Latest News
Roberto Carlos exclusive: the Global Ambassador for Football for Friendship answers the questions of Young Participants from all over the world
The former Brazilian international, three-time winner of the Champions League and Global Ambassador of the Gazprom International Children’s Social Programme Football for Friendship (F4F), Roberto Carlos, spoke in an exclusive press conference with Young Players and Young Journalists about his life, his career and his support for F4F.
Roberto Carlos won the World Cup with the Brazilian national team in 2002. He also won the UEFA Champions League title three times (1998, 2000 and 2002) with Real Madrid as well as numerous national league championship titles. Currently, he is working as a youth coach at Real Madrid. Since 2020 he has also been a Global Ambassador for Football for Friendship. He has supported the programme since 2019, when he presented the winners of the F4F World Championship the cup at the closing events in Madrid, having taken part in other important highlights of the tournament as well.
In an online press conference at the end of May, he answered a wide range of questions from Young Players and Young Journalists with charm and wit. The topics ranged from the highlights of his career to his relationship with his family, his native country Brazil, and his support for Football for Friendship.
Asked about his most famous goal, Roberto Carlos couldn’t suppress a smile at first because, as he explained, he is often asked this question. But he then went on to mention his free kick against France on 3rd June 1997 at the Tournament of France in the 21st minute of the game and also his spectacular goal against CD Teneriffa on 21st February 1998. He also explained that the derby match between Real Madrid and FC Barcelona had always been a highlight. He said that the Brazilian national team of 2002 and Real Madrid with its galacticos were his favourite teams, and argued that whether or not football was becoming more and more commercialised depended a lot on the actual club. Overall, football would continue to develop both technically and tactically.
He told David Sargent from Ireland that it was true that he had been named after the famous Brazilian singer Roberto Carlos Braga. It had been the wish of his father, whose favourite singer this was. He, Roberto Carlos, was a great admirer of the Brazilian singer Alexandre Pires. He explained that his family had been poor and that, when he was twelve, he had wanted to become a lawyer. But then everything had quickly turned out differently: a football career in Brazil, the national team and an invitation to play in Europe. He said that his family had always supported him, particularly his father, who had played football himself. And, of course, it had been painful to leave his family when he was just 13 years old.
Kinley Deki Yangzom from Bhutan asked him what he would do differently. He replied that everything had gone well and had helped him to develop personally and professionally. He told Miriam Sheahan from Ireland that he had never been afraid. But of course he had had dreams, for example to be able to build his parents a house.
In his view, respect towards others, and good, friendly behaviour – towards one’s opponent as well – were important qualities. He told Dominic Kramberger from Sweden that teamwork was an important precondition for success. And his answer to the question from Xuance Li, a Young Journalist from China, was that, because he himself had always behaved properly towards others, he had never been offended by anyone. Mihajlo Nasik, a Young Journalist from Serbia, played Roberto Carlos a serenade on his piano and then asked him about his creative hobbies. Roberto answered that he didn’t have any special talents and that his life was taken up with football 24 hours a day, seven days a week.
Doro Yusupov from Tajikistan wanted to know what, in his view, were typical traditions in Brazil. The football star’s answer was good fortune, good food, respect for one’s family and the desire to spend the weekend with one’s family. Aahana Kamboj from India observed that Brazil had so many good footballers and asked whether it was to do with a particular kind of sand on the beaches there. Carlos replied that he had lived in India for some time and had a great love for the country. He went on to explain that the sand on the beaches most certainly wasn’t the reason why Brazil had so many good footballers. Quite simply, the people in his country played football everywhere and everyone wanted to become a star.
What he found good about Football for Friendship was that so many Young Players and Young Journalists meet up and can interact with one another. He thanked the young people for their many interesting questions and wished them all every success.
The 9th season of Football for Friendship is taking place in an online format from 14th to 29th May 2021. This year, F4F is bringing boys and girls together from more than 200 countries and regions. Young Players aged 12 are taking part in the 2021 Football for Friendship eWorld Championship (eF4F). The competition is being played on “F4F World”, the football simulator, which is available free of charge in 27 languages on MS Windows, Apple MacOS, Android and iOS.
Young Journalists report in the International Children’s Press Centre on the events in the 9th season of Football for Friendship and share with their friends the most important values in the programme: friendship, equality, fairness, health, peace, devotion, victory, traditions, and honour.
You can watch the video of this press conference by clicking on the following link: https://www.youtube.com/watch?v=mi6qD7wkhWA.
Aahana Kamboj, India: “I really enjoyed the session with Football for Friendship Global Ambassador, Roberto Carlos, where the Young Journalists from different countries asked questions related to his football career. Even I got the opportunity to ask a question. According to Roberto, teamwork is the key to success, and everyone must follow this rule to be successful in life.”
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Atlaslive
Gamification as a Responsible Gaming Tool in iGaming Platforms
In iGaming products, gamification often shapes how engagement is structured. Missions, level systems, progress indicators, and challenge mechanics turn gameplay into a guided journey. As responsible gaming (RG) evolves from a compliance obligation into a product design requirement, these same mechanics are being used to make RG tools more visible and easier to use—so they feel like part of the experience rather than something hidden or separate.
In this article, Atlaslive shares its perspective on how technology can support safer, more transparent player journeys.
The Shift: RG as a Core Product Function
Responsible gaming is increasingly seen as a capability the platform must deliver effectively, not just offer in theory. Features such as limit-setting, reality checks, and session breaks are expected to be easy to find, simple to understand, and accessible without friction.
For instance, the UK Gambling Commission requires financial limits and time-based controls to be available at all times, not buried in complex navigation or hidden menus. These expectations also apply to how operators present and implement RG tools, emphasizing clarity, usability, and genuine player choice rather than a box-ticking approach to compliance.
At the same time, safer play organizations stress the value of approachable support. GambleAware materials highlight player-focused tools that help users reflect on their habits, review activity, and maintain control.
Practical Applications of Gamification in RG
Gamification becomes useful in RG when it improves the visibility and approachability of these features. Structured prompts and familiar UI elements can draw attention to tools without disrupting the player experience. Gamified elements can also provide helpful context—such as time or spend snapshots and gentle check-ins—without creating alarm or discomfort.
It also supports normalization of responsible actions. Step-by-step limit setting, clear confirmations, and neutral prompts around pauses or reality checks can frame these moments as standard parts of play rather than interruptions. In this way, gamification helps position breaks and reviews as choices, not restrictions.
What to Avoid
Gamification loses its value when it drives intensity instead of control. Mechanics that create urgency or reward extended sessions and higher spending can undermine RG goals. Problems also arise when RG tools are difficult to access—when players have to search for limits or breaks—or when messaging feels overly heavy, making support features uncomfortable to use.
In short, when applied thoughtfully, gamification helps RG tools integrate naturally into the overall product experience and supports long-term player trust.
This document is provided to you for your information and discussion only. This document was based on public sources of information and was created by the Atlaslive team for marketing usage. It is not a solicitation or an offer to buy or sell any gambling-related product. Nothing in this document constitutes legal or business development advice. This document has been prepared from sources Atlaslive believes to be reliable, but we do not guarantee its accuracy or completeness and do not accept liability for any loss arising from its use. Atlaslive reserves the right to remedy any errors that may be present in this document.
About Atlaslive
Atlaslive is a B2B software development company that specializes in creating a multifunctional and automated platform to optimize the workflow of sports betting and casino operators. Key components of the Atlaslive Platform include Sportsbook, Casino, Risk Management and Anti-Fraud Tools, CRM, Bonus Engine, Business Analytics, Payment Systems, and Retail Module. Follow the company on LinkedIn to stay updated with the latest news in iGaming technology.
The post Gamification as a Responsible Gaming Tool in iGaming Platforms appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
American gambling industry
Gaming Americas Weekly Roundup – January 19-25
Welcome to our weekly roundup of American gambling news again! Here, we are going through the weekly highlights of the American gambling industry which include the latest news and new partnerships. Read on and get updated.
Latest News
Lotto.com, the nation’s first online lottery platform to digitally deliver draw games and scratch tickets, has announced a major milestone – reaching 4 million customers, and counting, in less than five years since launching in Spring 2021. As the fastest-growing lottery courier platform, Lotto.com continues to redefine accessibility and convenience for players nationwide. Customers have collectively won over $150 million in prizes through Lotto.com, including $90 million in draw wins and $63 million in scratch wins, with more than 7 million winning tickets ordered on the platform. These results highlight the excitement, ease and trust players have in Lotto.com’s modern approach to lottery.
NCAA President Charlie Baker has requested the Commodity Futures Trading Commission to pause all college sport offerings in prediction markets until the agency implements appropriate regulations. The NCAA sent a letter to the CFTC calling for a robust system of safeguards and detailed its willingness to work with the regulatory body to assist with developing the necessary guardrails to protect student-athletes and college sports. The critical safeguards requested include age and advertising restrictions, enhanced integrity monitoring, prop market prevention, anti-harassment measures, and harm reduction resources.
The Nevada Gaming Control Board has filed a civil enforcement action in the District Court for Carson City against BLOCKRATIZE INC. d/b/a POLYMARKET; QCX LLC d/b/a POLYMARKET US; and ADVENTURE ONE QSS INC. d/b/a POLYMARKET. In its complaint, the Board asked the court for a declaration and injunction to stop Polymarket from offering unlicensed wagering in violation of Nevada law. Polymarket operates a derivatives exchange and prediction market where it offers event contracts for sale. These products are offered for sale on Polymarket’s mobile app and are made available to people in Nevada. The Board considers offering sports event contracts, or certain other events contracts, to constitute wagering activity under NRS 463.0193 and 463.01962 and, therefore, entities offering such event contracts must be licensed.
Partnerships
High Roller Technologies Inc. announced it has entered into a binding Letter of Intent (LOI) with Crypto.com | Derivatives North America (CDNA), for an exclusive partnership to launch an event-based prediction markets product in the US. The events contracts will be offered by CDNA, a CFTC-registered exchange and clearinghouse and affiliate of Crypto.com, to customers through HighRoller.com. The partnership will offer people the opportunity to trade event contracts across markets including finance, entertainment, and sports, through a legal, engaging, and user-friendly platform.
High Roller Technologies Inc. announced it has signed a non-binding Letter of Intent (LOI) with Lines.com, a premier sports media platform owned by Spike Up Media, to enter into and execute a strategic marketing partnership designed to accelerate customer acquisition and brand awareness for High Roller’s planned entry into U.S. prediction markets. This LOI follows High Roller’s announcement of its strategic partnership with Crypto.com | Derivatives North America to launch a regulated event-based prediction markets product in the US. Through the contemplated strategic marketing partnership, Lines.com will serve as a key distribution and media partner, leveraging its high-intent audience, advanced automation infrastructure, and market-leading conversion performance to support High Roller’s prediction markets rollout.
The post Gaming Americas Weekly Roundup – January 19-25 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Latest News
Gamification as a Responsible Gaming Tool in iGaming Platforms
In iGaming products, gamification often shapes how engagement is structured. Missions, level systems, progress indicators, and challenge mechanics turn gameplay into a guided journey. As responsible gaming (RG) evolves from a compliance obligation into a product design requirement, these same mechanics are being used to make RG tools more visible and easier to use—so they feel like part of the experience rather than something hidden or separate.
In this article, Atlaslive shares its perspective on how technology can support safer, more transparent player journeys.
The Shift: RG as a Core Product Function
Responsible gaming is increasingly seen as a capability the platform must deliver effectively, not just offer in theory. Features such as limit-setting, reality checks, and session breaks are expected to be easy to find, simple to understand, and accessible without friction.
For instance, the UK Gambling Commission requires financial limits and time-based controls to be available at all times, not buried in complex navigation or hidden menus. These expectations also apply to how operators present and implement RG tools, emphasizing clarity, usability, and genuine player choice rather than a box-ticking approach to compliance.
At the same time, safer play organizations stress the value of approachable support. GambleAware materials highlight player-focused tools that help users reflect on their habits, review activity, and maintain control.
Practical Applications of Gamification in RG
Gamification becomes useful in RG when it improves the visibility and approachability of these features. Structured prompts and familiar UI elements can draw attention to tools without disrupting the player experience. Gamified elements can also provide helpful context—such as time or spend snapshots and gentle check-ins—without creating alarm or discomfort.
It also supports normalization of responsible actions. Step-by-step limit setting, clear confirmations, and neutral prompts around pauses or reality checks can frame these moments as standard parts of play rather than interruptions. In this way, gamification helps position breaks and reviews as choices, not restrictions.
What to Avoid
Gamification loses its value when it drives intensity instead of control. Mechanics that create urgency or reward extended sessions and higher spending can undermine RG goals. Problems also arise when RG tools are difficult to access—when players have to search for limits or breaks—or when messaging feels overly heavy, making support features uncomfortable to use.
In short, when applied thoughtfully, gamification helps RG tools integrate naturally into the overall product experience and supports long-term player trust.
This document is provided to you for your information and discussion only. This document was based on public sources of information and was created by the Atlaslive team for marketing usage. It is not a solicitation or an offer to buy or sell any gambling-related product. Nothing in this document constitutes legal or business development advice. This document has been prepared from sources Atlaslive believes to be reliable, but we do not guarantee its accuracy or completeness and do not accept liability for any loss arising from its use. Atlaslive reserves the right to remedy any errors that may be present in this document.
About Atlaslive
Atlaslive is a B2B software development company that specializes in creating a multifunctional and automated platform to optimize the workflow of sports betting and casino operators. Key components of the Atlaslive Platform include Sportsbook, Casino, Risk Management and Anti-Fraud Tools, CRM, Bonus Engine, Business Analytics, Payment Systems, and Retail Module. Follow the company on LinkedIn to stay updated with the latest news in iGaming technology.
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