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GVC Launches ‘Changing for the Bettor’ Safer Gambling Campaign and Announces Major Research Collaboration

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GVC Launches ‘Changing for the Bettor’ Safer Gambling Campaign and Announces Major Research CollaborationReading Time: 4 minutes

 

GVC Holdings PLC , the multinational sports betting and gaming group, has announced a global responsible gambling campaign, Changing for the Bettor, which is being spearheaded by a major new research project into problem gambling with the Division on Addiction, Cambridge Health Alliance, a Harvard Medical School teaching hospital.

The guiding principle of Changing for the Bettor is to further establish GVC as the most trusted and enjoyable betting operator in the world.  The campaign comprises of seven pillars, each of which have substantive projects attached:

  1. Understanding the problem and best solutions – Including today’s announcement of a five-year, multi-million pound research project with the Division on Addiction, Cambridge Health Alliance, a Harvard Medical School teaching hospital (further details below).
  2. Educating our key stakeholders – Including the national roll out of youth education programmes with the charity GamCare in the UK – the largest project of its kind in the UK, as well as a state-school awareness campaign with EPIC Risk Management.
  3. Promoting responsible attitudes – Leading the industry in recently agreeing a ban on pre-watershed gambling adverts on television, around live sports.
  4. Empowering customers – Rolling out a ‘markers of harm’ algorithm to all UK facing parts of the business.
  5. Funding treatment for those in need – Doubling our donation to research, education and treatment on problem gambling to 0.2% of gross gaming revenue (GGR).
  6. Championing responsible product design – Developing more responsible product design principles.
  7. Drive cultural change within our business – Ensuring that a safer gambling approach underpins all aspects of our business. Accordingly we are working in consultation with the Safer Online Gambling Group.

Fundamental to GVC’s commitment to better understand and reduce the potential for problem gambling behaviour to develop will be investment in rigorous research. Accordingly, the Group will be investing $5 million into a new partnership with Harvard Medical School faculty at the Division on Addiction over the next five years.  GVC will provide Harvard faculty at the Division with access to anonymised player data across a range of its brands, sports betting, and gaming products.

The research will be broad ranging, focusing on a number of areas including, but not limited to:

  • Patterns of normal internet gambling behaviour
  • Behavioural markers of gambling problems among internet players generally and on specific betting and game types
  • Cross-product analyses
  • Cross-brand analyses
  • The effects of the expansion of gambling in new markets

Within this approach, researchers will seek to evaluate the effectiveness of algorithms used by GVC and other operators to detect at-risk behaviours, assess the effectiveness of intervention messaging and the impact of operator’s responsible gaming tools.

Commenting on the announcement, GVC’s Director of Responsible Gaming, Grainne Hurst said:

“Whilst the vast majority of our customers enjoy playing with us in a safe and fun environment we are aware that for some players, gambling can impact their lives negatively. We are committed to leading the industry in minimising potential harm caused by problem gambling. That is why we are today launching Changing for the Bettor and have partnered with Harvard faculty at the Division on Addiction to help us to better understand and tackle the issues around problem gambling.”

Mims Davies MP the UK’s Gambling Minister, said:

“Gambling operators have a key role to play in protecting people from harm and identifying potentially risky betting behaviour. Research is essential to progress in this area and GVC’s ‘Changing for the Bettor’ campaign will make an important contribution to tackling problem gambling. We are committed to protecting consumers across the country and are working with industry to create a healthy and more socially responsible sector.”

Dr. Howard Shaffer, Morris E. Chafetz Associate Professor of Psychiatry in the Field of Behavioural Sciences, Harvard Medical School and Director, Division on Addiction added:

“It is only by taking an evidence-based approach to examining gambling that we can develop better strategies and tools to limit its potential to cause harm. The collaboration with GVC that we have announced today will play a significant role in advancing our knowledge about gambling and intemperate gambling and is warmly welcomed.”

 

About GVC:
GVC Holdings PLC is one of the world’s largest sports betting and gaming groups, operating both online and in the retail sector.  The Group owns a comprehensive portfolio of established brands; Sports Brands include bwin, Coral, Crystalbet, Eurobet, Ladbrokes and Sportingbet; Gaming Brands include CasinoClub, Foxy Bingo, Gala, Gioco Digitale, partypoker and PartyCasino. The Group owns proprietary technology across all of its core product verticals and in addition to its B2C operations provides services to a number of third-party customers on a B2B basis. GVC acquired Ladbrokes Coral Group plc on 28 March 2018 and is now the UK’s largest high street bookmaker, with over 3,500 betting shops.  The Group, incorporated in the Isle of Man, is a constituent of the FTSE 100 index and has licences in more than 20 countries, across five continents. GVC was a founding member of the Senet Group and is committed to leading the industry in Responsible Gambling standards.

For more information see the Group’s website: www.gvc-plc.com

About Division on Addiction:
Our mission is to alleviate addiction-related social, medical, and economic burdens through research, education, training, and outreach. We offer encouragement, education, and training to a diverse group, including health care providers, policy makers, and scientists. The Division was founded at the Harvard Medical School 25 years ago. We are part of the Department of Psychiatry at the Cambridge Health Alliance, a Harvard Medical School teaching hospital. Our faculty and staff come from diverse professional backgrounds helping us to expand our understanding, prevention, and treatment of addiction. We are funded through a variety of private and public agencies, businesses, and foundations. Those interested in joining our team, should review our latest fellowship and job opportunities.

For more information see: https://www.divisiononaddiction.org/


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: GVC Launches ‘Changing for the Bettor’ Safer Gambling Campaign and Announces Major Research Collaboration

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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Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming

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MixRift unveils brand new strategic PvP arena gaming experience

MixRift, an innovative mixed reality (MR) gaming developer, today announced the official launch of Battle Orb, a competitive strategy game which invites players to challenge each other and transform their physical surroundings into dynamic battlefields. Available now for Meta Quest platforms, Battle Orb represents the next evolution in mutli-player MR gaming.

A first PvP game for MixRift, Battle Orb allows players to step into immersive arenas where physical and digital worlds collide. Skill meets chaos in this fast-paced multiplayer strategy game, which challenges players to aim, shoot, and dominate with speed and precision across customized battlefields, combining tactical thinking with physics-based gameplay. Every hit counts as players collide, strategise and outplay opponents from around the world, from the comfort of their own homes. Players can compete in 2-player or 4-player battles, earn trophies, unlock and upgrade powerful units, and master unique arenas to climb the leaderboard.

“With Battle Orb, we’re not just launching a game, we’re basically turning your living room into a fantasy battleground.” said Bobby Voicu, CEO of MixRift. “We wanted to create something where anyone can jump in and start having fun in seconds, but that you could also master and keep replaying. I think this is what the future of gaming looks like, and it’s a blast!”

Key Features:

  • HD Graphics: Cutting-edge MR design technology creates a truly immersive gaming experience
  • Creative Character Options: Choose from tens of monsters, creatures, and cartoons to play with – each one zanier than the last
  • Real-Time PvP Action: Face-off in 2-player or 4-player matches full of high-stakes action
  • Physics Meets Strategy: Master the perfect angle, power, and timing to outmaneuver opponents, and perfect your shots to climb through the ranks
  • Unique Units & Powers: Earn wins and open loot chests to unlock and upgrade special characters and abilities
  • Environmental Integration: Scale your battlefield to fit any space, turning living rooms into competitive arenas
  • Competitive Progression: Climb global leaderboards through a rewarding rank system and prove you’re the righteous winner

The game’s intuitive controls ensure players of all skill levels can jump in immediately, while the strategic elements provide long-term engagement for competitive gamers. Battle Orb’s intuitive and quick matchmaking system means players are matched with others in similar ranks within seconds.

Battle Orb has been designed with comfort and safety in mind, earning a “Comfortable” rating and PEGI 3 classification, making it appropriate for players of all ages while still delivering compelling gameplay for serious competitors.

“We’ve created Battle Orb to be a really special mixed-reality competitive experience,” said Voicu. “The way it transforms your physical environment into a strategic battlefield creates moments of gaming magic that simply aren’t possible in traditional formats.”

Availability:
Battle Orb is available now on the Meta Quest Store for Meta Quest 3S, Meta Quest 3, and Meta Quest 2 platforms. The game requires an internet connection for its online features.

For more information, visit https://mixrift.com/ or follow MixRift on social media for updates, tournaments, and community highlights.

The post Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming appeared first on European Gaming Industry News.

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Blask expands Market Overview dashboard with 10 new countries

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Blask, the AI-powered analytics ecosystem for the iGaming industry, has added nine new countries to its Market Overview dashboard — bringing total coverage to 55 global jurisdictions. The latest update significantly strengthens the platform’s insights across Tier 1 and established markets.

Newly added countries include the United Kingdom, Italy, Germany, Sweden, Czech Republic, Portugal, Denmark, Austria, Switzerland, and France. These markets are now fully available inside Blask’s Market Overview dashboard, with access to key performance indicators:

  1. Blask Index – a general signal of overall brand activity in the market
  2. BAP (Brand Accumulated Power) – reflects audience interest based on search trends and engagement
  3. APS (Acquisition Power Score) – measures how effective a brand is at acquiring new users
  4. CEB (Competitive Earning Baseline) – estimates a brand’s potential earnings within its competitive environment

“This expansion sharpens our coverage where it matters most,” said Max Tesla, CEO and co-founder of Blask. “Tier 1 markets are where competition is toughest — and decisions need to be backed by data. With these additions, Blask gives operators a clearer edge in navigating regulated, high-value regions.”

The Market Overview dashboard is designed to help operators, suppliers, and affiliates benchmark brand performance at the country level, track market dynamics, and spot early trends.

This release follows previous expansions into Asia, Latin America, and Africa, as Blask continues to respond to user demand for reliable, granular insights across the global iGaming landscape.

The post Blask expands Market Overview dashboard with 10 new countries appeared first on European Gaming Industry News.

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Nazara’s subsidiary Absolute Sports acquires TJRWrestling.net and ITRWrestling.com

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Absolute Sports, a subsidiary of Nazara Technologies and the parent company of Sportskeeda.com, announced today that it has signed definitive agreements, subject to closing conditions, to acquire two IPs, TJRWrestling.net and ITRWrestling.com. These business assets will be acquired from Titan Insider Digital. These IPs add to the already dominant global position of Absolute Sports in the combat sports publishing industry.

TJRWrestling and ITRWrestling established in 2009 and 2020 respectively, have built a robust audience base within the wrestling fan community through their high-quality and in-depth combat sports news and content coverage. Together, they currently attract 1.7 million monthly active users and generate 4.6 million monthly pageviews, predominantly from North America. They generated $722K (~INR 6.1 crore) in revenue in 2024.

The transaction, valued at $1.25 million (~INR 10.5 crore), will be an all-cash asset purchase via the company’s U.S. subsidiary, Sportskeeda Inc., and is expected to close within the next 45 days.

This strategic acquisition bolsters Sportskeeda’s position in the combat sports segment and expands its presence in the U.S., home to the world’s largest pro-wrestling fanbase. The integration of these platforms will also create deeper engagement opportunities for fans and advertisers across digital formats.

Ajay Pratap Singh, CEO of Absolute Sports, commented: “ITRWrestling and TJRwrestling are two of the most respected voices in the global wrestling community. This acquisition aligns perfectly with our vision to be the leading go-to destination for wrestling content worldwide. It also reinforces Absolute Sports’ dedication to expanding its footprint in the fast-growing U.S. media market through a targeted and impactful M&A strategy.”

The post Nazara’s subsidiary Absolute Sports acquires TJRWrestling.net and ITRWrestling.com appeared first on European Gaming Industry News.

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