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Opera GX challenges CS:GO streamers to the ultimate face-off, and you can join too

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  • Opera GX has invited Anomaly and pashaBiceps to form teams with their Twitch subscribers for the ultimate streamer face-off in Counter-Strike: Global Offensive.
  • Both teams will receive professional coaching from world-renowned experts.
  • Opera GX, the world’s first browser for gamers, is offering the chance of a lifetime to eight gaming enthusiasts: Anyone can apply to join the teams. Applications are open until April 18.

Streamers and professional gamers are the rock stars of today, and many fans dream of playing alongside their idols. Well, dream no more. Opera GX, the world’s first browser for gamers, is offering gaming enthusiasts the unique chance to team up with their favourite streamers while being coached by the best of the best during “Opera GX presents: That’s my Streamer”.

“Opera GX’s DNA is built around gaming and we want to be there for and with our audience. Streamers are rock stars, and what could be a better reward for their fans than to team up with them. What makes this face-off even more special is that the teams will participate in coaching sessions by some of the most experienced gaming coaches in the world,” says Maciej Kocemba, Product Director of Opera GX.

One team will be led by Ludwig “Anomaly” Lagerstedt, a Swedish gamer and streamer known as the biggest non-competitive star of CS:GO. He and his team will go up against ex Virtus.pro-player Jarosław “pashaBiceps” Jarząbkowski and his team.
$10,000 in cash prizes and coaching from famous CS:GO experts

The process begins with Anomaly and pashaBiceps assembling their dream teams before training for the ultimate face-off. The $10,000 prize pool will be divided between the teams, with the winning team getting $8,000 and the other receiving $2,000. Both teams will also receive gaming gear from SteelSeries.

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“I was immediately fired up when Opera GX approached me about playing with fans against Anomaly. I’m looking forward to the face-off and could not be more excited. Game on team Anomaly – bring your best people and guns!” said Jarosław “pashaBiceps” Jarząbkowski.

“It’s really events like this that make me less worried and sad about big tournaments being cancelled. When Opera GX contacted me, I knew instantly that this is something I wanted to be part of and the face-off is really a unique opportunity for me and my viewers to work together and STOMP pashaBiceps’ team,” said Ludwig “Anomaly” Lagerstedt

In addition to playing with their favourite streamers, both teams will participate in coaching sessions with famous CS:GO experts. Joona “natu” Leppänen, coach of Ence with 15 years of pro gaming experience, will coach one team. Juha “aNGeldusT” Kurppa, retired professional CS:GO player and partner at Ence with almost 20 years of gaming experience, will be coaching the other team.

For three weeks, the assigned coaches will help their teams with strategy, gameplay, and teamwork. Most of the coaching content will be shared online, giving the audience a unique chance to go behind the scenes and see eSports pros at work, as well as learn a thing or two themselves.

The application deadline is April 18, 2021, after which the chosen gamers will enter the trial phase. After the trials, chosen teams start to train for the final face-off between the teams with pro coaching. This epic final between the two teams will take place in the beginning of May 2021.

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Tanzania Gaming Board Warns Families About Risks Posed by Betting on PlayStation Games

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The Gaming Board of Tanzania (GBT) has warned parents about the risks posed by betting on PlayStation games, urging families to take action.

Last week, Daniel Olesumayan, Acting Director General of GBT, addressed the issue during a meeting with media editors organised by the Treasury Registrar’s Office.

The gathering aimed to increase awareness about gambling activities and clarify the GBT’s regulatory responsibilities. Olesumayan stressed the importance of keeping children away from gambling, highlighting that it is primarily the parents’ duty to supervise their children’s gadget usage.

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“As parents, we must protect our children. It is important to track how they use gadgets intended to stimulate their minds. PlayStation games turned into gambling must only operate in board-approved locations,” he said.

The growth of Tanzania’s gambling industry is evident, with the GBT registering 62 companies and issuing a remarkable 8549 licenses in the 2024/25 financial year.

This number includes licenses for various activities, such as the National Lottery and sports betting, with some companies holding multiple licenses to operate different types of gambling across various locations.

“The sector’s tax revenue surged by 97 percent, from Sh131.9 billion in 2020/21 to Sh260 billion in 2024/25,” Mr Olesumayan said.

He also noted that the ability to place bets as low as Sh1000 has contributed to the impressive growth.

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Even with recent advancements, the GBT still faces significant challenges, particularly with illegal slot machines that operate without registration. These machines often attract children, posing risks not only to minors but also to the integrity of the gambling sector.

To tackle these issues, GBT is looking to the future with plans to utilise technology for better management of the industry and also enhance the skills of staff for more effective oversight. The regulator has also established more zonal offices and recently banned foreigners from operating slot machines.

Additionally, the board is set to launch a nationwide responsible gaming campaign aimed at educating young people about the dangers of problem gambling and promoting safer gaming habits.

The post Tanzania Gaming Board Warns Families About Risks Posed by Betting on PlayStation Games appeared first on European Gaming Industry News.

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Ghana Gaming Commission Introduces Mandatory Biometric Verification

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The Ghana Gaming Commission has introduced a significant change to the gambling industry by mandating biometric identification for every bet placed within the country. This new rule applies to all forms of gambling including online and physical sportsbooks, casinos and promotional games. Alongside recent tax reforms, this measure represents a strong move toward modernising and securing the gambling landscape in Ghana.

Gambling operators are now required to integrate their platforms with the National Identification Authority’s (NIA) database. Every player must verify their identity using fingerprint or facial recognition technology both at the point of placing bets and when claiming winnings. The only acceptable form of identification will be the Ghana Card, issued by the NIA.

According to Emmanuel Siki Quainoo, the acting commissioner of the Gaming Commission, this initiative aims to protect the industry from criminal misuse and enforce stricter responsible gambling measures. It is designed to slow down betting activities, allowing players to make more thoughtful decisions regarding their gambling behaviour.

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Operators have a strict timeline of just one month to fully implement and test these biometric verification systems. Non-compliance could result in suspension of licenses or refusal of renewals, as the Commission has pledged to enforce these regulations rigorously without exceptions.

The primary goals behind these updated regulations are to prevent fraud and stop underage gambling. Additionally, these measures aim to increase transparency in the gambling industry, which has been scrutinised over possible money laundering and unmonitored cash flows. By associating all gambling transactions with verified biometric data, authorities can more effectively monitor and identify irregular activities.

The mandatory biometric checks also enhance responsible gambling protections. Regulatory bodies can monitor dangerous betting behaviors, impose limits on spending, and provide exclusion options for self-excluded players. This policy is part of a larger national digital initiative that uses identity-based verification across multiple regulated sectors.

The post Ghana Gaming Commission Introduces Mandatory Biometric Verification appeared first on European Gaming Industry News.

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Indian Gaming Industry Expresses Concern About Proposed Online Gaming Bill

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The real money gaming (RMG) industry has been thrown into unprecedented turmoil after the Union Cabinet approved The Promotion and Regulation of Online Gaming Bill, 2025. The proposed legislation seeks to outlaw all forms of pay-to-play online games, covering both games of skill and games of chance. If passed in Parliament, this would effectively ban the operations of legitimate RMG platforms across the country.

Industry stakeholders say the move was taken abruptly and without dialogue. “There was absolutely no consultation with the companies that have built this sector,” one executive said, adding that the decision violates multiple constitutional safeguards and will almost certainly face a legal challenge.

The industry’s pushback comes at a delicate moment. Only last week, on August 12, the Supreme Court bench of Justices J.B. Pardiwala and R. Mahadevan reserved its judgment on petitions concerning the classification of online games of skill and chance. The Court’s ruling was expected to provide clarity on a sector valued at over $3 billion. Instead, the Cabinet’s surprise approval of the bill has left companies reeling.

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Industry voices argue that the move disregards the legitimate contributions of RMG platforms to India’s economy. By their estimates, the sector contributes nearly ₹20,000 crore annually to the exchequer through taxes and compliance payments, while directly and indirectly employing more than two lakh people. A blanket ban, they argue, would wipe out this entire ecosystem overnight.

The strongest criticism has come from the government’s failure to control illegal offshore betting firms. Companies like Parimatch, 1xBet and Dafabet continue to operate in India, despite repeated reports of their involvement in money laundering, hawala transactions and illegal gambling.

“Instead of cracking down on these notorious offshore firms, the government is choosing to penalize Indian companies that follow rules, pay taxes, and create jobs. This flawed approach not only risks shutting down a legitimate industry but also allows the black market to thrive unchecked,” said an industry representative.

Industry insiders caution that if the bill becomes law, Indian users may simply shift to unregulated foreign platforms, further draining revenue away from the country and undermining consumer protections.

The government, however, has defended its proposal by highlighting the social costs of online money gaming. The draft note accompanying the bill points to the “immersive and addictive nature” of pay-to-play platforms, warning that monetary incentives have triggered rising cases of anxiety, depression and behavioural problems among young users.

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Citing clinical studies, the note claims prolonged gaming has worsened mental health issues, particularly among children and adolescents. The draft further warns of financial risks, with many players suffering losses that have, in some cases, led to suicides.

“These platforms employ predatory tactics—loot boxes, microtransactions, and reward systems—that exploit psychological triggers to encourage overspending. Such practices create cycles of debt and vulnerability,” the note says.

Despite acknowledging concerns about addiction and financial harm, industry groups insist that prohibition is the wrong path. They argue that a balanced regulatory framework—similar to models adopted in advanced markets—would provide consumer safeguards without dismantling the sector.

“Banning regulated RMG firms while letting offshore betting companies operate unchecked will only worsen the problem. The government should be working with us to build safeguards, not pushing us out,” said a gaming association leader.

The post Indian Gaming Industry Expresses Concern About Proposed Online Gaming Bill appeared first on European Gaming Industry News.

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