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UK Gambling Commission publishes the 2019 Young People and Gambling report

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The UK Gambling Commission has published the 2019 Young People & Gambling survey which looks at gambling trends of 11 – 16-year-olds in Great Britain.

The survey looks at those forms of gambling and gambling style games that young people legally* take part in along with gambling on age restricted products.

The findings show that 11% of 11-16-year olds that took part in the survey say they have spent their own money on gambling in the past seven days, compared with 14% in 2018.  The long-term trend shows a decline in participation since the questions were first asked in 2011.

The most common type of gambling activity that young people are taking part in is private bets for money (e.g. with friends) (5%) with a further 3% playing cards with friends for money.

The research, carried out by Ipsos MORI, also shows that 3% report buying National Lottery scratchcards in a shop in the past seven days and a further 4% say they have played fruit or slot machines in the past seven days, an activity which typically takes place in family arcades or holiday parks.

Over the last two years the Gambling Commission has changed the methodology* to ensure the data is even more robust and reflects changes in technology.

Tim Miller, Executive Director, Gambling Commission said:

“This report demonstrates that children and young people’s interaction with gambling or gambling behaviours comes from three sources – gambling that they are legally allowed to participate in, gambling on age restricted products and gambling style games.  Any child or young person that experiences harm from these areas is a concern to us and we are absolutely committed to doing everything we can to protect them from gambling harms.

“Most of the gambling covered by this report takes place in ways which the law permits, but we must keep working to prevent children and young people from having access to age restricted products.  Where operators have failed to protect children and young people we have and will continue to take firm action.   This year alone, we have tightened rules and requirements around age verification to prevent children and young people from accessing age restricted products, put free-to-play games behind paywalls, and clamped down on irresponsible products.

“We have been raising awareness about where risks may arise from gambling-style games such as loot boxes and social casino games for some time.  Even though we don’t have regulatory control in this area we are actively engaging with the games industry and social media platforms to look at ways to protect children and young people.

“Protecting children and young people from gambling harms is a collective responsibility and requires us, other regulators, the government, gambling operators, charities, teachers and parents to work together to make progress.”

Earlier this month the Gambling Commission’s Chief Executive, Neil McArthur set out clear expectations to the gambling industry about how he expects operators to use data to avoid targeting advertising at young and vulnerable people.

Through the work of the National Strategy to Reduce Gambling Harms the Gambling Commission is developing a range of education and prevention programmes to put in place to protect children and young people. This includes partnerships with GambleAware and ParentZone who offer support for parents and guardians to help them deal with issues around playing gambling style games and gambling.

Last year the Gambling Commission made a call to action to the pub industry, after test purchasing found that 88% of pubs in England failed to prevent children accessing 18+ gaming machines.  Last week, the Gambling Commission called on the pub industry again to take faster action to continue to protect under 18’s from playing fruit machines in pubs. This year’s survey reports that of the 26% of 11-16 years olds who say they have ever spent their own money on fruit or slot machines, 11% did so in a pub which is down from 21% in 2018.

A summary of the key findings

•           11% of 11-16 year olds say they spent their own money on gambling activities in the seven days prior to taking part in the survey. This is down from 14% in 2018.

•            5% of 11-16 year olds say they have placed a private bet for money (e.g. with friends) in the past seven days, with a further 3% playing cards for money with friends in the past seven days.

•           4% of 11-16 year olds report playing on fruit or slot machines in the past seven days.

•           3% of 11- 16 year olds say they have played National Lottery scratchcards and 2% say they have played the Lotto (the main National Lottery) draw in the past seven days.

•           Young people who say they have gambled in the past seven days spent an average of £17 on gambling during this period.

•           Over the past 12 months, 36% of 11-16 year olds say they have spent their money on gambling, down from 39% in 2018.

•           7% claimed to have gambled online ever.

•           5% of 11-16 year olds say they have played National Lottery games online, and/or other gambling websites using their parents account, with their permission.

•           12% of 11-16 year olds say they have played an online gambling-style game. 47% of those who played an online gambling-style game, did so through an app.

•           69% 11-16 year olds say they have seen or heard gambling adverts or sponsorship with 83% of that those saying that it had not prompted them to gamble.

•           11% of 11 -16 year olds say they have ever received direct marketing from companies about gambling.

•           52% of young people say they have heard of in game items, of which 44% who say they have paid money to open loot boxes to get other in game items within the game they were playing, and 6% said that they have bet with in-game items either with friends or through unlicensed third party sites (so called ‘skins’ gambling).

•           Of those that have paid for money to open loot boxes/crates/packs and remember where they got the money from 49% spent money that they received for birthday or Christmas presents, with 34% saying the money was given to them by parents/relatives to specifically buy loot boxes/crates/packs.

•           1.7% of 11-16 year olds are classified as ‘problem’ gamblers, 2.7% as ‘at risk, using the DSM-IV-MR-J-screen. In 2018, 1.7% of 11-16 year olds were classified as ‘problem gamblers’ and 2.2% were classified as ‘at risk’. The 2019 results do not represent a significant increase over time.

•           60% feel well informed about the risks of gambling and 59% agree that gambling is dangerous and only 7% agree that it is OK for someone their age to gamble once a week.

•           50% of respondents said that someone had spoken to them about the problems that gambling can lead to, with the conversation typically taking place with a parent (34%) or teacher (19%).

•           23% of 11-16 year olds say that their parents do set rules about gambling, with 20% saying parents/guardians don’t set rules about gambling.

•           74% of 11-16 year olds say they know who they would go to for help if they had problems with gambling.

•           11% of 11 -16 years olds say they have gambled in the past seven days. This is compared to 16% who said they had drunk an alcoholic drink in the past week, 7% who had used an e-cigarette, 6% who had smoked a tobacco cigarette and 5% who had taken illegal drugs (including cannabis).

The full report and Excel summary of key statistics is here.


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: UK Gambling Commission publishes the 2019 Young People and Gambling report

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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Key Market Entry at a floor price of $4.5 Million, Casino.jp is on the Market Amid Japan’s iGaming Expansion.

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In an unprecedented move within the iGaming and domain sectors, the sought-after domain name Casino.jp is now open for acquisition for the first time. With a starting price of $4.5 million USD, this domain represents a rare entry point into Japan’s burgeoning gambling market, facilitated by an enterprise-oriented domain brokerage, Domainer.com.

Japan, with its complex gambling laws, is on the brink of a gaming revolution, highlighted by the 2023 approval of the $8.1 Billion casino-centred integrated resort in Osaka. Set to open in 2029, it is a collaboration between MGM Resorts and Orix, as reported by Reuters. This venture is rekindling interest among major operators and investors, eager to explore the untapped Japanese market.

The Catalyst Behind the Buzz

Why should the iGaming and domain communities take notice? For starters, the anticipated opening of the Osaka Resort in 2029 is set to shake up the Asian gambling landscape, currently dominated by Macau. With Macau generating over $22.7 billion USD in 2023 alone, the new resort poses a formidable challenge, promising to divert significant revenue streams with its projected annual earnings of $3.5 billion USD, almost half of that reported by Las Vegas entirely in 2023.

Domain Names: The Gateway to Industry Dominance

The value of premium gambling domain names cannot be overstated, having commanded staggering sums in the past. Icons like Slots.com and Casino.com were sold, in 2010 and 2003 respectively, for as much as $5.5 million USD each, underscoring the critical role of a powerful domain in establishing market presence. “Choosing the right domain is the first step in making a bold market entry,” states Ian Garner Chief Domain Officer of Domainer.com, emphasizing the importance of domains in branding and market visibility. Domainer.com’s recent $15 million USD brokerage of a deal for NFTS.com further illustrates the high stakes involved in domain trading.

Navigating Japan’s Gambling Regulations

While Japan’s gambling laws are currently restrictive, the government is progressively legalizing new forms of betting, including sports-related activities like horse races, boat races, and indoor cycling. However, the online gambling scene remains tightly controlled, with the anticipated legalization in some sectors sparking a significant potential for growth. As regulations evolve, early investment in a domain like Casino.jp could position an entity advantageously, ready to capitalize as the market opens further.

In Conclusion:

Casino.jp is more than a domain—it’s a key to unlocking Japan’s lucrative, yet tightly regulated gambling industry. This is a strategic call to entities poised to establish a foothold in a market on the cusp of substantial regulatory changes. Interested parties are encouraged to contact Ian Garner through Casino.jp’s contact page or directly via Domainer.com to explore this unparalleled investment opportunity.

 

The post Key Market Entry at a floor price of $4.5 Million, Casino.jp is on the Market Amid Japan’s iGaming Expansion. appeared first on European Gaming Industry News.

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BGaming donates to Brazilian art institute in support of creative children’s projects

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Popular iGaming content provider BGaming has bolstered its ongoing commitment to grassroots arts by making donations to the A7MA Galeria Institute in Sao Paulo, Brazil, which supports children’s creative development.

As part of its ‘When Art Meets Gaming’ project, BGaming has collaborated with several local artists to create murals for industry events over the last year. For SiGMA Americas in April, the studio also chose to give back to the host city by funding art projects for children.

BGaming made a donation to support three charity initiatives. A portion was donated to coordinate a visit to the A7MA Gallery, where children from the Felicidarte Project took a tour of popular tourist attraction ‘Batman’s Alley’ and learnt about the art. Later, A7MA funded an activity where children were invited to transform the facades of their homes into colourful murals.

Another part of the donation was allocated to renovations for Felicidarte Project’s warehouse space, to revamp the area so it can invite school groups each week and distribute food to the underprivileged areas.

The significant charitable push follows a successful SiGMA Americas in Sao Paulo from 23rd to 26th April, where BGaming collaborated with artistic duo, Clandestinos Art, to reinterpret BGaming’s iconic game heroes, and create a limited edition merchandise collection, branded gifts and their stand design.

Marina Ostrovtsova, CEO at BGaming, said: “At BGaming, it brings us so much joy to see our donations promoting art among the young people of Sao Paulo.

“As we have proven over the past year with our ‘Art Meets Gaming’ project, creativity unites us all and we were delighted to hear how much the children enjoyed the activities provided. We can’t wait to hear about these budding artist’s creations in the future.”

Marcos Ramos Enivo, Artist and Counsellor at A7MA Galeria Institute, said: “We are grateful to BGaming for their support of our work at A7MA. The activities exceeded our expectations, with 47 artists present and 46 facades revitalised by the children.

“It was an absolute success. People in the favelas who are sometimes invisible to the government can now feel seen, recognised and valued.”

 

BGaming is a fast-growing iGaming content provider converting gambling into gaming. Thanks to an expert team and a player-driven approach, the studio creates innovative and engaging products featured on reputable platforms and 1,100+ online casinos worldwide. BGaming is the world’s first to support cryptocurrencies and offer Provably Fair games. Today the brand’s portfolio includes 150+ products with HD graphics and a clear user interface for every device. The studio is also known for its brand exclusives created in partnerships with leading operators in the industry.

The post BGaming donates to Brazilian art institute in support of creative children’s projects appeared first on European Gaming Industry News.

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Global Esports onboards sports psychologist Dr. Michelle Pain to its BGMI Team

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Global Esports, a leader in South Asia’s gaming scene, proudly welcomes Dr. Michelle Pain as the official Sports Psychologist for their newly formed BGMI team (Battlegrounds Mobile India). Dr. Michelle is geared up to facilitate the mental training sessions for the GE players as they embark on the highly-anticipated new BGMI season, the ‘BGIS 2024’ (Battlegrounds Mobile India Series 2024). Her role is centred on cultivating a positive mindset among Esports players, helping them navigate the challenges of competitive gaming while leveraging sports psychology principles. The BGMI lineup includes experienced IGL – Harmandeep “Mavi” along with young talents like Tanjot “Ninjaboi” Singh, Raghuraj “Slug” Singh, Harshit “Beast” Yadav and Akshit “Arclyn” Kumar.

A seasoned private practitioner in sports psychology working in traditional sports, her tenure as a tertiary lecturer at Monash University, Victoria University, and Deakin University adds invaluable experience to her illustrious career. Dr. Pain is also known for her pioneering work in developing innovative and accessible resources tailored for athletes and coaches, such as the acclaimed Pocket Psychology series. She has also authored an eBook ‘Sport Psychology Tools for Every Coach and Athlete’ that encapsulates her wealth of practical insights and knowledge. She also conducts educational workshops in sports psychology, catering to coaches at all levels and empowering them with effective strategies to optimize athlete performance.

Dr. Rushindra Sinha, CEO and Founder, Global Esports, said, “Dr. Michelle Pain’s innovative approach to addressing players’ psychological needs aligns perfectly with our vision to continuously innovate and empower our athletes and grow as professional players. Her invaluable guidance and rich experience will equip our players with the focus, resilience, and emotional balance needed to become the best version of themselves as they embark on this BGIS journey.”

With an extensive career spanning over three decades, Dr. Michelle brings unmatched expertise in empowering elite athletes and coaches across diverse sports organisations to optimize mental resilience and achieve peak performance levels. She aims to assist players in coping with stress, mind fitness training, making sound decisions under pressure, improving communication, and regulating emotions to elevate their overall performance on the global stage. Her appointment underscores Global Esports’ commitment to nurturing excellence and maximizing potential within the Esports community.

The post Global Esports onboards sports psychologist Dr. Michelle Pain to its BGMI Team appeared first on European Gaming Industry News.

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