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Women at Reflex | Surj Stott Interview

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Each year, the 8th March marks International Women’s day (IWD). In 2021, let’s pay attention to this year’s bold theme which is, ‘Choose to challenge’.  The time is now to challenge inequality, call out bias, question stereotypes with the aim to forge an inclusive world.
It will come as no surprise that the gambling sector is both very white and very male. The lack of women working in senior positions is astounding.  Of the women who do work in the sector, they are more likely to work in retail, HR or administrative functions. The Gambling Commission’s recent annual report has confirmed that women are gambling in similar numbers to men. If we want games to be representative of the players, it’s important that teams creating them offer a diverse and varied perspective. In which case, encouraging more women to work in the sector can only be positive.
We chat to Surj Stott – Head of Sales at Reflex Gaming to discuss her incredible journey from a run-away, wayward teenager to helping build one of the UK’s leading machine producers.  We get her views on what she would choose to challenge on IWD.


1. Hi Surj, tell us about your role at Reflex Gaming

I head up the sales and marketing function, so customer account management is a big part of the job.   Along with Steve Clark, I help manage our customer relationships.  At Reflex, we pride ourselves on great partnerships with pub retailers, operators and our AGC customer base.

Day-to-day, I also manage our production schedule and liaise closely with our production and logistics teams to ensure that our games are delivered to customers on time.

I’m also responsible for planning our events, including major expos, such as ICE, EAG and ACOS. I really enjoy this side of things, due to my love of people and socialising. The cancellations of both EAG and ICE this year have been a blow for Reflex, as both events are important marketing platforms for us to showcase our new product lines.  They also provide a great opportunity to speak to our customers and learn their requirements and find out what is performing well on their estates.

2. How has the global pandemic impacted on Reflex Gaming?
At the start of 2020, the outlook was positive for Reflex, we were acquired by the Dransfield Group in 2019 and we had established ourselves as one of the country’s leading machine suppliers to the pub and club sectors.

The first lockdown resulted in our entire customer base being closed which wiped out our forward-looking orders.  We consequently made strategic decisions to fast track our drive to the online space. We have formed strategic alliances with two major distributors, Yggdrasil and Stakelogic. These give us the opportunity to penetrate the online slot market quickly and get our games in front of more players via their vast distribution networks. This is typical of the Reflex psyche in that, being faced with the biggest negative impact imaginable to our existing business, we have leveraged opportunities that have been unaffected by the pandemic.

However, it is very disappointing that the Government have given very little support to manufacturers and suppliers to the leisure and hospitality industry. Supply chain companies like Reflex have simply slipped through the Government’s support net. Other than the furlough scheme, we’ve had no additional support and it has been a real struggle to operate for 14 months with, effectively, no income.  We have tried to lobby for a business support grant and a rates relief, but with no success to date.

I am a strong character and I’ve managed to remain positive throughout the pandemic.  We need to focus on the future and there is now some light at the end of this long tunnel, through the impressive vaccine rollout which has resulted in the Government’s roadmap out of lockdown.  Right now, it seems that the leisure and hospitality industry will reopen in April/May as planned, and if people opt for “staycations”, these will be positive steps to ease the recovery of the sector.

3. How did you get into this sector?
I grew up in Leicester in a first-generation Indian family.  At the age of 15, my parents had arranged for my marriage to a goat farmer, based in India.   My instincts told me that it did not feel right, and it certainly wasn’t a life I wanted. I took the drastic step to do a runner, and I haven’t looked back since!

As you can imagine, leaving home at 15 was tough, but I was fortunate to have a good network of friends who helped me through the situation.  I’m thankful that I didn’t end up in the wrong crowd.

I was running a successful Nottingham city centre pub in my early twenties, following which I established my own bar in Newark. This meant working very long and unsociable hours, and with a young child, often proved to be difficult. I decided that more of a 9-5 job would better suit my home / work life balance and I mentioned this in conversation with one of the customers in my bar, who happened to work at a local gaming machine business called BWB.  An opportunity came up there, so I applied. I was interviewed, got the job, and began my career in gaming at BWB. After a while, I moved into a sales role and it was whilst I was working here that I met my husband, Quentin, (these days the MD of Reflex Gaming).

4. What would you tell your younger self?
It would be to trust your instincts.  At 15, my decision to leave home was very much a “Sliding doors” moment.  Although it was the risky choice, I went with my instincts. Fortunately, I have no regrets.
Also understand that sometimes you may have to work harder and apply more attention to detail than some male colleagues.  Enjoy the journey and don’t be afraid to be yourself!

5. What barriers have you faced, as a woman, in becoming successful in your field? How did you overcome them?
When I first started my career in this sector, sadly, I did experience both racial and sexual discrimination.   I don’t get easily intimidated and the discrimination ultimately made me a stronger person. I have proved myself with great determination irrespective of other people’s prejudices.

However, I have witnessed much progression in the industry since I started. I am seeing an increasing number of women in senior positions who have progressed from junior roles and long may this continue.

6. The International Women’s day theme is, “Choose to Challenge”, what would you choose to challenge?
I passionately believe that there is no place in the world for bullies. Whether this happens in school, at work or your community. We need to take a collective stand against it. I cannot bare people who belittle others to make themselves look superior! Call them out for what they are. I’ve met a few bullies during my career and behaviour like that should be confined to the Skip of history.

7. What message do you want to send out to young women who are considering a career in this industry?
The i-Gaming sector has opened a huge host of career possibilities.  There are jobs ranging from game design, graphic design, software development, marketing, etc. You will be able to unleash your creativity and let’s face it, the end-product is fun. There is never a dull moment in gaming.

It’s changed a lot since I started in 1996.  It’s more politically correct without being woke.  This is an exciting vibrant industry with a lot of great people in it.  Although the gambling sector might not be everyone’s first choice of industry as a career, for me, it’s been a blast and I’ve made a lot of friends from it. I met my husband, and I’ve had opportunities to meet some very interesting and successful people along the way.

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Gamblers Connect Strengthens Trust with Launch of Verified Sources Panel

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Gamblers Connect, the independent B2B iGaming media platform, has introduced a Verified Sources panel that appears at the bottom of every article, linking each factual claim directly to named primary documents hosted on the original source’s own domain.

The panel lists the specific sources consulted, identifies the issuing authority, and includes editorial notes explaining what has been verified and where the limits of the available evidence exist. Positioned immediately beneath the article body, each source is presented in the order it was consulted and includes the responsible individual or office where applicable.

Each entry also includes relevant disclosure tags drawn from the newsroom’s editorial taxonomy, and a direct hyperlink to the original document on the source’s own domain, allowing readers to verify the reporting in a single click.

The initiative responds to widespread practices in online publishing where sources are hidden, paraphrased or omitted altogether, leaving readers to rely on trust rather than independently verifiable evidence.

Luka Dimitrijevic, Partnerships & Operations Lead at Gamblers Connect, said: “Trust is not something a media outlet can declare. It is something the reader gives, and only once they can see the documents the story was built from. The Verified Sources panel exists so that verification is never more than one click away. If a claim in a story is worth making, the source behind it is worth linking to.”

The post Gamblers Connect Strengthens Trust with Launch of Verified Sources Panel appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Esports World Cup: Level Up Returns to Prime Video June 26 with Season Two

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Esports World Cup: Level Upreturns for its second season on June 26, with all five episodes dropping that day exclusively on Prime Video. Directed by Emmy-winning filmmaker R.J. Cutler (Martha (Netflix), Billie Eilish: The World’s A Little Blurry (Apple TV)), the five-part docuseries goes inside the human stories behind the world’s largest esports competition, following players, Clubs and families through the pressure and ambition of the 2025 Esports World Cup.

Set in Riyadh, Saudi Arabia, during the seven-week event, the new season follows the chase for the $70 million prize pool and the EWC Club Championship, while showing the personal journeys at the heart of the competition. The series captures what it takes to compete on a global stage where one match can change a career, a season can define a Club, and a single moment can turn a player into a star.

Produced by This Machine (a part of Sony Pictures Television), with director R.J. Cutler,  showrunner John Dorsey and executive producers Jane Cha Cutler, Trevor Smith, Elise Pearlstein and Mark Blatty all returning for the second season, Esports World Cup: Level Up takes a vérité-style approach to esports, capturing the sacrifice, stakes, and rising fame of the world’s top competitive gamers.

Featured players include Jake “Boaster” Howlett (Fnatic; VALORANT), Vivi “Vivian” Indrawaty (Team Vitality; MLBB),  Kasimili “Soka” Tongamoa (Team Falcons; Call of Duty: Warzone), Xiao Hai (KuaiShou Gaming; Fatal Fury: City of the Wolves) and Garidmagnai “bLitz” Byambasuren (Mongolz; Counter-Strike). To bring the players’ personal stories to the forefront, the film’s crew was on set in Riyadh for seven weeks and also traveled to locations across the U.K., U.S. and Indonesia for rare at-home visits.

Standout storylines woven throughout the series include:

  • Magnus Carlsen (Team Liquid, Chess) – Widely considered the greatest chess player ever, Carlsen faces the isolation of dominance, with no traditional peaks left to conquer. His story follows his shift into esports, where a new generation of challengers awaits.

  • Boaster (Fnatic, Valorant) – As Valorant debuts at the event, the British competitor’s journey from aspiring actor to title contender shows there’s no single path to success, shaped by resilience through personal and professional setbacks.

  • Xiao Hai (KSG, Street Fighter) – A reigning champion shaped by strict discipline, Xiao Hai was competing against adults by age six. Now a father, he balances global competition with family life.

  • Vivian (Team Vitality, Mobile Legends: Bang Bang) – Competing for a life-changing prize, Vivian’s story centers on overcoming recent setbacks and confronting childhood trauma.

  • The Mongolz & bLitz (Counter-Strike 2) – Led by their star player bLitz, this grassroots Mongolian team has risen from obscurity to national prominence, becoming symbols of pride and perseverance.

  • Soka (Team Falcons, Call of Duty: Warzone) – The reigning champion faces pressure on multiple fronts, dealing with rivalries from former teammates while navigating a turbulent home life.

  • Coach ArSy (Team Liquid, Mobile Legends: Bang Bang) – Offering a rare coaching perspective, ArSy draws on a difficult upbringing to lead and inspire his team’s pursuit of redemption.

    “Level Up captures the human side of what we are building with the Esports World Cup,” said Ralf Reichert, CEO, Esports Foundation. “EWC creates the stage: the best games, the best Clubs, the best players, life-changing stakes and moments that bring together a global gaming community of billions. The documentary takes you closer to the people inside those moments: their pressure, their ambition, their families and the stories that make esports meaningful to a new generation.”

    “This next chapter deepens our exploration of a global phenomenon that is as much about human ambition and identity as it is about competition,” said Cutler. “Esports is one of the most dynamic cultural movements of our time. In season two, we continue to chronicle not just the competition, but the lives, dreams, and sacrifices of the players at the center of it, revealing a world that is both intensely personal and globally resonant.”

    Around those player journeys, the series also captures the wider cultural energy of the Esports World Cup, where sport, music, entertainment and gaming meet. In addition to elite competition, Level Up showcases moments from a star-studded lineup of musical artists and athletes, including opening headliner Post Malone, who shows off his gaming skills backstage; grandmaster Magnus Carlsen, who triumphs in his first chess esports event; and football icon Cristiano Ronaldo, who ushers the Club Championship trophy to the stage in a dramatic closing ceremony.

    The magnitude of the Esports World Cup is also seen through the reactions of some of the world’s biggest sports and entertainment figures, including reigning F1 champion Lando Norris; Brazilian football legends Ronaldo Nazario and Kaká, who go one-on-one in an EA FC showmatch; professional footballer Alisha Lehmann; skateboarder Tony Hawk; and tennis star Nick Kyrgios, who stated: “The crowd, the atmosphere, is literally better than Wimbledon or any Grand Slam.”

    The Esports World Cup 2025 marked a defining moment in competitive gaming. In its second year, EWC reached 750 million viewers worldwide and generated 350 million hours watched, with peak concurrent viewership of nearly 8 million during the League of Legends at EWC ’25 tournament. Coverage was delivered across 28 platforms through 97 broadcast partners and more than 800 channels in 35 languages. Twenty-five tournaments spanning 24 games featured more than 2,000 players representing approximately 200 Clubs from over 100 countries.

    The 2026 edition of the Esports World Cup will be held in Paris, France from July 6 through August 23, as the top Clubs in the world compete for $75 million and the 2026 EWC Club Championship trophy.

The post Esports World Cup: Level Up Returns to Prime Video June 26 with Season Two appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Tonybet Secures Alberta iGaming License as Regulated Market Opens

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Tonybet, an international iGaming operator already licensed in Ontario and Kahnawake, today announced that it has received an iGaming license from the Alberta Gaming, Liquor and Cannabis Commission (AGLC), clearing the company to operate in Alberta’s regulated online gaming market.

The license allows Tonybet to enter Alberta, Canada’s second province to introduce a competitive, multi-operator iGaming market following Ontario’s launch in 2022. It also extends Tonybet’s Canadian footprint, reinforcing the company’s position as one of the most broadly licensed operators in the country.

Alberta’s regulated market represents a significant opportunity. The province has an estimated population of nearly 5 million, a strong sports culture, and a regulatory framework designed to channel existing online gaming activity into a licensed, player-protected environment. Tonybet intends to bring the same localized approach that has driven its growth in Ontario – combining regionally relevant sports betting markets, responsible gaming tools, and dedicated customer support – to Alberta from day one.

“Alberta is taking the right approach – building a regulated market that puts player protection and operational standards at the center from the start. That’s exactly the kind of environment we want to operate in. We’ve spent years proving in Ontario that you can grow a business and maintain the highest compliance standards at the same time – registrations and gross gaming revenue in the province both grew by 52% in 2025, with responsible gaming embedded in that success rather than working against it. Securing this license means we can bring the same commitment to Alberta, and we plan to be fully operational in the market,” said Dmitry Arabuli, CEO of Tonybet.

Tonybet has already begun preparations for its Alberta launch, including platform localization, integration with the province’s centralized self-exclusion system, and commercial onboarding with the Alberta iGaming Corporation (AiGC).

The post Tonybet Secures Alberta iGaming License as Regulated Market Opens appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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