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GambleAware invests £2.5m into gambling harms prevention education programme across England and Wales

Following a competitive tender, GambleAware is awarding £2.5m to GamCare, YGAM and partners, and Adferiad Recovery to expand The Gambling Education Hub Service across England and Wales as part of its commitment to help reduce gambling harms among young people
The Gambling Education Hub (The Hub) is a gambling education programme which includes toolkits, training and peer-based theatre performances, is aimed at professionals and volunteers who work with young people and families and at young people, parents and carers themselves.
The expansion follows an independent evaluation[1] of the GambleAware commissioned Scottish Gambling Education Hub (The Hub) by IFF Research, which reveals success of its early intervention and prevention methods leading to dramatic improvements in gambling harms awareness and understanding
The Hub, which is primarily for practitioners, educators and youth workers, uses early intervention and prevention methods to reduce gambling harms among children and young people, working holistically within local communities, to promote a safer environment – especially for those most at risk
GambleAware has today announced the expansion of its Gambling Education Hubs across England and Wales, following a successful pilot in Scotland. The Hubs, which help prevent gambling harms among young people through early intervention and education, resulted in 92% of practitioners from the Scottish Hub saying they felt confident in identifying the signs of gambling harm, compared to just 35% pre-training. The Hubs also resulted in more than eight in ten young people from the Scottish Hub saying they were more aware of the consequences of gambling and 84% felt confident about where to turn to for support if needed.
This investment from GambleAware comes at a critical period, with the Hubs designed to reach all communities across the nations by engaging at a local level in a way that central Government sometimes cannot. Young people are increasingly exposed to easily accessible gambling through the growth of online gaming and social media. GambleAware research published in 2020 showed that 94% of 11-17-year-olds in Great Britain had been exposed to gambling adverts in the last month, seeing six adverts on average[2]. This data directly led to recent caps and restrictions imposed on industry advertisers to further curb their appeal to children and youths.
The Scottish Hub delivered gambling education to almost 3,000 professionals and volunteers working with young people, as well as young people themselves, parents, and carers. GambleAware partnered with Scotland’s national youthwork organisation Fast Forward[3] to deliver the locally focused prevention programme. An independent evaluation of this project by IFF Research found that the Hub:
- improved knowledge and awareness of youth gambling harms and gambling education among practitioners, and
- reached over 15,800 young people resulting in increased awareness of the consequences of gambling and confidence in asking for support.
Building on this success, GambleAware has today announced the award of a £2.5m grant to expand the Hub Service to both England and Wales. Following a competitive tender process, the grant has been won by GamCare, in partnership with YGAM, ARA, Aquarius, Beacon, Breakeven and Neca to carry out the work in England, and by Adferiad Recovery, which will carry out the work in Wales.
Anna Hemmings, Chief Executive of GamCare, said: “We are delighted to be receiving this grant to deliver gambling education hubs across England. We work in collaboration with a number of organisations who bring unparalleled experience of working with young people around these issues, including; Young Gamers and Gamblers Education Trust (YGAM), Addiction Recovery Agency (ARA), Aquarius, Beacon, Breakeven and Neca, to deliver Education Hubs across England.
Both GamCare and our partners passionately believe that information on the risks associated with gambling and gaming should be a key part of young people’s education, gaining parity with other risky behaviours such as drugs and alcohol.
We are looking forward to building on the successes of our work with young people, their parents and professionals in a new programme aimed at increasing visibility of both local and national education and support, and to working with GambleAware and our partners towards our shared aspiration of reducing gambling-related harms for young people.”
Leon Marsh, Director of Hospital & Residential Services at Adferiad Recovery said: “We look forward to working with GambleAware on this great initiative to help reduce gambling-related harm caused to young people and to provide comprehensive training, education and resources to key stakeholders to reduce the risks associated with gambling addiction. We were delighted to hear that we had been selected to be the providers of Wales’s Gambling Education Hub and are looking forward to replicating the success of the project currently being undertaken in Scotland. Our extensive knowledge and experience in young people services puts us in a good position to be able to effectively deliver this project in Wales, and we are excited to be able to offer young people this valuable service.”
GamCare, together with YGAM and other partners, brings over nine years’ experience delivering services for thousands of young people, including relevant skills, local knowledge, and stakeholder networks. Meanwhile, Adferiad Recovery is an industry leader in the fields of addiction, mental health, and young people’s services. Each organisation is best placed to carry out the expansion of the Hub Service in their own region. The new Hubs will also reflect differences in curriculums, languages, regions, need and demand, and political and other contexts, specific to each nation.
Zoë Osmond, CEO at GambleAware, said: “At a time when young people are increasingly exposed to gambling, the delivery of local focused programs for gambling education and prevention of harms has never been more important. We hope to see the positive short-term impacts from the Scottish Education Hub’s activities replicated in our newly commissioned English and Welsh Education Hubs, and we are excited to have awarded this grant to these two highly experienced organisations.
“As the lead commissioner working to prevent gambling harms, GambleAware is committed to working with local organisations and stakeholders to fund and establish tailored, best-practice prevention programmes. With young people in the UK now growing up being widely exposed to gambling marketing and advertising, these projects represent a meaningful step towards delivering a society where all children and young people are protected from the risks of gambling related harms.”
The Hubs across all nations will incorporate input from people with lived experience of gambling harms in the development of training content, service delivery, and any supporting tools or resources. GambleAware expects that equality, diversity and inclusion policy and procedures to be at the heart of the service design, provision, and day to day operations.
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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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