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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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Anthony Dalla-Giacoma Chief Commercial Officer at Swintt

Swintt launches Wild Chicken slot with roaming wilds and free spins

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Premium release features a 5×3 layout with 10 paylines, a Risk gamble option, and a stated max win of 10,000x.

Swintt has released Wild Chicken, a new Premium slot that introduces roaming wilds and a free spins feature, with the supplier stating a maximum win of up to 10,000x the bet.

The game runs on a 5×3 reel layout with 10 fixed paylines. Its key mechanic is a “roaming rooster wild” that remains on the reels and shifts one position to the left after each spin, potentially contributing to multiple wins.

Free spins are triggered by landing three or more grain sack scatter symbols in the base game. Players receive 10, 15 or 20 free spins depending on the number of triggering scatters, and any wilds on the reels add one extra free spin while they remain present. Swintt also says collecting four additional grain sacks increases the wild’s size from one to three symbol positions, before it becomes an expanding symbol that fills its reel when it appears. Three or more grain sacks can retrigger the feature.

Wild Chicken also includes an optional Risk feature, where players can attempt to double winnings by guessing the colour of a hidden playing card, up to the game’s maximum payout.

Anthony Dalla-Giacoma, Chief Commercial Officer at Swintt, said: “Combining classic visuals and sounds with a progressive prize mechanic, Wild Chicken is the Premium release that players have been waiting for. With unique rooster wilds roaming the reels during the base game and expanding in size during the main feature, there’s a ton of excitement to be had on every spin, and a maximum jackpot of 10,000x means its sure to be a popular entry in all operators’ line-ups.”

The post Swintt launches Wild Chicken slot with roaming wilds and free spins appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Ronaldinho partners with CreedRoomz on football-themed live casino games

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The former Brazil star visited CreedRoomz’ Yerevan studio as the supplier prepares Kickoff Roulette and Marble Cup.

Ronaldinho Gaúcho has partnered with live casino supplier CreedRoomz to develop two football-themed live games, Kickoff Roulette and Marble Cup. The company said the collaboration was officially unveiled in Yerevan, where Ronaldinho visited CreedRoomz’ headquarters and filming studios.

CreedRoomz said Ronaldinho toured the studio floor, met development and production teams, and took part in filming activity intended to integrate his on-screen presence into the live product.

According to the company, Kickoff Roulette is a live roulette title built around a football-stadium presentation and includes Ronaldinho-themed elements such as voiceovers. Marble Cup is positioned as a live game show in a football-themed studio environment, with gameplay designed around fast-paced rounds and betting options.

“It is amazing to be here. The incredible Yerevan energy and the warm welcome at the office have been fantastic. Stepping onto this digital pitch is a thrill because these are totally unique games. I am proud to be the ambassador for these games.” said Ronaldinho during the interview.

CreedRoomz said the timing is designed to align with increased football audience attention around major tournaments, with a focus on engagement and retention. No launch date, operator rollout plan, or market availability details were disclosed.

The post Ronaldinho partners with CreedRoomz on football-themed live casino games appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Esports Foundation sets Esports World Cup 2026 venue at Paris Expo Porte de Versailles

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Tickets go on sale May 29 for the seven-week Paris event running July 6 to August 23, with a $75 million prize pool across 25 competitions.

The Esports Foundation (EF) has confirmed Paris Expo Porte de Versailles as the venue for the Esports World Cup 2026, scheduled for July 06 through August 23 in Paris, France.

Ticket sales open Friday, May 29, 2026 via esportsworldcup.com/tickets. EF said the event will run for seven weeks and span 25 competitions, with more than 2,000 players from over 200 Clubs and more than 100 countries competing for a $75 million prize pool.

EF said Paris Expo Porte de Versailles will host competition arenas, broadcast operations, fan activations, and festival experiences. The organiser also pointed to the venue’s track record as the home of Paris Games Week since 2010 and as a site used during the Paris 2024 Olympic and Paralympic Games.

Ticketing includes Regular Tournament Passes and Premium Tournament Passes, alongside Daily Regular Tournament Passes. For select championship matches across VALORANT, League of Legends, Rocket League, and Counter-Strike 2, EF said “Final Day Seating Zones” will be split into Gold, Silver, and Bronze tiers.

The published schedule lists Week 1 events including VALORANT (July 9–12), ALGS Year 6 Split 1 Playoffs for Apex Legends (July 7–11), Dota 2 (July 7–12), and FATAL FURY: City of the Wolves (July 8–11), concluding in Week 7 with Counter-Strike 2 (August 19–23), Fortnite Reload Elite Series Championship (August 19–22), Trackmania (August 19–22), and CROSSFIRE (August 18–22).

The post Esports Foundation sets Esports World Cup 2026 venue at Paris Expo Porte de Versailles appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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