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The MGA publishes its 2021 Annual Report and Financial Statements
The Malta Gaming Authority (MGA/Authority) is publishing its Annual Report and audited Financial Statements for the financial year ending 31 December 2021. The report provides an overview of the Authority’s achievements during the year under review and outlines the performance of the Maltese gaming industry during 2021, coupled with a medium-term outlook into the future. This is also followed by a detailed report explaining key statistics for the land-based and online gaming sectors.
Supervisory Activities
- 54 on-site compliance audits were conducted and 230 desktop reviews were carried out, accounting for 65.5% coverage of the licensees base during 2021, accompanied by additional AML/CFT compliance examinations that are carried out by the FIAU, or the MGA on its behalf. Following information which emerged from compliance audits, compliance reviews and formal investigations, the Authority issued 64 warnings and cancelled seven (7) licences. In addition, the MGA issued a total of 31 administrative penalties as well as three (3) regulatory settlements, with a collective total financial penalty of €176,016.
- An additional 10 licensees were subject to enforcement measures by the FIAU, ranging from written reprimands to administrative penalties, based on the breaches identified during examinations carried out in previous years, including by the MGA. In total these amounted to just over €863,000.
- 13 individuals and companies were deemed not to be up to the Authority’s probity standards by the Fit & Proper Committee, mainly on the basis of mitigating the risks of money laundering or funding of terrorism. An additional three (3) applications were rejected by the Supervisory Council.
- Over 1,150 criminal probity screening checks were undertaken on individuals., shareholders and ultimate beneficial owners, key persons and other employees, and companies from both the land-based and online gaming sectors.
- The Authority continued with its commitment to supervise its online gaming licensees and conducted 91 interviews with prospective MLROs and key persons carrying out the AML/CFT function to determine the knowledge and suitability of each candidate.
- The Commercial Communication Committee of the MGA issued a total of 21 letters of Breach, of which 13 operators were found to be in breach of the Commercial Communications Regulations, (S.L. 583.09).
- In its efforts to protect players and encourage responsible gambling the Authority assisted a total of 6,170 players that requested assistance, covering most of the cases received during 2021 and the spill-over from 2020.
- The MGA also investigated 79 cases of websites having misleading references to the Authority and published a total of 61 notices on its website with the aim to prevent the public from falling victim to such scams. Furthermore, an additional 26 responsible gambling website checks were conducted.
- A sectoral risk assessment on money laundering and funding of terrorism-related risks affecting the land-based and online gaming sectors in Malta was undertaken.
Improvements in Efficiency and Effectiveness
- With the aim of reducing any unnecessary bureaucracy on its licensees, the Authority has reviewed the Gaming Licence Application Process as well as launched the Personal Portfolio.
- Improvements have been made in the way non-compliance matters are notified to the relevant licensee, and how operators are directed to rectify their position.
- The MGA published amendments to the ‘Guidance on the use of Innovative Technology Arrangements and the acceptance of Virtual Financial Assets and Virtual Tokens through the implementation of a Sandbox Environment’.
- Amendments to Article 22 of the Player Protection Directive (Directive 2 of 2018) were published, accompanied by a policy paper on ‘Amending the Return to Player Minimum Percentage’. Such amendments aim to streamline the minimum Return to Player percentage applicable to licensees across all sectors.
- A series of amendments to the Gaming Authorisations and Compliance Directive (Directive 3 of 2018) were published, including the extension of the applicability of suspicious betting reporting requirements to B2B licensees as well as broader amendments to the key functions. The latter was accompanied by the introduction of the Key Function Eligibility Criteria Policy which outlines the requirements the persons holding the various key functions are expected to fulfil in order to satisfactorily perform these duties which are vital for the applicable regulatory outcomes.
- A public consultation on the Applicability of the System and Compliance Audit Service Provider Guidelines to Financial Audit was issued with the aim of communicating and refining the proposal being put forward in relation to revised Guidelines and in order to promote a greater understanding of the proposal itself.
- The Authority established a dedicated Business Transformation team, tasked with assisting each of the MGA’s directorates to continuously re-assess and improve processes, to increase efficiency and reduce administrative burdens on the MGA and industry alike, and to focus resources where these truly provide added value.
National and International Cooperation
- A new alerting process was introduced vis-à-vis the sharing of knowledge on suspicious events that is reported with the whole industry without revealing the source of the information. Since its introduction, during the last quarter of 2021, a total of 72 alerts were sent to the industry, which resulted in a total of 20 new suspicious betting reports received via the Suspicious Betting Reporting Mechanism after such alerts were corresponded.
- A total of 131 requests for information specifically relating to the manipulation of sports competitions or breaches in sports rules were submitted by enforcement agencies, sport governing bodies, integrity units, and other regulatory bodies. As a result of such requests, data was exchanged in 41 instances. Additionally, a total of 329 suspicious betting reports from licensees and other concerned parties were received.
- During the period under review, the Authority was a direct participant in 20 different investigations across the globe relating to the manipulation of sports competitions or breaches in sports rules, as well as an indirect participant in 29 such investigations.
- The Authority received a total of 89 international cooperation requests from other regulators and sent 75 such requests, with the majority referring to requests for background checks as part of an authorisation process.
- A total of 125 letters of Good Standing were issued providing feedback on the regulatory good standing of our licenced operators to the relevant authorities asking for this information.
- An International Affairs Strategy has been devised as one of the measures aimed at enhancing Malta’s international credibility, fostering collaborative relationships with targeted stakeholders and mitigating the risks that the gaming industry in Malta is facing.
- In collaboration with the Malta Institute of Accountants two technical release notices were published, “Audit 02/21 Gaming Tax Payable and Levy on Gaming Devices” and “Audit 02/21 – Player Funds and Jackpot Funds”.
- Through a joint collaboration between the Authority, the FIAU and the MFSA, a document was published providing an overview of the key findings of Business Risk Assessments carried out by subject persons as per their obligations under the PMLFTR and the FIAU’s Implementing Procedures.
- A two-day workshop in collaboration with Bank of Valletta was organised, whereby various aspects of the control mechanisms as a Regulator were discussed.
In publishing this report, the CEO, Dr Carl Brincat said: “As an organisation, beyond continuing to ensure that we meet our day-to-day objectives, we used 2021 to start laying the groundwork for improvements that we will see in the months and years to come. It is a priority for us to move towards leaner and more efficient processes, to remove unnecessary bureaucracy which introduces burdens on the industry without providing added value, and to become more effective in achieving our regulatory priorities.”

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OMEN VALORANT Challengers South Asia 2025 Split 2 set to kick off on May 16 with a prize pool of INR 29 lakhs
The top 8 teams battle for a spot at the Split 2 LAN finals on May 31 and June 1
The stage is set for the OMEN VALORANT Challengers South Asia 2025 Split 2 (OMEN VCSA Split 2) as eight of the region’s finest VALORANT teams prepare to clash for glory and a prize pool of INR 29 lakhs. Organised by NODWIN Gaming, a leader in the global esports and gaming ecosystem, in collaboration with Riot Games, makers of the globally acclaimed title, VALORANT, Split 2 of the OMEN VCSA will feature three weeks of high-octane action.
Following a highly competitive Split 1 that amassed over 10 million views across platforms, the tournament enters a critical phase with heightened stakes. Of the eight remaining teams, only the top three will secure a place at the LAN Finals, where they will compete not only for the championship title and prize pool but also for essential Challenger Points that play a decisive role in their qualification journey toward VCT Ascension Pacific 2025.
From the Organizers
Akshat Rathee, Co-Founder & Managing Director, NODWIN Gaming: “The OMEN VALORANT Challengers South Asia is part of a growing ecosystem that’s being shaped by the passion of our players, the energy of the community, and the support of our partners. Split 1 has already shown just how strong that foundation is, with great viewership and fan engagement. As we move ahead, the focus is on creating more opportunities for players and putting South Asia firmly on the global VALORANT map. The potential here is massive—and we’re just getting started.”
Sukamal Pegu, Esports Lead, South Asia, Riot Games: “Split 1 of the OMEN VALORANT Challengers South Asia 2025 laid a strong foundation, elevating the competitive bar and uncovering standout talent from across the region. As we move into Split 2, we expect the intensity to rise even further. At Riot Games, our vision is to build a sustainable esports ecosystem in South Asia, one that empowers players, engages fans, and creates a clear pathway to bigger stages in the VCT (VALORANT Champions Tour) Circuits like the OMEN VALORANT Challengers South Asia are central to that vision, and Split 2 represents another key milestone in shaping the future of competitive VALORANT in the region.”
Prize Pool Distribution:
- Split 2 Winner: ₹12,15,000
- Runner-up: ₹6,48,000
- 3rd Place: ₹4,45,500
- 4th Place: ₹2,43,000
- 5th Place: ₹1,21,500
- 6th Place: ₹1,21,500
- 7th Place: ₹81,000
- 8th Place: ₹81,000
Opening Matches:
- May 16, 2025 | 3:00 PM: Velocity Gaming vs Asterisk
- May 16, 2025 | 6:00 PM: Reckoning Esports vs GE Academy
- May 17, 2025 | 3:00 PM: Revenant x Spark vs XO IND
- May 17, 2025 | 6:00 PM: DotExe Esports vs S8UL Esports (BO3)
An Invitation to the Community
NODWIN Gaming and Riot Games welcome fans, players, and esports enthusiasts from across the region to be a part of the OMEN VALORANT Challengers South Asia 2025. With three high-stakes splits offering a shot at VCT Ascension Pacific 2025, the tournament marks a major step forward for VALORANT esports in the region.
Together, NODWIN Gaming and Riot Games continue to strengthen the esports ecosystem in South Asia, amplifying player stories, uncovering new talent, and uniting fans in celebration of esports brilliance.
Check out the thrilling broadcast of the OMEN VCSA 2025 on the following links :-
Hindi and English broadcast on NODWIN Gaming’s Official YouTube Channel
Hindi Broadcast on NODWIN Gaming’s Official Facebook Page
___________________________________________________________________________
OMEN VALORANT Challengers South Asia 2025 Split 2 – Teams & Rosters
Team Name | Players |
Velocity Gaming | Russ |
Lightningf | |
SkRossi | |
damaraa | |
Madelyn | |
SynX | |
Coach – GodspeedxD | |
Revenant XSpark | Antidote |
Rawfiul | |
DEATHMAKER | |
Azys | |
Georgyy | |
venka | |
Coach – Gobz | |
Reckoning Esports | Paradox |
Deadly10 | |
Trickyy | |
Bgg | |
moner | |
Garv | |
Mojo | |
Coach – Inthra | |
GE Academy | kibojn |
r1seN | |
Envy2k | |
LilBOii | |
Yuvi | |
SmokeA | |
Coach – aRubyz | |
S8UL | Hellff |
k1ngkappa | |
miz | |
techno | |
HYBR1DD | |
Hoax | |
Coach – HellrangeR | |
DotExe Esports | RvK |
Makaveli | |
Trinity | |
deecee | |
Kohli | |
TERMI | |
Sanak | |
Coach -AYAN | |
Asterisk | Bullet |
YasH | |
haeart | |
rinsat | |
Enzyy | |
Homeboy | |
PRIME | |
Coach -Sieh | |
XO IND | ShivamVLR |
DOXZ3RRR | |
tryst | |
ScaR | |
Marcai | |
RozsteR | |
GauRanG | |
Coach -darksoul |
—————————————————-
The post OMEN VALORANT Challengers South Asia 2025 Split 2 set to kick off on May 16 with a prize pool of INR 29 lakhs appeared first on European Gaming Industry News.
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Why 92% of Players Quit: Duamentes Report Exposes Costly Mistakes Across the GameDev Industry
The GameDev industry has stopped growing. Despite strong top-line numbers — mobile ($96.2B), console ($52.4B), and PC ($40.4B) — studios are being stretched by rising production costs, gameplay fatigue, and shifting user expectations.
The Global GameDev market is valued at $189.3B in 2025, signalling stabilization — not acceleration. In mature regions like the US and Europe, growth has stalled entirely. The industry is under pressure: studios are shutting down, layoffs are rising (Meta, Codemasters, Respawn, Nerial, NetEase Games and more), the old success formulas no longer work, and the post-pandemic boom is over.
Duamentes Gaming Report 2025 highlights the urgent need for change: player retention is broken, and most studios fail to understand what players actually want — and by the time they find out in beta, it’s too late to save the game or the business behind it, with examples including:
- Suicide Squad: Kill the Justice League (Rocksteady, 2024) launched to high expectations but faced poor reviews and rapid player drop-off, reportedly losing over $200 million before support was scaled back in early 2025.
- Concord (Firewalk Studios, 2024) drew immediate criticism for lacking originality in a crowded hero shooter market, with doubts about its relevance even before launch.
- XDefiant (Ubisoft, 2024) launched with promise but quickly declined due to balance issues and low retention, leading to its shutdown and studio closure in 2025.
“Studios keep building games players don’t want, delay testing, misread player behavior, and try to fix retention too late. We’re seeing the same mistakes repeated across platforms,” said Maria Amirkhanyan, Head of Gaming Division at Duamentes.
Mind the Gap: Why Developers Are Losing Touch with Players
Duamentes report combines global market trends with industry leaders’ in-depth interviews, surveys, and players’ behavioral insights — showing a clear gap between player expectations and developer workflows.
Players want meaning, not just mechanics — they want emotional clarity, narrative hooks, social features that foster belonging, and a genuine respect for their time, not manipulation.
“As short-form platforms like TikTok change how users discover games, the bar for first-session clarity has never been higher. Studios now compete not just with other games — but with every other moment of screen time,” said Maria Amirkhanyan, Head of Gaming Division at Duamentes.
Player challenges
- 92% of players churn before Day 30
- 70% of players drop off within the first few sessions, often before the game has a chance to connect.
- 38% decide whether to quit during the very first session seeking emotional connection, social features, and immediate clarity.
- 60% of new mobile games launched in 5 crowded genres and most struggled to break through.
- 40% of games entering new regions fail due to cultural mismatches in UX, tone, or monetisation.
Industry & Studio Challenges
- 71% of studios delay user testing until beta — but by then, it’s often too late to fix what matters.
- 49% of developers say unionisation is necessary to protect working conditions in an industry increasingly shaped by burnout and uncertainty.
- 40% of developers say their teams have been impacted by layoffs.
- 46% of developers work over 50 hours per week — up from 35% last year
Root causes of failed game releases
The report points to a growing industry divide between those who adapt and those who don’t. As outlined, many studios still rely on practices that no longer serve them:
- “Build first, test later” leads to costly rework
- Relying on genre popularity over emotional engagement
- Live service overload without meaningful progression
- Ignoring cultural nuance during global launches
- Designing for metrics, not meaning
“In turbulent times, playtesting and user research are more important than ever for releasing games that players, critics, and investors love. Gaining early insight into the player experience helps identify problems while there’s still time to fix them, aligns teams around a shared vision of what’s being built, and clarifies development priorities — reducing costly rework and making production more predictable and less chaotic,” stated Steve Bromley, Games User Research Consultant, author of How To Be A Games User Researcher.
Indies Are Rising
While many AAA studios struggle to innovate under mounting costs and conservative pipelines, indie studios are emerging as the creative engine of the industry. With players increasingly seeking smaller, emotionally resonant, and more affordable experiences, indies are filling a crucial gap.
“The quality and relevance of indie games will soar as more developers embrace independence and tools improve… Indie games will claim an all-time high share of top Metacritic titles, putting indie studios at the forefront of innovation,” said Amir Satvat, Game Industry Strategist & Founder of Amir Satvat’s Games Community.
Six Principles to Build High-Performing Games
From the studios that succeed, the patterns are clear — and they’re embedded in the six principles outlined in Duamentes Gaming Report:
- Test onboarding and narrative in early prototyping
- Align UX, monetisation, and player emotion
- Build modular systems to adapt faster
- View player feedback as strategic input, not noise
- Invest in junior talent pipelines, protecting creativity over time
- Respect player time by replacing grind with clarity and purpose
These principles are the result of Duamentes in-depth research, cross-industry benchmarking, and firsthand analysis of what sets high-performing studios apart. As a strategic and product consulting firm operating across 40 countries and 20 industries for nearly a decade, Duamentes has been closely tracking market dynamics. While the industry tightens, the demand for deep, actionable expertise continues to grow.
“We already have that expertise, with a cross-industrial approach and extensive insight database, and now we’re strengthening it further by launching a dedicated Gaming Division, which we’re announcing at the AI & Games User Research conference,” said Maria Amirkhanyan.
The post Why 92% of Players Quit: Duamentes Report Exposes Costly Mistakes Across the GameDev Industry appeared first on European Gaming Industry News.
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AGCO calls on media platforms to step up the fight against unregulated online gambling sites
The Alcohol and Gaming Commission of Ontario (AGCO) has contacted more than a dozen traditional and digital media platforms, calling on them to stop promoting unregulated online gambling and sports betting sites like Bodog to Ontario residents.
Operated by Il Nido Inc., Bodog is an offshore operator actively targeting Ontarians by advertising on popular traditional and digital media platforms. Despite blocking players in Quebec and Nova Scotia from accessing their unregulated gambling and sports betting sites, Bodog continues to allow Ontarians to access these sites while advertising heavily on traditional and digital media platforms targeting Ontarians.
Under the Gaming Control Act, 1992, Bodog and other online gambling sites are required to register with the AGCO and sign an operating agreement with iGaming Ontario in order to operate in Ontario. Ontario’s regulated igaming framework requires operators to meet comprehensive requirements related to game integrity, player protection, anti-money laundering and information privacy. Bodog’s efforts to direct Ontarians to unregulated gambling undermine player protection and other safeguards which exist in the regulated market, as well as fair market principles.
By airing ads for Bodog and other unregulated operators, legitimate media platforms are providing a veneer of legitimacy to unregulated and high-risk sites and creating confusion for Ontarians. The AGCO is therefore calling on these platforms to take a stand against the promotion of unregulated online gambling sites and remove the ads. By doing so, broadcasters and digital media companies will help reduce the risks these sites pose to Ontarians and support the long-term sustainability of Ontario’s regulated igaming market – all key objectives of the AGCO.
The AGCO will continue to work with its partners – both in Ontario and internationally – to combat these unregulated sites and protect the public.
Quote
“The AGCO is committed to protecting Ontario players and ensuring they have the safest experience by playing on regulated igaming sites. By refusing to carry advertising from unregulated and high-risk operators like Bodog, media organizations can exemplify social responsibility and play an important role in protecting Ontarians and supporting Ontario’s regulated market.” – Dr. Karin Schnarr, Chief Executive Officer and Registrar, AGCO
Media Contact
AGCO Media
[email protected]
The post AGCO calls on media platforms to step up the fight against unregulated online gambling sites appeared first on European Gaming Industry News.
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