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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
S8UL Makes History at the Esports Awards 2025, Becomes First Indian Organisation to Win Two Major Honours
Reading Time: 3 minutes
S8UL wins Esports Content Group of the Year for the fourth time, Animesh “8Bit Thug” Agarwal crowned Esports Personality of the Year at the Oscars of gaming
S8UL Esports, India’s trailblazing force in gaming and creator-led entertainment, delivered a landmark moment at the Esports Awards 2025 in Las Vegas. The organisation celebrated a remarkable double win, lifting the Esports Content Group of the Year award for the fourth time, while Co-Founder Animesh “8Bit Thug” Agarwal was honoured as Esports Personality of the Year. The night became even more memorable as S8UL emerged as the first and only Indian organisation to win two separate titles at the Esports Awards, a milestone shaped by the team’s heart, dedication, and years of passion.
Often called the Oscars of the gaming world, the Esports Awards shine a spotlight on the finest global talent every year. For India, S8UL’s double win comes during a remarkable season in which the organisation also competed at the Esports World Cup, standing alongside some of the world’s most premier teams and creators while representing the country on one of esports’ biggest international stages. Winning Content Group of the Year again, in a category stacked with giants like T1, Sentinels, Team Liquid, and Fnatic, reinforces S8UL’s global standing and the strength of its storytelling, creativity, and community-first approach.
This year also marked a proud moment for Indian creators who featured among some of the world’s most competitive categories. Payal Dhare, widely known as Payal Gaming, was nominated for Streamer of the Year. She stood alongside some of the biggest names in global streaming including Kai Cenat, Marc “Caedrel” Lamont, Morgan “AngryGinge” Burtwistle, Felix “xQc” Lengyel, Nicholas “Jynxzi” Stewart, and Nick “Lacy” Fosco. The award was ultimately won by Darren “IShowSpeed” Watkins Jr, yet Payal’s presence in a lineup of this scale reflects the growing global footprint of Indian creators and the doors they continue to open. Snax also continued to represent India’s creator and competitive community across the year, contributing to S8UL’s global presence including its run at the Esports World Cup, where the organisation competed in some of the most challenging lineups internationally.
Raj Varma carried the Indian flag into the Esports Content Creator of the Year category, nominated alongside Marc “Caedrel” Lamont, Cody “Clix” Conrod, Alexandre “gAuLeS” Borba, Tarik “Tarik” Celik, Jack “NiceWigg” Martin, and Mark “Ohnepixel” Zimmermann. The award went to Nicholas “Jynxzi” Stewart, yet Raj’s nomination underscored the rise of Indian storytellers who are now being recognised at the highest level of global esports entertainment.
Reflecting on the landmark night, S8UL’s founders shared their thoughts.
Animesh “8Bit Thug” Agarwal, Co-Founder, S8UL, said, “This year’s esports awards nominations were already huge for us. Back to back nominations told us we were doing something right. But winning Content Group of the year, for the fourth time running, its just wild. Lets take a moment to celebrate the huge moment that it is! And ‘Esports Personality of the year’, that really is a shared victory! The nights our fans have spent watching us, cheering us and all the votes they cast, together we’ve made this happen. Honestly, if you are a wellwisher of Indian Gaming, its the time to rejoice. Seeing Indian Gaming here, its big. I always knew this can happen, but its surreal when it did. Going back home with so much more determination! “
Naman ‘Mortal’ Mathur, Co-Founder, S8UL, said, “This is a proud moment not just for S8UL, but for India. Year after year, our goal has been to show the world that Indian gaming creators can stand shoulder to shoulder with the best. These wins inspire us to push even harder and continue representing India globally.”
Lokesh “Goldy” Jain, Co-Founder, S8UL, said, “S8UL has always been about building a legacy rooted in creativity, collaboration, and community. Winning two awards tonight is a testament to the relentless efforts of our team and the unwavering love of our fans. We will continue raising the bar for Indian esports and creators worldwide.”
As S8UL celebrates a historic night, the moment stands as another reminder of how far Indian esports has come and where it is headed. With creators, teams, and leadership continuously raising industry benchmarks, S8UL’s journey continues to inspire millions across the country, proving yet again that world-class esports culture can grow from the heart of India’s gaming community.
The post S8UL Makes History at the Esports Awards 2025, Becomes First Indian Organisation to Win Two Major Honours appeared first on European Gaming Industry News.
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Red Bull Solo Legends National Final Set to Make Esports History at the Royal Opera House, Mumbai
Reading Time: 2 minutes
Red Bull Solo Legends is stepping into a new chapter as the tournament’s national finals arrive at the breathtaking Royal Opera House, Mumbai on 2nd December.
For the first time ever, the century-old cultural landmark will host an esports event, bringing competitive gaming into a space that has witnessed some of India’s most celebrated artistic performances.
This is a powerful moment for Indian esports. What began in community rooms, cyber cafés, and online lobbies now enters one of the country’s most majestic stages, celebrating the growth of gaming as a modern cultural force.
The journey to the finals has been equally ambitious. Red Bull Solo Legends is a multi-phase tournament, featuring both online and on-ground stages, uniting tens of thousands of solo BGMI players from every corner of the country. From grassroots talent to seasoned pros, competitors battled through a pure solo queue format, proving their instincts, consistency, and clutch ability. Each round brought them closer to the opportunity of facing India’s top BGMI professionals at the finals. The champion of Red Bull Solo Legends will walk away with the title of India’s strongest solo BGMI player along with an exclusive international Red Bull Racing experience.
With 64 of the country’s finest solo BGMI contenders taking the stage, 32 qualified finalists, 24 top-tier pros, and 8 Chaos Agents, the Royal Opera House will echo with a new kind of intensity.They will compete across 5 matches to determine the first-ever Red Bull Solo Legends champion. As spectators walk in, they’ll be part of a one-of-a-kind atmosphere where strategy, instinct, and pure solo skill unfold inside one of Mumbai’s most exquisite architectural treasures.
Red Bull Solo Legends will feature some of India’s prominent BGMI athletes including Jonathan Amaral (Jonathan Gaming), Tanishk Singh (Admino), Rudra B (Spower), Sahil Jakhar (Omega), Raghuraj Singh (Slug), Mohammed Owais Lakhani (Owais), Sohail Shaikh (Hector), and Paridhi Gupta (Noob Pari) and many more. These players, known for their exceptional skills, will compete against each other, bringing their unique strategies and gameplay styles to the forefront. Esports thrives on pressure, audience energy, and unforgettable moments. The Royal Opera House, known for its grandeur and legacy, offers a stage worthy of the stakes. The contrast is striking in the best way, with ornate balconies and vintage chandeliers watching over India’s sharpest digital athletes as they fight for the title of the country’s strongest solo BGMI player.
Built between 1909 and 1915 and inaugurated by King George V, the Royal Opera House is India’s only surviving opera house, restored lovingly after decades of closure. From theatre to classical music to film screenings, its stage has embraced every form of performance. On 2nd December, it will embrace competitive gaming for the very first time, welcoming India’s esports community into its history.
Red Bull Solo Legends has been created to celebrate individual excellence in BGMI. Every rotation, every fight, every decision rests on the player alone. Hosting the finals in a venue that represents mastery, legacy, and performance adds a rare emotional depth to the competition, turning every clutch into a moment that will be remembered long after the final circle closes.
Tickets will be exclusively live on Swiggy Scenes 21st November onward.
Matches will also be broadcast live on the Red Bull Game On YouTube channel for fans from across the country: youtube.com/@RedBullGameOn
The post Red Bull Solo Legends National Final Set to Make Esports History at the Royal Opera House, Mumbai appeared first on European Gaming Industry News.
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eGaming Integrity Shortlisted for Tech Supporter of the Year Award
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eGaming Integrity has been shortlisted for the Tech Supporter of the Year award at the Digital Isle Tech Awards 2025, which recognise organisations making a significant contribution to the Island’s technology sector through collaboration, capability-building, and practical support.
eGaming Integrity provides compliance and internal audit services that help digital businesses strengthen their regulatory readiness and operational resilience. Its integrity-as-a-service model combines monitoring tools, risk assessments, and regulatory guidance to support both new and established operators. The firm also contributes to broader industry development by delivering workshops, best-practice resources, and advisory support aimed at helping early-stage and growing companies navigate compliance and security requirements.
Companies working with eGaming Integrity report improvements in governance, data protection, and audit preparedness, along with increased confidence when launching products or expanding into new markets. The firm’s partnerships with accelerators, incubators, and industry bodies have helped foster a more open and collaborative environment across the Island’s tech community.
Emma Shilling, Director of eGaming Integrity, commented: “We’re delighted to be shortlisted. Our focus has always been to support licence-holders and technology businesses in meeting the Island’s high standards. This recognition reflects the hard work of our team, the value of expert led technical solutions and the value of clear, practical guidance for organisations across the sector.”
Public voting for the awards is now open and closes at 2pm on 27 November 2025.
Members of the public can vote by selecting a finalist in each category at: digitalisleofman.com/tech-awards/
Winners will be announced at the Digital Isle 2025 event on 27 November.
The post eGaming Integrity Shortlisted for Tech Supporter of the Year Award appeared first on European Gaming Industry News.
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