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GambleAware Report Offers Guidance to Avoid “Stigmatising Language”
GambleAware has published a scoping study which shows that a significant amount of published research on gambling harms uses stigmatising language and makes a number of recommendations for future best practice.
The report authors – Dr Anne Stangl, Triantafyllos Pliakas and Mariana Siapka, who have published widely on the subject of stigmatisation – analysed evidence on stigma, discrimination and gambling from 54 individual studies and nine review papers across 19 countries.
The paper provides key recommendations for further research, service provision, policy, and media campaigns to help reduce stigma and discrimination experienced by people who gamble.
The recommendations for researchers and others working on gambling harms include using person-first language in studies and campaigns in order to underline that gambling disorder is a mental disorder, not a label or identity.
- For example, use “person with a gambling disorder” or “person who struggles with gambling” instead of “gambling addict” or “problem gambler”.
- Using person-first language also shows that a person with gambling disorder “has” a problem, rather than “is” the problem.
- Person-first language helps to reduce the risk of eliciting negative associations or attitudes, or the risk of the person in question feeling blamed.
- Stigmatising terms should not be used about people who experience gambling harms. For example, the term “addict” is stigmatising because it reduces a person down to their disorder.
The report found that many existing studies in gambling research report have fallen foul of these guidelines and used stigmatising language to describe people with gambling problems, indicating how some existing research may itself risk contributing to stigma around gambling.
The report also examined stigma in other contexts and found that the ways in which gambling stigma arises, and the damaging effects it can have on people, are similar to those for stigma around a wide range of health behaviours and conditions, such as mental health, drug and alcohol use, cancer, obesity and HIV. For people working in healthcare settings, the report makes a number of recommendations on how to avoid reinforcing stigma around gambling:
- Involving people with lived experience of gambling harms in training and research
- Raising healthcare professionals’ awareness of what gambling stigma is and how it is harmful to people who struggle with gambling, as well as their families
- Training healthcare professionals on how gambling stigma can be an obstacle to treatment, and the strategies they can use to help services uses cope with gambling-related stigma
The recommendations and evidence gaps identified by this report will be used as the basis for further new research that GambleAware plans to fund in order to explore people’s lived experiences of stigma, understand which communities are most impacted by it, and set out potential solutions in both policy and society to tackle stigma.
Zoë Osmond, CEO of GambleAware, said: “Over the coming months and years, a major part of our work will be focused on reducing stigma and the barriers people face when accessing the support they need.
“We welcome the study findings and will use the recommendations to strengthen our work, including our public health campaigns to raise awareness of gambling harms and encourage people to get help.”
Brian Goodman
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IESF (International Esports Federation) 2024 – Year of records
As 2024 wrapped up, we want to look back on an incredible year filled with records, progress, and big achievements. This year’s success was driven by the dedication of our athletes, member federations, publishers, partners, and the whole community who made every moment of this year extraordinary. Here’s what made this year special:
Setting Records and Breaking Barriers
The beginning of the year set the course for the rest of the year with a record 130 member federations registered for the 16th World Esports Championship (WEC24). This record highlighted the growth and interest in Esports in each region esports and set the stage for what would be a standout year.
Inclusivity was a huge part of WEC24 with the introduction of two women’s categories: CS2 Women and the inaugural MLBB Women’s competition. These tournaments showed everybody the incredible talent and the importance of Women’s representation in esports. The strong viewership and quality competition reaffirmed our commitment to fostering inclusivity and diversity in the future
The First African Esports Championship
This year also marked the launch of the African Esports Championship in Casablanca, Morocco, the first major offline event on the continent. The event brought together top African esports athletes and an enthusiastic crowd. It was a big moment for both IESF and Africa’s esports community, marking a check on another of our goals – to grow and expand Esports in every corner of the world.
WEC24 in Riyadh: A Global Showcase
After months of preparation, national and then regional qualifiers, WEC24 in Riyadh delivered an unforgettable experience. Athletes from around the world competed at the highest level, with new champions rising and records being set. Special congratulations to Indonesia, who earned the Overall Champion title by excelling across all game titles.
Strengthening Leadership
Riyadh also hosted our 16th Ordinary General Meeting (OGM), where over 150 delegates gathered to shape the future of IESF. This year’s democratic elections resulted in a restructured Executive Board, composed entirely of elected members. This evolution reflects our commitment to transparency and inclusivity in leadership, strengthening our foundation for the future.
Closing the Year in Busan
We ended the year with the World Esports Summit 2024 in Busan. The event featured panels on key Esports topics, initiatives like the Referee Academy, Training Camp, and World Idea Quest, and the presentation of the National Federation of the Year Award to Indonesia. Their work throughout the year, on and off the stage set a high standard for all.
This year, IESF family has grown up to 146 member federations. As we step into 2025, our focus remains on building a stronger, more united Esports community. Thank you to everyone who contributed to making 2024 such a remarkable year. Together, we’ll aim even higher in the year ahead.
The post IESF (International Esports Federation) 2024 – Year of records appeared first on European Gaming Industry News.
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Tom Horn Gaming Unleashes Pantera Rica in a Thrilling Rainforest Adventure
Tom Horn Gaming, an iGaming software supplier, is excited to announce the launch of Pantera Rica, a vibrant video slot that transports players to the colourful world of the tropical rainforest. This visually stunning game, played across a 3×3 grid, is set amidst lush jungle landscapes and stars a majestic black panther as its main character. Joined by a cheerful toucan and other exotic inhabitants of the rainforest, Pantera Rica offers an immersive and engaging gaming experience.
Pantera Rica offers simple yet captivating gameplay with a host of dynamic features. The expanding Wild with respins is activated when a Wild symbol lands on any of the three reels. It expands and triggers a respin, increasing the win lines from 11 to 27 ways, providing players with more opportunities to win.
Additionally, when all three reels are fully stacked with the same symbol, players benefit from a Fully Stacked Reels Multiplier that multiplies the total win by 10x, significantly boosting potential rewards.
For those seeking an extra edge, the Respin Booster feature can be activated to increase the total bet by 1.5x, enhancing the chance of triggering a respin by 300%. This feature remains active until the player chooses to disable it, offering greater control over gameplay.
The game also features a special gamble option, the Star Gamble Ladder, giving players the chance to amplify their winnings with an added touch of thrill. The bonus round is activated automatically after a win. Players can gamble their winnings by guessing the colour of the next star – pink or blue – to potentially double their amount, with up to five attempts. A special Golden Star may randomly appear, instantly doubling the win without requiring a guess. After five levels are completed, the win is auto-collected.
“Our aim with Pantera Rica was to create a game that resonates with players in the Brazilian market and beyond. The game is true to our innovative approach and it seamlessly blends user-friendly mechanics with dynamic features to deliver an unforgettable adventure,” said Katarina Slaninova, Head of Marketing Communications at Tom Horn Gaming. “With its vibrant visuals, engaging gameplay, and the powerful symbolism of the black panther, this game is a testament to our commitment to crafting experiences that excite and captivate.”
Pantera Rica will be available across Tom Horn Gaming’s network of operators from 9 January 2025.
The post Tom Horn Gaming Unleashes Pantera Rica in a Thrilling Rainforest Adventure appeared first on European Gaming Industry News.
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