Latest News
Revealed: The emotional, social, and developmental benefits of gaming
- 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.”
Powered by WPeMatico
Compliance Updates
MGA Representative Appointed Co-Chair of GREF InfoStat Working Group
Erika Spiteri Bailey, the Senior Executive of Business Intelligence & Data Analytics at the Malta Gaming Authority (MGA), has been officially appointed as the Co-Chair of the InfoStat Working Group within the Gambling Regulators European Forum (GREF).
Erika Spiteri Bailey will serve in this role alongside Anssi Airas, representing the National Police Board of Finland.
GREF is a forum for European gaming regulators, facilitating the exchange of views and the development of approaches to common regulatory challenges. Within this framework, the InfoStat Working Group provides a platform for regulators to collaborate and exchange insights on the use of data in support of effective policy development and decision‑making across jurisdictions.
In her role as Co-Chair, Erika Spiteri Bailey will contribute to shaping the group’s work programme and fostering cooperation among members, with a focus on strengthening data‑driven regulatory approaches.
The post MGA Representative Appointed Co-Chair of GREF InfoStat Working Group appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Chris Thornton
GamCare Appoints Chris Thornton as its New Director of Operations
GamCare has announced the appointment of Chris Thornton as its new Director of Operations, with overall responsibility for the delivery and performance of GamCare’s national and regional services, including the National Gambling Helpline. Chris joins the Executive Leadership Team at a pivotal time for the gambling support sector.
Chris brings extensive senior leadership experience spanning the NHS, voluntary sector and health commissioning. He joins GamCare from the British Red Cross, where as Director for the North of England and Isle of Man he led multi-disciplinary health and care operations, managing around 100 staff and £3m in annual income from NHS and local authority commissioned services, delivering measurable reductions in emergency department attendance, hospital readmissions and reliance on formal social care.
Chris has built and led services at scale throughout his career. At Primary Care Sheffield he led city-wide clinical services and co-led successful bids worth £22m. At St John Ambulance he created the East Midlands region and grew its charitable output by 365% while reducing costs by 61%. He is a Chartered Companion of the Chartered Management Institute and served for eight years on the Nursing and Midwifery Council’s Fitness to Practise Committee.
Chris Thornton, incoming Director of Operations at GamCare, said: “I’m thrilled to join GamCare at such an important moment for the organisation and for everyone working to reduce gambling harms across the UK. GamCare operates at national scale, running the UK’s only round-the-clock specialist support service for gambling harms, combining the National Gambling Helpline, live chat, online communities and self-guided tools with thousands of structured treatment sessions and prevention and education programmes reaching tens of thousands of people each year.
“That combination of specialist expertise, integrated delivery and frontline impact is rare in any sector, and is shaping how effective support for gambling harms is understood and delivered. I’m looking forward to building on those foundations and to playing my part in ensuring GamCare’s services continue to meet growing demand as the sector evolves.”
Victoria Corbishley, CEO of GamCare, said: “I’m delighted to welcome Chris to GamCare and to the Executive Leadership Team. He brings exactly the combination of strategic and operational leadership that reflects how we work, significant experience of leading complex health and community services at scale, a strong track record of evidencing impact, and a deep commitment to reaching people who are often underserved. I look forward to working closely with him as we continue to deliver and develop our national services.”
The post GamCare Appoints Chris Thornton as its New Director of Operations appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Christer Fahlstedt
Paf Passes Half a Billion Euros for the Benefit of Society
Paf increased both its revenue and profit during 2025. At the same time, the company has passed a historic milestone – more than half a billion euros has now been distributed for the benefit of society since its foundation in 1966.
The Paf Group’s revenue increased to 214.5 million euro in 2025, compared to 191.7 million euro the previous year, an increase of 12%. The Group’s profit also increased, from 54.3 million to 57.2 million euro.
“The profit improved by five percent, which means that Paf delivered the strongest result in the company’s history. Our figures are positive across all our markets and our physical operations increased revenue by three percent,” said Christer Fahlstedt, CEO of Paf.
During the past year, the number of active customers also increased by 12%, contributing to the positive development.
The annual distribution of Paf funds amounts to 55.5 million euro. This major distribution means that Paf passes half a billion euros in distributed Paf funds. Since Paf was founded in 1966, a total of 527.9 million euro has been distributed for the benefit of society.
“Contributing more than 500 million euro to building a stronger society in Åland is a new milestone in Paf’s 60-year history. Paf has made a remarkable journey from offering local gaming experiences in Åland in the 1960s to introducing gaming onboard ferries during the latter part of the 20th century. With the development of digital gaming since the early 2000s, Paf is today an established operator in several markets across Europe,” said Jan-Mikael von Schantz, Chairman of the Board at Paf.
“It is the result of long-term and successful work carried out with great expertise by Paf’s management and employees,” he added.
Paf funds are used for various projects and organisations that benefit society, including social activities, culture, youth work, sports, environmental initiatives and more.
“We do not take the measures we introduce lightly, it requires a great deal from all of us at Paf when we implement responsible gaming measures that other operators in the industry do not have. At the same time, we are proud to stand by what we believe is the right and responsible way forward,” said Christer Fahlstedt.
In 2025, Paf chose to lower the loss limit to 16,000 euro for all customers and to 6000 euro for young people aged 20–24. This year in February 2026, the general mandatory loss limit was further reduced to 15,000 euro. The latest reduction means that Paf has now halved the original loss limit that was first introduced in 2018.
The post Paf Passes Half a Billion Euros for the Benefit of Society appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
-
Andreas Larsson Casino Manager for Entain7 days agoSpinomenal content goes live in Estonia via Entain NCE brands
-
Balkans7 days agoEGT previews new Supreme cabinets for Belgrade Future Gaming 2026
-
Central Europe7 days agoHabanero goes live on Favbet Romania
-
Compliance7 days agoThe Mill Adventure wins GLI-19 certification ahead of Ontario market entry
-
Alberta7 days agoEveryMatrix gets conditional AGLC approval ahead of Alberta iGaming launch
-
Aphrodite Legends of Olympus™4 days agoInspired Expands Portfolio with Three New iGaming Slots: THE GREAT EGGSCAPE™, APHRODITE LEGENDS OF OLYMPUS™, GOLD FEVER MINE ALL MINE™
-
game content7 days agoPopOK Gaming launches Fortune Tarta slot with 5,000x max win
-
ANJL7 days agoANJL participates in Legitimuz Day in São Paulo



