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Do Responsible Gaming Policies Go Far Enough? An Insider’s Perspective

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Do Responsible Gaming Policies Go Far Enough? An Insider’s Perspective
Do Responsible Gaming Policies Go Far Enough? An Insider’s PerspectiveReading Time: 5 minutes

 

Exclusive Q&A with GoodLuckMate CEO and Founder Nerijus Grenda

With responsible gaming ever at the forefront of discussions around gambling and with all eyes on the UK as it conducts its once-in-a-generation review of its gambling laws, there could be big changes coming to the industry as a whole.

GoodLuckMate CEO and Founder Nerijus Grenda makes the case for the iGaming industry going even further in its efforts to protect vulnerable players. And he believes that technology holds the key to removing cases of human error that can lead to costly lawsuits and fines.

European Gaming catches up with Grenda to explore how the industry might adapt over the coming years, whether that’s via changes to the law or by mutually beneficial cooperation.

 

First off, how has the industry changed its stance on responsible gaming? Do you feel that things are heading in the right direction?

I must say that responsible gaming has made great strides over the last decade or so. There is far more awareness about the issues on the part of the industry, the staff working within it, and the players themselves. All this can only be regarded as a good thing. Nowadays, many players around the world have access to free online tests for gambling addiction, tools to limit playing time, deposit amounts, and overall losses, and there is the opportunity to self-exclude from gambling altogether. Add to this the fact that it’s much easier to get help from free professional help via a wealth of links and advice articles and you can see that we’ve come a very long way.

From my experience of working within the industry for many years, I can also see how staff training programs have benefitted all parts of organizations, especially when it comes to spotting the negative behavioral patterns exhibited by some gambling addicts. And this training is usually extended to all parts of the business, from the C-level staff to the customer support teams that act as the first line of defense against gambling addiction. So, yes, I can honestly say that things have been and are continuing to move in the right direction. But now it’s time to go even further!

 

Do you think more can be done by online casinos and sports betting sites to protect vulnerable players? Can technology play a major role in this?

Absolutely yes to both questions. Without a doubt, there is always more the industry can do to help vulnerable players before problems get out of hand. And in addition to the training I mentioned above, technology has to play the leading role in tackling the problem. From some of the cases I have read about players suing online casinos, it seems like there is either not enough technology being used to detect issues in the first place or that these processes are being overridden by staff wanting to keep a player on the hook. For example, there should be no way that source of funds checks aren’t carried out as soon as a player crosses a certain threshold for depositing and/or losing significant amounts – with no exceptions. Somewhere in the chain, some of these things are being missed or ignored and that really needs to change.

Another way in which technology should be employed is in spotting sudden changes in betting behavior. I have no doubt that some companies are already doing this, but it should become the default across the entire industry. For example, if a player suddenly goes from betting a couple of hundred per month to thousands, there should be technological mechanisms for flagging the behavior and for an additional source of funds check to be carried out. By doing this, any potential gambling addiction cases or illegal sources of money are nipped in the bud. The same goes for employing technology to help staff spot fake IDs and other supporting documents in the case of underage players, for example. There are many ways in which technology can help us.

 

Will the UK Review of the Gambling Act 2005 shake up the wider industry? What changes do you see being on the cards once it has concluded?

While I am not based in the United Kingdom, I have been keeping a close eye on the reports coming out and the rather negative media attention being focused on the once-in-a-generation review – as I’m sure many others within the industry are doing. From what I’ve been reading lately, I think there will be further restrictions on the advertising of gambling products on TV, particularly at times when there are a lot of teenagers and young adults watching. For example, I believe that the ban on all gambling advertising before the 9 PM watershed might extend to all major sporting events where young adults are watching. Additionally, I’ve seen a lot of concern being expressed about the Premier League’s reliance on gambling companies as commercial partners. So, it might be the case that teams will soon need to change their shirt sponsors, too.

There is also intense media scrutiny on FOBTs (fixed odds betting terminals, otherwise known as slots). Because of this, betting limits have been put in place and I expect that some of these same ideas for limiting player losses to make the leap over to online slots, too. And another related area I see mentioned in media reports is the practice of cross-selling from one gambling product to another. With the UK being a huge market for sports betting, there is a natural tendency within the industry to move these players from relatively low-profit sports betting over to the far more profitable game types such as slots. However, there could be recommendations to limit cross-selling. Alternatively, players may need to have a separate account for each game type – hence making it more difficult for online casinos to convince players to make the switch.

 

Do you feel that media attention on cases involving gambling addicts negatively affects the entire industry? And do these cases shape public opinion?

One hundred percent! Major cases are usually reported fairly high up in the news running order simply because the numbers make for an interesting read. People have a natural tendency to find out how a single person was able to not only bet but also lose hundreds of thousands, or even millions in some cases. And the way pretty much all of these cases are reported casts a negative shadow over the entire gaming industry. Almost invariably, we are made to see the online casino in question as the bad guy (and their statements are usually reserved for the very end of the article), with much of the focus being on how the source of funds checks were not carried out properly, or how the player was targeted with numerous offers and enticements over a sustained period of time, for example. All of this undoubtedly shapes public opinion negatively.

 

Finally, is there enough will within the casino industry to continue to push responsible gaming, or is the profit motive always going to supersede player protection?

While profit is and always will be the main motive behind choosing to set up and run an online casino or sportsbook site, I think a little more focus on responsible gaming would help avoid very costly lawsuits and/or fines later down the line. Furthermore, even if these costs can easily be factored in as a necessary part of the business, the negative press attention that comes along with these cases simply isn’t justifiable in the long run. By getting things right in the first place, there’s more opportunity to build a respectable brand that will endure for many years to come – and with that comes long-term profit, of course. I also think that if the industry works as a whole, shares data on any potential loopholes they’ve spotted, and continues to focus on responsible gaming as an entirely positive aspect of the gambling industry, then everyone wins. 

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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28% of casual game installs from non-gaming publishers come from utility apps, Liftoff’s Casual Gaming Apps Report reveals

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Liftoff, the leading provider of marketing, monetization, and creative solutions for the mobile industry, and Singular, the end-to-end marketing attribution and analytics platform, today released their 2025 Casual Gaming Apps Report. The report, based on combined Liftoff and Singular data from February 2024 to February 2025, which includes 1.4 trillion ad impressions, 63 billion clicks, 2.5 billion installs, and $11.9 billion in ad spend, reveals that utility and entertainment apps drive the majority of non-gaming app installs for casual games.

Ads in utility and productivity apps account for 28% of non-gaming app installs for casual games, while 25% come from entertainment apps. Photo and social media apps also play an important role in converting users to casual gaming, accounting for a combined 25%.

Liftoff and Singular’s Casual Gaming Apps Report covers three main topics: an annual breakdown of benchmarks for advertising costs and revenue, the mobile game genres and subgenres driving the most installs, and the latest trends shaking up the casual gaming market.

Key findings from the report include:

Utility apps drive the most installs as advertisers look outside of gaming audiences

As the consumer app market share grows, more downloads come from outside the mobile game ecosystem, with utility apps being the main driver. In the sample, over half of the casual game installs from non-gaming apps are from utility and productivity apps (28%) and entertainment apps (25%). Photo apps and social media apps are similarly impactful, driving a combined 25% of installs from non-gaming apps, while health and fitness apps contribute the least at just 4%.

Hypercasual and hybrid puzzles revenue grows 240%

Following the success of apps like Twisted Tangle, Hexa Sort, and Block Jam 3D, games with simple yet addictive puzzle mechanics have captured the attention of casual game audiences. GameRefinery data reveals a huge increase in the US market share of these games within the top 500 grossing iOS titles, with market share surging collectively from $4.12 million in Q4 2023 to $13.99 million by Q4 2024. 

Mobile game CPIs are 907% higher on iOS

From February 2024 to February 2025, the average cost per install (CPI) for casual games was $1.41 on iOS and $0.14 on Android. In contrast, strategy, RPG, and tabletop games exhibited a higher CPI on both platforms, likely due to their niche audiences. While CPI is lower on Android, iOS still delivers more than 2x D30 ROAS on most game genres.

Minigame events are on the rise in top-grossing titles

Events are an essential element of strategy for casual gaming apps, and nearly all event types saw higher adoption rates in 2024. Minigame events, in particular, continued to grow between Q1 and Q4 2024, increasing by 31%. ‘Thinking’ minigames that feature varied mechanics saw the highest adoption rates. The minigames gaining the most popularity include digging, physics-based, and board game-inspired minigames. Other growing trends include co-op partner missions, seasonal albums, and win-streak events.

Match 3 games are making a comeback

After a long period of market saturation dominated by existing giants in the genre, Match 3 games are showing signs of a revival. New releases like Royal Kingdom and Truck Star have consistently ranked among the category’s highest-grossing games in 2024.

“As always, mobile games advertising is the most competitive marketing challenge on the planet. CTR for casual games is significantly higher than most genres, which is a big positive: you get a chance to make your case. What you do with that opportunity, of course, is up to you.” John Koetsier, VP of Insights, Singular 

“Casual gaming is a competitive market, but there’s plenty of growth potential for games willing to experiment and innovate. We’ve seen top games, including new releases and seasoned winners, rapidly scale their revenue by investing more in their live event strategies and monetization models. Finding what works is a process of trial and error, but having a partner with the newest insights into revenue drivers can make a huge difference.” Brendan Fraher, General Manager, GameRefinery

The post 28% of casual game installs from non-gaming publishers come from utility apps, Liftoff’s Casual Gaming Apps Report reveals appeared first on European Gaming Industry News.

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BETBY EXPANDS E-SIM GAME PORTFOLIO WITH NEW eSOCCER AND eFIGHTING TITLES

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BETBY, the premium sportsbook supplier, has expanded its proprietary esports feed, BETBY Games, with the launch of two new e-sims inspired by some of the most popular titles in global gaming: FIFA’s Penalty Shootout and Mortal Kombat 11. With these additions, the BETBY Games portfolio now includes 16 titles, offering expanded betting opportunities for operators and players.

The latest releases further reinforce BETBY’s two core esports verticals — eSoccer and eFighting — and reflect the company’s ongoing commitment to delivering diverse and engaging betting content. The football-themed title introduces fast-paced gameplay, with each match lasting less than 3 minutes, and includes three leagues based on the World Cup, Spanish La Liga, and Brazilian Série A. Featuring over 15 betting markets in a classic format of 5 shots for each team, this addition brings 30,000 matches per month to the BETBY Games feed, all designed to run with low margins and high engagement.

The second release draws from the iconic world of arcade-style fighting games, offering dynamic player-versus-player action in a Best-of-3 (BO3) format with each match also taking less than 3 minutes. Featuring more than 15 markets and three ongoing tournaments — Elements and Forces, Power and Royalty, and Technology and Chaos — this title equals the football counterpart delivering another 30,000 monthly matches to the platform.

With these new launches, BETBY Games now boasts 70+ tournaments, 350+ betting markets, and supports over 300,000 live matches every month, cementing its position as one of the most comprehensive and high-frequency esports betting solutions in the industry.

Kirill Nekrasov, Head of Sportsbook Product at BETBY, commented: “The launch of these new titles showcases our commitment to evolving the BETBY Games offering and delivering esports content that resonates with players worldwide. By drawing inspiration from globally recognized franchises, we create products that are both familiar and optimized for high-frequency betting environments. This approach enables operators to expand their portfolios and gives players even more excitement and engagement.”

This launch follows the recent success of BETBY Games, which was awarded Best Esports Product 2025 at the SiGMA Americas Awards. This achievement underscores BETBY’s strategic focus on redefining the esports betting experience through unmatched flexibility, deep customization, and exceptional engagement for both operators and players.

The post BETBY EXPANDS E-SIM GAME PORTFOLIO WITH NEW eSOCCER AND eFIGHTING TITLES appeared first on European Gaming Industry News.

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Allwyn Gives National Lottery Players More Ways to Win

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Allwyn, operator of The National Lottery, is giving players more ways to win outside of the main National Lottery games and draws – with new and varied promotions driving further value and excitement.

So far in 2024, Allwyn launched a EuroMillions Valentine’s Day campaign, which, in addition to making 14 UK Millionaires also saw 14 lucky ticket-holders win a trip for two to the Maldives.

This was supported by a tongue-in-cheek, multi-channel campaign – which featured tie-ups with TikTok travel influencers – that brought to life how National Lottery players could seriously upgrade their Valentine’s Day if they scooped one of the amazing prizes on offer. This special event attracted 400,000 more digital players compared to the previous comparable draw.

And, in a first for The National Lottery, the company is currently running a weekly special £10k prize draw. Running over nine weeks, players are entered into the weekly draw by spending £10 or more on National Lottery draw-based games (such as Lotto, EuroMillions, Set For Life and Thunderball) online in the week (between Monday and Sunday).

The £10 spend takes into account people who play by draw-based games by Direct Debit and play in advance for future draws – so the spend doesn’t necessarily have to be for draws in the week itself, as it’s calculated by when the transaction is processed.

And the excitement doesn’t stop there, as the special £15 million “Must Be Won” Big Easter Bank Holiday Lotto Jackpot on April 19 (Saturday) saw three new millionaires created, after three lucky ticket-holders matched five main numbers and the Bonus Ball to win £1.06 million each. As no-one matched all six main numbers, the jackpot rolled down – boosting all prize tiers.

Allwyn’s Marketing & Brand Director, Steve Parkinson, said: “Since the beginning of the year, we’ve been looking at some fun and unique ways to attract new National Lottery players and re-engage former ones. These are delivering further value for players – giving them more to play for – and are creating talkability. Of course, by playing National Lottery games, players raise more than £30 million every week for Good Causes – so this really is a win-win.”

The post Allwyn Gives National Lottery Players More Ways to Win appeared first on European Gaming Industry News.

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