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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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Andreas Ottenschläger

Austria: Draft bill entered parliamentary consultation

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Background

Austria’s governing coalition — ÖVP, SPÖ and NEOS — has agreed a sweeping overhaul of the Gambling Act. The draft bill entered parliamentary consultation on, Monday 29 June 2026. Lead negotiators Andreas Ottenschläger (ÖVP), Jan Krainer (SPÖ) and Christoph Pramhofer (NEOS) call it the biggest reform of the law in 26 years. Two pillars: tougher player protection, and a ground-up rewrite of online licensing.

Timing

No formal Council of Ministers resolution is public yet. What is public: the draft amendments went into parliamentary consultation today. Next comes TRIS — the draft must be notified to the European Commission, says Vienna-based gambling lawyer Arthur Stadler, triggering a standstill of at least three months before parliament can hold a final vote. Extensions are possible.

Cooling-off / non-offering period

The bad-actor clause has three teeth: retroactive tax payment, settlement of player claims, and a non-offering period. On the last point: Under the draft, operators must clear that freeze properly: from 1 January 2027 until the licence is actually granted, they have to shut down their existing unlicensed online offering. Fail to comply, and the penalty escalates fast: any operator that doesn’t observe the cooling-off phase faces an 18-month lock-out from licensing altogether. Stadler’s math: That’s a minimum nine-month freeze, 1 January to end-September 2027 at least depending when the licenses are awarded individually. It looks like that first license might be granted to those new market entrants adopting such early blackout, timewise landing exactly after the moment when Austrian Lotteries’ win2day concession expires on 30 September 2027.

The bad-actor clause has three teeth: retroactive tax payment, settlement of player claims, and a non-offering period. On the last point: Under the draft, operators must clear that freeze properly: From 1 January 2027 until the licence is actually granted, they have to shut down their existing unlicensed online offering. Fail to comply, and the penalty escalates fast: any operator that doesn’t observe the cooling-off phase faces an 18-month lock-out from licensing altogether. Stadler’s math: the legislator has, without saying so explicitly, built in an incentive structure. The floor is a nine-month freeze — 1 January through end-September 2027 — though actual length depends on when individual licences get awarded. The likely sequencing: new entrants who front-load the blackout early position themselves first in line, with awards landing right after Austrian Lotteries’ win2day concession expires on 30 September 2027.

Contradiction

Stadler sees a basic contradiction baked into the package. “Two of the three major elements work against each other. If the Finance Ministry wants to maximise retroactive tax recovery, a mandatory blackout period hands you a tax base of zero for that exact stretch. You can’t optimise for both. Operators are left asking whether the real goal is revenue or exclusion.”

Austria as a high-tax jurisdiction

Beyond the clearance condition — and an unresolved question of whether repaid player amounts can be offset against ongoing tax liabilities — sits the headline number: a 45% GGR tax rate. That puts Austria in elite company, in the same bracket as the UK (40% from April 2026) and the Netherlands (37.8%). “It’s a top-of-the-table tax rate for a market that doesn’t even have a functioning licensed channel yet,” Stadler says. But the tax rate alone doesn’t tell the whole story, he adds. “Even at 45% GGR, whether Austria actually functions as a licensed market depends on the regulatory mix around it (player protection rules, advertising limits, deposit and stake caps, AML obligations and more). You have to look at the framework as a whole and ask whether it’s actually attractive enough for new entrants. That’s the kind of detail that decides whether the channelisation target is achievable.”

 

Author: Arthur Stadler | STADLER PARTNER

The post Austria: Draft bill entered parliamentary consultation appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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EGT Digital

EGT Digital lines up new sportsbook tools and game launches for iGB Live 2026

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Supplier to demo updates including Player Market Props and preview Queen Amber at stand P50 in London, 2–3 July.

EGT Digital will exhibit at iGB Live 2026 in London on 2–3 July, where it plans to present new casino content and Sportsbook enhancements at stand P50.

On the casino side, the company will highlight Goal Kings Bell Link, released earlier this month, which combines a football theme with its Bell Link jackpot and adds an enhanced Buy Bonus feature. EGT Digital will also offer a preview of Queen Amber, a new title scheduled for release on 9 July, featuring expanding wilds, Toppling Reels mechanics, and the Clover Chance jackpot.

EGT Digital will also demo its proprietary Bonus Hub, which it says lets operators run tournaments, Gift Spins promotions, real-time leaderboards, and other engagement mechanics across casino portfolios.

The company’s Sportsbook will be another focus, with demonstrations of recently introduced features including Player Market Props, Sports Progressive Jackpot, and Early Payouts Suite, alongside broader betting and promotional tools. EGT Digital said the Sportsbook can be deployed as a standalone solution or integrated into existing operator environments.

“Events like iGB Live are about conversations as much as they are about products,” said Tsvetomira Drumeva, Head of Sales at EGT Digital. “They give us the opportunity to connect with operators, exchange ideas, and demonstrate how our solutions continue to evolve. We are particularly excited to present Goal Kings Bell Link and give visitors an early look at Queen Amber, while also showcasing the engagement opportunities available through Bonus Hub and the latest developments across our Sportsbook and platform solutions.”

The post EGT Digital lines up new sportsbook tools and game launches for iGB Live 2026 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Pragmatic Play adds Privé Lounge Russian Poker to live casino portfolio

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New single-player VIP table introduces Dual Hands gameplay and a jackpot side bet paying up to 20,000x, the company said.

Pragmatic Play has expanded its premium live casino portfolio with the launch of Privé Lounge Russian Poker, adding the poker variant to its single-player VIP live environment, the company said.

In the game, players compete against the dealer and can use options including Play, Swap, Add Card, Replace, Insure, or Fold. Pragmatic Play said Russian Poker includes a Dual Hands mechanic that lets players form two ranking poker hands using either five or six cards.

The title also includes a jackpot side bet that can pay up to 20,000x, according to the company. Pragmatic Play said Privé Lounge features include dealer change requests, extended dealer sessions and configurable chat preferences.

Sharon McHugh, Director of Public Relations at Pragmatic Play, said: “Privé Lounge Russian Poker combines strategic gameplay with the exclusivity and personalisation that define the Privé Lounge experience. With dedicated single-player tables, enhanced poker mechanics and exciting jackpot potential, this latest release delivers a premium live casino experience tailored for high-value players seeking something truly distinctive.”

Pragmatic Play said the release follows recent live casino titles including Seotda Baccarat and Amazing Baccarat, and adds to its live poker offerings such as Jacks or Better Draw Poker and Casino Hold’Em.

The post Pragmatic Play adds Privé Lounge Russian Poker to live casino portfolio appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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