Australia
Australia: NATIONAL RESEARCH REVEALS ONLINE HABITS DOUBLE IN A DECADE
A two-year gambling study has revealed more Australians than ever are reaching for their phone to have a punt, with the number of online gamblers doubling in the past decade.
The Second National Study of Interactive Gambling in Australia surveyed more than 15,000 Australians and found 17.5 per cent of adults had gambled online in 2019, up from 8.1 per cent in 2010.
The study, funded by Gambling Research Australia, found that overall gambling participation decreased from 64.3 per cent in 2010, to 56.9 per cent in 2019.
Professor Nerilee Hing, from CQUniversity’s Experimental Gambling Research Laboratory said Australia’s most popular forms of online gambling were lotteries (10.1 per cent of adults), race betting (5.9 per cent) and sports betting (5.8 per cent).
“This growth in online gambling has been driven by faster internet speeds, the convenience of betting on smartphone apps, extensive advertising and inducements, and new betting options like multi-bets,” Professor Hing said.
“New online activities have also been introduced, including e-sports, fantasy sports, skin gambling, and loot boxes.”
The study found the average online gambler was likely to be a young male, better educated than the average Australian, in a de facto relationship, and to gamble across multiple activities.
The Commonwealth and State/Territory Governments are currently implementing the National Consumer Protection Framework for Online Wagering (the National Framework).
The intent of the National Framework is to bring Australian consumer protection measures up to date, to ensure they reflect best practice nationally, and are consistent across jurisdictions. The National Framework consists of 10 consumer protection measures that aim to reduce gambling harm.
This was also the first national study to examine the negative consequences of gambling for gamblers, their family and friends.
Overall, 9.1 per cent of Australian adults experienced some level of harm from their own gambling and 6.0 per cent from another person’s gambling. Online gamblers were twice as likely as land-based only gamblers to experience harm.
The findings from this study will further inform online gambling policy and consumer protection measures across Australia.
Gambling Research Australia is a national gambling research partnership between Commonwealth, State and Territory governments, and chaired by the NSW Government. GRA funds projects of national significance and contributed more than $1 million towards the Second National Study of Interactive Gambling in Australia.
CQUniversity’s Experimental Gambling Research Laboratory is a research initiative to support understanding of games of chance, through experiment, simulation, and observation.
Second National Study of Interactive Gambling in Australia researchers included CQUniversity team members Dr Alex Russell, Professor Matthew Rockloff, Professor Matthew Browne, Nancy Greer and Vijay Rawat, International researcher Dr Anne Salonen (National Institute for Health and Welfare, Finland), Associate Professor Nicki Dowling and Dr Stephanie Merkouris (Deakin University), Dr Matthew Stevens (Charles Darwin University), Associate Professor Daniel King (Flinders University), and Linda Woo (former Executive Director of Policy and Projects, Queensland Department of Justice and Attorney-General).
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AleRT Bettor Protection System
Regulating the Game Names “Prevent” Risk Identification System by Focal as Latest Innovation Selected for 2026 Pitch! Event
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Leading gambling law and regulation conference Regulating the Game (RTG) has announced “Prevent” – a real-time gambling risk identification and safer gambling messaging system developed by Focal – as the latest innovation selected to feature at next year’s Pitch! event.
Part of RTG’s networking schedule taking place alongside the summit itself in Sydney in March, Pitch! – to be held on the evening of 9 March at the Sydney Opera House – is designed to surface solutions that confront real regulatory challenges by strengthening consumer protection, enhancing governance and offering operators practical capability uplift.
Organisers said “Prevent” exemplifies this mission by reframing player protection as a core operational system rather than an ancillary responsibility. Specifically, it advances the identification of risk across the millions of interactions land-based venues experience by using live behavioural data to detect risk early, generate real-time alerts and deliver safer gambling messaging directly to customers.
It is the next evolution of Focal’s award-winning ALeRT Bettor Protection System, bringing faster insights, automated outreach and a more complete picture of customer behaviour.
According to RTG, “Prevent” expands the reach of player protection by identifying emerging risk in real time, monitoring both carded and uncarded play, delivering instant and automated safer gambling messages, supporting venue teams with accurate, consolidated risk information and streamlining compliance reporting and documentation.
“‘Prevent’ is exactly the sort of innovation Pitch! is built to spotlight. We’re looking for solutions that lift capability, that translate research into operational practice and that show what is possible when technology meets real-world regulatory challenges. ‘Prevent’ is pushing safer gambling further upstream – and making it part of mainstream operations,” said Paul Newson, Principal at Vanguard Overwatch and founder of RTG.
RTG also revealed its first batch of sponsors for the 2026 event, namely GLI as Gala Dinner Partner and Amazon Web Services as a Silver Sponsor, with support from ebet, CherryHub, Intralot Australia, IGT, Everi, Vanguard Overwatch, Leagues Clubs Australia and Thomson Geer.
The post Regulating the Game Names “Prevent” Risk Identification System by Focal as Latest Innovation Selected for 2026 Pitch! Event appeared first on European Gaming Industry News.
Australia
Crown Melbourne Fined for Exclusion Breach
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Crown Melbourne has been fined $100,000 by the Victorian Gambling and Casino Control Commission (VGCCC) for allowing an excluded individual to gamble for nearly 15 hours.
VGCCC CEO Suzy Neilan said the incident underscores the need for safeguards to protect vulnerable individuals.
“Exclusion is a critical harm minimisation tool. It enables a clear barrier between an individual and the gambling environment especially during moments of vulnerability,” Ms Neilan said.
The breach occurred on the evening of 31 October 2024, when the person (who for welfare concerns was excluded by Crown in August 2024) entered Crown Melbourne and gambled continuously for 14 hours and 40 minutes. The person was not approached by a Crown PlaySafe attendant or any other employee during this period.
“For nearly 15 hours, the person was able to gamble continuously without taking a break, interacting with staff, or being identified by Crown’s surveillance systems. Crown staff only became aware of the breach after being alerted by a VGCCC inspector,” Ms Neilan said.
Ms Neilan acknowledged the individual had made efforts to conceal their identity but said the incident indicates that the implemented measures have not sufficiently mitigated potential shortcomings in Crown’s systems and controls in policing the presence of an excluded person.
Crown assisted the VGCCC with this investigation and has implemented further controls in the last 12 months, including reconfiguring gaming floor entrances, reviewing the location of facial recognition cameras and continuous training for entry point officers.
“This incident highlights the challenges of enforcing exclusions, but also the importance of continuous improvement and vigilance. Crown Melbourne must ensure that its procedures are constantly assessed so that the likelihood of an excluded person entering the casino is minimal,” Ms Neilan said.
The post Crown Melbourne Fined for Exclusion Breach appeared first on European Gaming Industry News.
Australia
VGCCC: EGM Application Improvements Consultation
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VGCCC has launched consultation on proposed reforms to the application process for Electronic Gaming Machine approvals in Victoria.
“Our Electronic Gaming Machine (EGM) application process for new premises approvals under section 3.3.6 and EGM increase applications under section 3.4.17 of the Gambling Regulation Act 2003 is undergoing a significant uplift to align with modern expectations, recent legislative change, and our strengthened mandate to minimise gambling harm. It also intends to reduce red tape by ensuring applicants focus on priority factors that commonly determine the suitability of an application,” VGCCC said.
VGCCC is inviting feedback from all stakeholders — including, but not limited to, industry participants, councils, experts and community organisations — to provide feedback on:
• the clarity and practicality of the revised application and hearing processes
• ambiguities, redundancies or gaps in the revised application form and practice notes
• any other opportunities to improve the application and hearing process.
Consultation period closes on 19 December 2025.
The post VGCCC: EGM Application Improvements Consultation appeared first on European Gaming Industry News.
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