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EPIC Risk Management launch new holistic Gambling Harm Education Programme

With an ever-increasing spotlight on addiction and mental health issues shining on the UK’s schools as they return for the new term, a leading gambling harm minimisation consultancy is teaming up with new partners for a self-funded independent programme to reinforce the importance of education, awareness, and prevention surrounding gambling-related harm.
In a first-of-its-kind development, EPIC Risk Management have teamed up with addiction and mental health practitioners WHYSUP and one of the UK’s most respected independent providers of mental health training, Teen Tips, to create the holistic, fully evaluated, Gambling Harm Education Programme, which will be delivered to students aged 15 to 18 at 200 secondary schools and colleges during the 2021/22 academic year.
Around 500,000 children aged 11 to 16 are thought to gamble every week in this country and 87% of young people in the UK play online games every day, highlighting the importance of bringing a sensitive and often secret topic into open discussion. This is especially pertinent as a topic of concern for the new academic year in light of reports suggesting that the ongoing Covid-19 pandemic has increased levels of participation in online gambling and gaming, as well as creating a marked rise in mental health concerns among children.
Also catering to parents and teachers, this new programme will involve a combination of online webinars and video content alongside face-to-face delivery. It fuses the delivery of lived experience stories, in partnership with WHYSUP, for students in school years 10 to 13, Teen Tips online webinars for parents and teachers, online resources and information packs for all secondary school aged children, and access to the EPIC information app.
The impactful, market-leading sessions will be offered to state schools, with the aim of increasing awareness around gambling harm in order to identify and mitigate the risks that problem gambling can create. It will cover subject areas such as industry practice including advertising, differing product risk profiles, pathways of support and how to identify the signs of harm in yourself and your classmates.
EPIC will continue to also work with independent schools on a privately funded basis.
The sessions will be continuously adapted to incorporate the ever-changing nature of potential threats to young people, including live developments in esports, cryptocurrency trading and gaming issues, such as skins and loot boxes.
The worrying statistics about addiction and mental health among young people are a matter of huge concern to EPIC’s Director of UK and Rest of the World, Patrick Foster, who explains:
“The workshops we deliver to this sector are crucial in educating young people on the damage that gambling and gaming can cause because despite being a vulnerable demographic, most are oblivious to the potential consequences of their actions.
“Our work with young people continues to be the most important work that we do, and always will be.
“Bringing in the expertise of WHYSUP, who have lived the desperation of gambling harm and other addictions first-hand, and Teen Tips, who are already working in a high number of UK schools and having a positive impact on the mental health and wellbeing of young people, is a powerful combination. We know that bringing them in to enhance the crucial message around gambling harm minimisation that we already deliver at EPIC is going to prevent an immeasurable number of people from falling into the same difficulties as so many before them.”
Founder and CEO of EPIC Risk Management Paul Buck continues:
“The education of our next generation is crucial and EPIC have now worked directly with over 100,000 children aged 14+ directly since 2018. Sharing lived experience, in a professional and engaging manner, is the best way to raise awareness to the next generation of the potential harms of gambling, gaming and new threats such as cryptocurrency and esports. The same as drugs, alcohol, stranger danger and sex, we must educate our next generation around the risks they will encounter growing up.
“There is an undisputed link between mental health and addiction, so it makes perfect sense for us to provide a rounded offering explaining how the various elements affect one another. We are proud to partner with WHYSUP and Teen Tips to ensure that our education is holistic, covers a wider curriculum and raises awareness of the dangers rather than place all the responsibility at the individual’s door. Our programme will be fully, and independently, evaluated.
“By involving the care providers too – parents, guardians and teachers – we’re helping everyone to recognise the tell-tale signs of addiction or a mental health issue that could lead to problems down the line, allowing treatment or mental health services to be sourced before serious problems arise.
“We will be working hand in hand with the school wellbeing and safeguarding officers and we believe that this programme will prevent many families and individuals from being harmed in the future if they’re alerted to why this is such a vital temptation to avoid.”
Thoughts from our programme partners…
“We are extremely pleased to have been able to be part of the development of this ground-breaking education programme.
“Building on our existing relationship with EPIC and working in collaboration with Teen Tips allows us to utilise expertise and experience, which adds value to the programme.
“The outcome is a project that not only addresses gambling related harm, but also increases awareness around mental health and its impact. The sessions will also include information on warning signs and links to support.
“After the last 18 months, never could the timing of this project be more relevant.
“We feel the inclusion of all key stakeholders adds value and holding student, staff and parent sessions will make a huge impact.”
Mark Murray, Director, WHYSUP Ltd
“I am so pleased we are able to contribute to this important and timely project because we have seen first-hand, the devastating impact gambling addiction can have on the lives of young people and their families.
“It is a problem which often goes unseen until it is causing significant damage, and we believe young people need to be informed about how they might be unwittingly lured into gambling.
“Whilst educating pupils is vital, it is also important that those supporting them – i.e. parents and schools – know how to empower young people to manage the risks and avoid harm, how to identify those who are involved in problematic gambling and what we can do to help them.
“This is the first harm reduction programme which is truly independent and speaks to all stakeholders and we are extremely proud to be a part of it.”
Alicia Drummond, Founder, Teen Tips Ltd
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Eastern Europe
Totogaming Joins Cernica Pantelimon RunFest: Not Just Present, But Fully Participating

“We weren’t just present — we were participants of Runfest. And that’s one of the most important aspects,” said Artak Ashkhatoyan, Deputy CEO of Totogaming.
On July 6, Totogaming joined the Cernica Pantelimon Runfest in Romania, once again emphasizing the importance of promoting amateur sports and a healthy lifestyle.
“Supporting such initiatives is a priority for TotoGaming. First, 50% of the proceeds from RunFest will be donated to the CLOVES Romania Foundation, supporting children affected by CLOVES Syndrome. And second, we’ve always believed in showing our passion for sports through actions, not just words. Have you noticed how we’re constantly rushing through life, yet when we look back, it often feels like we haven’t moved at all? It’s important for us to lead by example and show the importance of participation. This is exactly the message we’re promoting through our team’s active involvement in the marathon. After all, there can never be too much sport in our lives,” said TotoGaming’s Deputy CEO, Artak Ashkhatoyan.
A Simple Concept, a Powerful Impact
The concept of this sports event is straightforward: choose a distance between 1 to 21 kilometers and run. The goal? Make sport an integral part of everyday life. The crowd certainly embraced that, gathering as early as 8:30 a.m. — on a Sunday morning.
Totogaming contributed in two distinct capacities: as an official sponsor and as an active participant. A dedicated team of 13 employees represented the company at the Cernica Pantelimon RunFest, with 7 of them proudly taking part as runners.
More Than Just a Run
It wasn’t an easy challenge — especially because among Totogaming’s runners were people for whom running isn’t a daily habit, or even part of their life at all. Yet they couldn’t miss the opportunity, not least from the perspective of corporate responsibility.
“We just finished the 7.5-kilometer race!” shared Petrut-Adrian Toea from the Totogaming team.
“It was amazing, honestly. Around the 2-kilometer mark, I had this little battle with myself — I told myself I had to finish the race, no matter what. And I did it! I came in around 60th place out of over 100 runners, which for me is a really good result.”
“I see my participation as a small contribution toward promoting a healthy lifestyle. In my close circle, everyone knows I’m not exactly the sporty type. I’m not athletic, and I usually prefer having fun in other ways. But showing up here, early in the morning, in this intense heat, and completing almost 8 kilometers with just one short break — I think it set a good example.”
“I hope seeing someone like me finish this challenge motivates my friends to try something similar for their own health. I believe that’s a meaningful contribution”, – added Petrut-Andrea.
Totogaming also made it possible for every attendee to bring sport into their lives — quite literally. At the Totogaming tent, participants could ride stationary bikes and receive prizes based on the number of points they earned through their efforts.
Whether they were running, cycling, or simply cheering for friends, the goal for everyone was the same: to reach the destination of champions — by bringing sport into everyday life.
The post Totogaming Joins Cernica Pantelimon RunFest: Not Just Present, But Fully Participating appeared first on European Gaming Industry News.
BMM
BMM TESTLABS PROMOTES SACHA MCLAUGHLIN TO VICE PRESIDENT OF GLOBAL QUALITY ASSURANCE

BMM Testlabs, the world’s original gaming test lab renowned for exceptional product compliance and certification services, today announced the promotion of Sacha McLaughlin to Vice President of Global Quality Assurance.
BMM’s President of Land-Based Gaming & Inspections, Kirk White, said, “Sacha has consistently demonstrated exceptional leadership, operational excellence, and a customer-first attitude. Her experience and passion will be critical as we continue to grow our QA services to meet the always-evolving needs of the global gaming industry.”
With over 18 years of experience in software implementation and seven years in the gaming industry, McLaughlin brings extensive knowledge of both agile and waterfall development methodologies, test planning, project management, and cross-regional team leadership. She is recognized for her ability to build and scale QA organizations that deliver quality, speed, and value to customers.
McLaughlin joined BMM in 2018 and has held roles of increasing responsibility within the Company, most recently serving as Senior Director of Quality Assurance. Throughout her tenure, she has been instrumental in expanding BMM’s QA capabilities and helping customers launch products into the global gaming market more quickly, with a focus on regulatory compliance, functionality, fairness, and security.
The post BMM TESTLABS PROMOTES SACHA MCLAUGHLIN TO VICE PRESIDENT OF GLOBAL QUALITY ASSURANCE appeared first on Gaming and Gambling Industry in the Americas.
AI
Liftoff’s 2025 Mobile Ad Creative Index Reveals UGC Is a Key Differentiator for Top Apps

Major findings from the newly launched report include playable ads having the potential to deliver impression-to-install rates 16 times that of non-playable formats for emerging gaming apps and a 20% increase in spending on interactive ads year over year.
Liftoff, a leading AI-enabled growth platform for the mobile app economy, has published its seventh annual Mobile Ad Creative Index. The report explores top creative trends that are attracting and scaling in ad spend across consumer apps and games. It also highlights the expanding role of AI in creative production, testing, and optimization.
This year’s Mobile Ad Creative Index specifically analyzes creative concepts that have excelled in scale for Liftoff’s highest-spending advertisers over the past 12 to 48 months. It is based on findings from over 4.7 trillion impressions, 263 billion clicks, and 1.1 billion installs between 1 January 2023 and 31 May 2025.
Highlights from the report include:
Top consumer apps are investing in interactive ads to compete for engagement
In 2024, the share of spend on interactive ads for top apps increased by 20% year over year. The share of spend increased by 2% for spenders outside the top tier. Top-spending apps differentiate their campaigns by adding innovations to evergreen concepts such as social scrollers, carousels, and scratch-offs.
Playable ads deliver returns across ad budgets for mobile game advertisers
In 2024, the share of spend on playable ads for top games averaged 35% higher than other games. Across all ad budgets, however, playable ads delivered higher conversion rates. Impression-to-install rates were 8 times that of non-playable formats for top spenders and 16 times that of non-playable formats for other game advertisers.
Tailoring “metaplay” elements to motivations can improve performance
“Metaplay” elements—gameplay that diverges from an app’s core design to appeal to a broader audience—are widespread, but top games gain an edge by tailoring their metaplay ads to the publisher audience. The report found that aligning “metaplay” creative with publisher audiences resulted in a 93% increase in installs-per-mille.
UGC is becoming a key differentiator in driving scale for consumer apps
The share of spend on user-generated content (UGC) increased 11% for top-spending apps, with social and utility apps seeing the most significant jump of nearly 30% between 2023 and 2024.
Widespread adoption of Gen AI leads to more customized ad experiences
Creative teams increasingly leverage AI to enhance top-performing assets with 3D and motion and to create and test variations. Top advertisers also use AI to recombine their assets in customized ad experiences that break away from standard video to playable formats.
Yann Zeller, Chief of Staff, Creative at Liftoff, said: “Today’s creative landscape is shaped by a single, powerful truth: attention is the commodity, and brands, games, and influencers are all vying for it. Great mobile ad experiences can earn attention by aligning context with behavior. As ad formats become richer and AI expands our ability to personalize and adapt creatives at scale, we’re able to unlock new insights into user behavior and motivation. We see users spend meaningful stretches with the right content, sometimes 60 to 90 seconds when the ad feels personal or prompts meaningful participation. This isn’t just a better way to advertise—it’s a better way to tell stories and the most exciting brief we’ve had in years.”
Soren Steelquist, Director of Creative Production, said: “The proof is in the data—more and more consumer apps are incorporating UGC into every stage of their marketing, and programmatic is no different. UGC works because it’s authentic and relatable, and users are more likely to be influenced by ad when it’s coming from a trustworthy source. To see higher impact from UGC creatives, work with a partner that can match the right creator with your brand and develop winning concepts that resonate with audiences.”
The post Liftoff’s 2025 Mobile Ad Creative Index Reveals UGC Is a Key Differentiator for Top Apps appeared first on Gaming and Gambling Industry in the Americas.
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