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New research shows a quarter of all students who gamble may be experiencing harm
One in four students who gamble may be experiencing harm and one in two say that gambling has affected their university experience, new research has found.
The survey of 2,000 students across the UK revealed that 71% had gambled in the last 12 months. Amongst those students who had gambled in the previous year, 28% were found to be at ‘moderate risk’ and 24% had behaviour categorised as ‘problem gambling’.
The independent research carried out by Censuswide is a follow up to last year’s survey commissioned by education charity Ygam and GAMSTOP, the national online self-exclusion service.
This year the survey included the Short-form PGSI – a widely used measure of ‘problem gambling’ in the UK population – which enabled the researchers to understand the level of risk experienced by students in the sample.
Half of all respondents reported that gambling had impacted their university experience, with 13% having trouble paying for food, 10% missing lectures and tutorials, 10% saying gambling affected their assignments and grades, and 9% struggling to pay bills or for accommodation. Despite this, 45% of those who gamble were unaware of the support available to them from their universities.
Almost one in two students who gamble (48%) say they gamble to make money, but only 11% report winning money in an average week. One in three say they spend £11-£20 per week on gambling; nearly one in four (23%) spend £21-£50; and 13% spend £51-£100. 4.5%, say they gamble because they are unable to stop.
Along with savings and their own earnings, some students are borrowing money to fund their gambling, with 8% borrowing from family and friends and 6% using payday loans.
More than 40% of students have bought cryptocurrency in the last year, which is much higher than the figure for the overall population. This is perhaps not surprising given the age profile of the student population, but in a year when cryptocurrency prices plunged this may have impacted the overall financial wellbeing of this group.
The full report has been published today and includes the results of questions asked both to respondents who had gambled in the last 12 months as well as those who had not. The questions to the latter group were rephrased to further understand their view on gambling behaviour and attitudes amongst their friends.
The report makes three key recommendations:
- Invest in universal prevention education in schools to help prepare young people to be resilient to the risks related to gambling before their transition to university.
- Gambling harms to be considered as part of every university’s health and wellbeing strategy.
- Further research to be conducted to better understand the experiences of students who gamble and how harms can be better prevented.
Dr Jane Rigbye, Chief Executive Officer at Ygam said:
“These findings give us insight into the attitudes and behaviours of students towards gambling. Building on the data published last year, we can now see that not only are a large percentage of the student population gambling on a regular basis, many of them are doing so in a way that may cause them to experience harm.
“The data further emphasises the importance of educating our young people on the risks associated with gambling. We’re working with our partners to tour university campuses across the UK to speak to students, deliver specialist training to university staff and to raise awareness. It is crucial that universities engage and take this issue seriously. We aim to work closely with many more universities to ensure they can help prevent the harms and support their students when they need it.”
Bray Ash, 29, who spent many years battling a gambling addiction as a student and is now studying to become a Mental Health nurse, said:
“For many, the research commissioned by GAMSTOP & Ygam will come as a surprise. However, for me it’s a reminder of the seriousness and proximity to gambling addiction that students face on a daily basis. During my time at university, I dealt with a severe gambling addiction that saw me confined to my room for days at a time. I spent my time in my room, alone and isolated, gambling day and night. I only left my room to buy food and on the odd occasion, I would see a friend.
“Propped up by the money from my student loan, I was able to fall into a gambling addiction that spiralled out of control until one day I managed to work up the courage to talk to my friends and family about it and get myself into rehab. At the time when I was first going through university, resources like GAMSTOP weren’t around. Now that they are and they are helping thousands of students, it’s always one of my first recommendations to anyone who feels that they might be experiencing gambling harms.”
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Gamepop
GAMEPOP: The Culture of Play by Red Bull Media House – the first bookazine devoted entirely to video game culture
Introducing GAMEPOP: The Culture of Play, a new premium bookazine by Red Bull Media House and the world’s first magazine dedicated entirely to video-game culture. Designed as a rich, book-like publication, GAMEPOP rethinks what a magazine can be, capturing the creativity, personalities and ideas shaping modern gaming. GAMEPOP will debut at the Red Bull Tetris World Final in Dubai from December 11 to 13, followed by The Game Awards on December 11. The issue will then be available through select international retailers in the weeks that follow.
Across 180 pages, the issue brings together a wide range of cultural voices, including Japanese game designer Hideo Kojima, leading DC Comics creators, the Oscar-nominated team behind Grand Theft Hamlet and contributors with bylines in Vogue. The bookazine also spotlights standout Red Bull talent, including YouTube star Ludwig, Twitch creators Emiru and Caedrel, and Red Bull athlete MenaRD.
Rather than treating gaming as a standalone medium, GAMEPOP looks at how games influence, and are influenced by, wider culture. Through original photography, long-form features, illustration and visual essays, the publication explores how gaming connects to global trends in style, music, movement, storytelling and performance, and the creative communities driving that conversation.
The issue also includes interactive elements, including a bespoke Choose Your Own Adventure story created exclusively for the launch. A limited collector edition of 150 copies takes the concept a step further, featuring a fully functioning Tetris® device embedded directly into the cover – an industry first that turns the magazine into an object of play.
The post GAMEPOP: The Culture of Play by Red Bull Media House – the first bookazine devoted entirely to video game culture appeared first on Gaming and Gambling Industry Newsroom.
Latest News
Red Rake Gaming Expands Global Presence Through Partnership with QTech Games
Red Rake Gaming is pleased to announce a partnership with QTech Games, a leading aggregator and platform renowned for its strong presence in emerging markets on a global level. This collaboration brings Red Rake’s diverse and visually engaging portfolio of slots to QTech Games’ extensive aggregation platform, giving players across multiple continents access to high-quality, entertainment-focused casino content.
Founded in 2015, QTech Games is celebrating its 10-year anniversary in 2025. Over the past decade, the company has grown from rapid early-stage expansion to become a dominant force into emerging markets worldwide. With a global presence —including a new tech hub in Spain and offices in Malta—and Latin America, QTech Games has established itself as a fully-fledged international powerhouse.
Players can now enjoy titles from the Million Series, the Super Stars Series, and seasonal slots such as Halloween Wins and Christmas Wins, alongside new adventures including Azteca Gold Collect, Sherlock and the Stolen Gems, Beating Alcatraz, Big Size Fishin’, and Midas Wins.
QTech Games CEO, Philip Doftvik, said: “It’s another notch on our belt to have integrated more premium content from Red Rake. Theirs is a growing and constantly innovating library, delivering impressive support to the depth of our broad igaming-vertical spread.”
Nick Barr, Managing Director for Red Rake Gaming Malta, commented: “We are thrilled to partner with QTech Games and bring our portfolio of games to their growing network. Their leadership in emerging markets and innovative approach to aggregation allow us to reach new players and provide them with high-quality gaming experiences featuring unique features and visually engaging content. This collaboration marks an important step in strengthening our presence in key markets and further establishing Red Rake Gaming’s international presence.”
The post Red Rake Gaming Expands Global Presence Through Partnership with QTech Games appeared first on Gaming and Gambling Industry Newsroom.
Betly
White Hat Studios launches with Betly mobile sportsbook and casino in West Virginia
Partnership sees leading branded content and popular Jackpot Royale
integrated into Delaware North’s Betly online casino in the Mountain State
White Hat Studios, the “House of Brands” provider to the United States iGaming market, has partnered with Delaware North to launch on its Betly mobile sportsbook and casino in West Virginia.
The leading provider aims to build its online casino offering with the addition of the industry’s top-performing games.
Betly players in West Virginia will now have access to White Hat Studios’ acclaimed portfolio of premium branded titles, including Ted
, The Goonies
, and the award-winning 7s Fire Blitz
series.
Also included in the rollout are the popular Jackpot Royale
and Jackpot Royale Express
progressive jackpot networks, currently live across more than 40 titles, and the first Betly-branded iCasino game – Betly Player’s Choice Blackjack.
Designed to elevate player engagement and boost retention, the addition of these promotional tools adds another layer of excitement to the Betly casino offering.
White Hat Studios has made significant strides in its U.S. growth trajectory since launching in 2021, consistently delivering high-performing content across multiple states. West Virginia remains a key market for the provider, following its remarkable success in all seven regulated U.S. iGaming states.
The collaboration represents another major step in White Hat Studios’ expansion across regulated U.S. states and reinforces its reputation as a go-to content partner for forward-thinking operators.
Daniel Lechner, SVP Sales and Marketing at White Hat Studios, said: “We’re thrilled to be partnering with Delaware North on the Betly online casino app in West Virginia.
“This partnership reflects our ongoing commitment to delivering top-tier content quickly and seamlessly to operators across the U.S. With our portfolio of fan-favorite branded titles and innovative features like Jackpot Royale
, we’re confident we’ll make an immediate impact for Betly and its players.”
Bob Akeret, General Manager for Betly, added: “We’re excited to welcome White Hat Studios onto our Betly platform in West Virginia. Their reputation for delivering engaging, high-quality games, especially branded content, makes them an ideal partner as we continue to elevate our casino experience.”
The post White Hat Studios launches with Betly mobile sportsbook and casino in West Virginia appeared first on Gaming and Gambling Industry Newsroom.
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