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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.

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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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ELA Games to Share Insights During Two Panel Discussions at the SBC Summit Malta

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ELA Games, an innovative game development studio, announces that its representatives will participate in panel discussions to share industry insights at the upcoming SBC Summit Malta on June 11, 2025, at the Casino Innovation stage.

2:00 – 2:45 pm: The Art of the Sequel: Balancing Innovation, Success, and Influencer Impact on Gaming Audiences

This panel discusses how sequels are a key tool for studios to refresh content and develop existing player relationships. Yaroslav Soloshenko, Business Development Team Lead, will highlight ELA Games’ approach to creating recognisable and memorable series while capitalising on success and positive momentum. Additionally, he’ll discuss the studio’s philosophy regarding creativity and game development.

3:45 – 4:30 pm: Platforms and Aggregators: Catalysts or Constraints in the Gaming Industry’s Future?

Marharyta Yerina, Managing Director, will take part in a panel discussion on the financial and business side of iGaming. Specifically, she will cover the relationship between game studios, content aggregators and platforms. She will provide key insights on the finances of these partnerships and how studios can utilise the increased reach these platforms provide to focus on innovation.

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Phantum Introduces High-End Mousepads with Collectible Packaging and Parisian Design Roots

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Bridging the gap between functional hardware and considered design, Phantum debuts its first line of high-performance mousepads. The collection is built for users who demand precision but won’t compromise on aesthetics. Developed in Paris by founders Amine G. and Victor B., the mousepads combine minimalist design with carefully selected materials and collectible elements, positioning the product as a functional tool and a design object.

Created for gamers and digital creatives, Phantum’s mousepads emphasize tactile performance while remaining visually restrained. The surfaces are crafted using Japanese Poron and advanced fabrics chosen for their durability, responsiveness, and sensory qualities. Each product is designed to enhance, not distract from, the overall composition of a desk setup.

The company’s visual language draws on space, transparency, and disappearance themes, an intentional move to create objects that integrate flawlessly into a work or play environment. “Every detail reflects our DNA: clean, sharp, and futuristic,” said co-founder Amine G., whose tech-focused YouTube channel, MRG TECH, has built a following of over 200,000 subscribers. “We create tools that disappear under the hand but leave a lasting impression through design, feel, and finish.”

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Phantum’s founders launched the brand after finding few products that met their standards for both performance and design integrity. The debut line is only the beginning: the team is developing glass mousepads and matching performance sleeves, with plans to expand into a broader ecosystem of desk essentials. Each new release will continue to feature collectible packaging designed to add narrative value rather than act as decoration.

Though recently launched, Phantum is already drawing attention beyond France, particularly in Latin America, where design-conscious gamers have begun to integrate the mousepads into their setups. The first collection is now available on phantum.co, with new formats and accessories to follow.

The post Phantum Introduces High-End Mousepads with Collectible Packaging and Parisian Design Roots appeared first on European Gaming Industry News.

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REEVO Announces New Partnership with SpinLogic

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REEVO, the cutting-edge B2B content and aggregation platform, has announced an exciting new partnership with SpinLogic, a leading game provider known for its thrilling slots, table and card games, and video poker experiences.

Through this collaboration, REEVO’s partners will now have instant access to SpinLogic’s entire game portfolio, featuring player-favourites like Mask of the Golden Sphinx, The Cash is Right and Spicy Reels Fiesta, blockbuster titles that are set to capture even more players globally.

Since its launch in 1998, in partnership with RealTime Gaming, SpinLogic has developed a robust catalogue of over 300 high-performing games, continuously releasing new titles every month. This rich and diverse library will now be available through REEVO’s dynamic aggregation platform, further enhancing the gaming choices available to operators and players alike.

By teaming up with REEVO, SpinLogic will also leverage a suite of innovative gaming solutions and advanced technologies, ensuring it remains at the forefront of the ever-evolving iGaming landscape. REEVO’s relentless focus on empowering partners with best-in-class tools, seamless integrations and next-generation capabilities means that SpinLogic is perfectly positioned for an exciting new phase of growth and innovation.

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Adrian Ploscaru, Account Manager at SpinLogic, said: “This partnership opens up new avenues for innovation and enhances our ability to deliver top gaming experiences. We believe that working with REEVO will elevate our offering and strengthen our position in the industry. Together, we are committed to understanding and meeting the needs of our players.”

Daniel Cuc, Head of Account Management at REEVO, said: “We are proud to welcome SpinLogic to the REEVO family. Their proven track record of delivering standout gaming content perfectly aligns with our mission to offer operators nothing but the best. Together, we will push boundaries and create exceptional opportunities for innovation, growth, and player engagement.”

The post REEVO Announces New Partnership with SpinLogic appeared first on European Gaming Industry News.

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