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Latest UK report reveals complex nature of advertising exposure to children, young people and vulnerable individuals
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New research into gambling advertising and marketing reveals complex nature of exposure to gambling for children, young people and vulnerable individuals
GambleAware has today published an interim report, produced by Ipsos MORI, that examines the frequency and format of gambling advertising and marketing, and the exposure among children, young people and vulnerable adults.
The research, which is the first of its kind in Great Britain, was carried out by two consortia led by Ipsos MORI and the Institute for Social Marketing at the University of Stirling. The research is also part of the Gambling Commission’s research programme and forms a key part of the National Strategy to Reduce Gambling Harms.
The interim results found that, between 2015-2018, the volume and spend on gambling marketing and advertising is on the rise across different forms of media, including TV and radio, with lotteries and bookmakers among the top spenders. Sports advertising was particularly dominant online, with exposure compounded further by sponsorship used within broadcasts of live events.
Children, young people and vulnerable individuals who took part in focus group discussions for the study highlighted the prevalence of gambling advertising on TV (including during the day), on social media, on the high street and at point of sales in shops. The emergence of new sectors such as eSports presents a new set of challenges in terms of managing exposure to gambling.
In addition to advertising and marketing, the researchers identified other factors contributing to the wide exposure of gambling within society, including the role of family and friends in introducing them to gambling. Many revealed they had experienced exposure to gambling activity from an early age in a range of settings.
Within the data captured, the research found no examples of gambling adverts being placed within children’s media, including the most popular children’s websites. However, researchers judged much of the content contained features which might plausibly appeal directly to children and young people, including celebrity endorsement, memorable songs and catchphrases. Content which may appeal to children and young people was found in 11% of gambling adverts in the mainstream media; this was as high as 59% of eSports gambling content on Twitter – largely due to the use of animated style graphics.
Furthermore, the research found that children are currently not being actively screened out from receiving online gambling adverts and are able to follow and engage with betting-related accounts on Twitter. This suggests that more could be done with existing technology to manage what children are exposed to.
Across the board, there was mixed levels of awareness and understanding of messages relating to risk or safer gambling among participants. The research also identified little evidence of prominent consumer protection messages – such as age warnings or promotion of lower-risk gambling. Therefore, more could be done to clearly highlight the risks of gambling within advertising and marketing.
In light of this, researchers found that some advertising may exploit the susceptibility, inexperience or lack of knowledge of children, young people or vulnerable adults. Over a fifth (22%) of mainstream media adverts were judged to contain features such as implied limited risk or inflated chances of winning; this rose to 37% on Twitter.
The final phase of the research and subsequent findings will focus more on the impact of gambling marketing and advertising and will be published later in 2019. The outcome of today’s stakeholder event, which presents an opportunity to discuss and build on some of the key issues that have emerged, will also be released later this year.
Marc Etches, CEO of GambleAware has said:
“This is an interim report, and as such it is too early to judge the impact of exposure to gambling advertising and marketing on children, young people and vulnerable adults. Nevertheless, the research does make important recommendations, including the need for clearer and more regular messages on gambling adverts of the risks associated with gambling, and the need to strengthen age verification processes on social media platforms.”
Ian Angus from the Gambling Commission has said:
“We welcome the publication of this interim report which contributes towards the delivery of the recently launched National Strategy to Reduce Gambling Harms. This research takes a significant step to address gaps in understanding of this issue and provides a clearer picture of the volume, tone and content of gambling advertising and sponsorship in Great Britain, and the extent to which children, young people and vulnerable adults are exposed to it.
We await the findings of the second phase report with interest. In the meantime, we are pleased to see that the report identifies clear areas for action that gambling firms can take now and we therefore expect them to redouble their efforts to address public concerns about the volume and nature of gambling advertising and sport sponsorship.”
Steven Ginnis, Research Director at Ipsos MORI has said:
“The research identifies the multiple touchpoints through which children, young people and vulnerable adults come in to contact with gambling marketing and advertising. This stretches from the high street to the lounge and isn’t just restricted to sports. The impact of this exposure will be fully explored in our second report. Participants in the research also spoke of a wide range of themes and features that they find appealing in gambling advertising; these features are more commonplace than the use of child-friendly images or phrases, for example the use of celebrities or the use of financial offers. This requires a more nuanced discussion of how best to mitigate against the risks of exposure, appeal and susceptibility to gambling advertising among these groups.”
Plain English executive summary of report
About the research:
- The full report will be published on GambleAware’s website.
- The research was carried out by two consortia:
- Institute for Social Marketing, University of Stirling; ScotCen Social Research; University of Glasgow; and the University of Warwick
- Ipsos MORI; Demos; Ebiquity; University of Bristol; and the University of Edinburgh
- The research was commissioned in March 2018 and was made up of ten different strands, including media monitoring, analysis of paid-for online ads using avatars, social media analysis, and focus groups and in-depth interviews with children, young people and vulnerable adults.
- Ipsos MORI conducted media monitoring research using Ebiquity’s in house advertising database, Portfolio. Portfolio is an advertising research platform, which links advertisements to their placement in the media and the standard spend rate for these advertisements.
- Ipsos MORI conducted in-depth interviews (including diary research) with 28 children and young people aged 11-24 and 32 vulnerable adults. ScotCen spoke to a total of 83 people in either one of 13 focus groups or additional four in-depth interviews, including 62 young people aged 11-24, 13 adults with an experience of mental health problems, and 8 adults with problems with gambling. Vulnerable adults were defined as “people living in constrained economic circumstances”, “people with limited capacity to understand information”, “people already experiencing gambling problems” or “people with experiences of mental health problems”.
- 11 online avatars were created, each had a specific personality and were developed through normal browsing activity, akin to the behaviours of a real online user. This was done using ‘Audience Panel Simulation’.
- Two content analyses were conducted of a sample of adverts placed on mainstream media (conducted by University of Stirling) and on Twitter (conducted by University of Bristol). The content analysis codebook used to categorise adverts covered six main areas: i) descriptive information; ii) design features; iii) content in detail; iv) consumer protection information; v) information about the gambling; and vi) messages about gambling behaviour and outcomes.
- The objectives of the research were to:
- Explore whether and how gambling marketing and advertising influences children and young people’s attitudes towards gambling.
- Examine the tone and content of gambling marketing and advertising across all media.
- Identify specific themes and features of gambling advertising that children, young people and vulnerable people are particularly susceptible to.
- The final phase of the research focuses on the impact of gambling marketing and advertising on children, young people and vulnerable people and will be published later in 2019.
Source: Latest News on European Gaming Media Network
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TEAM VITALITY AND SKIN.CLUB SUPPORT THE SECOND EDITION OF THE ELITE FE TOURNAMENT ON CS2
Team Vitality is proud to announce its support for the second edition of the Elite FE tournament, organised by streamer and Elite FE founder, Minaleyy.
The women’s Counter-Strike 2 (CS2) event, is organised in collaboration with Skin.Club, and brings together the world’s top players to participate in tournaments for a €1000 cash prize.
With only 6% of women in professional esports, the Elite FE tournament aims to promote female talent within the CS2 scene and strengthen their visibility. This initiative is part of an overall effort to encourage more diversity and inclusion in the esports industry.
A SPRINGBOARD FOR WOMEN’S CS2 TEAMS
The Elite FE tournament will bring together 16 international women’s teams, including 4 selected by Minaleyy in collaboration with Team Vitality and Skin.Club, to compete on the FACEIT platform. In each tournament, the winning team will be awarded €1000 as well as various prizes, including Team Vitality merchandising and gaming equipment.
From 23rd February, the entire tournament will be broadcast live on Twitch and hosted by Minaleyy, who will be accompanied by various casters. Debriefs, game analysis, and engaging video content will be produced to contribute to the visibility of the participating teams and encourage conversations on social media.
Designed as a warm-up for professional teams ahead of the upcoming ESL Impact season, the Elite FE tournaments will be held every two months starting in February 2025, with matches scheduled on Sundays to maximise participation and viewership. By aligning with major esports events, Elite FE aims to be a key tournament for player development and a training ground for teams aspiring to reach the professional level.
This tournament represents a competitive, positive and inclusive vision for diversity in esports. By regularly hosting events, Elite FE aims to become an essential platform for CS2 players, while actively showcasing emerging talent.
TEAM VITALITY CONTINUES ITS COMMITMENT TO WOMEN’S ESPORTS
By supporting the Elite FE tournament, organised by Minaleyy, Team Vitality reaffirms its strong commitment to developing women’s esports. The competition provides semi-pro and amateur players with a unique platform to enhance their skills, increase their visibility and integrate into a scene moving towards greater diversity.
This initiative builds on Team Vitality’s ongoing efforts to promote inclusivity in esports, which to date has included the creation of its women’s League of Legends team, the Rising Bees, and its women’s Mobile Legends: Bang Bang team. These initiatives reflect the club’s commitment to actively supporting the emergence of leaders both in the competitive field and at a community level. Team Vitality and Minaleyy are also thrilled to welcome Skin.Club to the project, ensuring the best conditions for the project’s success and maximising visibility for players within the CS2 ecosystem.
The post TEAM VITALITY AND SKIN.CLUB SUPPORT THE SECOND EDITION OF THE ELITE FE TOURNAMENT ON CS2 appeared first on European Gaming Industry News.
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ESL FACEIT Group Names Acer Official OEM Partner
Partnership Brings Cutting-Edge Technology to Esports Athletes Throughout 2025 ESL Pro Tour Circuit
ESL FACEIT Group (EFG), the leading esports and video game entertainment company, today announced Acer as its Original Equipment Manufacturer (OEM) Partner throughout EFG’s premier Counter-Strike ecosystem, ESL Pro Tour – including flagship tournaments, pro circuits, and amateur scenes.
“Our partnership with Acer arms top Counter-Strike competitors with the industry-leading technology they need to play at their best,” said Bastian Veiser, Director Partner Management, EFG. “This comprehensive collaboration provides year-round access to top-of-the-line gear that will empower not only the pinnacle of competition, but also rising talent, for years to come.”
EFG and Acer’s collaboration extends to several tiers of competitive play, including ESL Challenger League, ESL Pro League, and Intel® Extreme Masters (IEM) tournaments. EFG and Acer will celebrate the deal during IEM Katowice on February 7-9, with a hands-on, immersive activation alongside a product announcement at one of the biggest Counter-Strike 2 events of the year. Beyond IEM Katowice, Predator gaming products will also be featured at both online and offline EFG competitions and on-broadcast in multiple languages.
“The esports audience is at the heart of our Predator product line, and EFG offers unprecedented access to these dedicated fans through its premier events, both in-person and online,” said Vincent Lin, Associate Vice President, Global Product Marketing and Planning, Acer Inc. “Counter-Strike esports presents a unique opportunity to connect with one of the longest-standing competitive titles and a vast fan base seeking the precision, intensity, and performance that our Predator gaming technology delivers.”
For more information on ESL FACEIT Group, visit eslfaceitgroup.com and follow EFG on LinkedIn.
The post ESL FACEIT Group Names Acer Official OEM Partner appeared first on European Gaming Industry News.
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Principle Networks wins five-year Buzz Bingo partnership
Network services provider Principle Networks announces a new partnership with Buzz Bingo, Britain’s biggest omnichannel bingo operator, to upgrade the Wi-Fi networks across its 80 bingo clubs in England and Scotland.
The project, which will be co-managed by Principle Networks and Buzz Bingo’s IT team over a five-year term, will see the implementation of Cisco Meraki wireless access points. These enterprise-grade cloud-managed access points are designed to connect IoT devices and security solutions and will enable Buzz Bingo to offer a range of new services and improve customer experiences across its clubs.
Buzz Bingo is part of Buzz Group Ltd, which comprises Buzz Bingo, Buzz Casino, BADA Bingo, The Slots Room at Buzz Bingo and Buzz Presents. It has over one million members, and last year welcomed 200,000 new visitors. Its award-winning website, buzzbingo.com, enables people to play together anywhere via their mobile, tablet, desktop and connect to omnichannel games via touchpads in its bingo clubs.
David Cutts, Chief Technology Officer at Buzz Bingo, said: “A key part of our growth will be driven by enhancing customer experiences through investments in our clubs and the latest technologies. The concept of bingo has evolved. Today, customers have a wide range of choices of how they want to play – and our omnichannel approach is unique – with technology sitting at the heart. Principle Networks demonstrated a deep understanding of our objectives and have the expertise required to deliver them. We’re excited about this partnership’s possibilities and look forward to working with the team.”
Principle Networks specialises in implementing and designing scalable, agile and future-proofed cloud-based networks for mid to large enterprises across all sectors, including retail, legal, logistics, social housing, automotive, financial services, local government and IT.
Over the course of the agreement, Principle Networks will work with Buzz Bingo’s IT team to constantly evolve how Buzz Bingo serves its customers and support the organisation’s long-term digital strategy.
Russell Crowley, co-founder at Principle Networks, said: “A secure and reliable network infrastructure is central to delivering the best possible customer experience, whether online or in a club. As the UK’s biggest bingo operator, Buzz Bingo is continually looking for innovative ways to enhance its offering, and we’re very proud to have been chosen as its IT partner for the next five years.”
The post Full House – UK’s biggest bingo operator to undergo wireless network transformation across UK bingo venues appeared first on European Gaming Industry News.
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