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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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Balkans
EGT to reveal advanced Supreme cabinets and multigame mixes at BEGE Expo 2025
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EGT will send off this year’s gaming events season with another memorable participation in BEGE Expo. Traditionally, guests will be able to enjoy a wide selection of brand-new innovative products and bestsellers, as well as other surprises at the company’s stand 2.22 on November 26th and 27th.
Following their recent successful debut, the two new models from EGT’s Supreme series, S 55 V ST and S 55 S ST, will be presented to the local gaming audience for the first time during the show. Featuring captivating 55-inch UHD 4K displays, they will make a long-lasting impression on visitors with their stunning visuals, numerous interactive features, and smooth gameplay.
Alongside the General mixes, the Supreme cabinets will reveal the fascinating world of Supreme Selection Series multigames, including its latest addition – Jackpot Supreme Purple Selection mix. It will stand out with its premium collection of 50 exciting titles, blending well-established favorites and fresh new offerings with great potential.
Attendees will also be able to get acquainted with another brand-new multigame from the EGT portfolio – Power Red Selection. Including 54 titles, it will provide players with the opportunity to try their luck with both classic slots and roulette games, which can be set as Single Zero (European) or Double Zero (American) roulette.
The company’s jackpot family will be represented by the top-performing Asian-themed Zhao Cai Shuang Yu, Sheng Sheng Bu Xi, the absolute bestseller Bell Link, as well as Bell Link Boost and Gods & Kings Link with their new additions Bell Link Boost 2 and Gods & Kings Link 2.
EGT will also showcase its latest ETG developments. Guests will be able to learn more about the new Parallel Spins roulette center. It provides a state-of-the-art multiplayer experience with dual G RSA roulette centers positioned side by side. It allows simultaneous gameplay across both wheels, while a shared overhead structure delivers attractive options for branding and excellent visibility. Dedicated software enables true parallel spin functionality, which adds even more thrill to the game and increases player engagement.
EGT’s casino management system Spider with its 15 modules will be on display as well to demonstrate that it can be an indispensable assistant to casino managers in organizing daily activities at gaming venues. Numerous AWP and VLT solutions, created specifically for different markets, will complement the company’s product selection for the show.
EGT Digital will also showcase its rich variety of casino games, as well as the in-house developed iGaming platform X-Nave, providing operators with everything they need to build and grow a successful online business.
Nadia Popova, Chief Revenue Officer and VP Sales & Marketing at EGT, commented: “It is always a pleasure for us to take part in BEGE Expo – the largest gaming exhibition on the Balkan Peninsula, bringing together industry professionals from the whole region. Once again this year, we will welcome our partners, clients and friends at our stand to share our upcoming initiatives and discuss how together we can achieve even greater success.”
The post EGT to reveal advanced Supreme cabinets and multigame mixes at BEGE Expo 2025 appeared first on European Gaming Industry News.
Australia
VGCCC: EGM Application Improvements Consultation
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VGCCC has launched consultation on proposed reforms to the application process for Electronic Gaming Machine approvals in Victoria.
“Our Electronic Gaming Machine (EGM) application process for new premises approvals under section 3.3.6 and EGM increase applications under section 3.4.17 of the Gambling Regulation Act 2003 is undergoing a significant uplift to align with modern expectations, recent legislative change, and our strengthened mandate to minimise gambling harm. It also intends to reduce red tape by ensuring applicants focus on priority factors that commonly determine the suitability of an application,” VGCCC said.
VGCCC is inviting feedback from all stakeholders — including, but not limited to, industry participants, councils, experts and community organisations — to provide feedback on:
• the clarity and practicality of the revised application and hearing processes
• ambiguities, redundancies or gaps in the revised application form and practice notes
• any other opportunities to improve the application and hearing process.
Consultation period closes on 19 December 2025.
The post VGCCC: EGM Application Improvements Consultation appeared first on European Gaming Industry News.
Clover Ladybug
TaDa Gaming Releases Clover Ladybug
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TaDa Gaming, the award-winning casino content provider, has released Clover Ladybug, a vibrant slot where expanding Wilds, playful multipliers and the lucky ladybug herself lead the way to exciting 1500x wins.
Set on a 5×3 grid with 20 paylines, Clover Ladybug transforms the simple joy of nature into a lively slot experience. The reels are filled with clovers, golden bells and other lucky icons, all brought to life with bright, colorful graphics and a joyful soundtrack that celebrates every win.
At the heart of the gameplay lies the Wild expansion feature. Wild symbols can appear on any reel and will randomly expand in cross or diagonal patterns when they land. When multiple Wilds overlap, they stack into multiplier Wilds, creating thrilling combinations and boosting win potential across the board.
The Clover Ladybug feature adds another layer of surprise and charm. Acting as a collector, the Ladybug gathers clovers from the reels and can randomly return them back onto the board, triggering expansions and increasing rewards in unpredictable ways.
With its dynamic Wild mechanics, uplifting animations and smooth pacing, Clover Ladybug delivers approachable, high-energy gameplay that feels both classic and fresh.
Sean Liu, Director of Product Management at TaDa Gaming, said: “Clover Ladybug embodies everything players love about our approach to design—simple mechanics, vivid energy, and a sense of joyful unpredictability. Every spin feels alive with movement and potential.”
The post TaDa Gaming Releases Clover Ladybug appeared first on European Gaming Industry News.
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