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The Current Absurdity of the Dutch Online Gambling Law

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The Current Absurdity of the Dutch Online Gambling LawReading Time: 4 minutes

The Senate of the Netherlands has been discussing a bill that proposes to regulate online gambling in the country. A vote has been scheduled to take place this week. The bill was passed by the lower house in 2016 and has been languishing for two years because other issues were given priority.

This article seeks to acquaint Dutch online casino players on various aspects of this important topic through the following sections.

  1. The existing laws concerning online gambling
  2. The key points in the proposed bill
  3. The expected steps forward if the bill is passed
  4. Comparison with the online gambling laws in the United Kingdom

Existing Dutch Online Gambling Laws

The key legislation covering gambling in the Netherlands is the Dutch Gambling Act of 1964 commonly referred to as the Wok. Under this Act only one licence for land based casino operations has been issued. This is to the Dutch state-owned Holland Casino. The Act does not cover online gambling at all. There is no provision to issue licenses and none are therefore issued. It is illegal to offer any form of online gambling in the Netherlands as of now.

But the fact is that Dutch players are gambling at hundreds of offshore operators generating revenue of over €800 million from online casino gaming and other online gambling verticals like poker and sports betting. However, it is not illegal for Dutch players to play at these sites. The players themselves will not face prosecution. In the absolute worst case they may lose their deposits if the sites are blocked. If you’re willing to take a risk then you can play at any of our recommended online casinos. They are regulated outside Holland by top notch agencies like the Malta Gaming Authority and the Government of Gibraltar.

The Dutch Remote Gaming Bill

From 2012, the Dutch Gaming Authority, commonly referred to as KSA, had the task of regulating gambling in the country. As a part of its efforts the Remote Gambling Bill for online gambling was prepared. Here it is important to point out that two reasons have been cited for this.

  1. Pressure from the European Union to bring a competitive and regulated online gambling structure in Holland on par with that prevalent in some other countries like the United Kingdom.
  2. The Dutch government sees the massive online gambling turnover as a revenue source that is presently going out of the country. Regulating online gambling will bring taxation and licensing revenue to the national exchequer.

The key points of the Remote Gambling Bill are as follows.

Procedure

  • Interested online gaming operators will have to apply for a license.
  • KSA would scrutinise applications and award a five-year license to deserving operators.
  • Applicants based inside the European Economic Area would be given preference.

Taxation

  • The main revenue would come from a 29% tax on gross gaming revenue.
  • Another 1.5% would be levied to fund the activities of the KSA.
  • 0.5% would be levied to create a Responsible Gambling fund to rehab players inflicted with problem gambling.

Other restrictions

  • Limits have been proposed on marketing sites via non-pay TV channels.
  • There are restrictions on promoting in-play wagers during sports broadcasts.
  • Online gambling operators are to be prohibited from accepting wagers on any sports team with which they have a sponsorship deal.

The Way Forward

If the bill is passed by the Senate then the process of receiving and scrutinising applications can begin. Operators at present serving Dutch players through offshore regulators have expressed intent to become a part of the national regime.

Unfortunately, there is a strong move to exclude the operators presently functioning from overseas locations, also referred to as grey area operators, from the licensing process. If they are not altogether excluded, they are likely to face a cooling off period that may range from two years to five years. This was confirmed by Justice Minister Sander Dekker. This means that the best brands presently operating in Holland will not be given licenses.

  • If they are prevented from operating in the regulated market, Dutch players will be deprived of the best brands.
  • If they continue to operate from offshore locations, then KSA may be unsuccessful in channelizing Dutch players to licensed operators.

In either event, the system as a whole will lose out. There are even whispered rumours that the Dutch government may create a single state owned monopoly to offer online gambling services, as it has done with land based gambling.

Comparisons with the United Kingdom

The United Kingdom implemented a regulated online gambling regime about a decade ago. But it went about the business in a completely different way. It took the offshore operators then functioning in Britain on board. The United Kingdom Gambling Commission insisted that will have to apply for fresh licenses but was sensitive to the concerns these operators faced and tried to find mutually acceptable solutions in an amicable manner.

Today the United Kingdom Gambling Commission is regarded as one of the strictest regulators. It has imposed strict practices to be followed for prevention of underage gambling and problem gambling. Advertisements deemed unsuitable are immediately acted upon. Bonus and promotion offers that do not meet its standards of fairness and transparency have to be retracted. Hefty punishments are imposed on defaulters.

This has created a win-win situation for everybody.

  • The British players are getting products from the best online gaming operators in a favourable environment.
  • The online gaming operators are benefitting from players moving to them from sites that are not licensed in Britain.
  • The British government is getting additional tax revenues in the exchequer.

When one compares the Dutch and British scenarios it is evident that the Dutch absurdities are not likely to really succeed unless corrections are made before the legislation is passed.

Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: The Current Absurdity of the Dutch Online Gambling Law

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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GR8 Tech and Ready to Fight by Usyk Unite to Bring Boxing and iGaming Closer Together

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Ready to Fight by Oleksandr Usyk and GR8 Tech have joined forces in a technological partnership that bridges the worlds of sports and innovation.

As Ready To Fight’s exclusive Partner in Tech, GR8 Tech combines its UNrivaled expertise in iGaming with RTF’s experience as the UNdisputed champion’s team to deliver solutions that push boundaries and achieve extraordinary results.

The iGaming industry is a highly fluid environment, very similar to boxing as a competitive sport: The winners in it are strategic thinkers, relentless in preparation and flawless in execution. These qualities unite GR8 Tech and Ready to Fight by Oleksandr Usyk and serve as the foundation of our partnership, empowering GR8 Tech to help its clients achieve UNdisputed success in their own rings,” said Sergey Ghazaryan, CRO at GR8 Tech.

“Our partnership with GR8 Tech is about bringing the boxing world closer through technology and creating something new for fighters, fans, and industry leaders. We’re combining GR8 Tech’s expertise in iGaming with our vision to build a stronger, smarter platform. Together, we’ll be rolling out new features and innovations to bring people together and make the boxing experience better with great tech,” said Oleksandr Usyk, Co-Founder of Ready to Fight.

GR8 Tech’s top-tier Sportsbook and iGaming platform stands out for its scalability, precision, and exceptional performance – qualities that align with Usyk’s UNwavering drive and UNstoppable track record. Just as Ready To Fight by Usyk wins the global boxing market, GR8 Tech excels with UNparalleled event coverage, sophisticated margin management, and a geo-specific approach, providing everything operators need to achieve extraordinary success in any market.

Ready to Fight’s mission to merge technology with boxing comes to life through GR8 Tech’s advanced platform. By leveraging GR8 Tech’s technological expertise, RTF meets the high operational standards of iGaming leaders. Both brands share a data-driven, innovative approach, empowering their audiences to break boundaries and achieve UNprecedented success at the intersection of sports and technology.

This UNdisputedly GR8 partnership marks the start of an exciting 2025, bringing digital activations, exclusive merch, and a groundbreaking product tech collaboration. Stay up-to-date with all the latest news by following GR8 Tech on its website and LinkedIn.

 

The post GR8 Tech and Ready to Fight by Usyk Unite to Bring Boxing and iGaming Closer Together appeared first on European Gaming Industry News.

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Fandoms and Passions: New SuperAwesome Research Demystifies Gen Alpha and Gen Z for Brands

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Study of almost 4,000 Gen Alpha/Z respondents reveals how brands can best engage the vital but elusive kid and teen audience –

SuperAwesome, the leading youth technology and insights provider, has launched a groundbreaking in-depth study into the passions and fandoms that enable brands and IP owners to forge deeper connections with young audiences.

Kids and teens remain a vital but elusive audience. They shift across a hyper-fragmented media landscape, immersed in (and defining) cultures that move faster than ever before. The long-standing challenge of data scarcity relating to under-18 audiences makes connecting meaningfully with them incredibly difficult for brands.

Conducted among 3,750 under-18s and their parents across the US, UK and Germany, the new research provides critical insights to help brands decode the passions and fandoms that fuel youth audiences. Launched today at the London Toy Fair, ‘Fandoms & Passions: The Antidotes to Hyper-Fragmented Youth Audiences’ reveals that meaningful and lasting relationships are developed throughout childhood and teenhood that impact brand loyalty in this timespan and beyond.

Kate O’Loughlin, CEO of SuperAwesome, said: “The fragmentation of kids’ and teens’ digital behaviors continues to grow, yet the insights on how to engage them have been limited to rudimentary observations of what they interact with online – without understanding the WHY. We conducted this research to uncover the complex drivers of how brands can build real resonance with young audiences.”

Fandoms and Passions – What’s the Difference? 

Passions are hobbies or interests (think gaming, sports, or music). They’re important for self-discovery and shaping individual perspectives, and are primarily focused on the personal connection with an activity or interest. Tapping into passions gives an instant connection to young audiences on a personal level.

Fandoms can elevate this further by adding a social dimension. They’re built around community or consumable content that unites people (think particular video games, film franchises, or a musician, for example). They allow kids to be part of a collective, creating a sense of community and belonging. This shared experience strengthens their connection to the fandom and the brands that interact with them authentically.

How Important Are Fandoms and Passions Really? 

3 in 5 kids engage with their passions daily, and 56% of kids engage with their fandoms daily. On average, young people have 4 passions but only 2 fandoms at any given time due to the social and potential financial investment fandoms require. More than half (55%) of those surveyed said their top fandom had an enormous influence on their daily lives, rating its impact at least 9 out of 10.

How Do Fandoms and Passions Translate Into Engagement Opportunities with Gen Alpha & Gen Z? 

Young audiences are naturally drawn to brands that reflect their values: 74% say they feel more connected to brands that share their passions, while 73% feel more positive about brands that collaborate with something or someone they’re a fan of. Not every brand can create a fandom, but it is possible to leverage passions and collaborate with fandoms to maximize the potential of understanding and connecting with young people.

Kate O’Loughlin, CEO of SuperAwesome added: “With this research, making safe connections to Gen Alpha and Gen Z can be as sophisticated as they are. The ability to take an audience-based approach with youth – rooted in a comprehensive understanding of their values, passions and emotions – is a necessary leap forward to meet the challenge of engaging kids and teens as they rapidly evolve.”

The research highlights that brands that are looking to connect with youth audiences cross-platform can begin with understanding their deep interests, emotional engagement and commitment. 47% of respondents watch content (like on YouTube) and shows (on streaming platforms) related to their fandoms, plus 22% also play games, use apps or buy merchandise related to the fandoms too.

Far from trying to exclude brands from their fandoms and passions, the research shows that 67% of young people think brands could do more to connect with them. It’s up to brands to make sure they do this with a deep understanding of their audience, enabling them to engage with meaning and authenticity.

Download the full report at this link: superawesome.com/identities-fandoms-and-understanding-youth-audiences/

The post Fandoms and Passions: New SuperAwesome Research Demystifies Gen Alpha and Gen Z for Brands appeared first on European Gaming Industry News.

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iGX and Optimove Announce Report on the Transformative Impact of Gamification and AI in the iGaming Industry

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 iGX, a leading voice in the iGaming industry, and Optimove, the #1 CRM Marketing platform for iGaming and sports betting operators, announce the release of a report exploring the transformative role of gamification and Generative AI (Gen AI) in the iGaming industry. This comprehensive study highlights the trends, strategies, and innovations shaping the future of iGaming, providing valuable insights for operators navigating this rapidly evolving landscape.

Methodology: 
iGX Insights surveyed 100 Heads of Marketing, CMOs, Brand Directors, and similar executives from iGaming organizations across Europe to find out how the industry is continuing its gamification efforts and the impact AI is having on iGaming. 

Key Findings Previewed 

The forthcoming report reveals critical insights into how gamification and AI are revolutionizing player engagement, retention, and overall gaming experiences: 

  • Gamification’s Universal Adoption: The report highlights that 100% of surveyed iGaming operators have implemented gamification strategies, underscoring its universal adoption. Popular elements such as achievements, tournaments, and personalized challenges have proven effective in driving player activity and loyalty. 
  • Generative AI’s Growing RoleWith 61% of operators already deploying Gen AI solutions and 39% planning to do so, AI is reshaping iGaming. Applications such as personalized promotions, automated content creation, and predictive analytics are driving hyper-personalization and streamlining operations. 
  • Data-Driven Personalization: The study emphasizes the increasing importance of player data in tailoring experiences. Organizations that leverage data insights effectively can deliver highly targeted content, predict player behavior, and optimize engagement strategies. 

Industry Implications 

The report positions gamification and AI as pivotal to the future of iGaming, enabling operators to deliver immersive, personalized experiences. By integrating these technologies, organizations can foster deeper player loyalty, enhance lifetime value, and remain competitive in a dynamic market. However, the study also addresses the challenges of data analytics and ethical use, which will be critical for sustained success. 

As noted by Pini Yakuel, CEO of Optimove, “Gamification and Generative AI are no longer optional strategies—they are essential for operators looking to thrive in today’s competitive iGaming landscape. This report provides a roadmap for leveraging these tools to enhance player engagement and deliver meaningful, data-driven experiences.”  

Added Gabriela Martins da SilvaContent Director iGX, It’s important to note that implementing Generative AI solutions successfully also requires a strong data foundation. Any gaps in data can lead to inaccurate results, introducing potential risks when deploying these technologies. That said, it’s clear that AI is poised to become a cornerstone of the gaming industry, and the number of companies leveraging Generative AI will only increase in the coming years.” 

The post iGX and Optimove Announce Report on the Transformative Impact of Gamification and AI in the iGaming Industry appeared first on European Gaming Industry News.

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