Connect with us

Latest News

UKGC confirms gambling on credit cards to be banned from April 2020

Published

on

UKGC confirms gambling on credit cards to be banned from April 2020Reading 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

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.

Latest News

The App You Need to Download if You’re Tired of Throwing in League of Legends

Published

on

Reading Time: 3 minutes

GIANTX launches iTero Standalone — the new and improved version of its AI-powered coaching tool already used by more than half a million players worldwide

If you’ve ever thrown a game because of a bad draft, missed rotations, or your jungler vanished before minute three, there’s now an app that might finally help you clean up your gameplay: iTero.

Developed by the global esports organization GIANTX, the new version of its artificial intelligence training tool —iTero Standalone— arrives with a clear mission: to help players level up their League of Legends performance once and for all.

The new version is fully independent and available for direct download, offering faster performance, better precision, and a smoother overall experience. Lighter, smarter, and more stable, iTero Standalone represents the next step in the evolution of GIANTX’s technology ecosystem, with full control over development and updates.

Founded by Jack Joseph Williams in 2022 and acquired by GIANTX in 2024, iTero Gaming has been developing and refining AI-driven coaching systems for both casual and professional players. Its first virtual coach was designed to enhance the League of Legends experience -developed by Riot Games- by analyzing millions of real matches every patch to deliver personalized recommendations, from strategic macro decisions to champion select choices.

With over 500,000 downloads worldwide, iTero has become one of the most popular performance tools among players of all skill levels. With the release of iTero Standalone, it now aims to become the leading AI coaching platform for gamers.

Five Ways iTero Actually Helps You Get Better at League of Legends

1. It tells you what to pick — and why.

The AI analyzes your team’s and the enemy’s composition to recommend the champion that has the highest chance of winning that game, based on your stats and the current meta. No more questionable picks.

2. And what Build to choose!

After helping you pick the best Champion for the game, the AI also analyzes the enemy composition to decide what the best items, runes, and summoners to take for that specific game. That even includes checking whether anti-heal or anti-shield items are efficient enough to buy!

3. It reviews your matches like a real coach.

After each session, the AI gives data-driven feedback on your macro performance throughout the game and identifies areas you performed well on, and what you struggled with. After ten games, you unlock the AI Macro Coach, which compares your stats with players of your same rank and shows where you’re consistently falling behind.

4. It provides actionable insights about the players in your lobby.

Using its unique data the Scouting Tool provides you with all the information you need to know whilst loading into a game, whether that’s learning that the enemy support loves to invade, your Jungler likes to spend their early game power-farming, or that your lane opponent plays aggressively.

5. All the overlays you expect, and more.

From tracking the gold difference, timing your inhibitor respawns, or quickly checking who has the Baron buff, iTero has every overlay you need to stay on top of your solo queue games.

A New Chapter in the GIANTX Ecosystem

The launch of iTero Standalone reinforces GIANTX’s commitment to technological innovation and expands its presence beyond competition, driving the creation of useful, data-powered products for the gaming and esports community. The organization also practices what it preaches: GIANTX’s performance department already uses AI-based tools to scout talent and support decision-making at the highest competitive level.

With this new version of iTero, GIANTX strengthens its leadership at the intersection of technology, artificial intelligence, and performance, paving the way for a new generation of smarter training in League of Legends —a title that averaged nearly 30 million active players in September 2025 alone.

 

The post The App You Need to Download if You’re Tired of Throwing in League of Legends appeared first on European Gaming Industry News.

Continue Reading

Latest News

Winning Partnership: Apparat live on bwin in all-German content deal

Published

on

Reading Time: 2 minutes

Developer of slots with a German accent integrates 43 games with German top operator

Apparat Gaming, the developer of slot games with a German accent, has added yet another big-name operator to its growing list of partners by entering into a partnership with bwin.

Under the agreement, 43 of Apparat Gaming’s unique slots are made available to players of the award-winning online casino brand bwin.

The operator, which belongs to the Entain Group, has now one of the largest Apparat portfolios on the German market online since November, with 43 of the currently 54 Apparat games eligible for approval under German regulations.

The timing for the partnership couldn’t be better, as bwin was one of the major brands sorely missing from Apparat’s customer list for the German market. The addition of Apparat slots to bwin’s gaming lobby will help position the operator in its fight for German market leadership.

Founded just five years ago, Apparat is one of the up-and-coming game developers in regulated markets due to its German approach to development, with a focus on quality, engineering and providing plenty of Augenweide (eye candy) with absolutely no sense of humour(!) to ensure a superior player experience across its games.

This includes titles such as Total Eclipse XXL, 5 Moon Wolf, Fishin’ the Biggest or Gates of Ishtar. The partnership will also include the missing as well as all of Apparat’s future slot releases like the next release, Piggy Balloons.

Martin Frindt, Chief Product Partnership at Apparat Gaming, said: “It’s great to see that bwin understands the language we speak, even though the casino team is made up of Austrians, and has opted to add our slots with a German accent to its game lobby.”

“We now just hope that the German regulator GGL will approve the remaining games as soon as possible.”

Wanja Richter, Director of Gaming North and Central Europe at Entain, added: “Providing players with access to the best content in the business is a major part of our success story to date, and to be able to offer German players slots that have been developed by Apparat Gaming and that truly capture the essence of Germany is a slam dunk for us.”

“We are happy to finally be working with Apparat and hope to get their upcoming games content approved as quickly as possible!”

 

The post Winning Partnership: Apparat live on bwin in all-German content deal appeared first on European Gaming Industry News.

Continue Reading

Latest News

Not Just Games. Experiences: Interview with Gabor, CPO at DreamPlay

Published

on

The iGaming industry has evolved far beyond spinning reels and flashy win screens. Today, it’s a rapidly shifting space where player expectations define innovation. Creativity, data, and emotional design have become central to building not just games — but experiences.

We sat down with Gabor, Chief Product Officer at DreamPlay, to discuss what modern slot development really means, how ideas transform into products, and why the future belongs not to games that are simply entertaining — but to those that resonate.

What makes a slot competitive today — math, visuals, gameplay, or a combination of factors? And which matters most?

Gabor: A great game is like an orchestra: you need every instrument playing in harmony or the whole thing falls apart.

The math and design are the heart and soul of every game — without them, even the best art is just a pretty face. Today’s players also expect to be entertained: strong pacing, polished audiovisuals, and features that feel meaningful, not gimmicky.

I always say that one of the challenges of creating great slots is that you have to be able to tell a whole story just through a push of the button — making them feel exciting while being simple and smooth for the player, but this means a lot of complexity for the creator.

So the real magic happens when everything clicks together. The best slots feel effortless, but behind that effortlessness is a very deliberate balance of math, flow, visuals, and just the right level of innovation.”

When working on a new release, what helps you shape the product vision before development even begins?

Gabor: Ideas can come from anywhere – a family vacation, a conversation, a movie, a meme, pretty much anything you can think of.

Creativity thrives when everyone on the team can chip in with their own ideas – we actively encourage that.

But inspiration alone isn’t enough. Every game needs a clear purpose. Is it pushing boundaries? Refreshing a classic theme? Continuing a successful series? We always start by defining the ‘why.’

Then we let data and experience meet in the middle. When the numbers support the idea and our collective instincts say ‘yes, this will work,’ that’s when a concept becomes a vision worth building.”

Do you see potential for an even closer integration of video games and slots, or are they still two different markets?

Gabor:There’s definitely potential — and honestly, the two worlds have been borrowing from each other for years. iGaming has embraced progression systems, more complex storytelling, achievements… while video games picked up loot boxes and other elements from gambling.

They will never fully merge, because the motivations and regulations are different, but there is clearly much more overlap than 10–15 years ago when these two industries were completely different. Today’s players grew up with games that blend entertainment, challenge, psychology, and reward, and they

expect a different form of entertainment than previous generations.

So we’re moving from ‘old-school gambling’ toward ‘interactive entertainment with a gambling core.’ And that trend will only continue.

Is the industry truly ready for bold experimentation, or does it still prefer playing safe?

Gabor: This is where it gets interesting. The industry loves talking about innovation and bold ideas – but in reality, the audience is still quite conservative. Most players enjoy evolution, not revolution.

We’ve seen a few big hits like Megaways and crash games, but they didn’t throw the core DNA of gambling out the window. These mechanics are mainly focused on enhanced entertainment value and presentation.

So yes, there’s room to experiment, but true format-breaking innovations tend to become niche and usually struggle to gain wider traction. The sweet spot is pushing boundaries without losing the essence of why players show up in the first place.”

What was your first step in iGaming, and when did you realize this was your industry?

Gabor: My start was completely unplanned. I moved to Israel from Hungary at 26, didn’t speak Hebrew yet, and was looking for any English-speaking job. A friend worked at an online casino, said they were hiring, and I thought, ‘Perfect, something temporary to help me get settled, I will find a proper job once my Hebrew improves.”

I have never even tried finding a ‘proper job’ afterward. That ‘temporary’ role turned into a 15+ year career across multiple countries, teams, and roles across casino management and game production — and I’ve loved every minute of it.

This industry is fast, sometimes (often) chaotic, but full of brilliant people and challenges that keep you sharp. Even after all these years, I still wake up excited about what we’re building. It’s hard to imagine doing anything else at this point.”

Final Takeaway

The iGaming industry continues its transformation — not just technologically, but emotionally. As Gabor pointed out throughout our conversation, the future belongs not to those who release the most games, but to those who understand what players truly feel.

We’re seeing a shift toward more immersive, meaningful experiences — where design, psychology, and data work together to create lasting engagement.

And it’s leaders like Gabor — and companies like DreamPlay — who are moving the industry forward, proving that innovation isn’t just about features or mechanics… it’s about connection.

Dream Play’s most recent releases and upcoming products here:

👉 Dream Play

Continue Reading

Trending

EEGaming.org is part of HIPTHER, parent brand of various prominent news outlets and international conferences. These platforms and events span a wide range of industries, including Entertainment, Technology, Gaming and Gambling, Blockchain, Artificial Intelligence, Fintech, Quantum Technology, Legal Cannabis, Health and Lifestyle, VR/AR, eSports, and several others. This indicates that EEGaming.org is part of a larger network that focuses on a diverse array of sectors, particularly those related to cutting-edge technology and modern lifestyle trends.

Contact us: [email protected]

Editorial / PR Submissions: [email protected]

Copyright © 2015 - 2025 HIPTHER. All Rights Reserved. Registered in Romania under Proshirt SRL, Company number: 2134306, EU VAT ID: RO21343605. Office address: Blvd. 1 Decembrie 1918 nr.5, Targu Mures, Romania

We are constantly showing banners about important news regarding events and product launches. Please turn AdBlock off in order to see these areas.