamble frequently on sport. To coincide with the launch, the Football Supporters Association has also conducted a survey of football fans on behalf of GambleAware, to provide a snapshot of the current attitudes and behaviours of male sports bettors.
The first advert of the 2020 campaign premieres on Saturday 12th September during the kick-off match of the Premier League – Fulham v Arsenal at 12.30pm. The campaign will consist of two TV adverts alongside a radio and digital campaign. Drawing on the nostalgia and popularity of wrestling, the TV adverts look to dramatize the concept of ‘tapping-out for time out’ to encourage sports bettors to pause before making an impulsive bet.
The public health campaign, which originally launched in February 2019 to raise awareness of impulsive betting in order to encourage moderation and reduce gambling harms, will see the introduction of behaviour change techniques. These are designed to help frequent sports bettors, who want to avoid the feeling of Bet Regret, by encouraging them to ‘tap out’ of their phones before placing an online bet. The advice for bettors to ‘tap out’ is part of a strategy to encourage adoption of a new specific and easy to follow behaviour of pausing before placing a bet, to reconsider the bet.
When evaluating the first year of the campaign, researchers at Ipsos MORI1 found that self-awareness amongst 18-34-year-old men who gamble frequently on sport is increasing, and that behaviour is starting to change but there is still a need for more specific advice. Subsequent findings from the researchers show that after a drop in football betting due to the absence of live sport, by August it was back to normal levels, with over a quarter (27%) of the campaign audience saying they are betting more than three months ago, and the proportion who have bet on football online in the past month increasing by 62%.
In addition to these campaign evaluation findings, the FSA survey indicates that watching more matches at home rather than at the stadium is likely to increase in-play betting levels, with 83% of fans who bet in-play on football matches saying they bet in-play more when watching a match at home rather than in a stadium. Of those who say they will probably bet more this season, almost three quarters (73%) gave the reason that it is easier to bet at home than at a match.
Professor Sian Griffiths, Chair of the Safer Gambling Campaign Board and GambleAware Trustee, said: “The first year of the Bet Regret campaign had a positive impact on our target audience. We are looking to build on that success by influencing behaviour change through encouraging sports bettors to ‘tap out’ of their gambling app and take a moment to reflect before placing a risky, impulsive bet. This new campaign is designed to help fans steer clear of Bet Regret and reduce potential gambling harms.”
Jo Churchill MP, Minister for Prevention, Public Health and Primary Care, said: “The impacts of a gambling problem can be devastating for an individual and those around them.
“It is excellent news that the Bet Regret campaign is entering its second year and encouraging those who may be placing a bet to pause and reconsider. It also helps ensure that anyone who needs it can get advice and support to protect them from gambling-related harm.”
Nigel Huddleston MP, Minister for Sport, Tourism and Heritage, said: “Safer gambling messaging has a vital role to play in protecting people from gambling-related harm. This new GambleAware campaign is a creative and engaging way to urge people to pause and reflect on the implications of their actions.”
Bet Regret is being funded through additional donations to the independent Safer Gambling Board in line with a commitment given to the government by the broadcasting and gambling industries. Sky, BT Sport, ITV and Channel 4 are amongst those who are supporting the campaign.
The campaign is one part of GambleAware’s wide-ranging actions to reduce gambling harms by considering individuals, the products and the environment in which they are found.
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Swintt games live at HardRockCasino.nl
Sought-after software provider rolls out a selection of its greatest hits on popular Dutch betting platform, with Elysium Studios games supplying the perfect encore
This month two titans of the entertainment industry are joining forces as iGaming provider, Swintt, teams up with leisure and hospitality legends, Hard Rock Casino NL, to bring a bumper selection of the popular provider’s biggest hits to customers in the Dutch market.
As a result of the new collaboration, customers at HardRockCasino.nl will not only be able to enjoy a wide selection of titles from the SwinttSelect and SwinttPremium catalogues – the latter of which has already proved incredibly popular with players in the country – but they’ll also be able to get a first look at the state-of-the-art slots in the Elysium Studios – Driven by Swintt range.
With these including immersive titles like Fox Tale – which sends players on a journey through an enchanted Japanese forest in search of expanding wilds and maximum wins of up to 2,165x their stake – and the upcoming I Hate Fairytales, which provides a quirky twist on the classic fantasy slot format with a maximum payout of 33,934 x their bet, there’s sure to be something for everyone among the innovative studio’s new line-up.
Of course, with that just being a few highlights from the full Swintt set list that will be playing out at HardRockCasino.nl over the coming weeks, both parties are optimistic about the benefits that the new partnership will bring and have already spoken of their enthusiasm to get things started.
Lars Kollind, Head of Business Development at Swintt, said: “With Hard Rock Casino undoubtedly being one of the most recognisable names in entertainment, we’re delighted to be able to help them strengthen their online licensed casino brand in the Netherlands with the addition of Swintt games.
“By partnering with such a respected operator, we’ll be able to put both our SwinttSelect and SwinttPremium titles in front of a wide new audience and will also be able to give Dutch players a first look at the state-of-the-art titles in our exciting Elysium Studios – Driven by Swintt line-up.”
Paul Strikers, CEO at Hard Rock Casino NL, said: “One of the cornerstones of the Hard Rock Casino NL brand’s success online has been the depth and variety of our game line-up, which is made up of the hottest releases from over 40 of the biggest software providers in the business.
Being able to add Swintt to this all-star roster will only strengthen our offering further and we’re really looking forward to hearing how customers take to immersive releases in the Elysium Studios – Driven by Swintt line-up such as Fox Tale and the eagerly-anticipated I Hate Fairytales.”
The post Swintt games live at HardRockCasino.nl appeared first on European Gaming Industry News.
Gaming Rewards Group
Behind Rubystone’s Rise: How PeakPlay is Set to Shake Up the Social Gaming Market
Can you give us a brief introduction to Rubystone?
Rubystone is a California-based provider of captivating, free-to-play social gameplay sites, powered by promotional sweepstakes, for the US and Canadian markets. PeakPlay, our flagship brand, is gearing up to launch in over 40 states and Canada, with the intention of shaking up the social sweepstakes industry and quickly establishing itself as a major player.
Our B2C brands lead with a player-centric focus, emphasizing the combination of responsible social gameplay with AAA content and exciting mobile gaming experiences.
In addition to our consumer brands, Rubystone also manages Scion, our B2B platform. This sets us apart by offering third-party brands a gateway into the US market with full compliance and access to premium content. The US audience is one of the most coveted in the world, and we provide operators with a distinctive opportunity to tap into this market, presenting significant growth possibilities for the right partners.
Can you tell us about Rubystone’s background, as well as your own background in the industry?
Rubystone has its roots on the other side of the Pacific in Christchurch, New Zealand. Gaming Rewards Group (GRG), our parent company, established the company to take over US operations, initially launched under their Ruby Play Network banner.
Rubystone and GRG believe firmly in the power of games to connect players and provide enthralling and exciting experiences.
My professional background includes working in and around the gaming industry for nearly two decades. I was SVP of Games & Marketing at Game Play Network and b spot, driving innovation in online horseracing for a decade. Before that, I was Senior Producer on the ABC gameshow Duel, a producer on The Real Deal, an interactive gambling show at the Venetian, adapted Deal or No Deal into an interactive real money stage show for cruise lines, and have launched more than 85 game titles, including some 70 real-money games and 15 apps.
My passion lies in bringing the company’s gaming visions to life, and Rubystone allows me to do that by leveraging all of my skills. I embarked on my journey with the company in early 2024. I strongly believe that together, we can revolutionize the social gameplay scene in the US and Canada in a manner that has never been seen before.
What inspired the foundation of Rubystone as the US-based counterpart for New Zealand’s Ruby Play Network?
The founders of GRG recognized the immense potential in the US social gaming market and were determined to tap into it as quickly as possible.
They believe their capabilities set them apart from other operators in the region. Establishing a strong presence on American soil and gaining a deep understanding of the market are vital components of their strategy. With a dedicated US team in place, they are poised to launch and eagerly anticipate partnering with established brands to shake up the North American social gaming and sweepstakes market.
Can you explain Rubystone’s core mission?
Our goal is simple: we aim to transform the social gaming scene in the US and Canada by offering players compelling brands that prioritize responsible social gameplay and place players’ interests first. This strategy involves two key components. Our consumer-facing websites will boast top-tier content from leading industry names, ensuring our players can access the latest and most exciting online casino offerings while providing top tier responsible gameplay support and fully compliant operations.
The second component is our Scion Rewarded Gameplay Platform. We envision opening up the US market to global brands, allowing them to captivate audiences with highly engaging content. We aim to foster innovation and empower brands to access the US market through a fully legal avenue. Through our full featured platform and trained live operations teams, brands gain entry to over 40 states and Canada, offering significant growth opportunities for all parties involved.
In an increasingly competitive sweepstakes market, how will Rubystone differentiate itself from its competitors?
The social games and sweepstakes market is insanely competitive, but we are well-positioned to tackle this. Our strategy pairs the expertise of our dedicated US-based management team with the innovation, proficiency and development strength of our New Zealand team. This approach positions us to enter the market aggressively and swiftly establish ourselves as key players.
One of our most powerful market differentiators is our Scion platform, built to run fully compliant operations in over 40 US states and all of Canada. This unique platform enables us to introduce new brands for various third-party partners, including those familiar with the US market but previously unable to launch here. Our capability to not only provide a platform, but run full white-glove live live operations for multiple brands gives us a unique market position.
What changes do you foresee for the social casino and sweepstakes industry’s future, and how is Rubystone positioned to handle them?
Right now, everybody is looking to grab a slice of the social sweepstakes pie. A whole wave of new entrants is competing to get into the market, and this will present a lot of challenges. Of course, the cream always rises to the top, and we are extremely confident we will do that.
Our experience in the industry and the powerful capabilities of the team backing us ensure we will be able to stay ahead of other operations as competition increases and user acquisition costs rise. We have access to AAA gaming content, industry-leading partners, and marketing channels many operators will struggle to get.
Rubystone’s plan is to establish itself quickly as a leading platform in the US market, integrating the best games and gamification tools on the market, some of which have never been launched in the US before. This, combined with strong marketing across a diverse range of platforms, will help us position ourselves strongly.
Right now, the social games and sweeps industry is under intense scrutiny, both from outside and within. However, skill gaming and fantasy sports have both come under similar pressure and have endured, and I see no reason why the outcome will be any different for social games and sweeps.
What are the long-term goals for Rubystone?
We are an extremely ambitious team at Rubystone, and we have laid out detailed plans for how we plan to succeed and where we plan to go in the coming years. Firstly, though, we must establish ourselves as a strong presence in the US and Canadian markets.
PeakPlay, our leading B2C brand, will play a major role in the early days of our journey, and we will utilize our extensive marketing capabilities to help establish it as a leading brand. We also want to set an example with responsible social gameplay and fully compliant operations.
2025 will be all about continuing that expansion and onboarding a handful of brands onto our Scion platform. We want to provide brands with an exciting and compliant route into the US market. There is also the possibility of working alongside brands in other sectors that may be considering the social games and sweeps market as a revenue stream but do not have the tools or industry knowledge to do so.
Our goal is to establish ourselves as an industry powerhouse and help power a new era for social gameplay in North America. Of course, we’re not going to give away all our secrets, but you can trust me when I say there are plenty of surprises and excitement in store.
Safety and compliance are at the core of everything the company does. Can you tell us a little bit more about how the company will continue to tackle the US’s increasingly complex regulatory landscape?
The social gaming market is crowded right now, and getting more crowded. The potential of the market may draw competitors who are less concerned about compliant operations. Despite the competition, we remain confident in our ability to stand out by prioritizing compliance and safety in everything we do. We’re not running fast and loose. We are here to stay. We’re setting up our operations to compete with the top players. With close collaboration between GRG’s core team in New Zealand, and our experienced US legal team, we ensure not only adherence to existing regulatory standards, but that we are prepared to adapt to new requirements as regulations evolve.
From our customers’ perspective, our commitment to their well-being will be evident in the comprehensive responsible social gameplay measures we implement. Our sites will provide players with access to a wide range of educational tools and resources, including time-outs, purchase limits, and self-exclusion. Our customer support teams will also be on hand to help players who feel they need access to further resources or support.
Can you give us more information about the company’s B2B platform and your future plans for it?
The Scion Rewarded Gameplay Platform is a cutting-edge social gameplay platform set to light up the industry in the US and Canada. This comprehensive platform offers both a full-featured-gameplay platform and comprehensive live operations support for third-party partners, ensuring a secure and compliant entry into the market with the potential for rapid growth.
Scion serves as a complete solution for our partners. It’s much more than a basic Player Account Management system. It encompasses branded website development, game acquisition and management, legal compliance, payment processing, player communications and engagement strategies, tools for responsible social gameplay, top-notch customer support, VIP programs, and much more. Whatever our partners require, the Scion platform delivers.
Everybody wants to enter the US market right now, and we have the capabilities to help the right brands do so.
Eastern Europe
EveryMatrix launches ‘Academy for Heroes’ to help Ukraine military veterans develop IT careers
A new fully EveryMatrix-funded project aimed at helping veterans of the war in Ukraine transition to develop new careers in technology has launched in Lviv.
The NGO, entitled ‘Academy for Heroes’, is spearheaded by EveryMatrix and was inspired by its 300+ employees, based in Lviv in Ukraine, some of whom are fighting in the war.
There are hundreds of thousands of combatants in Ukraine, a number that is rising every day. Following their return from war, sometimes with serious injuries, many need social adaptation and work that can provide a more certain future.
The Academy will organise courses designed by leading experts in the IT industry, enabling former military personnel to gain the knowledge and skills needed for successful IT careers.
Beyond its primary goal of equipping veterans with IT skills, it also aims to help them successfully integrate into today’s labour market. EveryMatrix and several other local IT companies will be involved in the employment of veterans after they have completed courses.
Ebbe Groes, Group CEO and Co-Founder, EveryMatrix, said: “Our Lviv office is central to our continued success and growth. Ever since the country has experienced conflict we have supported our friends and colleagues, as well as charities, with much needed funds committing more than €2 million to date, and we will continue to help them.
“Now, we’re taking that one step further by setting up our second company NGO to ensure veterans receive the training and skills they need to return to work and develop successful careers in technology.
“The IT industry is one of the strongest parts of the Ukrainian economy, renowned worldwide for technical skills. I hope many will either join us or go on to join other IT companies, giving them hope and a more certain future for themselves and their families.”
Professor Oleksiy Druhov, CEO, Academy for Heroes, said: “This is the only continuously operating project of its kind in Ukraine for military veterans. Our goal is to teach four groups of veterans every year.
“Each group will have its own specialisation such as Project Management, Quality Assurance and Full stack to name just a few areas. We carefully monitor the Ukrainian IT market and only train the specialisms required.
“All participants will undergo internships at EveryMatrix and other leading Ukrainian IT companies during their studies and they will have the best teachers from the IT Industry. We are also planning to open a specialised, inclusive-friendly training centre at the end of 2024.”
This is the second fully funded NGO that EveryMatrix has initiated. In 2015 the iGaming technology provider established TeachStream supplying much needed funds and resources to disadvantaged children in Romania who might otherwise never have the opportunity to develop IT, computer science, mathematics and English skills.
The post EveryMatrix launches ‘Academy for Heroes’ to help Ukraine military veterans develop IT careers appeared first on European Gaming Industry News.
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