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GambleAware: New gambling prevalence methodology review published

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GambleAware has today published commissioned research, authored by Professor Patrick Sturgis and Professor Jouni Kuha of the London School of Economics, which investigates how methodological differences between surveys affect the accuracy of estimates of gambling harms. The research was commissioned following a 2019 YouGov study which found substantially higher rates of gambling harms across Great Britain than had previously been reported by the 2016 and 2018 Health Surveys for England.

The research was commissioned to identify the best way to determine gambling participation and prevalence of gambling harms in Great Britain and to develop a better understanding of how methodological factors might account for the differences between the results of the YouGov study and the Health Survey for England’s results. The surveys reviewed in the report produced widely varying estimates of ‘problem gambling’[1] in Great Britain, indicated by a PGSI score[2] of 8+, ranging from 0.7% to 2.4% of adults.

The research reviewed eight different surveys into gambling participation and prevalence of gambling harms to identify differences in results and what causes them. The key finding is that surveys using predominantly, or exclusively online self-completion responses produce consistently higher estimates of gambling harm compared to surveys which use paper self-completion techniques as part of a face-to-face interview.

The primary cause of this discrepancy was found to be selection bias in online surveys.  Selection bias in this instance refers to the fact that online surveys skew towards people who are comfortable using online technologies and who use the internet regularly. These people are also more likely to be online and frequent gamblers, meaning online surveys tend to over-estimate gambling harm.

Given these findings, the researchers shared the following recommendations for future prevalence surveys:

  1. Given the high and rising cost of in person surveys, measurement of gambling prevalence and harm should move to online surveying.
  2. The move to online interviewing should be combined with a programme of methodological testing and development to mitigate selection bias.
  3. In person surveying should not be ceased completely; probability sampling and face-to-face interviewing should be used to provide periodic benchmarks.

GambleAware commissioned this study to better understand the true demand for treatment and support for gambling harms across Great Britain and will use the findings of this study to inform and direct the future Annual Great Britain Treatment and Support surveys. Data from the surveys will continue to be used to update GambleAware’s interactive maps, which show in visual format the prevalence of gambling participation and harms at local authority and ward level across Great Britain.

Professor Patrick Sturgis, Department of Methodology at the London School of Economics, said: “Our research has found that online surveys tend to systematically overestimate the prevalence of gambling harm compared to face-to-face interview surveys. However, given the very high and rising cost of in person surveying, and the limits this places on sample size and the frequency of surveys, we recommend a shift to predominantly online data collection in future, supplemented by periodic in person benchmarks.”

Alison Clare, Research, Information and Knowledge Director at GambleAware, said:  “We want our prevention, treatment, and support commissioning to be informed by the best available evidence, and having survey data we can be confident in, within the constraints of data collection in an increasingly online world, is key. GambleAware’s annual GB Treatment & Support survey is an important tool in building a picture of the stated demand for gambling harms support and treatment, and of the services, capacity and capability needed across Great Britain to meet that demand.

 

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Club Race

Trophy Hunter deepens its social gameplay with a new Club vs Club competitive mode

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Trophy Hunter is taking another major step in building a deeply social and competitive experience for its players. The latest update introduces Club Race – a Club vs Club mode, delivering real-time competition, strategic decision-making, and intense cooperation between club members. The new feature strengthens the social foundations of the game and offers players a completely new way to compete together as a team.

Club Race is a highly competitive, real-time mode where four clubs race against each other on a shared track, represented by powerful jeeps on a shared race track. Each club controls one vehicle, and success depends entirely on the combined effort, skill, and strategy of its members. The event takes place twice a week, lasts three days, and is played across four globally selected locations, identical for all participating clubs to ensure fair competition.

– “Social engagement has always been the heart of Trophy Hunter. With Club Race, we are giving players a mode that truly rewards cooperation, communication, and smart strategy. Every hunt matters, every decision counts, and success is shared across the entire club. This mode perfectly reflects our long-term vision for the game and sets Trophy Hunter apart in the genre,” says Jakub Noganowicz, Product Owner of Trophy Hunter and Hunting Clash.

Club vs Club Mode – competition powered by teamwork and strategy

Club Race introduces a new kind of excitement to Trophy Hunter, where individual skill fuels collective success. Players hunt on their own, but every action immediately strengthens their club’s position in the race. Each hunt becomes a meaningful contribution, turning personal performance into visible progress shared by the entire team.

What makes the mode especially engaging is the constant sense of choice and impact. Before every hunt, players decide how their effort will help the club – pushing their team closer to victory or slowing down rivals. This layer of strategy transforms every session into a moment of tension and anticipation, where teamwork and timing matter as much as precision.

The race unfolds live and on screen, allowing players to follow the competition in real time. Club positions, progress, and momentum are always visible, keeping engagement high from the first hunt to the final stretch. The shared goal, combined with the presence of rival clubs throughout the event, creates a dynamic experience that encourages communication, coordination, and long-term commitment.

A social experience at the core of the roadmap

The Club Race update reinforces Trophy Hunter’s focus on social play and player-driven competition. Players always face three rival clubs and see all opponents on the track, regardless of their current advantage. Every hunt actively influences the outcome of the race. The mode allows clubs to define their own tactics – deciding when to push forward, when to slow down rivals, and how to maximize team performance.

The update also integrates seamlessly with existing social features ensuring a consistent and evolving experience aligned with the game’s roadmap. By combining real-time competition, visible team progress, and meaningful player choices, Club Race delivers a unique and engaging social gameplay loop.

New arenas – a growing world for competition and cooperation

Trophy Hunter has been systematically expanding its game world since its global premiere, regularly introducing new arenas that offer players fresh environments, hunting conditions, and tactical challenges. New locations have been added at least once a month, reinforcing the game’s consistent development and delivering new adventures and experiences for players. The most recent arena was introduced on December 5, bringing the total number of available arenas to 16.

Each arena provides a distinct setting that encourages players to experiment with different weapons, refine their skills, and adapt their strategies to varying conditions. This steady expansion not only keeps the gameplay fresh but also supports long-term player engagement by continuously opening new spaces for challenge and mastery.

With the introduction of Club Race, these arenas now gain an additional role. They become shared battlegrounds for club-based competition, where teams race, attack rivals, and define their strategies across globally selected locations. In this way, the growing portfolio of arenas strengthens both solo progression and the social, cooperative experience that lies at the core of Trophy Hunter’s roadmap.

The post Trophy Hunter deepens its social gameplay with a new Club vs Club competitive mode appeared first on Gaming and Gambling Industry Newsroom.

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Arctic Theme

Spinomenal releases wintery wonder: Majestic Polar Bear

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Leading iGaming content provider Spinomenal has released its winter wonder just in time for Christmas with the launch of Majestic Polar Bear.

Spinomenal’s latest festive holiday treat transports players into a pristine Arctic wilderness, where towering glaciers, snow-dusted cliffs, and shimmering ice fields stretch beneath a vast polar sky. The 5×3 design is fixed within a frosted frame that is enhanced with a magical, calming soundtrack, blending soft chimes, airy melodies, and gentle ambient tones to celebrate the majesty of the polar environment.

The majestic Polar Bear symbols represent the Wild and counts as any symbol except double symbols, Free Spins and Bonus. Five Wilds on a winning line pays players a cool x200. Anyone landing three Free Spins symbols will launch the Free Spins game. Before embarking on the feature, players must take a turn on the Wheel of Fortune to determine the free spins total, between 10 and 40, and the symbol that doubles for the round.

A glowing group of polar crystals acts at the Bonus feature and three of these will trigger the bonus game. Players are initially given three spins, and the objective is to fill the metre by collecting Scattered winning symbols. Every five symbols found completes one cell in the metre. Players who discover a +1 symbol will be awarded with an extra spin and once the spins end there will be the final payout determined by the final filled metre cell.

Majestic Polar Bear also features Stacked Wilds where once the reels are spinning, Wild symbols have the power to appear on the reels to boost the potential of a win. During the base game, Only Double Symbols can be activated, making all symbols show in their double form.

Spinomenal CO-CEO, Omer Henya commented: “With breath-taking visuals, cool mechanics, and a tranquil landscape, Majestic Polar Bear delivers a magical escape just in time for Christmas where every spin feels both relaxing and rewarding.”

The post Spinomenal releases wintery wonder: Majestic Polar Bear appeared first on Gaming and Gambling Industry Newsroom.

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Arena Racing Company

Arena Racing Company awarded United Arab Emirates Gaming-Related Vendor License

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Arena Racing Company (ARC) has been granted a Gaming-Related Vendor license from the United Arab Emirates’ General Commercial Gaming Authority (GCGRA), an independent entity of the UAE Federal Government with exclusive jurisdiction to regulate, license, and supervise all commercial gaming activities.

The license, operational with immediate effect, affords ARC the opportunity to provide its products and services to licensed operators in the region. Notably, the Racing1 Markets service, an all-in-one horse and greyhound racing solution delivered in conjunction with Racing1 alliance media rights partners at 1/ST CONTENT, Racecourse Media Group (RMG), and Tabcorp, alongside technical partner Pythia Sports. ARC has been added to the list of licensed vendors as per the GCGRA website.

Jack Whitaker, Commercial Manager at ARC, said: “Obtaining this license is a great achievement for ARC and its Racing1 partners. The emerging regulated UAE market is incredibly exciting, and we look forward to showcasing our innovative products and services in the region.”

The post Arena Racing Company awarded United Arab Emirates Gaming-Related Vendor License appeared first on Gaming and Gambling Industry Newsroom.

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