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ANJ: Summary of the Online gambling market in 2020: historic performance despite the health crisis

Ten years after the market was opened in 2010, the year 2020 is a turning point for online gambling, which is becoming a permanent fixture in French people’s lives. Because of the acceleration of the digitisation of gambling practices favoured by the health crisis and the arrival of new players, online sports betting, horse racing and poker have recorded historic performances. The sector’s turnover rose by 22% in 2020 to reach €1.7 billion, its highest level since the opening to competition. This performance contrasts sharply with those of casinos and gambling or betting points of sale, which have been hit hard by the health crisis.
Online sports betting: increased recruitment of new players and rising average spend
With an increase in turnover of “only” 7%, the online sports betting market remains by far the dominant activity in the online gambling sector. In 2020, stakes on sports competitions reached €5.3 billion, the highest amount of stakes generated in a year since the opening up to competition in 2010. At the same time, the population of sports bettors continues to grow, with more than one million additional players over the year compared to 2019, representing 4.4 million sports betting players.
After a second quarter in which activity was down (-56% of turnover), the situation of the sports betting market was reversed in the second half of the year with the resumption of sports competitions.
On the other hand, the sports betting segment recorded a pronounced drop in activity at points of sale. The FDJ reports a 10% drop in sports betting stakes across all channels (online and in points of sale).
Bettors’ enthusiasm was focused on major sporting events such as the Champions League in football, which recorded a 65% increase in stakes compared to 2019, or the French Open, which generated €107 million in stakes, the highest amount ever for a Grand Slam tournament.
Online horse racing betting: continued growth and record of stakes levels
Online horse racing betting grew strongly, recording a 33% increase over 2019, and totalizing €1.5 billion in stakes, which corresponds to the largest volume of bets placed online over a year. The associated gross gambling revenue grew at a rate close to the stakes (+31%) and set a new historical benchmark (€354m).
This growth is being driven by the recruitment of new players (+5% of players in 2020), which undoubtedly reflects the transfer of a certain number of players who used to bet at points of sale to online horse racing betting.
PMU, whose point-of-sale games generally account for almost 90% of its domestic results, has reported a 15% loss of turnover in this channel.
Online poker: a windfall effect of lockdowns that seems to last
Online poker turnover for this year leapt by to €446 million (+64% on 2019), which is a new record-breaking activity erasing the previous benchmark of 2011, the first full year of the market opening.
The lockdowns measures (and more particularly those relating to the first lockdown) have indeed led to a renewed interest in poker. Online poker benefits from the significant recruitment of new players in 2020, which it intends to capitalise on, through loyalty actions, in order to maintain a high level of activity for the coming year. However, this attractiveness does not seem to have been accompanied by an uncontrolled increase in excessive gambling insofar as the average expenditure per player increased by “only” 7% in 2020.
Synthesis of 2020 activity data
|
Q4 2019
|
Q4 2020
|
Variation
|
2019
|
2020
|
Variation
|
Sports betting
|
||||||
Actives player accounts
|
1 917 000
|
2 402 000
|
+ 25%
|
3 443 000
|
4 478 000
|
+ 30%
|
Bets
|
1 500 m€
|
2 004 m€
|
+ 34%
|
5 056 m€
|
5 352 m€
|
+ 6%
|
Gross Gambling Revenue
|
230 m€
|
356 m€
|
+ 55%
|
880 m€
|
940 m€
|
+ 7%
|
Horse racing betting
|
|
|
|
|
|
|
Actives player accounts
|
333 000
|
388 000
|
+ 16%
|
599 000
|
628 000
|
+ 5%
|
Bets
|
294 m€
|
448 m€
|
+ 53%
|
1 106 m€
|
1 473 m€
|
+ 33%
|
Gross Gambling Revenue
|
72 m€
|
105 m€
|
+ 47%
|
271 m€
|
354 m€
|
+ 31%
|
Poker
|
|
|
|
|
|
|
Actives player accounts
|
709 000
|
991 000
|
+ 40%
|
1 199 000
|
1 840 000
|
+ 53%
|
Gross Gambling Revenue
|
76 m€
|
117 m€
|
+ 54%
|
272 m€
|
446 m€
|
+ 64%
|
TOTAL
|
|
|
|
|
|
|
Actives player accounts
|
2 436 000
|
3 037 000
|
+ 25%
|
4 174 000
|
4 891 000
|
+ 17%
|
Gross Gambling Revenue
|
377 m€
|
578 m€
|
+ 53%
|
1 423 m€
|
1 740 m€
|
+ 22%
|
10 years after the opening up to competition, what has been achieved?
Ten years after the opening up of the online gambling market to competition, the sector of activity, driven by a dynamic and continuous growth, now represents around 17% of the total market turnover, compared to 7% in 2011. In total, the number of players has more than doubled between 2011 and 2020 while the Gross Gambling Revenue has almost tripled over the period, propelled by sports betting (+717%), the growth of poker (+42%) and horse betting (+46%).
The year 2020 seems to represent a turning point for the online gambling sector, which is no longer marginal and is driven by a rapid dynamic.
For Isabelle Falque-Pierrotin, Chairwoman of the ANJ: “The good health of the online gambling sector, due in particular to the massive arrival of new players in sports betting and poker, means that operators must step up their initiatives to prevent problem gambling and protect minors. In line with the new obligations that came into force in 2020, they must better identify and assist at-risk players, provide tools for moderating play time or betting and ensure responsible promotional strategies. More than ever, and with major sporting events approaching before the summer, promoting recreational gambling must be a priority shared by all. “
Methodological reminder
This quarterly report was compiled on the basis of data transmitted by licensed online gambling and betting operators on a weekly or quarterly basis. The ANJ’s communications take into account statistical confidentiality. It may not publish information relating to the activity of the monopoly markets (FDJ and PMU) other than that already disclosed by the operators under exclusive rights.
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Eastern Europe
Totogaming Joins Cernica Pantelimon RunFest: Not Just Present, But Fully Participating

“We weren’t just present — we were participants of Runfest. And that’s one of the most important aspects,” said Artak Ashkhatoyan, Deputy CEO of Totogaming.
On July 6, Totogaming joined the Cernica Pantelimon Runfest in Romania, once again emphasizing the importance of promoting amateur sports and a healthy lifestyle.
“Supporting such initiatives is a priority for TotoGaming. First, 50% of the proceeds from RunFest will be donated to the CLOVES Romania Foundation, supporting children affected by CLOVES Syndrome. And second, we’ve always believed in showing our passion for sports through actions, not just words. Have you noticed how we’re constantly rushing through life, yet when we look back, it often feels like we haven’t moved at all? It’s important for us to lead by example and show the importance of participation. This is exactly the message we’re promoting through our team’s active involvement in the marathon. After all, there can never be too much sport in our lives,” said TotoGaming’s Deputy CEO, Artak Ashkhatoyan.
A Simple Concept, a Powerful Impact
The concept of this sports event is straightforward: choose a distance between 1 to 21 kilometers and run. The goal? Make sport an integral part of everyday life. The crowd certainly embraced that, gathering as early as 8:30 a.m. — on a Sunday morning.
Totogaming contributed in two distinct capacities: as an official sponsor and as an active participant. A dedicated team of 13 employees represented the company at the Cernica Pantelimon RunFest, with 7 of them proudly taking part as runners.
More Than Just a Run
It wasn’t an easy challenge — especially because among Totogaming’s runners were people for whom running isn’t a daily habit, or even part of their life at all. Yet they couldn’t miss the opportunity, not least from the perspective of corporate responsibility.
“We just finished the 7.5-kilometer race!” shared Petrut-Adrian Toea from the Totogaming team.
“It was amazing, honestly. Around the 2-kilometer mark, I had this little battle with myself — I told myself I had to finish the race, no matter what. And I did it! I came in around 60th place out of over 100 runners, which for me is a really good result.”
“I see my participation as a small contribution toward promoting a healthy lifestyle. In my close circle, everyone knows I’m not exactly the sporty type. I’m not athletic, and I usually prefer having fun in other ways. But showing up here, early in the morning, in this intense heat, and completing almost 8 kilometers with just one short break — I think it set a good example.”
“I hope seeing someone like me finish this challenge motivates my friends to try something similar for their own health. I believe that’s a meaningful contribution”, – added Petrut-Andrea.
Totogaming also made it possible for every attendee to bring sport into their lives — quite literally. At the Totogaming tent, participants could ride stationary bikes and receive prizes based on the number of points they earned through their efforts.
Whether they were running, cycling, or simply cheering for friends, the goal for everyone was the same: to reach the destination of champions — by bringing sport into everyday life.
The post Totogaming Joins Cernica Pantelimon RunFest: Not Just Present, But Fully Participating appeared first on European Gaming Industry News.
BMM
BMM TESTLABS PROMOTES SACHA MCLAUGHLIN TO VICE PRESIDENT OF GLOBAL QUALITY ASSURANCE

BMM Testlabs, the world’s original gaming test lab renowned for exceptional product compliance and certification services, today announced the promotion of Sacha McLaughlin to Vice President of Global Quality Assurance.
BMM’s President of Land-Based Gaming & Inspections, Kirk White, said, “Sacha has consistently demonstrated exceptional leadership, operational excellence, and a customer-first attitude. Her experience and passion will be critical as we continue to grow our QA services to meet the always-evolving needs of the global gaming industry.”
With over 18 years of experience in software implementation and seven years in the gaming industry, McLaughlin brings extensive knowledge of both agile and waterfall development methodologies, test planning, project management, and cross-regional team leadership. She is recognized for her ability to build and scale QA organizations that deliver quality, speed, and value to customers.
McLaughlin joined BMM in 2018 and has held roles of increasing responsibility within the Company, most recently serving as Senior Director of Quality Assurance. Throughout her tenure, she has been instrumental in expanding BMM’s QA capabilities and helping customers launch products into the global gaming market more quickly, with a focus on regulatory compliance, functionality, fairness, and security.
The post BMM TESTLABS PROMOTES SACHA MCLAUGHLIN TO VICE PRESIDENT OF GLOBAL QUALITY ASSURANCE appeared first on Gaming and Gambling Industry in the Americas.
AI
Liftoff’s 2025 Mobile Ad Creative Index Reveals UGC Is a Key Differentiator for Top Apps

Major findings from the newly launched report include playable ads having the potential to deliver impression-to-install rates 16 times that of non-playable formats for emerging gaming apps and a 20% increase in spending on interactive ads year over year.
Liftoff, a leading AI-enabled growth platform for the mobile app economy, has published its seventh annual Mobile Ad Creative Index. The report explores top creative trends that are attracting and scaling in ad spend across consumer apps and games. It also highlights the expanding role of AI in creative production, testing, and optimization.
This year’s Mobile Ad Creative Index specifically analyzes creative concepts that have excelled in scale for Liftoff’s highest-spending advertisers over the past 12 to 48 months. It is based on findings from over 4.7 trillion impressions, 263 billion clicks, and 1.1 billion installs between 1 January 2023 and 31 May 2025.
Highlights from the report include:
Top consumer apps are investing in interactive ads to compete for engagement
In 2024, the share of spend on interactive ads for top apps increased by 20% year over year. The share of spend increased by 2% for spenders outside the top tier. Top-spending apps differentiate their campaigns by adding innovations to evergreen concepts such as social scrollers, carousels, and scratch-offs.
Playable ads deliver returns across ad budgets for mobile game advertisers
In 2024, the share of spend on playable ads for top games averaged 35% higher than other games. Across all ad budgets, however, playable ads delivered higher conversion rates. Impression-to-install rates were 8 times that of non-playable formats for top spenders and 16 times that of non-playable formats for other game advertisers.
Tailoring “metaplay” elements to motivations can improve performance
“Metaplay” elements—gameplay that diverges from an app’s core design to appeal to a broader audience—are widespread, but top games gain an edge by tailoring their metaplay ads to the publisher audience. The report found that aligning “metaplay” creative with publisher audiences resulted in a 93% increase in installs-per-mille.
UGC is becoming a key differentiator in driving scale for consumer apps
The share of spend on user-generated content (UGC) increased 11% for top-spending apps, with social and utility apps seeing the most significant jump of nearly 30% between 2023 and 2024.
Widespread adoption of Gen AI leads to more customized ad experiences
Creative teams increasingly leverage AI to enhance top-performing assets with 3D and motion and to create and test variations. Top advertisers also use AI to recombine their assets in customized ad experiences that break away from standard video to playable formats.
Yann Zeller, Chief of Staff, Creative at Liftoff, said: “Today’s creative landscape is shaped by a single, powerful truth: attention is the commodity, and brands, games, and influencers are all vying for it. Great mobile ad experiences can earn attention by aligning context with behavior. As ad formats become richer and AI expands our ability to personalize and adapt creatives at scale, we’re able to unlock new insights into user behavior and motivation. We see users spend meaningful stretches with the right content, sometimes 60 to 90 seconds when the ad feels personal or prompts meaningful participation. This isn’t just a better way to advertise—it’s a better way to tell stories and the most exciting brief we’ve had in years.”
Soren Steelquist, Director of Creative Production, said: “The proof is in the data—more and more consumer apps are incorporating UGC into every stage of their marketing, and programmatic is no different. UGC works because it’s authentic and relatable, and users are more likely to be influenced by ad when it’s coming from a trustworthy source. To see higher impact from UGC creatives, work with a partner that can match the right creator with your brand and develop winning concepts that resonate with audiences.”
The post Liftoff’s 2025 Mobile Ad Creative Index Reveals UGC Is a Key Differentiator for Top Apps appeared first on Gaming and Gambling Industry in the Americas.
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