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GambleAware: New gambling prevalence methodology review published
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:
- Given the high and rising cost of in person surveys, measurement of gambling prevalence and harm should move to online surveying.
- The move to online interviewing should be combined with a programme of methodological testing and development to mitigate selection bias.
- 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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ELA Games reports 201.9% betting volume jump in Greece over two quarters
ELA Games says it has delivered triple-digit growth in Greece over the last two quarters, reporting an 86.30% increase in active users, a 77.20% rise in turnover, and a 201.90% surge in overall bet counts.
The supplier attributed the results to aligning its content with local player preferences and said its Greece performance has been driven by certified titles focused on visual design and “narrative-led experiences.”
ELA Games named Piñatas Festival, Riches Express, and Flame Fruits Frenzy as its top-three performing titles in Greece during the period.
The company also linked the performance to a new strategic partnership with Fonbet in Greece. ELA Games said the integration creates an exclusive hub for its content and expands access to its catalogue for local players.
Yaroslav Soloshenko, Business Development Team Lead at ELA Games, said: “When we look at the numbers, it is satisfying to see that our regional strategy is paying off in such a big way. We spend a lot of time analyzing what players in specific markets want to see. Our unique design philosophy combined with that regional focus has resulted in proven commercial success across our main European markets, and Greece is a perfect example of that in action.”
The post ELA Games reports 201.9% betting volume jump in Greece over two quarters appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
efl-championship
Midnite signs Middlesbrough shirt deal, renews Sheffield United sponsorship
Midnite has agreed a principal partnership with Middlesbrough FC that will put the bookmaker on the club’s front of shirt for the 2026/27 season. The brand will also continue as principal partner of Sheffield United FC for a second consecutive year, also including front-of-shirt sponsorship.
Midnite said the Middlesbrough agreement will run during the club’s 150th season and will include a supporter-facing activation called “This Season’s On Us”. The company said the initiative will offer prizes including men’s or women’s season tickets, 2026/27 home and away shirts, hospitality tickets and a £25 club shop voucher, with participation described as first-come-first-served via trivia and football challenges.
For Sheffield United, Midnite is launching a new matchday promotion called 2UP. Midnite said if Sheffield United go two goals up in a home league match, “one lucky fan will win the 2UP prize pot”. The Sheffield United 2UP prize fund will start at £10,000 when the season begins in August, with £1,000 added for every home league fixture, according to the company.
Andrew Mook, Midnite‘s Head of Brand Marketing, said:
“The Championship is one of the most viewed football leagues in the world, with some iconic and historical names from English football competing in it. We are looking forward to being a part of the action by partnering with two of the league’s biggest clubs in what should be another thrilling season.
“Middlesbrough are a club with a storied history and we’re delighted to announce this partnership during such a monumental year with the club celebrating their 150th anniversary.
“We are also delighted to be Sheffield United’s principal partner for a second consecutive season after a really exciting first year. We’ll be looking to create even more memorable fan experiences in the upcoming season.”
Midnite said the 2UP campaign will run across all of its Midnite-sponsored Championship clubs and referenced a separate front-of-shirt deal announced last month with Wolverhampton Wanderers. The company also highlighted other UK sports marketing activity, including a renewed sponsorship with the World Snooker Tour for the World Snooker Championship and a UK betting and casino partner designation for the 2026 Johnstone’s Paint Masters.
The post Midnite signs Middlesbrough shirt deal, renews Sheffield United sponsorship appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Gaming Realms
Gaming Realms signs SIS licensing deal to build Slingo 49’s game
Gaming Realms has signed a licensing agreement with SIS to develop a Slingo title based on SIS’s fixed-odds live numbers draw product, 49’s. The companies announced the deal on 2nd July 2026.
The agreement marks the first time SIS has licensed IP from its numbers portfolio, according to the companies. A Slingo version is scheduled to launch in July 2026, incorporating 49’s branding, theme tune and live presenters within the game.
Gaming Realms said the game will use its Slingo mechanic, with players spinning a reel to match numbers on a board and progress up a “Slingo ladder” for increasing prizes. Slingo 49’s will be distributed to Gaming Realms’ global operator partners, with the companies highlighting the strongest appeal in the UK and Africa.
Gareth Scott, Chief Commercial Officer at Gaming Realms, said: “Partnering with SIS to bring the iconic 49’s and Slingo together is a fascinating collaboration. The 49’s live draw is an adjacent gaming vertical and one of the most popular numbers products internationally, with a loyal following built over decades.
Jess Mills, Head of 49’s at SIS, said: “We’re delighted to partner with Gaming Realms to bring 49’s to life in a completely new format. The 49’s live draws have an extraordinary heritage and a passionate, global fanbase, so the decision to license our IP was not one we took lightly. Gaming Realms’ track record with Slingo gave us every confidence that this was the right partnership to make that step.
“Slingo is the ideal vehicle to introduce 49’s to a new player vertical, while keeping the authenticity that existing fans love at the heart of the experience.”
The post Gaming Realms signs SIS licensing deal to build Slingo 49’s game appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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