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Betting and Gaming Industry Unites Once Again for Safer Gambling Week 2021

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The regulated betting and gaming industry is joining forces once again for Safer Gambling Week 2021.

This year’s event will run from November 1-7 and will see the Betting and Gaming Council, the Bingo Association and bacta – the amusement machine trade association – coming together in a renewed drive to champion higher standards.

The annual campaign has been running since 2017, when the industry united for the first time to promote Responsible Gambling Week.

Once again, this year’s event will see a blitz of safer gambling messages both online and in land-based venues, sparking a nationwide conversation on how to bet responsibly.

Last year’s event was a huge success, despite the pandemic causing the closure of betting shops, casinos, bingo clubs and amusement arcades across the UK.

The number of social media impressions – where someone saw a post related to Safer Gambling Week 2020 – hit 19 million, an increase of 19 per cent on the previous year. And the number of sessions on the Safer Gambling Week website during last year’s campaign was 18 per cent higher than the year before.

Meanwhile, operators also reported an increase in the number of customers using safer gambling tools such as setting deposit limits and self-exclusion – proof of the real cut-through Safer Gambling Week has among the general population.

Every arm of the regulated betting and gaming industry will come together to encourage staff, customers and the general public to raise awareness of, and to talk about, safer gambling.

Regulated betting and gaming operators already work tirelessly all year round to promote safer gambling, including by encouraging deposit limits and time-outs, as well as directing customers to the range of self-exclusion services that exist.

Safer Gambling Week provides an opportunity to go even further by encouraging businesses and organisations to start a conversation, not only with staff and customers, but also with their friends and family.

Michael Dugher, chief executive of the BGC, said: “As the standards body representing the regulated betting and gaming industry, the BGC is delighted to support Safer Gambling Week 2021.

“Last year’s event was a huge success despite the pandemic and, with the prospect of betting shops and casinos being open when this year’s takes place, I’m sure Safer Gambling Week 2021 will be even better.

“Our members already demonstrate their commitment to safer gambling through things like increased funding for research, education and treatment, the whistle to whistle ban on TV betting commercials during live sport and strict ID and age verification checks.

“During the pandemic, we have also seen the number of safer gambling messages on betting websites more than double, while direct interventions where customers have been spending more time and money betting than before Covid have increased by 25 per cent.

“Safer Gambling Week is a great opportunity to highlight this fantastic work – and emphasises the difference between the regulated industry and the unlicensed and illegal online black market, which has none of the safeguards which are commonplace among our members.”

Miles Baron, chief executive, The Bingo Association, said: “Safer Gambling Week is an important part of the bingo industry’s commitment to social responsibility and provides a useful focal point for highlighting activity and support that is available throughout the year. As venue-based businesses, the sector recognises the important opportunity we have to promote safer gambling messages and engage directly with customers.”

John White, chief executive, bacta, said: “Safer Gambling Week once again allows the industry to showcase its year-long commitment to safer gambling. It also brings customer focus to the tools that are available to them if they in anyway feel their gambling is becoming problematic. Those tools continue to grow as we learn more about safer gambling and form part of our ambition to cement social responsibility at the heart of our offer to the consumer.”

Existing registered campaign supporters have already received confirmation of the dates for this year’s event and will receive further updates from Safer Gambling Week organisers as information and materials become available.

Organisations seeking information on Safer Gambling Week 2021, or how to become a registered supporter, should visit the Safer Gambling Week web site (www.safergamblingweek.org) or the Safer Gambling UK web site (www.safergamblinguk.org). The websites are key information points for safer gambling resources and information and for Safer Gambling Week 2021.

Safer Gambling Week 2021 social media channels are also live: @SGWeek21 on Facebook, Twitter and Instagram #SGWeek21.

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G2 drops limited-edition One Piece streetwear capsule on June 25

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The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.

G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.

The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.

“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”

G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.

One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.

The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Ygam joins four UKRI-funded gambling harms research partnerships

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Projects sit within UKRI’s Research Programme on Gambling and the GHR-UK Evidence Centre, backed by the statutory levy.

Ygam has been named as a partner on four projects funded through the UKRI Research Programme on Gambling, supported by the statutory levy. The charity will work with academic teams including the University of Birmingham, Bournemouth University, the University of Plymouth, Lancaster University, and Liverpool John Moores University.

The four projects sit within the Gambling Harms Research UK (GHR-UK) Evidence Centre, which coordinates 19 one-year Innovation Partnerships under the programme. UKRI has been appointed by the UK Government to oversee research commissioned through the new statutory Gambling Levy. Under the levy, 20% of annual funding will be allocated to research, equating to £22.1 million in 2025/26.

Emily Tofield, Chief Executive of Ygam, said: “We are pleased to be working in partnership with leading university partners, contributing our expertise in a key strategic area of our work. A defining strength of our approach is that it is grounded in robust insight and research, underpinning everything we do. This enables us to understand how and why harms emerge and translate that into practical, preventative education that is credible and scalable. We look forward to achieving these outcomes together and informing effective measures to prevent harms among children and young people.”

Ygam said its advisory panels — including young people, individuals with lived experience, community and faith leaders, gaming and esports representatives, and student ambassadors — will help shape the research to reflect “real-world experience and diverse community perspectives.”

The four partnerships are: INTEGRATE (University of Birmingham, Ygam, Al-Hurraya and Community Connexions), focused on intersectional gambling harm and interventions for children, young people and emerging adults; “From Evidence to Action: Safeguarding Neurodivergent Young People in Gamified Digital Environments” (Bournemouth University, Ygam, Work’n’Diversity CIC), focused on gambling-like risks in gamified digital environments; GRASP (University of Plymouth-led partnership including NatCen, NHS and third-sector organisations, and Ygam), mapping support pathways and gaps in prevention and recovery; and GRACE-Net (Lancaster University and Liverpool John Moores University with local authorities, NHS partners, third-sector organisations and Ygam), testing collaborative approaches in the North West of England and sharing learning more widely.

The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Study: 400m Gen Z esports fans say brand activations drive purchases

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EFG, Hero Esports and Niko Partners survey 8,000 fans across eight markets; 74% report ads and brand presence influence buying.

ESL FACEIT Group (EFG), Hero Esports and Niko Partners have released a multi-country Gen Z esports study claiming around 400 million Gen Z consumers (20%) regularly engage with esports. The findings were published on 25th June 2026 in Cannes, France, in a white paper titled The Esports Generation: Who They Are & Why They Spend.

The report is based on survey data from 8,000 Gen Z esports fans aged 13-30 across eight markets. It positions esports as a high-attention channel for brands: 85% of respondents said they notice branding in esports, while 74% self-reported that advertising and brand participation in gaming spaces influences their purchasing behaviour. The study also reports that 66% have bought a product following a collaboration or co-branding partnership with an esports team, game or player.

On consumption and fandom touchpoints, the study found 71% regularly watch gaming content, including 66% who watch gaming livestreams and 33% who watch or listen to gaming podcasts. It also points to offline reach: 21% said they regularly attend gaming conventions and esports events, with the average respondent attending at least one in-person event in the past nine months.

The white paper also breaks out claimed purchase categories linked to esports collaborations over the past year, led by food and beverage (33%), electronics (33%) and fashion (32%). Beyond core categories, it reports 28% bought esports-related collectibles, 17% purchased makeup, beauty, or skincare products, and 10% bought from partnered brands in other categories.

Niccolo Maisto, CEO at ESL FACEIT Group said: “Esports has evolved into one of the most effective channels for companies looking to connect with Gen Z audiences at scale. What makes it unique is not just its reach, but the depth of engagement and trust that exists between fans, players, teams, and events. This research shows that esports fans are highly invested participants, not passive viewers, creating an opportunity for brands that show up authentically and build meaningful and lasting connections with this key audience.”

Danny Tang, Co-Founder and CEO of Hero Esports said: “This whitepaper confirms what we at Hero Esports have long believed: esports has evolved into a global cultural and economic force. The data shows an audience that is young, diverse, and deeply engaged. For brands, the message is clear—esports is no longer a niche market; it is the premier platform to connect with the next generation of consumers. We are proud to partner with Niko Partners and EFG to provide this blueprint for understanding and succeeding in this dynamic industry.”

Lisa Hanson, CEO at Niko Partners said: “Our data shows that, much like fans of other sports, Gen Z esports fans are incredibly passionate and have formed strong bonds within their communities. However, their media and consumer affinities extend well beyond gaming and esports, with our research revealing naturally connected interest areas that create valuable overlapping opportunities for brands and partners that show up authentically in this ecosystem.”

The post Study: 400m Gen Z esports fans say brand activations drive purchases appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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