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UK Gambling Commission and industry collaboration makes progress on safer gambling

Reading Time: 5 minutes
- Under 25s to be restricted from joining VIP schemes
- Tightened controls to be introduced for other VIP customers
- Online advertising rules strengthened to better protect vulnerable groups
- Progress made on safer product design but industry must go further
Collaborative work with the industry has led to progress following three challenges laid down by the Gambling Commission to make gambling safer and reduce harm across the sector.
The work will lead to restrictions and prevention of under 25s being recruited to VIP schemes, a reduction on intensity of play such as the speed of spin and removing turbo buttons, and a joint effort to shield children and young people from online gambling advertising.
The Gambling Commission welcomes the recommendations made by the industry on safer products but challenges the industry to go further.
This new approach to accelerate progress to protect consumers from gambling harm was set by the Commission’s chief executive, Neil McArthur, in October 2019. Working groups made up of senior leaders from the industry were formed in January 2020 – concentrating on use of VIP incentives, safer advertising online and the use of safer product design.
The Industry working groups featured over 30 operators, co-ordinated by the Betting and Gaming Council (BGC). As part of this work, the Commission ran workshops with people with first-hand experience of gambling harm, as well as collaborating with GamCare to ensure that its service users’ experience would also help inform any outcomes.
Those involved in the work will continue to develop and rapidly implement the proposals, with some measures around VIP customers being implemented as soon as April 14.
The Commission will now launch formal consultations on these areas to ensure that the new measures are incorporated into its regulatory framework – which means that all operators will have to abide by the new consumer protection rules.
Neil McArthur, Gambling Commission chief executive said: “We have been encouraged by the progress on VIP incentives, safer advertising and safer products. We set these challenges in order to deliver real and rapid change for consumers in key areas of risk. However, it is important these commitments are implemented as soon as possible. It should not take months to implement safeguards many would expect to be in place already.
“By working together with operators and seeking the views of people with lived experience of gambling harm we have been able to make significant progress, although there is always more to do. We will now consult on the necessary changes to our rule book to ensure all operators have to meet the new standards.
“Whilst we are encouraged by industry proposals for making gambling products safer we now call on operators to implement those proposals rapidly; but the proposals do not go far enough and we will now consider what additional measures we should impose on operators.
“I recognise that the Covid-19 outbreak will impact on next steps and actions, in particular land-based operators. I welcome the fact that the operators involved and the BGC have remained committed to progressing this work during these difficult times. That is a positive sign of their commitment to make the industry safer.”
“Ultimately actions speak louder than words and any operator that does not put consumer safety first will find itself a target for enforcement action.”
Industry progress so far in these areas, and the Gambling Commission’s response and next steps:
Use of VIP incentives
This group was established to develop an industry code which addressed poor practices around the treatment and incentivisation of high value and high spending customers also known as ‘VIPs’. The industry has agreed to:
- Restrict and prevent customers under 25 years of age from being recruited to high value customer schemes.
- All customers must first pass thorough checks relating to spend, safer gambling and enhanced due diligence before becoming eligible for high value customer incentives.
- Reward programmes will also be required to have full audit trails detailing decision making with specified senior oversight and accountability.
The Gambling Commissions response:
- The Commission will now consult on permanent changes to the Licence conditions and codes of practice (LCCP).
- The Commission expects the industry to implement its code as soon as possible and considers most measures should be implemented within 3 months.
- The Commission will monitor and support implementation of the industry’s code as an interim measure.
Safer advertising online
This Advertising Technology challenge was aimed at reducing the amount of online advertising seen by children, young people and vulnerable adults. Actions taken immediately by the industry and to be in place by July 2020 include:
- A common list of negative search terms (e.g. how do I self-exclude from gambling?) and suppression websites, which will help shield vulnerable groups from online gambling ads.
- Better and more consistent use of customer data to ensure paid-for-ads are targeting away from vulnerable groups across social media platforms, instead of targeting for business
- Implement an approach which means that advertising is only targeted at +25 age in social media and “Pay Per Click” advertising where platform facilities permit. This will protect young people and increase confidence in the social media platforms’ own age-gating
- Age-gating YouTube channels and content
- Adopting and rolling out to all affiliates a code of conduct which will be amended and updated on a regular basis to ensure all measures undertaken by the industry will be implemented equally by affiliates.
These measures will be adopted across the industry as soon as possible and in any event enshrined in the IGRG’s Gambling Industry Code for Socially Responsible Advertising (subject to consultation with Bingo Association and BACTA) and effective by July 2020.
Further, the Working Group will:
- Establish a permanent cross-industry Adtech Forum to ensure an on-going focus on making further progress in this area, including conducting and evaluating trials of advertising technology.
- Continue the proactive engagement with a wide range of stakeholders (including platforms) on agreed areas of work, with the aim of continually setting the highest standards in responsible digital advertising and marketing and ensuring that all relevant technology is utilised to achieve that.
- Work with the Gambling Commission to publish and promote consumer advice, and work with online platforms and broadcasters to identify a more effective, simple and consistent approach, with regard to blocking gambling advertising.
- Commit to monitoring and evaluating all actions to ensure only effective solutions are pursued.
The Gambling Commission’s response:
- The Gambling Commission’s view is that the industry has developed an appropriate set of commitments which should help further limit exposure to online gambling adverts by vulnerable groups.
- The Commission recognises that the online advertising ecosystem is complex, and some progress will be dependent on third parties, such as the social media platforms. In these instances, we expect industry to work collaboratively with the platforms to identify and implement further solutions.
- By virtue of their inclusion in the Gambling Industry Code for Socially Responsible Advertising, The Commission will now hold operators to account for these commitments from July.
Safer products
These groups were tasked with developing an industry code for responsible product and game design. Industry commitment from this work so far includes:
- A minimum spin speed of 2.5 seconds on all slots.
- Removal of game features which may encourage intensive play such as slam stops and turbo buttons.
- Removal of split-screen slots which have been associated with potential loss of control.
- A more detailed work plan which will include in-game messaging and the creation of a Betting and Gaming Council Testing Lab to look into other game features.
- Publication of the final code in September 2020.
The Gambling Commission’s response:
- The Gambling Commission’s view is that while some progress has been made, this work must now go further and faster, in particular around using demographics and behaviours to indicate risk.
- The Gambling Commission will now consult on the priority areas for immediate action as soon as possible.
Brigid Simmonds, Chairman of the new standards body the Betting and Gaming Council said: “I am pleased with our members’ hard work and continued commitment to delivering substantial progress on the three safer gambling challenges set by the Gambling Commission on high value customers, advertising and game design. The progress reported today including restricting under 25’s from qualifying for high value customer accounts; strengthened advertising rules and games with slower speeds and the removal of some functionality comes despite difficult operating circumstances during the COVID-19 crisis. These measures, along with our recently announced 10 pledge action plan for COVID-19 safer gambling and our 22 industry safer gambling commitments will significantly transform and improve the environment for our customers and the wider public. We agree with the Gambling Commission that there is still more work to do and we will rise to the ongoing challenge.”
This update coincides with the publication of the Gambling Commission’s 2020/21 business plan which includes commitment to driving forward these areas of work in regulatory requirements for the whole industry.
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 and industry collaboration makes progress on safer gambling
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.
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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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