Latest News
Record sign-ups in 2021 push GAMSTOP registrants beyond 200,000
- GAMSTOP recorded its highest ever day for registrations in February 2021
- An average of 5,500 people per month have registered since launch in April 2018
- 96% keep self-exclusion in place once the initial exclusion period has expired
More than 200,000 people are now registered with GAMSTOP, the free, independent national self-exclusion scheme for online gambling, after a spike in numbers during lockdown.
Registrations in February 2021 increased 21% year-on-year, with nearly 6,500 people choosing to exclude themselves from all UK-licensed sites, which followed a 14% year-on-year increase in January when more than 7,000 people registered. There were 326 registrations on February 22nd, the highest daily figure recorded in GAMSTOP’s history.
The 200,000 landmark, which was not expected to be reached until later in the year, coincides with the first anniversary of a shake-up in the self-exclusion system. From March 31st last year it became a licensing requirement for all online operators to be registered with GAMSTOP.
According to the Gambling Commission, the total number of online bets rose by 12% from November to December 2020, and the trend towards more online gambling may be leading to more vulnerable individuals choosing to exclude themselves from all sites.
In January 2021, 49,328 GAMSTOP-excluded individuals out of a possible 177,038 attempted to gamble and were successfully blocked by the scheme. While this demonstrates the effectiveness of GAMSTOP, it also highlights that self-exclusion is not a silver bullet for those with a gambling addiction, who should always seek treatment alongside blocks they have in place.
GAMSTOP advocates a layered approach to tackling problem gambling and is collaborating with GamCare and Gamban on the TalkBanStop campaign, which promotes the use of a range of practical tools and support via The National Gambling Helpline.
Registration with GAMSTOP is free, with people asked to fill in personal details and select an exclusion period of six months, one year or five years. More than 120,000 of those who have registered chose to put in place a five-year exclusion, the longest term possible.
GAMSTOP was launched in April 2018 and, of those who chose shorter self-exclusion periods, and therefore became eligible to remove themselves from the scheme from October 2018 onwards, 96% left the exclusion in place. Since that date, 15,400 have removed their exclusion only to reinstate it.
Recently, the number of women registered with GAMSTOP surpassed 50,000, and the gender split on the scheme is 71% male, 29% female. 18-34 year-olds are the most prolific age group using GAMSTOP, accounting for 59% of all registrants.
Fiona Palmer, CEO of GAMSTOP, said: “We’re pleased that GAMSTOP is serving as an effective safety net, providing crucial breathing space to those who are struggling with their gambling. With the rate of registrants continuing to rise, I would urge anybody putting self-exclusion from online gambling in place through GAMSTOP to also seek treatment. Awareness around self-exclusion schemes and blocking software has been increasing throughout the last year, and it is important that we continue to spread the message about what help is available to those who need it most.”
Matt Blanks, 35, is a recovering gambling addict who registered with GAMSTOP after his addiction led to him trying to take his own life. He now uses his experience to help other suffering with the addiction.
He said: “Signing up to GAMSTOP was a massive relief to me. I had previously had to self-exclude with each individual operator, and would simply move onto the next site who I hadn’t self-excluded from. It was like a game of whack-a-mole, and I kept relapsing. GAMSTOP helped me self-exclude from all online gambling sites in one go, giving me space to clear my head, seek support and kickstart my recovery journey.”
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anime
G2 drops limited-edition One Piece streetwear capsule on June 25
The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.
G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.
The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.
“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”
G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.
One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.
The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Latest News
Ygam joins four UKRI-funded gambling harms research partnerships
Projects sit within UKRI’s Research Programme on Gambling and the GHR-UK Evidence Centre, backed by the statutory levy.
Ygam has been named as a partner on four projects funded through the UKRI Research Programme on Gambling, supported by the statutory levy. The charity will work with academic teams including the University of Birmingham, Bournemouth University, the University of Plymouth, Lancaster University, and Liverpool John Moores University.
The four projects sit within the Gambling Harms Research UK (GHR-UK) Evidence Centre, which coordinates 19 one-year Innovation Partnerships under the programme. UKRI has been appointed by the UK Government to oversee research commissioned through the new statutory Gambling Levy. Under the levy, 20% of annual funding will be allocated to research, equating to £22.1 million in 2025/26.
Emily Tofield, Chief Executive of Ygam, said: “We are pleased to be working in partnership with leading university partners, contributing our expertise in a key strategic area of our work. A defining strength of our approach is that it is grounded in robust insight and research, underpinning everything we do. This enables us to understand how and why harms emerge and translate that into practical, preventative education that is credible and scalable. We look forward to achieving these outcomes together and informing effective measures to prevent harms among children and young people.”
Ygam said its advisory panels — including young people, individuals with lived experience, community and faith leaders, gaming and esports representatives, and student ambassadors — will help shape the research to reflect “real-world experience and diverse community perspectives.”
The four partnerships are: INTEGRATE (University of Birmingham, Ygam, Al-Hurraya and Community Connexions), focused on intersectional gambling harm and interventions for children, young people and emerging adults; “From Evidence to Action: Safeguarding Neurodivergent Young People in Gamified Digital Environments” (Bournemouth University, Ygam, Work’n’Diversity CIC), focused on gambling-like risks in gamified digital environments; GRASP (University of Plymouth-led partnership including NatCen, NHS and third-sector organisations, and Ygam), mapping support pathways and gaps in prevention and recovery; and GRACE-Net (Lancaster University and Liverpool John Moores University with local authorities, NHS partners, third-sector organisations and Ygam), testing collaborative approaches in the North West of England and sharing learning more widely.
The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
eSports
Study: 400m Gen Z esports fans say brand activations drive purchases
EFG, Hero Esports and Niko Partners survey 8,000 fans across eight markets; 74% report ads and brand presence influence buying.
ESL FACEIT Group (EFG), Hero Esports and Niko Partners have released a multi-country Gen Z esports study claiming around 400 million Gen Z consumers (20%) regularly engage with esports. The findings were published on 25th June 2026 in Cannes, France, in a white paper titled The Esports Generation: Who They Are & Why They Spend.
The report is based on survey data from 8,000 Gen Z esports fans aged 13-30 across eight markets. It positions esports as a high-attention channel for brands: 85% of respondents said they notice branding in esports, while 74% self-reported that advertising and brand participation in gaming spaces influences their purchasing behaviour. The study also reports that 66% have bought a product following a collaboration or co-branding partnership with an esports team, game or player.
On consumption and fandom touchpoints, the study found 71% regularly watch gaming content, including 66% who watch gaming livestreams and 33% who watch or listen to gaming podcasts. It also points to offline reach: 21% said they regularly attend gaming conventions and esports events, with the average respondent attending at least one in-person event in the past nine months.
The white paper also breaks out claimed purchase categories linked to esports collaborations over the past year, led by food and beverage (33%), electronics (33%) and fashion (32%). Beyond core categories, it reports 28% bought esports-related collectibles, 17% purchased makeup, beauty, or skincare products, and 10% bought from partnered brands in other categories.
Niccolo Maisto, CEO at ESL FACEIT Group said: “Esports has evolved into one of the most effective channels for companies looking to connect with Gen Z audiences at scale. What makes it unique is not just its reach, but the depth of engagement and trust that exists between fans, players, teams, and events. This research shows that esports fans are highly invested participants, not passive viewers, creating an opportunity for brands that show up authentically and build meaningful and lasting connections with this key audience.”
Danny Tang, Co-Founder and CEO of Hero Esports said: “This whitepaper confirms what we at Hero Esports have long believed: esports has evolved into a global cultural and economic force. The data shows an audience that is young, diverse, and deeply engaged. For brands, the message is clear—esports is no longer a niche market; it is the premier platform to connect with the next generation of consumers. We are proud to partner with Niko Partners and EFG to provide this blueprint for understanding and succeeding in this dynamic industry.”
Lisa Hanson, CEO at Niko Partners said: “Our data shows that, much like fans of other sports, Gen Z esports fans are incredibly passionate and have formed strong bonds within their communities. However, their media and consumer affinities extend well beyond gaming and esports, with our research revealing naturally connected interest areas that create valuable overlapping opportunities for brands and partners that show up authentically in this ecosystem.”
The post Study: 400m Gen Z esports fans say brand activations drive purchases appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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