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Revealed: The emotional, social, and developmental benefits of gaming

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  • 28% of internet users play games to meet new people
  • A third of gamers say they play because they like to challenge themselves.
  • There are 20,000 gaming jobs in the UK, providing plenty of opportunity for a career in the industry
  • We spoke to three experts in the field who gave their insights into the gaming industry

There are lots of negative misconceptions about gaming, many of which are far from the truth. A new study turns stereotypes on their heads and reveals the emotional, social, and developmental benefits of gaming. Dr Rachel Kowert, Research Director of Take This – a mental health non-profit; Dr Matthew Barr, a lecturer of Game Studies at the University of Glasgow; and Noel McDermott, a psychotherapist and presenter of The Well-Being Show podcast, provide their thoughts and insights. Here are some of the highlights:

Gaming can boost mental wellbeing and help with feelings of loneliness

  • Thanks to well-crafted storylines and lifelike graphics, games are the perfect form of escapism
  • 34% of gamers identify the feeling of being immersed in a game as a key motivation to play
  • The global gaming population is likely to have increased by 4% since the outbreak of Covid-19

Especially in challenging times, activities that provide a positive distraction and allow an individual to put their worries to the back of their mind can have a beneficial impact on mental wellbeing. Gaming is an excellent example of this, offering an immersive experience that can mentally transport you to another world.

Barr says, “Video games are good at getting players into the state of optimal experience that psychologists call ‘flow’, by offering an appropriate balance of challenge versus achievement. It’s that feeling of being ‘in the zone’, where you’re totally absorbed in the task at hand, and you’re operating at the top of your game. In turn, this has a positive impact on how players feel.”

This is because the sense of reward releases feel-good hormones called dopamine that boost the player’s mood. What’s more, gaming can offer meditative benefits by fully occupying your mind with the objectives of the game.

Kowert adds that, “Gameplay can also teach skills that have long been associated with increased happiness and prolonged life satisfaction, including openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery, and resilience.”

Gaming can maintain and build new relationships

  • Half of gamers play with their real-life friends
  • 28% of internet users play games to meet new people
  • 1 in 3 internet users in the UK say the main reason they game is to have fun with people they know

Contrary to popular belief, gaming can be a sociable activity. Many games offer multiplayer modes or are designed to be played in teams, providing the opportunity for individuals to join forces with their existing friends or virtually meet new people – located anywhere in the world.

McDermott says, “Gaming, especially online, can provide immeasurable benefits to those who are lonely and isolated. It provides safe social contact and a place where skills can be developed. These skills can provide a much-needed boost to self-esteem.”

Research found that 60% of gamers report playing more games with social elements since the beginning of the pandemic, suggesting gaming can play a positive and pivotal role in connecting people at a time when face-to-face contact isn’t always possible.

Kowert explains, “Shared experiences, like playing games together, have been linked to increased self-esteem and a sense of belonging, as well as decreased feelings of depression, anxiety, and isolation.”

Gaming can teach life skills and cognitive abilities

  • There are 20,000 gaming jobs in the UK, providing plenty of opportunity for a career in gaming
  • Minecraft: Education Edition, for example, has applications in geography, history, engineering, and physics
  • A third of gamers say they play because they like to challenge themselves.

While gaming can provide a fun form of entertainment, it can also contribute to the player’s cognitive development. For example, many titles involve problem solving, strategy and multi-tasking, among other skills.

Kowert explains, “Games are fantastic learning tools, particularly for children, because they are so engaging. Video games are also great vehicles for sharpening cognitive skills because they provide a range of different challenges within a single space. Gameplay has been associated with the improvement of a range of cognitive skills, including:

  • improved creative thinking
  • problem solving
  • time management
  • leadership skills
  • goal setting
  • initiative taking
  • decision making
  • persistence in the face of difficult challenges.”

It’s estimated that children aged 12-15 years old spend an average of 11.6 hours a week gaming. So, with gaming being such a widely enjoyed hobby, it’s encouraging to note that it could be effectively harnessed as an educational tool to teach numerous skills and knowledge. What’s more, with the gaming industry growing year-on-year (and estimated to be worth £3.86 billion in 2020), it could also open doors for careers in the industry.

Barr explains, “We all learn new skills through practice, whether that’s learning how to play an instrument or training to play sports more proficiently. Learning from a video game is no different – you’re exercising skills all the time, whether it’s figuring out puzzles or using your communication and language skills to talk to and strategize with your fellow players.”

Gaming myths debunked

  • 52% of Brits play video games, demonstrating its popularity and prevalence in daily life
  • Gaming is the nation’s second favourite pastime, after watching TV
  • Brits spend an average of 7 hours a week gaming, which is just a third of the time spent watching TV (22.5 hrs)

Over the years, gaming has been associated with negative stereotypes and behaviours, such as laziness, violence, and isolation. There is little evidence to prove any of these correct. Instead, in many cases, gaming can be more beneficial for the player’s health, development, and social abilities than it is detrimental. In fact, with over half of Brits playing games, it’s apparent that gaming is just a part of modern life for many.

Kowert explains, “There is no evidence to suggest that playing games online has a negative impact on our ability to socialise. However, research has found that playing games with our friends online can strengthen our offline friendships and relationships.”

Another concern that often arises is the amount of time people spend gaming and whether gaming has addictive qualities. Talking on the topic, Barr explains that, “People talk about players becoming ‘addicted’ to games, without really considering what that word means, in a clinical sense. We don’t bat an eyelid when someone becomes so engrossed in a book that they sit there reading for hours on end, but somehow this sort of behaviour is perceived as problematic when it comes to games.”

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Andrew Pink Head of Brand & Communication at Play’n GO

Reactoonz 100 Crowned Game of the Year

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Play’n GO, the world’s leading casino entertainment provider, is proud to announce that Reactoonz 100 has been named Game of the Year at the SBC Europe Awards 2026, held last week in Malta.

The award recognises the outstanding creative ambition, commercial performance and cultural impact of Reactoonz 100, which has quickly established itself as one of the most significant releases in Play’n GO’s history. Building on the legacy of the much-loved Reactoonz series, the title has delivered exceptional engagement across regulated European markets since launch.

Reactoonz 100 was supported by a record-breaking launch campaign as part of Play’n GO’s 20th anniversary celebrations, most notably sending the series’ iconic character Garga into space – a first for the iGaming industry, since copied. The activation captured attention far beyond traditional industry channels and reinforced Play’n GO’s reputation for creativity that extends well beyond the game itself.

Andrew Pink, Head of Brand & Communication at Play’n GO, said: “Winning Game of the Year is a huge moment for Reactoonz 100 and for everyone across Play’n GO who brought this project to life.

Reactoonz is one of the most important franchises in our history, and with Reactoonz 100 we set out to push both the creative and cultural boundaries of what a game launch could be. This award is a powerful validation of that ambition, and of the belief that bold ideas, executed properly, still cut through in this industry.”

Since its release, Reactoonz 100 has achieved near-universal rollout across Play’n GO’s partner network in more than 35 regulated markets, delivering strong and sustained performance well beyond launch. Its success reflects both the enduring appeal of the Reactoonz brand and Play’n GO’s continued focus on innovation within a responsible, regulation‑first framework.

The Game of the Year win at the SBC Europe Awards further strengthens Play’n GO’s position as the leading supplier of premium casino entertainment, following a year defined by landmark launches, creative ambition and industry recognition.

The post Reactoonz 100 Crowned Game of the Year appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Cafrino Gaming

Cafrino Gaming Appoints Stephen Crystal as Chief Commercial Officer

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Cafrino Gaming is entering a new phase of commercial expansion, and it starts with leadership.

We’re excited to welcome Stephen A. Crystal as Chief Commercial Officer of Cafrino Gaming, a move that brings one of the most experienced and globally connected leaders in the gaming industry directly into our growth strategy.

With more than three decades at the forefront of gaming innovation, Stephen has played a pivotal role in shaping everything from tribal and riverboat gaming to modern iGaming and sports betting ecosystems. His career spans the ownership of iconic Las Vegas properties, the development of U.S. operations for major international bookmakers, and the execution of over $3 billion in project finance, M&A, and gaming technology initiatives.

As Founder of SCCG Management, Stephen has built one of the most respected advisory firms in the industry, supporting more than 120 client partners across 100+ countries. His work has consistently focused on scaling emerging technologies, unlocking new markets, and building high-impact partnerships across the global gaming landscape.

Now, he brings that experience directly to Cafrino.

A Leadership Move Built for Scale

Stephen’s appointment marks a strategic step forward as Cafrino accelerates its global commercial efforts.

In his role as Chief Commercial Officer, he will lead:

  • Global commercial strategy and revenue growth
  • Strategic partnerships and market expansion
  • Key account development and deal execution

His experience building large-scale distribution networks and navigating complex gaming markets positions Cafrino to expand faster, partner smarter, and execute at a higher level across regions.

This is not just about adding leadership, it’s about embedding proven global execution into the core of Cafrino’s growth engine.

Aligning Vision with Opportunity

Throughout his career, Stephen has consistently been at the center of industry evolution, from early casino development to today’s rapidly expanding digital gaming ecosystem.

He has secured major partnerships with professional sports organizations, helped establish sports betting frameworks within tribal markets, and worked across both emerging and regulated jurisdictions worldwide.

That perspective is critical as Cafrino continues to scale its poker platform across:

  • Social and free-to-play environments
  • Sweepstakes and promotional models
  • Crypto and Web3 gaming platforms
  • Real-money gaming operators

With a deep understanding of both legacy gaming infrastructure and next-generation technology, Stephen’s leadership helps bridge where the industry has been with where it’s going.

Powering the Next Phase of Cafrino Gaming

Cafrino’s poker platform has already reached more than 2 million players, supporting experiences for globally recognized brands including WWE, Hustler Casino, South Point Casino, and CardPlayer Poker.

As demand for flexible, scalable poker solutions continues to grow, Cafrino is focused on expanding its reach and strengthening its position as a leading provider of poker technology for operators worldwide.

Bringing Stephen Crystal into the organization is a clear signal of that direction.

Looking Ahead

This marks the beginning of a new chapter for Cafrino Gaming.

With Stephen leading commercial strategy, we are positioned to accelerate growth, deepen partnerships, and expand into new markets with greater precision and impact.

We’re excited for what’s ahead, and we’re just getting started.

The post Cafrino Gaming Appoints Stephen Crystal as Chief Commercial Officer appeared first on Americas iGaming & Sports Betting News.

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“90s”

BETBY launches “90s”, a new retro-inspired genre within BETBY Games

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BETBY,  the leading sportsbook supplier, has announced the launch of “90s”, a new genre within its proprietary esports feed, BETBY Games, bringing exclusive retro-inspired content to operators and players.

Designed around the look and feel of classic 90s video games, the new genre introduces a lineup of e-sims that take players back to the pixel era, combining retro-inspired visuals with the simplicity and high-frequency betting mechanics that define BETBY Games. While many modern esports products focus on realism and

advanced graphics, 90s takes a different approach by returning to the roots of gaming, transforming familiar retro aesthetics into a fully optimised betting experience.

The launch responds to a growing demand for greater content variety within sportsbook environments, particularly products that can deliver constant engagement beyond traditional live sports schedules.

With 1-minute match formats, 24/7 availability, and quick settlements, “90s” is designed to offer operators a new layer of always-on entertainment while maintaining the speed and betting intensity that define BETBY.Games.

One of the key strengths of “90s” lies in its distinctive positioning within the modern iGaming market.

By bringing retro-inspired game formats into a fully betting-ready environment, BETBY is offering operators access to a type of content that is rarely available today, creating a differentiated experience inspired by the iconic titles and visual style that shaped a generation of players.

The first wave of titles includes eBasketball’98, eBaseball’95, eTennis’89, and eFighting’93, each bringing its own distinctive retro identity while being fully integrated with modern betting mechanics.

The collection covers a mix of major sports and fighting content, combining familiar retro gaming cues with formats built specifically for sportsbook performance.

eFighting’93 introduces a format that complements BETBY Games’ existing eFighting portfolio, offering fast-paced matchups and simple winner markets across 6,000 monthly matches.

eBasketball’98 delivers a dynamic format featuring a high-speed 1v1 shootout between two players at a single hoop.

Bettors can place wagers on the top scorer, point handicaps, total points, and individual point counts, with the title delivering 6,000 matches per month. eBaseball’95 condenses baseball into a

high-intensity 1-inning format, offering 5,000 monthly events across 1×2, handicap, and totals markets. Completing the lineup, eTennis’89 brings an ultra-fast tennis format focused on single-game action, with 6,000 monthly matches and winner markets.

Inspired by the visual identity of the 8-bit and 16-bit eras, “90s” creates a product that feels instantly recognisable to players who grew up with this style of gaming, while also offering younger audiences a distinctive and visually engaging alternative to conventional esports content.

“90s is an exciting new direction for BETBY Games because it brings something completely different to sportsbooks,” said Kirill Nekrasov, Head of Innovation & R&D at BETBY.

“There is still a very strong emotional connection around retro games, from the pixel art to the sounds and the simplicity of the gameplay.

We wanted to take that nostalgia and transform it into a product that works for modern betting: fast, clear, engaging, and available around the clock.”

“Our goal was to increase content diversity for our partners. Operators need engagement tools that work 24/7, and the “90s” genre provides a unique, fast-paced solution.

This initial launch is just the start, as we will continue to expand the portfolio with a wider mix of 90s-themed sports and casual titles,” he added.

The launch of 90s further strengthens BETBY.Games’ position as one of the most innovative proprietary esports feeds in the market, offering operators a broad portfolio of fast-betting content designed to drive engagement, increase event volume, and deliver a differentiated sportsbook experience.

BETBY

 BETBY is a leading B2B provider of top-tier sports betting services, renowned for its groundbreaking technology and dedication to excellence.

BETBY’s team of industry veterans tap into their knowledge and expertise to deliver a premium, adaptable, and scalable sportsbook platform tailored to meet the varied demands of operators across the globe.

From dynamic in-play betting options to robust risk management tools and ground-breaking AI tools, BETBY is committed to propelling the success of its partners in the rapidly evolving landscape of online sports betting.

The post BETBY launches “90s”, a new retro-inspired genre within BETBY Games appeared first on Americas iGaming & Sports Betting News.

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