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Emotions test reveals: The online purchases making us 67% happier!

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Gaming purchases make us 66% happier, according to new study
Gaming purchases make us 66% happier, according to new studyReading Time: 4 minutes

 

  • On average, online purchases are found to raise our positive feelings by 56%
  • Participants reported the biggest increase in happiness when purchasing houseplants – positive emotions soared by 67%
  • Gaming console purchases saw the second highest increase in positive feelings (+66%)
  • Trainers and fiction books are also among the purchases raising positive emotions most
  • Holidays abroad came in last; participants noted high levels of excitement but also reported an increase in concern due to its uncertainty

Thanks to ‘doom shopping’, it was revealed that the UK spends three times more when online shopping compared to the global average, costing the average person a whooping £1,382 per year! Clearly these purchases keep us coming back for more, but how do we enjoy splashing our cash the most?
Interested in online shopping, money.co.uk conducted an emotions test among 2,560 participants to discover which online purchases bring us the most joy!

Participants were asked to complete a variation* of the BMIS test (Brief Mood Intensity Scale) and record the intensity of 10 different emotions after making an online purchase. The intensity of each emotion was allocated a score based on its positivity, with a maximum score of 500 points per item – the higher the score, the better. Participants were also asked to complete the same test before making any purchases to uncover the percentage increase in positive emotions when shopping.

Which online purchases make us happiest?

Money.co.uk can reveal that a houseplant purchase increases our intensity of positive emotions more than any other transaction!
Collecting 478 points out of a potential 500, moods improved by 67% after making a plant purchase. Plants are proven to invoke feelings of vitality by improving the state of mind and lifting spirits – no wonder it scores highly!
With the PS5 still proving hard to get, purchasing a gaming console is the second online transaction that makes us happiest.

As many gamers are left on the edge of their seats waiting to snatch the latest console, it accumulated 475 points out of 500, and purchasing a console was found to raise positive feelings by 66% on average.
In third position are trainer purchases. With the demand for sneakers like Jordan 1s only increasing, those who purchased new trainers reported a 64% increase in happiness, and purchases racked up 472 points.
With bookworms reported to be happier than those who don’t read, the transaction that makes us fourth happiest is a fiction book, improving positive emotions by 64% and collecting 470 points.
Due to the huge surge in personal fitness and wellbeing during lockdown, home gym equipment purchases are found to make us fifth happiest! This transaction led to a 63% increase in positive emotions and scored a healthy 468 points.

To complete the top 10 purchases that increase our intensity of positive emotions:
6. Video game: 466 points, +62%
7. Eyeshadow palette: 465 points, +62%
8. Scented candle: 463 points, +61%
9. Exercise clothing: 461 points, +61%
10. Fashion jewellery: 459, +60%

Coming in last is a holiday abroad with 393 points out of 500 (+37%). Those who plan on jet-setting this year reported high levels of excitement and happiness but were pushed down the table as feelings of worry and nerves due to its current uncertainty.
Interested in the reasons behind our vast improvement in positive feelings, money.co.uk spoke exclusively to Lee Chambers, psychologist and wellbeing consultant, to uncover why shopping makes us happy.
“Online shopping has the ability to make us happy through several different mechanisms. Firstly, even in a world of plenty, we are still evolutionarily designed to consider scarcity. Because of this, acquiring new items, especially when discounted or limited, tends to make us happy, the feeling we have satisfied a need and potentially averted a future threat.

Shopping is also an exercise in control. We select from millions of items precisely what we want, and especially in the uncertain times we live in, we know we will get exactly what we have purchased, and it will be delivered straight to us. This control of selection and guarantee of receipt is powerful, as it becomes a defined event. We also build a level of expectation and anticipation from the moment we press the purchase button, as we believe we now have ownership over the item but have a delay until it is with us physically.

From a cultural perspective, we have been conditioned to see shopping as a reward, either an investment in ourselves or for the satisfaction of others. Shopping is likely to activate the nucleus accumbens in our brain, releasing dopamine and motivating us to repeat the behaviour. Buying printed media taps into our desire to better ourselves, gain knowledge, understand the world around us and provide stories and entertainment that can take us on a journey. And let’s not forget how lovely they look on your bookshelf on a video call, as books have become a decorative symbol over the past year.

And why do we keep buying? Our brain is adaptive, and shopping can relieve stress, provide entertainment when bored and give us a hit of dopamine. The rewarding feeling will keep us finding new things to purchase, especially since our excitement and anticipation fade once we’ve received the item.”

Catherine Hilley, mobiles expert at money.co.uk, said: “Our research reveals how small purchases can increase customers’ emotions in a positive way, something we all need after the past 12 months. With an average 63% increase in positive emotions noted across all top 10 purchases, it seems that shopping online for items such as houseplants, trainers and candles are sparking a lot more joy at the moment, than booking a holiday, which comes with a lot of added uncertainty.”

For more information, please see the blog post for the full rankings and a breakdown by sex, and age: https://www.money.co.uk/mobiles/online-shopping-joy

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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BLAST expands into Dota 2 with five events set to be rolled out in 2024/25

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BLAST expands into Dota 2 with five events set to be rolled out in 2024/25

  • BLAST to start hosting regular Dota 2 tournaments in 2024/25
  • First studio event to take place in November 2024
  • BLAST.tv will become new home of Dota 2 esports, platform will allow fans to tailor their viewing experience, get closer to the action and impact the entertainment unfolding before their eyes

Esports entertainment company BLAST has revealed plans to enter Dota 2 with a full schedule of events to be rolled out in 2024/25. BLAST will become the new home of Dota 2 esports through arranging a tournament series focused on unparalleled production quality and game changing fan-first moments.

The tournament organiser will host a first Dota 2 studio event in November, ahead of four events taking place in 2025. The full extent of the new Dota 2 tournament series will be revealed in the summer, where further information on format, prize pool and locations will be shared.

Andrew Haworth, VP of Ecosystems, Valve & Riot Games, said: “We are delighted to be entering Dota 2 and have plans for BLAST to bring a new level of production and excitement that Dota fans haven’t seen before. It’s a game we love as fans and players, we’ve been following closely as an interested tournament organiser for the last few years. As we’ve grown as a business and expand into further titles, Dota has always been on our wish list.

With the recent changes to the Dota ecosystem we feel it’s the perfect opportunity for BLAST to come in, provide the community with the next level of tournaments and become the new home of Dota 2.

“BLAST prides itself on unparalleled production quality and game changing fan-first moments while bringing together the very best teams and biggest superstars to fight it out for glory on the server. We look forward to bringing this approach to the world of Dota 2 and providing fans with the best esports entertainment on offer.”

This strategic move marks a significant expansion of BLAST’s tournament portfolio, further diversifying its offerings beyond its successful ventures in Fortnite (FNCS), Rocket League (RLCS), Counter-Strike, and Rainbow Six Siege.

BLAST.tv, a custom made esports live viewing platform, will add Dota 2 to its offering meaning fans will be able to enjoy a tailor made competitive esports viewing experience and platform. Fans will never miss a key moment of the action with the BLAST.tv interactive timeline feature, which catalogues standout highlights to be replayed instantly on the playback timeline.

The platform has a custom built video player with 4K capabilities and a moderated live chat feature that will enable fans to connect with a like-minded community, where fans will be able to impact the events unfolding before their eyes through interactive polls.

Outside of the live experience, BLAST.tv will be a one-stop-shop for Dota 2 esports fans. Providing them with the latest player stats, team standings, mini-games, news and exclusive content and experiences.

Sign up to BLAST.tv for all the latest news, updates and BLAST’s future plans for Dota 2.

 

The post BLAST expands into Dota 2 with five events set to be rolled out in 2024/25 appeared first on European Gaming Industry News.

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Emma Shilling Receives Visionary Compliance Leader Award in the 2024 Women in Leadership Awards

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SolutionsHub’s Head of Compliance, Emma Shilling, has been recognised at the 2024 Women in Leadership Awards, winning the prestigious Visionary Compliance Leader Award. This recognition celebrates her outstanding contributions, innovation, and unwavering commitment to excellence within the compliance landscape.

The 2024 Women in Leadership Awards celebrate excellence in leadership by meticulously evaluating outstanding individuals and organisations. Through a rigorous selection process based on comprehensive standards, these awards recognise impactful contributions.

This award is a testament to Emma’s remarkable achievements and her leadership excellence, specifically in eGaming compliance. As a compliance leader, she has consistently demonstrated visionary thinking, dedication to sustainability, and a passion for responsible gambling practices within the online gambling industry.

SolutionsHub Director Nick Wright, said “We are very proud of Emma. Her strategic vision, dedication to pragmatic and ethical compliance, and pursuit of excellence underscores our commitment to fostering a culture of compliance and innovation.

“This award reinforces Emma’s reputation as a compliance leader and enhances her credibility within our industry and beyond.”

In response to receiving this award Emma said “I would like to thank those that nominated me and the judges for this honor. To be recognised with this award is immensely satisfying for me personally and a testiment to our teams collective commitment to innovation while furthering responsible gambling practices and maintaining the highest standards of compliance.”

SolutionsHub, a leading compliance consultancy, specialises in tailoring comprehensive solutions for Isle of Man-licensed eGaming businesses. With a seasoned team of industry veterans and former regulators at the helm, SolutionsHub ensures that businesses maintain the highest standards of integrity, transparency, and regulatory compliance in the often challenging online gambling sector.

Emma Shilling is Head of Compliance at SolutionsHub, where she leads the compliance team in delivering bespoke compliance solutions for Isle of Man licensed eGaming businesses.

Note: The Women in Leadership Awards are organized by EMG Publishing Group and recognise exceptional female leaders across various sectors.

 

The post Emma Shilling Receives Visionary Compliance Leader Award in the 2024 Women in Leadership Awards appeared first on European Gaming Industry News.

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ESL FACEIT Group Partners with s1mple for Launch of Play Like s1mple Project

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The Legendary Counter-Strike Star’s Educational Program Will Offer 60+ Tutorials and Exclusive FACEIT Features To Help Players Up Their Game.

ESL FACEIT Group (EFG), the leading esports and video game entertainment company, and renowned Counter-Strike player Oleksandr “s1mple” Kostyliev today announced a partnership with Play Like s1mple Project – an educational video series designed to change how players approach mastering Counter-Strike 2.

The program will include more than 60 interactive sessions, with a focus on in-game skill development and strategy as well as out-of-game topics such as career advancement. The program aims to empower gamers of all levels to unlock their full potential in Counter-Strike 2.

“We’re thrilled to launch the Play Like s1mple Project and provide gamers with a unique opportunity to learn from one of the best in the business,” said s1mple. “Whether you’re a casual player looking to improve your skills, better understand the game, and achieve a champion mindset or a great pro aiming to take your game to the next level, this program has something for everyone. I wish someone could have shared these skills with me when I just started my journey in CS.”

Play Like s1mple Project will bring the comprehensive educational program to the global gaming audience in partnership with FACEIT, the leading community platform for online PvP play. FACEIT has been the home of competitive Counter-Strike for more than a decade and will now offer a suite of educational programming that supports the in-game learning experience it offers for casual players and aspiring pros alike. Through this collaboration, Play Like s1mple Project participants will gain exclusive access to FACEIT’s premium features and exclusive on-platform content.

“s1mple’s success, longevity in Counter-Strike and legacy with FACEIT, makes him uniquely qualified to help our global community learn and master their game at the highest level of competition. ” said Fabio Floris, President, Digital Platforms, ESL FACEIT Group. “Viewers will not only pick up the intricacies of top-tier CS, but also insights on what it takes to break into the industry in other ways, including as caster, talent manager, and more.”

Key features of the Play Like s1mple Project include:

  • Unmatched Talent: s1mple, possibly the greatest player in Counter-Strike history, will share his expertise and practical knowledge.
  • Legendary Experience: Comparable to legends like Jordan or Messi, s1mple will share secrets and best practices developed over more than a decade of play.
  • Career Development Resources: Gain insights into the esports industry and learn how to turn your passion for gaming into a successful career with guidance from industry experts.

FACEIT Community Support:

  • Join a community of gamers and CS enthusiasts.
  • Get tips and strategies directly from s1mple
  • Connect with like-minded individuals worldwide.

Exclusive Content and Competitions:

  • Access premium content.
  • Participate in tournaments for the community.
  • Have personal communication with s1mple and other top players, providing unparalleled insights into the world of professional gaming.

Registration for the Play Like s1mple Project will open May13 with limited spots available. Visit playlikes1mple.com for more information, and follow All Stars Promo on Twitter or Instagram. For more information on the FACEIT platform, check out eslfaceitgroup.com and follow EFG on LinkedIn.

 

The post ESL FACEIT Group Partners with s1mple for Launch of Play Like s1mple Project appeared first on European Gaming Industry News.

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