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UKGC confirms gambling on credit cards to be banned from April 2020
Reading Time: 3 minutes
The Gambling Commission has announced a ban on gambling businesses allowing consumers in Great Britain to use credit cards to gamble.
The ban, which comes into effect on 14 April, follows the Commission’s review of online gambling and the Government’s Review of Gaming Machines and Social Responsibility Measures. A public consultation was carried out between August and November 2019.
24 million adults in Great Britain gamble, with 10.5 million of those gambling online. UK Finance estimate that 800,000* consumers use credit cards to gamble.
Separate research undertaken by the Commission shows that 22%** of online gamblers using credit cards to gamble are classed as problem gamblers – with even more at some risk of harm.
The ban, which will apply to all online and offline gambling products with the exception of non-remote lotteries, will provide a significant layer of additional protection to vulnerable people.
Neil McArthur, Gambling Commission chief executive, said:
“Credit card gambling can lead to significant financial harm. The ban that we have announced today should minimise the risks of harm to consumers from gambling with money they do not have.
“Research shows that 22% of online gamblers using credit cards are problem gamblers, with even more suffering some form of gambling harm.
‘“We also know that there are examples of consumers who have accumulated tens of thousands of pounds of debt through gambling because of credit card availability. There is also evidence that the fees charged by credit cards can exacerbate the situation because the consumer can try to chase losses to a greater extent.”
Mr McArthur said although he understood that some consumers used credit cards because they were convenient, the risk of harm to others was too high to allow the use of credit cards to continue.
“We realise that this change will inconvenience those consumers who use credit cards responsibly but we are satisfied that reducing the risk of harm to other consumers means that action must be taken.” he said. “But we will evaluate the ban and watch closely for any unintended circumstances for consumers.”
Mr McArthur warned that although likely to reduce gambling harm, the banning of credit cards needed to be accompanied by other efforts.
“The ban is part of our ongoing work to reduce gambling harm. We also need to continue the work we have been doing with gambling operators and the finance industry to ensure consumers only gamble with money they can afford to spend.”
Last year Department for Digital, Culture, Media and Sport (DCMS) ministers also met with banks and gambling operators to discuss their growing concerns, and how companies could use technology and customer data to help those at risk of developing gambling problems, including those using credit cards.
Culture Minister Helen Whately said:
“Whilst millions gamble responsibly, I have also met people whose lives have been turned upside down by gambling addiction.
“There is clear evidence of harm from consumers betting with money they do not have, so it is absolutely right that we act decisively to protect them.
“In the past year we have introduced a wave of tougher measures, including cutting the maximum stake on fixed odds betting terminals, bringing in tighter age and identity checks for online gambling and expanding national specialist support through the NHS Long Term Plan. We have also secured a series of commitments from five leading gambling operators that will include £100 million funding towards treatment for problem gamblers.
“But there is more to do. We will be carrying out a review of the Gambling Act to ensure it is fit for the digital age and we will be launching a new nationwide addiction strategy in 2020.
“We will not hesitate to take any further action necessary to protect people from gambling harm.”
Today has also seen the Commission announce changes to licence conditions which will require all online gambling operators to participate in the GAMSTOP scheme and offer their customers the service from 31 March.
Neil McArthur said:
“We welcome the fact that GAMSTOP have got to this stage in their development and encourage them to continue to improve their offer, particularly in relation to preventing those who have self-excluded being targeted by direct marketing.
“It is important that self-exclusion schemes are as effective as possible and they will be most effective when used in combination with other blocking tools such as gambling blocking software and payment card blocking.
Helen Whately added:
“We have been clear to all businesses that have connections to gambling, such as operators, social media platforms and banks, that they must be socially responsible and use the power of technology and data to help consumers manage their spending and protect them from harm.
“I have been encouraged by the majority of major high street banks introducing measures to allow customers to switch off spending on gambling through mobile apps.
“By making it a regulatory requirement for all online gambling websites licensed in Great Britain to sign up to Gamstop. I am confident that people who have taken the significant step to opt out of gambling will be well supported, alongside a wide range of other tools.”
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: UKGC confirms gambling on credit cards to be banned from April 2020
Latest News
G2’s 10yr Anniversary Celebrations Continue with their First-Ever Anime Capsule Collaboration with Solo Leveling
Reading Time: 3 minutes
- The limited-edition G2 x Solo Leveling capsule collection launches November 14, featuring streetwear pieces that capture the spirit of a generation raised on anime, gaming, and fashion, with quiet confidence stitched into every piece
- The capsule marks G2’s first-ever anime collaboration and Solo Leveling’s debut entry into the world of esports
- The collection will be available for purchase exclusively via G2’s shop front
- Solo Leveling took the anime world by storm becoming the most-rated series ever on Crunchyroll
G2, one of the world’s leading entertainment and esports brands, is proud to unveil its first-ever anime collaboration with Solo Leveling, the globally acclaimed anime phenomenon, for the launch of a limited-edition capsule collection. With gaming and anime blurring the lines more than ever, this new collaboration unites the worlds of competitive gaming, anime and street fashion, and continues to disrupt the esports fashion space.
Inspired by Solo Leveling’s signature dark visuals and its powerful, underdog narrative, the collection channels the spirit of transformation that defines both the anime and G2’s competitive ethos. The design direction is deliberately dark and understated, with flashes of lightning and sparks that echo Solo Leveling hero Jin-Woo’s bursts of power as he levels up in the shadows of underground dungeons and daily grinds. Each item in the drop balances minimalist silhouettes and tonal palettes with refined visual cues – subtle details that speak volumes to those who IYKYK.
This collaboration is more than merchandise; it is a wearable narrative, tapping into the mindset of a generation raised on glow-ups, grind culture, and story-driven self-expression. Crafted for people who exist online and offline simultaneously, the G2 x Solo Leveling capsule fits seamlessly into the language of modern high-low streetwear, designed for everyday wear while remaining rooted in story and symbolism.
Solo Leveling has quickly become one of the most successful anime series of recent years. Since its premiere in early 2024, it has built a devoted global fanbase and earned nine awards at the 2025 Crunchyroll Anime Awards, including Anime of the Year. The series tells the story of Sung Jin-Woo, a once-weak hunter who rises in secret to become the most powerful player in a gamified world, a character arc that strongly aligns with G2’s own “zero to hero” journey. The first two seasons are available to stream exclusively on Crunchyroll.
The capsule collection is the latest in a line of exclusive drops from G2, following high-profile collaborations with Ralph Lauren, Warner Bro’s Batman, and iconic lifestyle brand Smiley. It’s another step forward in G2’s journey as a cultural leader, redefining what it means to be an esports organisation.
“We’ve wanted to release an anime collaboration for the longest time so we’re more than excited to kick off our first ever anime drop with Solo Leveling. It feels like the perfect fit for G2’s story – relentless, transformative, and built from the grind up.” says Sabrina Ratih, COO of G2 Esports. “This is more than a fashion drop, it’s a statement of where gaming, anime, and street culture are headed. We’re not just celebrating a shared story of power and perseverance, we’re inviting fans to wear that story, live it and own it. This collection continues our quest to reshape esports fashion and create subtle statement pieces that bridge the gap between fandom and lifestyle.”
Celebrating its 10th anniversary this year, the organisation continues to evolve from an elite competitive force into a global lifestyle brand. With over 40 million fans worldwide and entering into new ventures such as its own media house, 62, and a recent expansion into traditional sports via Gerard Piqué’s Kings League.
The G2 x Solo Leveling Capsule Collection will be available for purchase exclusively through G2’s online store g2esports.com from November 14.
The post G2’s 10yr Anniversary Celebrations Continue with their First-Ever Anime Capsule Collaboration with Solo Leveling appeared first on European Gaming Industry News.
Latest News
Clever Advertising opens new Malta office, launches fully paid work experience programme for young local talent
Reading Time: 3 minutes
Clever Advertising, a performance marketing agency for tier one iGaming operators and Fintechs, has today officially launched its new strategic office in Malta, reinforcing the island’s growing reputation as a European hub for digital and technology-driven industries.
The new office, located over two floors at the Wembley Business Centre in Msida, will serve as the company’s main base outside Portugal. Its opening marks an important step in Clever Advertising’s global expansion and will bring new career opportunities to Malta’s digital sector.
From Portugal to the world
Founded in Porto, Portugal, in 2007, Clever Advertising has grown into a global leader in affiliate and performance marketing, specialising in the iGaming and Financial Services industries. The company helps international brands attract new customers through a mix of digital advertising, SEO, mobile campaigns, influencer partnerships, and other online marketing channels. Clever Advertising operates on a partnership model – investing its own resources upfront to acquire customers for its clients and earning revenue only when those campaigns succeed.
Silvio Schembri, Minister for Economy, Enterprise and Strategic Projects commented “Clever Advertising’s decision to expand in Malta is another proof of the confidence investors continue to place in our country. Their growth reflects the direction we are taking through Malta Vision 2050, strengthening high-value sectors and creating quality careers for our youths. I particularly welcome their commitment to developing local talent through the Clever Launchpad, which aligns perfectly with our efforts to equip our youths with valuable skills in this fast-evolving sector. As a government, we will keep fostering the right environment for innovative companies to grow.”
Ivan Filletti, CEO of Gaming Malta commented: “Today, we are not only celebrating the inauguration of new offices, but also the continued strengthening of Malta’s gaming ecosystem. We are delighted to welcome Clever Advertising — a company whose energy, values, and investment in both people and interactive entertainment align with the Malta Vision 2050 framework, our roadmap for sustainable growth and resilience.”
“This is an exciting milestone for Clever Advertising,” said Alberto Simões, Managing Director for Malta. “Malta was a natural strategic choice for us. The island offers a thriving talent pool, close proximity to key clients, and a solid regulatory environment in both the Gaming and Financial Services sectors – all of which make it one of the best places in Europe to grow a tech business.
“Our company operates on a true partnership model. We invest upfront to acquire new customers for our clients and share in the resulting revenue. This success-based structure means that when our clients grow, we grow. It’s a win–win model that will directly contribute to the Maltese economy, help generate sustainable jobs, and build long-term partnerships rather than short-term campaigns.
“We’re here to be part of Malta’s business community for the long term, not only as employers, but as partners helping to advance innovation and professional skills on the island.”
Creating jobs and developing skills
The company today also announced its intention to invest in local talent development through the Clever Launchpad, a paid work experience initiative designed for Maltese youth who have recently finished school and are not yet in work or further education.
The programme offers hands-on experience, mentorship, and international exposure within the fast-growing digital sector. Participants will also have the opportunity to spend time at Clever Advertising’s headquarters in Porto. The scheme will be fully funded by Clever Advertising.
“We believe opportunity should be accessible to everyone,” added Simões. “The Clever Launchpad scheme tackles the misconception that digital jobs at international companies in Malta aren’t for the local residents. It’s designed to open doors for young people, even those without a university degree, and give them the chance to build a global career from right here in Malta.”
The post Clever Advertising opens new Malta office, launches fully paid work experience programme for young local talent appeared first on European Gaming Industry News.
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Blacklyte Joins StarLadder Budapest Major 2025 as its Official Furniture Partner
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StarLadder is proud to welcome Blacklyte as the Official Furniture Partner of the StarLadder Budapest Major 2025, bringing premium-grade desks and chairs to support the world’s best Counter-Strike players during one of the biggest esports events of the year.
All player setups at the Major – including on-stage booths and backstage practice areas – will be equipped with Blacklyte’s high-performance gaming furniture, including the Blacklyte Athena Pro Gaming Chair and the Blacklyte Atlas Lite Standing Desk, designed specifically for professional esports environments.
“Comfort and stability are crucial in high-pressure matches,” said Alex Liu, Founder and CEO of Blacklyte. “We’re excited to support the players at StarLadder Budapest Major 2025 with gear that’s built for champions.
The partnership ensures that every pro player competing from December 11 to 14 will have the ergonomic support and functionality required to perform at their highest level — whether in practice or under the spotlight on stage.
“Blacklyte’s dedication to quality, design, and player comfort makes them the ideal partner for the Major,” said Viacheslav Shcherbakov, Head of Sales & Partnerships at StarLadder. “We’re proud to showcase their products on the biggest stage of the CS2 season.”
Fans attending the event will also be able to visit the Blacklyte PlayZone, where they can experience the same chairs and desks used by the pros, participate in giveaways, and take home exclusive merch.
For more information about Blacklyte and their activation at the event, follow us on social media or visit major.starladder.com
The post Blacklyte Joins StarLadder Budapest Major 2025 as its Official Furniture Partner appeared first on European Gaming Industry News.
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