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Ipsos Research: Dutch iGaming Market Sees No Rise in New Customers

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The opening of the online gambling market on 1 October 2021 has not led to a large increase in new customers who previously did not participate in online games of chance. This is evident from the Online Gambling Barometer, an annual survey of the Dutch online gambling market conducted by Ipsos on behalf of NOGA, the Netherlands Online Gambling Association. The number of Dutch people who have played online in the past twelve months has remained the same compared to last year; about 11% of the adult population.

Of the Dutch who have played online since 1 October 2021, 78% have only done so with providers licensed in the Netherlands. This means that Dutch people who previously played online anyway now largely do so in a safe and responsible environment, where consumer protection is key. Visits to illegal gambling sites, without a licence from the Netherlands Gambling Authority Kansspelautoriteit, have decreased drastically.

The new edition of the Online Gambling Barometer, which was published in full on the NOGA site, also shows that since 1 October 2021, the Dutch are seeing a lot of online gambling advertisements on television. A large part of the Netherlands welcomes far-reaching restrictions on gambling advertising. There is support for measures such as not allowing advertisements with famous sportsmen or role models, allowing TV advertisements only after 21.00 hours in the evening, and a ban on advertisements directed at young people and vulnerable groups.

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Finally, it appears that most players find playing at an illegal site risky, but 70% of them do not know how to distinguish a Dutch-licensed provider from an illegal one.

Peter-Paul de Goeij, Director of NOGA, said: “The Online Gambling Barometer of Ipsos provides useful insights every year. It appears that the channelling of players towards the legal offer is well underway. We must, however, do everything in our power to keep the 78% of the players who have already been channelled to the local licensed offer, and to make the last 22% that still gamble illegally, choose for licensed providers. The Barometer also shows that 5% of the Dutch population belongs to the risk group for gambling problems, and among young adults this is 8%. It is this group that we must protect as much as possible against the risks that are inherent to gambling. This is only possible if they gamble with providers with a Dutch licence. Advertising is irritating, but it helps to achieve this goal – especially if it becomes even clearer that only legal providers are allowed to advertise.”

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BLAST and GamingMalta announce multi-year partnership including a state-of-the-art studio and hub of esports activity on the island

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Competitive entertainment company BLAST and GamingMalta, an independent non-profit foundation set up by the Government of Malta, are proud to announce a transformative three-year partnership. The partnership will see Malta become a premier destination for world-class esports events and innovation, with BLAST debuting in Malta with the BLAST Premier Bounty S2 in August 2025.

The partnership will initially host nine major international esports tournaments in Malta, featuring some of the most prestigious competitions from BLAST’s global calendar, including the BLAST Premier and BLAST Slam circuits. In addition to these headline events, BLAST will establish a permanent esports broadcasting facility equipped with cutting edge technology that will span over 1,000m2 hosting Tier 1 esports tournaments and an office presence on the island, creating a dedicated team and infrastructure to support content production, operations, and long-term engagement in the region.

As part of the collaboration, GamingMalta will also benefit from global visibility across all BLAST Premier and BLAST Slam broadcasts, with millions of fans tuning in around the world. Beyond tournaments and exposure, the partnership also underscores a shared commitment to community development and education.

BLAST will support GamingMalta’s mission by investing in local esports initiatives, forging connections with universities and grassroots organisations, and helping create meaningful career opportunities for Maltese players, content creators, and aspiring professionals within the gaming industry.

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Together, BLAST and GamingMalta will position Malta as a global esports destination, leveraging high-profile events to attract international teams, fans, and media coverage. The initiative is also expected to generate significant economic benefits through increased tourism, hospitality demand, and international business.

Silvio Schembri, Minister for the Economy, Enterprise & Strategic Projects for Malta, added: “This partnership with BLAST – a premier global esports entertainment company – aligns perfectly with the Government of Malta’s Vision 2050, which places digital innovation, youth engagement, and the creative economy at the heart of our national strategy. It reflects our ongoing commitment to positioning Malta as a hub for future-facing industries, while also creating real opportunities for our young people through education, careers, and international exposure. By investing in strategic collaborations like this, we continue to build an economy that is innovative, resilient, and globally relevant.”

Robbie Douek, CEO of BLAST, said: “Our partnership with GamingMalta makes a major milestone for BLAST having secured a multi year partnership to elevate esports and gaming in Malta. We are excited to bring live output, a new studio and competitive entertainment to the island.”

Ivan Filletti CEO of GamingMalta remarked “At GamingMalta, we are committed to nurturing every level of the gaming ecosystem – from grassroots to global. This multi-year partnership with BLAST is a bold step forward in our relentless journey to continue establishing Malta as a world-class esports hub. We will continue to champion our ‘Home of Gaming Excellence’ vision by delivering top-tier events and creating new opportunities for the next generation of esports talent.”

The BLAST Premier Bounty S2 features 32 teams from across the Counter-Strike scene battling for a spot at our LAN finals and a slice of the $500,000 USD prize pool. The innovative Bounty format allows teams to select their opponents and utilize wager mechanics to raise the stakes and chase riches.

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Clarion Gaming wins accolades at prestigious events industry awards

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Clarion Gaming celebrated ‘double gold’ at the AEO Excellence Awards widely recognised as the Oscars for the events industry.

Held at London’s Grosvenor House Hotel which has hosted royalty, dignitaries and business leaders for nearly a century, the Awards saw World Gaming Week, comprising ICE and iGB Affiliate Barcelona judged Best International Show (Europe) with Clarion Gaming receiving the accolade of ‘Organiser Team of the Year’ a category which was judged across every industry sector and jurisdiction.

Reflecting on the illustrious Awards which showcase the very best that the events industry has to offer, Clarion Gaming Managing Director, Stuart Hunter said: “It’s a fantastic achievement to win Gold across two incredibly competitive categories and to be recognised by the judging panel which was drawn from across the events industry ecosystem.

“I can’t think of another team anywhere in the event’s space that’s risen to the huge challenge of moving three market leading and established shows to two different countries over the course of 18-months.

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“Taking ICE and iGB Affiliate to Barcelona has opened-up so many opportunities for the entire industry supply chain and we have the same aspirations for iGB L!VE which opens in London in July following its relocation from Amsterdam.”

He added: “The philosophy which is embedded in the Clarion Gaming DNA is to always work alongside our customers, understand their business needs and use the power of our brands to help meet their objectives irrespective of their size.

“By embracing this approach, our commitment to being industry partners empowers us to make bold decisions and achieve even greater outcomes for our customers.”

The post Clarion Gaming wins accolades at prestigious events industry awards appeared first on European Gaming Industry News.

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Allaster Gair confirmed as Bacta’s Director of Communications

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UK trade association Bacta has announced the appointment of Allaster Gair to the position of Director of Communications, effective 7th July.

Gair, who replaces Executive Director George McGregor who announced in March that he would be stepping down from Bacta joins from global advisory consultancy the DGA Group where he spent 5-years most recently as Senior Associate.

Looking ahead to driving the trade association’s communications programme he stated: “I’m absolutely thrilled to be joining Bacta at such a pivotal time for the industry. It represents a sector with deep roots in local economies, and I’m looking forward to proactively championing its value and telling its story.”

He noted: “The key challenge is changing outdated perceptions and I’ll be working hard to ensure stakeholders understand the modern, responsible nature of the industry and how it strongly contributes both economically and socially.

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“The sector needs to clearly and consistently influence opinion, build trust, and inform policy in what is a complex landscape. I see huge potential to go on the front foot and tell the sector’s positive stories. In particular I’m keen to highlight its beneficial impact, commitment to safer gambling, and its importance to the wider economy.”

Bacta’s outgoing President John Bollom said: “I am delighted to welcome Allaster who was without doubt the stand-out candidate.

“The comms challenges that we face are significant not least combatting the media onslaught that’s being directed at the Adult Gaming Sector and enhancing the ways in which Bacta engages with its members.

“I would like to place on the record my thanks to George McGregor who ends a 21-year association with Bacta.

“His knowledge and experience have been a great asset and he has been a source of wise counsel during what has been an extremely challenging period for the industry.“

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