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ANJ: Summary of the Online gambling market for the first quarter of 2021: business continues to grow in all gambling segments

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After a singular year in 2020, which ended with a 22% increase in the sector’s turnover, the first quarter of 2021 confirms the very dynamic growth of the online gambling market, with a 35% increase in turnover compared to the same period in 2020. Sports and horse racing betting once again recorded record stakes, while poker, still on the rise, began to return to normal.

In the first quarter of 2021, the turnover of the online gambling sector is up 35% and amounts to 587 million euros. The business was driven by 3.1 million players on accounts, a player base that is up 19% compared to 2020. Each segment of online gambling opened to competition have seen further strong growth in activity this quarter. These performances illustrate the acceleration of the digitalisation of gambling practices, which is a consequence of the health crisis and whose structuring character will have to be confirmed over the long term. As such, the levels of growth recorded in the first quarter of 2021, which are measured in relation to the first quarter of 2020, should be viewed with a certain amount of caution since, on the one hand, they are influenced upwards, for the two online betting segments, by the loss of business linked to the suspension of French sports betting and horse racing betting and, on the other hand, they are oriented downwards for the online poker market, due to the peak of business recorded at the same period last year.

 

Online sports betting: record stakes and new players

The online sports betting segment, which was the most affected by the first period of lockdown, is the one that has seen the most spectacular growth in stakes this quarter. 2.2 billion euros (+79%[1] compared to Q1 2020) were approximatively bet by the players on the competitions of the quarter, which corresponds to the highest amount of stakes recorded in a quarter. The number of sports bettors in the quarter increased by 29% to almost 2.5 million active player accounts (APA). It is very likely that the growth in activity will continue at a high rate this year due to the two major competitions, the European football championship and the Summer Olympic Games.

The FDJ reports a volume of sports betting stakes recorded on the two distribution channels equal to 1.1 billion euros in the first quarter of 2021, which corresponds to an increase of 46% compared to its results for the first quarter of 2020.

 

Online horse racing betting: growth continues and expands

The growth dynamic of the online horse racing betting market observed in 2020 is also continuing at a very steady pace. The horse racing stakes, which amount to 481 million euros, increased by 60% compared to the first quarter of 2020, again the highest volume of stakes recorded in a quarter. At the same time, the turnover of the six licensed horse racing betting operators reached 110 million euros, an increase of 48% compared to the first quarter of 2020. Online horse racing betting also recorded a 13% increase in players, with a total of 402,000 active player accounts (APA) over the quarter.

The horse racing betting offer at points of sale remains affected by the health restrictions which, as revealed by PMU, led to the closure of almost 40% of the points of sale for several consecutive months. As a result, the operator posted a 23% drop in stakes placed in its network of sales outlets for a total of 1.3 billion euros.

 

Online poker: lower growth marks the beginning of a return to normality

Online poker, which recorded the highest turnover increase in 2020, continues to grow at a sustained rate but at a lower rate than in previous quarters. Thus, the sector’s turnover grew by 23% to 120 million euros. The number of online poker players grew by 9% (991,000 active player accounts, (APA)). The results of online poker for the next quarter should however interrupt this dynamic, since they will be calculated with regard to the 2nd quarter of 2020, which had shown an exceptional level of activity due to the first lockdown.

 
Q1 2020
Q1 2021
Variation
TOTAL
 
 
Actives player accounts
2 598 000
3 078 000
+ 19%
Gross Gambling Revenue
435 m€
587 m€
+ 35%
Sports betting
Actives player accounts
1 915 000
2 466 000
+ 29%
stakes
1 220 m€
2 181 m€
+ 79%
Gross Gambling Revenue
263 m€
357 m€
+ 36%
Horse racing betting
 
 
Actives player accounts
357 000
402 000
+ 13%
stakes
300 m€
481 m€
+ 60%
Gross Gambling Revenue
74 m€
110 m€
+ 48%
Poker
 
 
Actives player accounts
906 000
991 000
+ 9%
Gross Gambling Revenue
98 m€
120 m€
+ 23%

 

For Isabelle Falque-Pierrotin, ANJ’s Chairwoman“The online gambling dynamics goes on and is accelerating this quarter. It calls for a certain vigilance and must be accompanied in order to guarantee the protection of players, especially in the run-up to major sport events such as the EURO football tournament or the Tokyo Olympic Games. As such, the ANJ reminded operators of the need for their commercial communications to emphasise the importance of maintaining a moderate and controlled gambling practice and for bonuses or welcome offers to be sufficiently clear, enabling players to understand the commitments they underlie. Additionally, the ANJ will pay particular attention to tipsters’ Websites which have recently strongly developed. Some of these Websites are in fact involved in misleading practices and present a real danger for players.”

 

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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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