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Gambling Firms’ Adverts are Among the Most Aired Radio Commercials During School Run Hours in the UK
Gambling firms’ Adverts are among the most aired radio commercials during school run hours in the UK, according to an analysis for the Guardian by market analysis firm Nielsen.
Data shows gambling came second in a list of industries that spend the most to appear on commercial radio between 7 am and 8 am and from 3 pm to 4 pm.
The analysts found that gambling accounted for 5% of all spending during school-run hours, with about 1200 hours of ads airing during those times over the past 12 months.
The amount spent on gambling ads was exceeded only by government communications – including Covid-19 messages – and motor supplies. Nielsen does not disclose the actual spending figures because it is commercially sensitive data.
Many of the ads are for the national lottery, but ads broadcast during the school run also include spots for betting and online slot machine brands such as Gala Casino.
After it was contacted by the Guardian, Entain, which owns Gala Casino, is understood to have added a stipulation to its media-buying arrangements to prevent broadcast during weekday school-run times.
Government statistics suggest millions of children are likely to be in the car during the period. There are 8.9 million schoolchildren in the country and the last in-depth survey by the Department for Transport survey found that 46% of children aged 5-10, and 23% of those aged 11-16, go to school by car.
Addiction experts and campaigners said the figures underscore the need for an ongoing government review of gambling regulation to take a tough stance on advertising.
Heather Wardle, Lord Kelvin Adam Smith reader in social sciences at Glasgow University, said: “Commercial gambling is rightly considered an adult-only activity, yet the way it’s advertised across radio and other media makes it very difficult to protect our children from being exposed to this.
“Evidence from the Gambling Commission shows that 7% of children exposed to gambling advertising said that seeing or hearing advertising prompts them to gamble when they were not planning on doing so.”
Labour MP Carolyn Harris, who chairs a cross-party group examining gambling harms, called for reform of “national disgrace” advertising rules. “Until we completely overhaul their access to advertising platforms, we will continue to expose children and vulnerable adults to this unrelenting attack,” she said.
The government is due to publish proposals for the reform of gambling regulation early next year.
A spokesperson for the Betting and Gaming Council (BGC) said: “BGC members abide by the strict rules set down by the Advertising Standards Authority. Indeed, since the BGC began two years ago, we have introduced a number of measures to go even further than the requirements of the advertising codes developed by both the ASA and the Committees of Advertising Practice.
“In addition, our members also ensure that 20% of their TV and radio ads are safer gambling messages.”
A spokesperson for the national lottery operator, Camelot, said it needed to advertise at all times of the day to reach as many people as possible. “We’ve always followed strict guidelines to ensure our ads don’t appeal to children, and this has contributed to it being widely recognised that the inherent risk of unhealthy play associated with national lottery games is extremely low,” said the spokesperson.

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GAMING’S CHEATING CRISIS REVEALED IN FULL BY PLAYSAFE ID
– 80% of gamers encounter cheating in online games –
– Over half of gamers (55%) have either reduced or stopped spending on in-game purchases because of cheating
Four out of five gamers have faced cheating in online play, exposing a crisis that threatens the integrity of the global games industry. That’s the headline finding from new research by PlaySafe ID, the platform dedicated to keeping cheaters, bots, and predators out of video games. Based on a survey of more than 2,000 gamers in the UK and USA, the results are detailed in Gaming’s Cheating Crisis Report, a landmark whitepaper revealing the scale, impact, and risks of unchecked cheating.
The effects of this on gamers, and therefore for game studios alike are stark. The data reveals severe implications for studio revenue with 55% of gamers admitting to having either reduced or stopped spending on in-game purchases because of cheating. A further 42% of gamers said that they have considered quitting a game entirely because of cheaters. These numbers make one thing clear, cheating isn’t just a player experience issue; it’s a direct threat to revenue. Studios can no longer afford to overlook it.
The data clearly shows that the vast majority of gamers are ready for change. With 83% saying they would be more likely to play a game that promotes itself as cheater-free, more than just an empty promise players are willing to take actionable steps if studios get on board with 73% comfortable verifying their identity to ensure a cheater free experience. This desire for accountability extends beyond a single title, as 79% believe cheating penalties should apply across multiple games.
Andrew Wailes, Founder and CEO of PlaySafe ID, commented: “I hate cheating in video games, it’s a serious issue that undermines player trust and directly impacts developer revenues. From looking at our data it’s clear that gamers agree and that they are not only aware of the problem, but they’re ready to be part of the solution. Gamers are ready, the responsibility to address cheating now falls squarely on studios and developers with robust, effective and most importantly transparent measures.”
Key findings of Gaming’s Cheating Crisis Report:
- Cheating is a problem: 80% of gamers encounter it in online games. Only 20% of gamers have never come across a cheater.
- The hidden cost: cheating has a direct financial impact on the games industry, as 55% of gamers have either reduced or stopped spending on in-game purchases because of it.
- Retention risks: 42% of gamers have considered quitting a game entirely because of cheaters.
- Solutions and accountability: 83% would be more likely to play a game that is credibly promoted as being cheat-free. The gaming community is highly receptive to identity verification: 71% would be comfortable verifying their identity with an accredited verification company.
Given the deeply ingrained nature of cheating and its negative effects on players, the PlaySafe ID whitepaper explores opportunities for developers and publishers to retain players and protect revenue, highlighting the potential for fairer gaming environments. The whitepaper outlines current trends in player sentiment towards anti-cheat measures, including identity verification and cross-game penalties, which can be utilised to unlock the potential of a more accountability led gaming ecosystem. Gaming’s Cheating Crisis Report is available to download here.
The post GAMING’S CHEATING CRISIS REVEALED IN FULL BY PLAYSAFE ID appeared first on European Gaming Industry News.
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Newzoo x Tebex Report: How Gamers Are Spending in 2025
How players pay is changing, and so is how much they spend.
Tebex, the leading payments solution for gaming reaching $1Bn in processed payments, is launching the first industry-wide look at payment trends in EU and NA with Newzoo on Tuesday, August 12 at 09:00 AM CEST.
“Unlocking Games Revenue: Player Behavior and Payment Trends in the West”
Key Findings:
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NA is the top spending region globally:
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NA average: $324.9 per payer
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EU average: $125.4 per payer
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Motivations for spending differ by region:
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NA has a desire for expression:
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34% of players spend to unlock exclusive content and 29% to personalize characters
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EU has a value-driven behavior:
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28% of players citing special offers or good prices as their top reason to spend.
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EU: DLC, microtransactions, and subscriptions account for nearly 50% of PC game revenue (and 1/3 of console game revenue)
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NA: leads in Buy Now, Pay Later adoption with $80 ATV, tied with Crypto.
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In LATAM, Africa, and APAC: local wallets are becoming the go-to payment method
The post Newzoo x Tebex Report: How Gamers Are Spending in 2025 appeared first on European Gaming Industry News.
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Nazara Doubles Q1FY26 Revenues to ₹498.8 Cr; EBITDA Up 90% to ₹47.4 Cr and PAT Increases by 118% to ₹51.3 Cr
Board approves stock split and 1:1 bonus issue
Nazara Technologies Limited (“Nazara”) posted a sharp growth in Q1FY26 with revenues of ₹498.8 crore (+99% YoY) and EBITDA of ₹47.4 crore (+90% YoY). The core gaming business achieved a 24.4% EBITDA margin, reflecting strong execution of its IP-led gaming strategy.
PAT in Q1FY26 was ₹51.3 crores, marking a 118% YoY increase and underlining the company’s continued ability to generate sustainable profits even as it invests for growth.
Growth was led by strong performances from Fusebox, Animal Jam, and Curve Games, supported by the company’s Centers of Excellence in User Acquisition and Analytics. “We are seeing early results from our sharpened focus on IP-led gaming and are reinvesting this momentum into expanding our IP portfolio and strengthening UA to drive sustained growth. We have also strengthened our leadership team with recent appointments bringing deep expertise in gaming,” said Nitish Mittersain, Joint MD & CEO, Nazara Technologies Ltd.
The board also approved Sub-division of equity shares and issue of Bonus Shares as follows:
- Sub-division of 1 (One) equity share of face value of Rs. 4/- (Rupees Four) each fully paid-up into 2 (Two) equity shares of face value of Rs. 2/- (Rupees Two) each fully paid-up; and
- Issue of bonus equity shares in the ratio of 1:1 i.e., 1 (One) bonus equity share of Rs. 2/- (Rupees Two) each for every 1 (One) equity share of Rs. 2/- (Rupees Two) each fully paid-up.
The post Nazara Doubles Q1FY26 Revenues to ₹498.8 Cr; EBITDA Up 90% to ₹47.4 Cr and PAT Increases by 118% to ₹51.3 Cr appeared first on European Gaming Industry News.
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