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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.”
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Carsten Koerl
Sportradar Reports First Quarter 2026 Financial Results
Sportradar Group has announced the financial results for its first quarter ended March 31, 2026.
Carsten Koerl, CEO of Sportradar Group, said: “Sportradar’s first quarter growth reflects our premier position as the scaled leader in the expanding global sports data ecosystem. We continue to deepen our relationships across our expansive distribution network, providing additional content, products and services to our sportsbook, media and technology clients. Our recently acquired portfolio of IMG content has further bolstered our diverse offering and is resonating with customers worldwide while also expanding our margins as we increasingly leverage our existing infrastructure. Maximizing the opportunities our market leadership position and long-standing relationships remains our priority as we also begin to capitalize on new avenues of growth, including prediction markets and iGaming. Driving value for our partners and clients has always been our focus and continuing to do so should build additional shareholder value in the months and years ahead. Our confidence in our trajectory is demonstrated by the increased buyback activity this past quarter as well as the enhanced open market share repurchase program announced today.”
Total revenue for the first quarter was €347 million, up €35 million, or 11% year-over-year, driven by 15% growth in Betting Technology & Solutions, partially offset by a 4% decline in Sports Content, Technology & Services.
Betting Technology & Solutions revenues of €288 million were up 15% year-over-year primarily driven by a 20% increase in Betting & Gaming Content due to contributions related to the acquisition of IMG ARENA, uptake of the Company’s content and products, as well as U.S. market growth, partially offset by the significant impact of foreign currency movements. Managed Betting Services revenues declined 2%, as higher turnover in the Managed Trading Services business was offset by unfavourable sporting outcomes during the quarter.
Sports Content, Technology & Services revenues of €59 million declined 4% year-over-year primarily driven by a 9% decline in Marketing & Media Services, due primarily to a reduction in marketing campaigns from certain existing customers during the quarter, partially offset by increased revenue from Integrity Services.
The Company generated strong revenue growth globally with Rest of World up 14% and the US up 4%. Foreign currency movements, particularly due to the U.S. dollar relative to the Euro, continue to negatively impact earnings. As a percentage of total Company revenues, US revenue represented 26% of total Company revenue in the first quarter as compared to 28% in the prior year quarter.
Loss for the period was €6 million, down €31 million, compared to a profit of €24 million in the same quarter a year ago, as the Company’s strong operating results were more than offset primarily by a foreign currency loss of €9 million versus a gain of €28 million in the same period a year ago, due principally to unrealised currency fluctuations mainly associated with U.S. dollar-denominated sports rights. The first quarter of 2026 also included higher depreciation and amortization and finance costs primarily related to the acquisition of IMG ARENA, partially offset by lower income taxes.
Adjusted EBITDA
First quarter Adjusted EBITDA was €66 million, up €7 million, or 12% compared to €59 million in the same quarter in 2025. The increase was largely driven by the 11% revenue growth, primarily offset by the inclusion of costs related to IMG ARENA, most notably sport rights.
Business Highlights
Announced key addition to Sportradar’s leadership team, naming Sameer Deen as Chief Operating Officer, commencing May 18, 2026.
Launched Playradar, a dedicated iGaming brand delivering hybrid sports-casino content to global operators across slots, table games, virtual sports, arcade and crash games, operating exclusively in regulated markets.
Expanded the Company’s multi-year partnership with Hard Rock Bet, adding official PGA TOUR and UFC data and enhanced in-play betting capabilities including 3D shot tracking and micro markets.
Extended and expanded the Company’s integrity services agreement with FIFA for an additional five years through 2031, providing AI-driven bet-monitoring, intelligence and investigation support, and risk assessment services across FIFA’s 211 member associations and competitions worldwide.
Announced a multi-year partnership with the Liga Nacional de Basquete for worldwide rights for official data as well as audiovisual betting, completing Sportradar’s presence across Brazil’s three most popular sports.
The post Sportradar Reports First Quarter 2026 Financial Results appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Asia
TCSJOHNHUXLEY to Showcase Intelligent Software and Advanced Table Solutions at G2E Asia 2026
TCSJOHNHUXLEY is going to showcase a powerful new era of live gaming at G2E Asia 2026, held at The Venetian Macao from May 12 to 14, 2026. Located at Booth B1338, the company will highlight a suite of intelligent software and advanced display technology designed to maximise table profitability across the gaming floor. While maintaining a strong focus on its world-class core product range, this year’s showcase demonstrates how data-driven insights and smart hardware integration can transform operational performance for the modern operator. Building on over 50 years of manufacturing expertise, TCSJOHNHUXLEY continues to deliver innovations that go beyond traditional equipment—offering a complete, long-term partnership for casinos worldwide.
A major highlight of the exhibition will be the introduction of T-Connect 2, the latest evolution of the company’s comprehensive table management system. This sophisticated software ecosystem integrates smart sensors to provide real-time data insights, empowering operators to optimise their gaming floors with a modular and flexible approach to game management. T-Connect 2 serves as the central hub for the connected pit, enhancing security and streamlining operations for numerous casinos across Asia.
The company will also showcase its latest display innovations, including the Dynamic Display System (DDS) and the versatile Ora Winning Number Display range – renowned for its exceptional clarity, customisation, and reliability in presenting critical game information. A key highlight will be the groundbreaking Ora Vue Blackjack Display Controller, which introduces a new dimension to the game through advanced camera recognition technology that enables automatic card entry. This intelligent system enhances the player experience by delivering real-time access to hand histories, live odds, and historical statistics – making gameplay more engaging, transparent, and accessible for players of all levels. The Ora Vue Blackjack Display Controller integrates seamlessly with the Ora Luxe Winning Number Display, creating a fully connected and visually refined solution for the modern gaming floor.
To drive further excitement, TCSJOHNHUXLEY will demonstrate its widely popular Supernova Progressive Jackpot System, a unique and customisable platform designed to drive player engagement and heighten excitement across the gaming floor. This unique system allows operators to create bespoke jackpot configurations tailored to their specific gaming floor, offering a seamless blend of traditional gameplay and modern rewards.
Rebecca Kingswell, TCSJOHNHUXLEY global head of operations and managing director APAC, said: “G2E Asia 2026 is an exceptional platform for us to showcase our commitment to industry-leading innovation. We are excited to meet with our partners in the region to demonstrate how our latest developments can transform table performance and drive measurable growth. Our focus remains on delivering the high-impact solutions that operators need to succeed in an evolving marketplace.”
The post TCSJOHNHUXLEY to Showcase Intelligent Software and Advanced Table Solutions at G2E Asia 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Games Global
St8 Enters into Partnership with Games Global
St8 has announced a strategic partnership with Games Global that will bring the supplier’s extensive and diverse catalogue of titles to operators across regulated markets worldwide.
Through the deal, Games Global’s content portfolio will initially be rolled out to St8’s operator network in Ontario, with additional markets expected to follow as the collaboration expands.
Games Global’s high-performing library is developed by its exclusive studio partners, including Alchemy Gaming, Gameburger Studios, Fortune Factory Studios, Stormcraft Studios, PearFiction Studios, ALL FOR ONE Studios, Foxium, among many others, providing operators with proven, player-favourite titles.
The deal significantly strengthens St8’s growing offering, giving its operator partners seamless access to leading content with global appeal through one connection, alongside promotional tools, reporting capabilities and full compliance coverage.
Vladimir Negine, Chief Executive Officer at St8, said: “Our focus at St8 is giving operators the right foundations to grow in regulated markets. Joining forces with Games Global strengthens our content offering with a portfolio that has proven appeal with players worldwide. We look forward to bringing these titles to our partners, beginning with Ontario and expanding into additional regulated markets.”
Mark MacCombie, Chief Commercial Officer at Games Global, said: “We’re really pleased to be working with St8, as it allows us to expand the reach of our content across a broader network of operators. Their scalable platform gives us an efficient route to market, helping us deliver content from our extensive roster of exclusive studios to new audiences.”
The post St8 Enters into Partnership with Games Global appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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