Latest News
Emotions test reveals: The online purchases making us 67% happier!
- On average, online purchases are found to raise our positive feelings by 56%
- Participants reported the biggest increase in happiness when purchasing houseplants – positive emotions soared by 67%
- Gaming console purchases saw the second highest increase in positive feelings (+66%)
- Trainers and fiction books are also among the purchases raising positive emotions most
- Holidays abroad came in last; participants noted high levels of excitement but also reported an increase in concern due to its uncertainty
Thanks to ‘doom shopping’, it was revealed that the UK spends three times more when online shopping compared to the global average, costing the average person a whooping £1,382 per year! Clearly these purchases keep us coming back for more, but how do we enjoy splashing our cash the most?
Interested in online shopping, money.co.uk conducted an emotions test among 2,560 participants to discover which online purchases bring us the most joy!
Participants were asked to complete a variation* of the BMIS test (Brief Mood Intensity Scale) and record the intensity of 10 different emotions after making an online purchase. The intensity of each emotion was allocated a score based on its positivity, with a maximum score of 500 points per item – the higher the score, the better. Participants were also asked to complete the same test before making any purchases to uncover the percentage increase in positive emotions when shopping.
Which online purchases make us happiest?
Money.co.uk can reveal that a houseplant purchase increases our intensity of positive emotions more than any other transaction!
Collecting 478 points out of a potential 500, moods improved by 67% after making a plant purchase. Plants are proven to invoke feelings of vitality by improving the state of mind and lifting spirits – no wonder it scores highly!
With the PS5 still proving hard to get, purchasing a gaming console is the second online transaction that makes us happiest.
As many gamers are left on the edge of their seats waiting to snatch the latest console, it accumulated 475 points out of 500, and purchasing a console was found to raise positive feelings by 66% on average.
In third position are trainer purchases. With the demand for sneakers like Jordan 1s only increasing, those who purchased new trainers reported a 64% increase in happiness, and purchases racked up 472 points.
With bookworms reported to be happier than those who don’t read, the transaction that makes us fourth happiest is a fiction book, improving positive emotions by 64% and collecting 470 points.
Due to the huge surge in personal fitness and wellbeing during lockdown, home gym equipment purchases are found to make us fifth happiest! This transaction led to a 63% increase in positive emotions and scored a healthy 468 points.
To complete the top 10 purchases that increase our intensity of positive emotions:
6. Video game: 466 points, +62%
7. Eyeshadow palette: 465 points, +62%
8. Scented candle: 463 points, +61%
9. Exercise clothing: 461 points, +61%
10. Fashion jewellery: 459, +60%
Coming in last is a holiday abroad with 393 points out of 500 (+37%). Those who plan on jet-setting this year reported high levels of excitement and happiness but were pushed down the table as feelings of worry and nerves due to its current uncertainty.
Interested in the reasons behind our vast improvement in positive feelings, money.co.uk spoke exclusively to Lee Chambers, psychologist and wellbeing consultant, to uncover why shopping makes us happy.
“Online shopping has the ability to make us happy through several different mechanisms. Firstly, even in a world of plenty, we are still evolutionarily designed to consider scarcity. Because of this, acquiring new items, especially when discounted or limited, tends to make us happy, the feeling we have satisfied a need and potentially averted a future threat.
Shopping is also an exercise in control. We select from millions of items precisely what we want, and especially in the uncertain times we live in, we know we will get exactly what we have purchased, and it will be delivered straight to us. This control of selection and guarantee of receipt is powerful, as it becomes a defined event. We also build a level of expectation and anticipation from the moment we press the purchase button, as we believe we now have ownership over the item but have a delay until it is with us physically.
From a cultural perspective, we have been conditioned to see shopping as a reward, either an investment in ourselves or for the satisfaction of others. Shopping is likely to activate the nucleus accumbens in our brain, releasing dopamine and motivating us to repeat the behaviour. Buying printed media taps into our desire to better ourselves, gain knowledge, understand the world around us and provide stories and entertainment that can take us on a journey. And let’s not forget how lovely they look on your bookshelf on a video call, as books have become a decorative symbol over the past year.
And why do we keep buying? Our brain is adaptive, and shopping can relieve stress, provide entertainment when bored and give us a hit of dopamine. The rewarding feeling will keep us finding new things to purchase, especially since our excitement and anticipation fade once we’ve received the item.”
Catherine Hilley, mobiles expert at money.co.uk, said: “Our research reveals how small purchases can increase customers’ emotions in a positive way, something we all need after the past 12 months. With an average 63% increase in positive emotions noted across all top 10 purchases, it seems that shopping online for items such as houseplants, trainers and candles are sparking a lot more joy at the moment, than booking a holiday, which comes with a lot of added uncertainty.”
For more information, please see the blog post for the full rankings and a breakdown by sex, and age: https://www.money.co.uk/mobiles/online-shopping-joy
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B2B iGaming
Gamblers Connect Strengthens Trust with Launch of Verified Sources Panel
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.
Boaster Fnatic
Esports World Cup: Level Up Returns to Prime Video June 26 with Season Two
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:
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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.
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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.
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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.
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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.
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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.
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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.
AGLC license
Tonybet Secures Alberta iGaming License as Regulated Market Opens
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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