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GambleAware publishes independent review of scale used to identify gambling harm

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GambleAware has today published a report on the Problem Gambling Severity Index (PGSI) scale, for those who wish to identify, understand and reduce gambling harms.

The PGSI is set of nine questions about gambling behaviour which has been widely used to identify the extent and scale of gambling problems.1 However, it has not been developed as a clinical tool and there is debate surrounding how best to use it for identifying and measuring gambling harms. This led GambleAware to commission Ipsos UK to explore the nature of this index.

The study used advanced statistical methods on a dataset of over 21,000 people taken from the 2020 and 2021 waves of the Annual GB Treatment and Support Survey commissioned by GambleAware. It found that the PGSI scale can continue to be used to estimate the potential risk of gambling harm, despite it having some limitations.

The analysis found that there was a strong, consistent link between higher PGSI scores and higher rates of psychological distress, and that the scale can be used as a tool when considering integrating mental health interventions into treatment plans for people who score highly on the scale.

However, the researchers also found that some PGSI questions are more likely to indicate a severe risk of harm than other questions. For example, the questions on whether a person has borrowed money to fund their gambling, whether they are experiencing financial problems due to gambling, or whether they feel the need to gamble more to experience the same thrill, may indicate a greater level of harm, whereas the questions on whether a person feels guilty about their gambling activity or chases losses when they gamble appeared to indicate relatively less harm. This raises questions about whether each PGSI item should be weighted equally when using the PGSI as a clinical or screening tool.

Finally, the study recommended that the full PGSI questionnaire – all nine questions – should be used wherever possible. The alternative short-form PGSI, which uses three of the nine questions, should only be used if there is extremely limited opportunity to interact with people being tested. This is because using the short-form PGSI has a tendency to fail to identify some cases of ‘problem gambling’, and therefore can understate the prevalence of ‘problem gambling’, compared to the full PGSI.

Haroon Chowdry, GambleAware Director of Evidence & Insights, said: “The PGSI scale has long been an important tool for understanding the scale of gambling harms at both individual and population level. We commissioned this independent study because we wanted to take a closer look at the features of this index, how exactly it varies and how well it captures different kinds of harm, which has not been analysed before.

“We are reassured by the findings that the PGSI generally works well as an index and can identify different levels of harm, although there are areas where the scale or how it is used may be able to be improved. We hope treatment services, clinicians and policymakers will take note of the recommendations to ensure they are making the best use of this scale to help those experiencing gambling harms.”

Steven Ginnis, Research Director, Ipsos UK, said: “The results of this study increase the knowledge base on the PGSI scale and confirm that it should continue to be used to estimate the potential risk of ‘problem gambling’ among large groups. However, the findings suggest PGSI is unlikely to work as well on its own as a diagnostic instrument for individuals or for screening purposes. We therefore recommend that PGSI users and practitioners also look beyond the broad classification groupings – not all people within a PGSI classification are at the same potential risk of harm from gambling.”

EMEA ESPORTS

MOVEMBER TEAMS UP WITH RIOT GAMES EMEA ESPORTS

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TLDR:

  • Movember is partnering with the League of Legends EMEA Championship (LEC), VALORANT Champions Tour (VCT) EMEA, and Game Changers EMEA Championship as the Official Mental Health Partner, supporting players, team staff and the wider community for the 2026 and 2027 seasons.

Date: January 20, 2026 [London]

What you need to know:

  • Riot Games and Movember announce a multi-year partnership focused on embedding mental health and wellbeing into the EMEA esports ecosystem.
  • The partnership will integrate mental health and wellbeing frameworks, support systems, and initiatives across the leagues.
  • Movember will provide tools and resources to better manage competitive pressure, build healthier habits, and be encouraged to discuss mental health openly.
  • Planned initiatives for the upcoming year include mental health training for players and staff, and player-only roundtables on stress and coping strategies, with a view to use this to cascade content and guidance to the wider esports community.
  • Movember will share messaging on the broadcasts and on-site during events that highlight the importance of mental health and help reduce the stigma around honest discussions and seeking help when needed.
  • Together, Movember and Riot Games aim to make the gaming environment a healthier environment for all.

Quote from Daniel Ringland, Head of VALORANT Esports, EMEA:

“Supporting the wellbeing of the VCT EMEA community, our players, and team staff is something we are committed to strengthening, so we’re thrilled to welcome Movember as a partner. While supporting open conversations and ensuring our players know trusted resources are available is a priority, this partnership also helps raise awareness around mental health and wellbeing across the wider VCT EMEA community. Movember’s expertise will help normalize these discussions beyond the competitive stage, and provide the tools so everyone connected to our ecosystem feels supported by professionals committed to making a positive impact.”

Quote from Maximilian Peter Schmidt, Director of League of Legends Esports, EMEA

“Partnering with Movember allows us to take our commitment to supporting the wellbeing of our players and teams to the next level. We want our community to feel empowered to speak openly about the challenges they face and know resources are available if needed. Gaming should be a safe and healthy space for everyone, and this partnership will help us ensure that the environment is maintained and strengthened.”

Quote from Dan Cooper, Global Director, Innovations at Movember:

“Movember is committed to bring community first solutions to today’s most urgent mental health challenges. Esports is a focus area for our work in mental health, and by working with Riot Games we aim to have a real impact and drive positive change in esports.”

The post MOVEMBER TEAMS UP WITH RIOT GAMES EMEA ESPORTS appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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2RBO Affiliates Wins “Affiliate Marketing Campaign of the Year” at the 19th International Gaming Awards

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2RBO Affiliates is proud to announce that it was honored with the Affiliate Marketing Campaign of the Year award at the 19th annual International Gaming Awards (IGA).

The ceremony took place on January 18th, at the Intercontinental Hotel Barcelona, bringing together the global elite from both the online and land-based gaming sectors.

The “Affiliate Marketing Campaign of the Year” is a highly competitive category designed to recognize innovative approaches to brand recognition and popularity. In selecting the winner, IGA judges evaluate the unique strategies that generate the most significant impact, drive sales, and successfully develop a business’s identity.

“We are incredibly honored to receive this recognition from our peers and industry insiders,” said Aviv Rosenblit, Head of Affiliates at 2RBO. “This award validates our commitment to pushing creative boundaries and delivering scalable, sustainable growth for our partners through innovation and transparency.”

2RBO Affiliates continues to set the pace for the industry with its advanced platform and a portfolio of leading iGaming brands, including Betinia, Swiper, CampoBet, and ToonieBet. By seamlessly integrating unique gamification features with state-of-the-art designs, the program delivers an unmatched user experience that maximizes partner profitability and long-term engagement.

Supported by renowned industry newspaper The iGaming Post, the IGA is celebrated as the “biggest and best charity event of the year.” By winning this nomination, 2RBO Affiliates solidifies its position as a high-performance leader dedicated to fostering long-term partnerships through personalized support and innovative tracking tools.

For more information about the affiliate program and their award-winning campaigns, visit 2rbo Affiliates.

About 2RBO Affiliates

2RBO Affiliates is a high-performance affiliate program representing top-tier iGaming brands. By combining modern gamification and flexible commission models with real-time performance data and proactive compliance measures, 2RBO delivers a superior experience for partners worldwide, ensuring growth and loyalty in a competitive landscape.

About the International Gaming Awards (IGA)

The International Gaming Awards (IGA) recognizes excellence across the global gaming industry. Bringing together professionals from every tier—from mobile gaming innovators to luxury casino operators—the IGA celebrates industry leadership while raising vital funds for deserving charities worldwide.

The post 2RBO Affiliates Wins “Affiliate Marketing Campaign of the Year” at the 19th International Gaming Awards appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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GameTimeTec Set to Access Emerging Markets Through QTech Games

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QTech Games, the leading game aggregator for all emerging markets, has continued to maintain the momentum in its content pipeline, thanks to its latest deal with rising star supplier, GameTimeTec, a casino developer consistently producing dynamic content across slots, arcade, crash, dice, and card genres.

GameTimeTec’s ShowTime portfolio of slots and arcade-style games always brings something fresh, with popular titles now including Lucky Clover (Hold and Spin), Glory of Olympus (Unlocked), Air Gold (Miles Jackpot), Vikings Thunder, Chimon, SpinTop, Fortune Avengers, Sugar Love, and Celtic Bash. All these games ride on the back of exceptional maths modelling that varies the volatility spectrum, helping to foster some truly engaging gameplay.

The deal organically broadens GameTimeTec’s international footprint, unlocking unmined jurisdictions for diversified growth from Asia to Africa and Eastern Europe to Latin America.

CJ Shaw, CEO at GameTimeTec, commented: “We’re naturally thrilled to have teamed up with QTech Games to improve our distribution across emerging regions, seamlessly offering our fantastic games to a range of untapped operators.”

“It’s all about delivering more high-performing games, appealing to a broader range of players across the igaming spectrum – notably, slots, arcade, crash, dice, and card games. We strive to deliver balanced gameplay mechanics, varied volatility and sophisticated maths models, giving our games global appeal.”

Philip Doftvik, CEO, QTech Games, said: “GameTimeTec’s content brings a level of energy and engagement that we’re delighted to share across our sprawling network for emerging markets. Like us, they know that localised solutions comprise the key to success across this patchwork quilt of opportunities.”

The post GameTimeTec Set to Access Emerging Markets Through QTech Games appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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