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IDnow introduces automated identity verification for highly regulated use cases

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IDnow enables an automated identity verification solution for highly regulated use cases, complying with Anti-Money-Laundering-Law in Europe, including Germany.

IDnow, a leading European Platform-as-a-Service provider for identity verification, is expanding its automated solution AutoIdent for additional highly regulated use cases, including areas regulated by the Anti Money Laundering Act (AML/GwG), such as banks and financial service providers.

IDnow AutoIdent is an AML Act compliant identity verification solution that operates as an automated process and meets the high-security requirement. It serves a wide range of industries and use cases, such as opening a bank account, signing a loan agreement, or onboarding a player for online gaming. Taking advantage of a Qualified Electronic Signature (QES) and existing online bank accounts of the user, it seamlessly blends state-of-the-art technologies with existing identity and banking data into an easy, secure and fully compliant identity verification process.

IDnow AutoIdent including QES, is certified by a conformity assessment body and is approved by an EU Member State National Regulator for issuing QES (Qualified Electronic Signature) according to eIDAS Regulation Article 24 (1) d). The process can include a one-cent-bank transfer, turning it into a fully compliant remote onboarding solution in accordance with the German AML Act – Geldwäschegesetz (GwG), under Section §12 sentence 1 Nr 3. According to the AML law, automated identity proofing in connection with a reference transaction is permitted, pursuant to Article 32 eIDAS.

“Our belief in providing an advanced identity verification platform which increases security improves conversion and streamlines our customers’ onboarding process across geographical borders drives us forward. By making our automated solution AML-compliant with additional regulations, our customers can offer a faster process and therefore a better user experience while ensuring high security and regulatory standards. This gives our customers, who operate in a constantly evolving environment, the peace of mind and the flexibility to choose the solution that meets their needs best,” says Andreas Bodczek, CEO at IDnow.

The IDnow platform, which includes AutoIdent as a building block, effortlessly orchestrates all necessary components into a seamless, secure and AML-compliant identity verification.
Depending on the customer’s needs, the onboarding process offers total flexibility. Further components of the IDnow platform can added, e.g., eSign, the add-on for the digital contract signing opening up additional use cases such as taking out a consumer loan in a wholly digital process.

In recent years, IDnow has expanded its role far beyond offering specific identity verification products and has become an overarching platform for digital identities with several million transactions per year, used by over 800 customers worldwide. In 2021, IDnow acquired the French market leader for identity technology, ARIADNEXT, and the German identity Trust Management AG, enabling IDnow to offer its customers one of the broadest identification solutions through a single, integrated platform.

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India: Online Gaming Act to Come into Force on May 1

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The Ministry of Electronics and Information Technology in India (MeitY) has introduced a revised regulatory framework for the online gaming sector, adopting what it calls a “light-touch” approach that keeps most online social games outside mandatory registration or classification requirements.

Announced by MeitY Secretary S. Krishnan, the Promotion and Regulation of Online Gaming Rules, 2026 are set to come into force on May 1, operationalising the provisions of the PROG Act, 2025 while attempting to strike a balance between oversight and ease of doing business.

At the centre of the framework is a newly constituted Online Gaming Authority, a digital office under MeitY that brings together representatives from finance, information and broadcasting, health, sports, power, justice and external affairs signalling a cross-sectoral approach to governance in a space that cuts across policy domains.

The rules redraw the regulatory boundaries by clearly distinguishing between prohibited real-money gaming formats and permissible categories such as online social games and e-sports. Crucially, classification or “determination” of a game will not be automatic. It will be triggered only in three cases: when initiated by the authority, when a service provider applies (especially for e-sports), or when the government notifies specific categories.

Once triggered, the determination process will follow a 90 day timeline, with outcomes issued through formal orders that apply only to the specific game and publisher, rather than across similar titles.

Registration, too, has been narrowed in scope. It will apply only to notified categories involving financial risk or large-scale participation, along with all e-sports titles. As of now, no categories have been formally notified, with the provision described as enabling rather than mandatory.

Beyond classification, the framework leans heavily on compliance and user safety. Platforms will be required to implement technical and behavioural safeguards, alongside a two-tier grievance redressal system and an appellate route through the authority. Additional obligations include data retention, cybersecurity standards, financial transaction monitoring and periodic reporting extending compliance responsibilities to banks and financial institutions as well.

Structurally, the rules simplify earlier drafts by removing provisions such as a separate section on promoting e-sports and the concept of “material change,” reducing room for interpretational ambiguity. The authority itself will comprise six members, with stricter quorum norms and faster emergency response timelines cut from seven days to three.

Registration validity has been extended to up to 10 years, while suspension and cancellation processes now include a mandatory opportunity for hearing, reflecting a more formalised enforcement mechanism.

The ministry said the revisions incorporate feedback from around 2500 stakeholders, spanning industry, academia, think tanks and legal experts many of whom had flagged concerns around definitions, governance structures and regulatory clarity.

The post India: Online Gaming Act to Come into Force on May 1 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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CT Interactive Expands its Certified Portfolio in Bulgaria

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CT Interactive has strengthened its presence in Bulgaria’s regulated iGaming market by expanding its certified portfolio with 20 new titles. This strategic move underscores the company’s commitment to delivering high-quality and engaging gaming content tailored to the Bulgarian market.

As part of the expansion, CT Interactive introduces new games to its multicurrency, multi-game progressive Diamond Tree Jackpot, including HOT 7’s X2 Diamond Tree and Wild Clover Diamond Tree. These titles are also available as original versions without the Diamond Tree feature and have already demonstrated strong player engagement and retention across multiple international markets.

The company has also added new releases to its successful Clover-themed line, including Cave of Clovers and Lucky Clover 20, the latest addition to the beloved series. These games feature vintage-inspired graphics and nostalgic design elements that enhance player engagement while maintaining the charm that has made the Clover series a favourite among players worldwide.

Additionally, CT Interactive launches Win Storm Deluxe, the highly anticipated sequel to the internationally successful Win Storm. This new release builds on the original concept and introduces Free Games, delivering an even more dynamic and exciting gameplay experience.

A selection of fresh titles is also being introduced to provide new gaming experiences for Bulgarian operators. Games such as 100x Cherry Party, 40 Hell’s Cherries, and Hell’s Cherries each offer a unique approach, enriching the portfolio and providing players with a wider variety of engaging content.

“Certification in Bulgaria is an important part of our European growth strategy. By expanding our portfolio, we are not only strengthening our market presence, but also providing Bulgarian operators with a proven successful and more diverse content offering,” said Martin Ivanov, COO of CT Interactive.

“With every new certification, we reaffirm our commitment to strengthening partnerships in regulated markets and to being a provider of high-quality content that performs well for every operator,” said Kiril Kirilov, Chief Customer Success Officer at CT Interactive.

The post CT Interactive Expands its Certified Portfolio in Bulgaria appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Compliance Updates

Oklahoma Senate Rejects the Latest Sports Betting Bill

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The Oklahoma State Senate has rejected a bill last Wednesday that would have legalized sports betting for tribal nations across the state. The bill had garnered support from the Oklahoma City Thunder and the Oklahoma Indian Gaming Association one day earlier.

House Bill 1047 failed by a 21-27 vote. It was proposed last year by Sen. Bill Coleman, R-Ponca City, and Rep. Ken Luttrell, R-Ponca City.

During a debate on the state senate floor, Coleman said that prediction markets already exist in Oklahoma, but the state does not benefit from them.

“It does not create a new avenue of gambling. You can legally make a sports bet right now, and it’s unregulated and we get nothing. This bill contains a regulated alternative to legal sports betting with platforms who are very concerned about problem gaming,” Coleman said.

Critics of the bill who spoke on the floor told Coleman they did not want to contribute to sports betting addiction.

Coleman asked the Senate to reconsider the issue in the future after voting ended. A spokesperson for Coleman wrote he could return the bill to the floor in the next few days. That would require finding necessary votes within his caucus.

The measure would have granted tribes the exclusive right to implement in-person and mobile sports betting throughout Oklahoma as a supplement to the State-Tribal Gaming Act of 2004, which gives the tribes sole authority over gaming through exclusivity fees paid to the state.

Those fees would derive from 8% of sports betting earnings. But any revenue from NBA and WNBA wagers would go toward the Strong Readers Act Fund, signed into law last week.

The OKC Thunder and a supermajority of tribes in the Oklahoma Indian Gaming Association announced their support for the measure last Tuesday after the parties reached an agreement to revise the bill.

But a spokesperson at the Oklahoma Governor’s Office wrote that Gov. Kevin Stitt does not support expanding the state’s tribal gaming compact.

“The Governor is not interested in expanding Democrat Gov. Brad Henry’s bad gaming compact that lacks transparency and fair market rates,” a texted statement reads.

The statement did not clarify if Stitt would have vetoed the measure.

Stitt has regularly opposed sports betting bills that would grant gaming exclusivity to tribal nations. Last year, he said exclusivity would grant the tribes a monopoly that would clash with a free market system.

Coleman, Luttrell, the governor’s office and the Oklahoma Indian Gaming Association did not immediately respond to requests for comment following the vote.

The post Oklahoma Senate Rejects the Latest Sports Betting Bill appeared first on Americas iGaming & Sports Betting News.

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