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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asia-pacific
Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026
Groove has been named a finalist for Best Aggregator 2026 at the SiGMA Asia Awards, with the ceremony scheduled for 2 June 2026 at the SMX Convention Centre Manila during the SiGMA Asia Summit.
The shortlist was announced by Global Gaming Insider, according to the company. Groove said its platform aggregates more than 15,000 games from over 150 providers via a single API.
Giusy Campo, Business Development Director at Groove, said: “This shortlist is external recognition of a truth we already feel internally: Groove is moving at a different pace. Asia is not a single market, it is a collection of distinct regulatory environments, player behaviours, and partnership opportunities”
Campo added: “Our platform is built to respect that complexity, not smooth it over. Being named a finalist for Best Aggregator tells us that our approach; deep integration, localised content strategies, and commercial precision; is resonating with the operators who matter most in this region. We are not just bringing games to Asia. We are bringing a roadmap for sustainable growth.”
Yahale Meltzer, Co-Founder and CEO of Groove, said: “The aggregation space is crowded. Differentiation is everything. This nomination confirms that our vision, transforming aggregation from a commodity into a strategic growth discipline, is taking hold.” He added: “Operators across Asia are no longer asking for just volume or speed. They are asking for structural resilience, data intelligence, and a partner who can execute across fragmented regulatory landscapes with precision. Groove delivers that. To be recognised alongside the best in Asia is a privilege, but the real work continues in Manila and beyond. We are here to win, not just awards, but the trust of the operators who build their businesses on our platform.”
The post Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
data providers
DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026
DATA.BET says turnover from its virtual content grew 168% between Q1 2025 and Q1 2026, with the supplier reporting the product accounted for 39% of total virtual sports turnover and 45% of profits over the period.
The company said the content is developed fully in-house and delivered through automated bot-vs-bot matches that run 24/7 without dependence on real-world fixture schedules. DATA.BET positioned the format as a way to provide continuous events and reduce operational overhead for operators.
Across the same period, DATA.BET reported +299% active users, +129% across clients GGR, +246% events per quarter, and +218% bets placed.
DATA.BET also said the audience profile overlaps with live football bettors, which it believes supports retention during seasonal breaks. The supplier added that the algorithm-driven format “carries no fraud exposure,” supports In-Stream Betting overlays, and provides near-zero latency between broadcast and market updates.
“Over the past year, our bot-vs-bot virtual content has delivered consistent, measurable results across every operator deployment. Building e-Football in-house gives us the flexibility to configure it to what each operator actually needs — whether that is a specific league structure, a particular mix of bot and player content, or a branded competition format,” mentioned Rostyslav Likhtin, Head of Product at DATA.BET.
The post DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
content studios
155.io makes fintech debut with Coverd partnership
155.io has signed a partnership with US-based fintech platform Coverd, marking the content studio’s first move into fintech. The deal was announced Thursday 21st May 2026.
Under the agreement, 155.io’s real-world games will be integrated into Coverd’s platform. Coverd said the integration is designed to turn everyday transactions into interactive experiences where users can win the chance to have purchases covered through 155.io gameplay.
Sam Jones, Founder & CEO of 155.io, said: “This partnership gives us the opportunity to bring our content to a completely new audience. We share a philosophy with Coverd around disrupting and modernising industries through more interactive experiences. They understand that younger audiences expect entertainment and engagement across every digital touchpoint, including finance, which is exactly how we think about design.”
Albert Wang, Coverd co-founder, added: “Today’s consumer is actively embracing gamified products across every category, so there’s no reason personal finance should stay in the stone age. We’re excited to work with 155.io to make financial experiences more interactive and give everyone a chance to live big by winning back their purchases. 155.io’s next-gen content fits perfectly with what we’re building at Coverd.”
155.io said the integration will bring its interactive content—built around live-action footage and real-time mechanics—to Coverd users. The studio’s portfolio includes Rush Hour from its CCTV Game
library, alongside Ducks.io and Snow Run.
The post 155.io makes fintech debut with Coverd partnership appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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