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UK Gambling Commission highlights failures to stop children playing on 18+ pub gaming machines
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Tests on a sample of pubs in England indicate that almost 90% failed to prevent children accessing 18+ gaming machines.
The Gambling Commission has worked with licensing authorities and local police to test compliance with laws in place to protect children from the risks gambling can pose.
Children are not permitted to play Category C gaming machines in pubs. Staff are expected to stop children playing on the machines and there should be clear signage indicating the age restriction.
Announcing the results at the Institute of Licensing National Conference, Helen Rhodes, Programme Director at the Gambling Commission, said: “We are extremely concerned that pubs across England are failing to stop children playing gaming machines designed for adults. We urgently call on the pub sector to take action immediately to enforce the laws in place to protect children and young people.”
“We expect to see significant improvement in further tests and will continue to work with licensing authorities to support any action required against those failing to adhere to the requirements.”
The current failure rate (89%) compares to an average failure rate of 15% to 30% for other age restricted products such as alcohol or tobacco.
The Commission has written to the pub industry today outlining the findings of our work and calling for urgent improvements. The letter can be found below.
Letter
Dear Trade Association
Age Verification on Category C (adult only) gaming machines in pubs
In June 2018 the Gambling Commission (the Commission) set out further commitments to protecting children and young people from the dangers of gambling, building on work already underway in this area.
The Commission asked its expert advisers the Responsible Gambling Strategy Board (RGSB) for specific advice on the critical theme of children, young people and gambling. Bringing together existing work and acting on the advice provided by the RGSB, the Commission’s strengthened focus seeks to ensure the right protections are in place to reduce the risk of harm to children and young people.
The Commission called for all those responsible for safeguarding children, to work together with the Commission to address the wide range of issues identified in RGSB’s advice. Amongst the actions identified was the need to address access and exposure to gambling by children and young people.
The Commission has therefore been working in conjunction with licensing authorities across England for the last six months to test the compliance of pubs with the requirement to prevent under 18s playing on Category C machines. These exercises were led by licensing authorities (and trading standards staff) or police officers who had volunteered their resources to work with the Commission.
The interim results are sufficiently concerning that we consider it to be in the public interest to release them immediately. The current failure rate is 89% based on 61 tests. This compares to a pass rate of 70 – 85% for most age restricted products such as alcohol or tobacco. (Source: Serve Legal.)
The pubs tested were a matter for the licensing authority to determine based on their local priorities. The failure rate did not vary significantly between licensing authorities nor between [large] pub companies and independents. The results were uniformly poor.
To summarise the legal position, at s46 of the Gambling Act 2005 (the Act)
(1) A person commits an offence if he invites, causes or permits a child or young person to gamble.
At s284, a licensing authority may remove the exemption (to make gaming machines available on a licensed premises) if:
‘an offence under this Act has been committed on the premises’.
The Commission has published a Code of Practice[1] for gaming machines in clubs and premises with an alcohol licence under s24 of the Act. The Code makes it a condition of the permit that:
‘All gaming machines situated on the premises must be located in a place within the premises so that their use can be supervised, either by staff whose duties include such supervision (including bar or floor staff) or by other means.’
Section 3.1 of the Code sets out good practice in relation to access to gambling by children and young people:
‘Permit holders should put into effect procedures intended to prevent underage gambling. This should include procedures for:
• checking the age of those who appear underage
• refusing entry to anyone unable to produce an acceptable form of identification.
Permit holders should take all reasonable steps to ensure that all relevant employees understand their responsibilities for preventing underage gambling.’
The Commission, the Local Government Association and the Welsh Local Government Association are very concerned about the findings and the clear risks that they indicate to children and young people’s access to gambling. Further tests will be undertaken over the coming months.
We urgently call the industry and their Trade Associations to take the results as a serious indication of the need to improve matters. We expect that the action taken will be reflected in significant improvements in future test results.
As a part of the Commission’s wider focus on children and young people, we will support licensing authorities in their further actions against operators who fail to meet the conditions of their permits and will also not hesitate to amend the Code of Practice for gaming machines in clubs and pubs if that is proved necessary.
Yours sincerely,
Richard Watson, Executive Director Enforcement
Source: Latest News on European Gaming Media Network
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Savvy Games Delegation Joins More Than 30,000 Fans for Tencent and Hero Esports’ Honor of Kings Grand Finals in Beijing
The inaugural King Pro League Grand Finals 2024, the biggest esports event in China, drew more than 30,000 fans to a sold-out Beijing Workers’ Stadium on Nov 16. A delegation from Savvy Games and the Esports World Cup Foundation also joined the iconic event hosted by Chinese tech giant Tencent and the largest esports company in Asia, Hero Esports (formerly known as VSPO).
HRH Prince Faisal bin Bandar bin Sultan Al Saud, Vice Chairman of Savvy Games Group (Savvy); Brian Ward, CEO of Savvy; and Ralf Reichert, CEO of the Esports World Cup Foundation, attended the tournament where two top Chinese esports teams competed for the inaugural Holy Dragon Cup and a record prize pool.
A total of 70 million rmb ($9.8 million) was awarded to the top 12 teams who advanced through the rounds of the six-week-long tournament. The final showdown was between Chengdu All Gamers and Chongqing Wolves, where Chengdu All Gamers emerged victorious in a best-of-seven series and took home 22 million rmb ($3.1 million) in prize money.
King Pro League, the premier esports league for Tencent’s hit game Honor of Kings, is the biggest esports league in Asia. Honor of Kings is the world’s most popular mobile game with more than 100 million daily players. Hero Esports has been the organizer of KPL tournaments since the league was first launched in 2016.
This year marks the inaugural KPL Grand Finals, which replaces the Honor of Kings International Championship for Chinese Honor of Kings competitors and features the top teams from across China, one of the biggest esports markets in the world with the most players. Events were held at arenas in Chengdu, Hangzhou and Changsha, with the Grand Finals event being held in Beijing.
The popularity of esports is growing rapidly around the world, encouraged by government support in a number of countries and new products and technology. According to a Frost & Sullivan Report, the market size of the esports gaming industry has experienced a significant increase at a CAGR of 15.2% from US$29.8 billion in 2017 to US$52.6 billion in 2021, and is expected to increase further at a CAGR of 12.1% from US$57.9 billion in 2022 to US$102.4 billion in 2027.
The report also shows that the number of gamers globally has experienced a significant increase at a CAGR of 7.1% from 2.3 billion in 2017 to 3.1 billion in 2021, and is expected to further increase at a CAGR of 5.5% from 3.3 billion in 2022 to 4.3 billion in 2027.
Danny Tang, CEO and Co-Founder of Hero Esports, commented: “Hero Esports is proud to have been a part of the first King Pro League Grand Finals, which is an example of the high calibre esports tournaments that fans and players everywhere deserve. The strong enthusiasm we’ve seen for this event in its first year is a testament to the significant growth of interest in this sport and the support of our high-profile sponsors. The atmosphere in the arena was electric and we congratulate the Chengdu All Gamers in winning the inaugural Holy Dragon Cup.”
Hero Esports, formerly known as VSPO, is a leading player in the global esports industry, collaborating with major game developers and global brands and organizing tournaments for players and fans across the world. It is the biggest esports tournament operator in Asia, having hosted 86 tournaments in the region in 2023, of which 62 were in China, compared with a total of 77 tournaments in 2020, of which three were overseas. The company recently announced the Esports Asian Champions League (ACL), Asia’s new premier international esports tournament featuring multiple titles.
Sponsors of the King Pro League Grand Finals 2024 include Meituan, Snapdragon and SAIC Volkswagen and iQOO.
The post Savvy Games Delegation Joins More Than 30,000 Fans for Tencent and Hero Esports’ Honor of Kings Grand Finals in Beijing appeared first on European Gaming Industry News.
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Casino Guru Awards introduces “iGaming Changemaker of the Year” category
- The Fairest Bonus Policy
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The post Casino Guru Awards introduces “iGaming Changemaker of the Year” category appeared first on European Gaming Industry News.
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EveryMatrix, BetBlocker and the Responsible Gaming Foundation Malta join forces to translate BetBlocker into Maltese
Supporting safer gambling in Malta is the focus of a new partnership between EveryMatrix, BetBlocker and the Responsible Gaming Foundation. The collaboration will see BetBlocker expand its services to include a Maltese version of its award-winning blocking software.
This project is launched as part of European Safer Gambling Week 2024 to provide both an additional tool to support Maltese players looking to manage their access to gambling and to raise the profile of the free, anonymous to use, service BetBlocker provides within one of the key international hubs for the igaming industry.
Duncan Garvie, Founder and Trustee for BetBlocker, said: “One of the biggest challenges for BetBlocker is ensuring that a technologically complex app is as simple as possible for users to set-up. Currently, BetBlocker can take a user from download to blocked in under 2 minutes.
But that is only the case where the user finds the set-up instructions easy to engage with.
“Where a user is able to access BetBlocker in the language that they are most confident in, the chances of them converting to an active block is far higher.
“We’re really grateful to EveryMatrix and the RGF for their partnership on this project. It significantly improves the options for Maltese players and will go a long way in terms of raising awareness of the support that BetBlocker offers amongst MGA licensees.
“We hope that in the future, the MGA will advance their player protection standards with the inclusion of requirement for licensees to signpost blocking software to ensure players are aware of this option.”
Jake Cachia, Head of Compliance, EveryMatrix, added: “We’re delighted to be able to support BetBlocker and the RGF with this important initiative in Malta, particularly in time for Safer Gambling Week.
“EveryMatrix is proud of its commitment to safer gambling and player protection while producing market leading gaming solutions, and partnerships such as underlining how crucial it is to keep making a difference.”
Kevin O’Neill, General Manager for the Responsible Gaming Foundation, shared these thoughts on the project: “The Responsible Gaming Foundation is proud to collaborate with BetBlocker and Everymatrix on this initiative, furthering our mission to support safer gambling practices in Malta.
Translating BetBlocker into Maltese is a significant step towards accessibility and inclusivity, ensuring that players can effectively manage their gambling habits in their native language.
This project demonstrates the power of partnerships in enhancing player protection and underscores the importance of providing players with tools that promote responsible decision-making. As we launch this initiative during European Safer Gambling Week 2024, we remain committed to contributing to an environment where innovative solutions, such as BetBlocker, can meaningfully impact safeguarding our community.”
The post EveryMatrix, BetBlocker and the Responsible Gaming Foundation Malta join forces to translate BetBlocker into Maltese appeared first on European Gaming Industry News.
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