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Fandom Invests in Video Across Its Portfolio of Brands with New Original Content Slate

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On the heels of its recent acquisition of leading gaming and entertainment brands including GameSpotMetacritic and TV Guide, Fandom is investing in its new portfolio with a slate of original video content that superserves fans and unlocks new branded content opportunities for advertisersBeginning in May with the launch of seven new shows, Fandom is delivering against consumer and advertiser demand with more short-form original video content across its brands, made “for gamers, by gamers” including destination programming and personality-hosted shows.

Both endemic and non-endemic advertisers can target and engage with fans, particularly gaming audiences, across their entire consumer journey including reference, news, reviews and ratings. This new slate of video content offers additional branded content opportunities for partners looking to authentically reach true gaming and entertainment fans at scale.

“Gaming is our largest and fastest growing audience, eclipsing 150 million monthly visitors, so we’re doubling down on our gaming content with this new original programming lineup,” says Michael Chiang, Chief Business Officer, Fandom. “The acquisition of these leading editorial brands created new avenues for us to serve fans and clients in even more immersive ways, and our fan-first, premium content allows us to authentically connect with our audiences and truly stand out in the digital media space.”

In May, Fandom will release five fan-focused original shows on GameSpot’s YouTube channel that explores every aspect of the world of video games including:

  • The Kurt Locker: With his distinctive style and personality, GameSpot Senior Producer Kurt Indovina explores current trends in gaming, as well as their impact on gaming culture and gamers themselves through unique video essays that are approachable, cozy, and kinetic. The Kurt Locker premieres on May 2 with new episodes airing weekly on Tuesdays.
  • No Hud: Premiering on May 3 and airing every Wednesday, GameSpot examines new ways to play video games that make them feel fresh and new.
  • Experts React: This limited-run series calls on various experts – from sword masters and viking historians to tattoo artists – to break down and analyze the hottest gaming titles for an in-depth analysis of how close games come to reality. Experts React premieres on May 4 with new episodes airing Thursdays.
  • Spot On: A weekly premium news show airing Fridays hosted by GameSpot’s Managing Editor Tamoor Hussain & Senior Producer Lucy James. Spot On premieres on May 5.
  • How It Saved: Hosted by Dave Klein, GameSpot’s Senior Producer, How It Saved shows how specific games have pulled franchises back from the brink of failure, or reversed the fortunes of entire companies. The first episode premiering on May 7 will be “How Resident Evil 4 SAVED Resident Evil”. New episodes of this limited series will air Sundays.
Also premiering in May, Fandom is launching new, short-form entertainment content across its entertainment brands Metacritic and Screen Junkies:
  • Metacritic Review Lab on Fandom Entertainment’s YouTube channel: With the massive data-set of Metacritic’s review aggregator, plus Fandom’s own in-house critics and data experts, the Metacritic Review Lab sorts through the noise of varied critical opinion and fan sentiment to bring you the clearest, fairest evaluation of new movie release’s quality that you can find online. Metacritic Review Lab premieres in May with 2-3 new episodes debuting each month. Upcoming episodes include reviews of Fast XThe Little MermaidAcross the Spiderverse and Indiana Jones 5.
  • Honest Trailers Presents on Screen Junkies’ YouTube channel: With over 1 million views each week, Fandom is giving its Emmy-nominated “Honest” series a fresh spin with new formats including celebrity biography, TV theme songs, and commercial advertising. Honest Trailer Presents premieres on May 2 with new episodes airing monthly on Tuesdays.
Additionally, the below series will premiere in Q3:
  • GameSpot InsiderGameSpot Insider is a quarterly limited series that pulls back the curtain on some of the most beloved video game studios in the world. With unique access, we delve deep into the creation of some huge, eagerly anticipated titles. Each episode leverages the talents of GameSpot’s seasoned writers, interviewers, and editors to deliver a documentary-quality viewing experience that is informative, insightful, and entertaining. It will also be part of a wider content rollout that includes written articles.
  • Challenge Accepted: GameSpot talent and content creators are tasked to come up with the most creative solutions to out-of-the-box gaming challenges in Challenge Accepted. From getting your entire team to rage quit, to beating Mario with a Guitar Hero controller, to coaching your mom through her first Call of Duty deathmatch, we’ll push GameSpot employees, influencers, and content creators to their absolute limit with challenges they’ve NEVER faced before.
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Canada

Greo and CCSA Release New Report Named “Gambling Availability and Advertising in Canada: A Call to Action”

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Recent gambling policy changes in Canada have led to increased opportunities to legally bet on sports and gamble online, 24 hours a day, seven days a week. The report “Gambling Availability and Advertising in Canada: A Call to Action” looks at the impacts of legal gambling in Canada since the approval of the Safe and Regulated Sports Betting Act in 2021. The report recommends developing a pan-Canadian strategy to address gambling-related harms. This is a new report by Greo Evidence Insights (Greo) and the Canadian Centre on Substance Use and Addiction (CCSA).

This call to action is in response to the significant increase in gambling advertising on billboards, social media, at commercial breaks during sports broadcasts and during sporting events. Increased gambling availability and advertising are expected to contribute to increased gambling in Canada, thereby posing a significant risk of harms among the general population, particularly for youth, young adults and other vulnerable populations.

The report also describes how the increased availability of gambling and in gambling advertising are of great concern because:

  • The types of gambling being made available and promoted (single-event sports betting and live or in-play betting) are associated with a greater risk of harm. For example, single-event sports betting increases gambling intensity and gives an illusion of control over the outcome as people believe their knowledge of the game gives them a competitive edge.
  • The volume of gambling advertisements repeatedly pairing sports with betting normalizes gambling, leading people to think of betting as an integral part of being a sports fan.
  • Increased availability of gambling and in gambling advertising are happening at a time when many people in Canada are more vulnerable to problematic gambling and gambling-related harms because of the lingering health impacts of COVID-19 and a rise in the cost of living.

“Over the last few years, we have witnessed some of the most significant changes in gambling policy since the 1970s. We have seen a massive increase in gambling advertising and opportunities to gamble. We can no longer watch sports with our kids or go online without being subjected to an overwhelming amount of gambling advertising. Canada is at a critical moment in how it manages gambling. A national strategy or framework — similar to what we have for alcohol, tobacco and cannabis — is critical to manage the expected increase in gambling harm, especially among youth and other vulnerable people,” explained Dr. Matthew Young, Chief Research Officer at Greo, Senior Research Associate at the CCSA and Adjunct Professor at Carleton University.

The report recommends developing a national strategy that will:

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  • Develop national standards governing the promotion and availability of gambling;
  • Manage conflicts of interest among gambling stakeholders;
  • Address inadequate funding for gambling harm prevention and reduction initiatives and research;
  • Monitor systematic changes in gambling-related harm, including any assessments of the social and economic costs of gambling; and
  • Increase awareness of gambling-related harms among health and social service professionals and the public.

“Increased gambling among people living in Canada will undoubtebly result in increased harms and therefore increased societal costs. These include healthcare costs, criminal-justice costs, child welfare costs, increased unemployment and lost productivity costs because of gambling-related suicide. We need to think about our approach and ensure that it considers not only short-term government revenue and economic activity but also the longer-term societal costs. That’s why we need a national strategy,” Dr. Pam Kent, Director of Research and Emerging Trends at CCSA, said.

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Canada

Call for a National Strategy to Address Gambling-Related Harms in Wake of Sports Betting Boom

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Recent gambling policy changes in Canada have led to increased opportunities to legally bet on sports and gamble online, 24 hours a day, seven days a week. Released today, Gambling Availability and Advertising in Canada: A Call to Action looks at the impacts of legal gambling in Canada since the approval of the Safe and Regulated Sports Betting Act in 2021. The report recommends developing a pan-Canadian strategy to address gambling-related harms. This is a new report by Greo Evidence Insights (Greo) and the Canadian Centre on Substance Use and Addiction (CCSA).

This call to action is in response to the significant increase in gambling advertising on billboards, social media, at commercial breaks during sports broadcasts and during sporting events. Increased gambling availability and advertising are expected to contribute to increased gambling in Canada, thereby posing a significant risk of harms among the general population, particularly for youth, young adults and other vulnerable populations.

The report also describes how the increased availability of gambling and in gambling advertising are of great concern because:

  • The types of gambling being made available and promoted (single-event sports betting and live or in-play betting) are associated with a greater risk of harm. For example, single-event sports betting increases gambling intensity and gives an illusion of control over the outcome as people believe their knowledge of the game gives them a competitive edge.
  • The volume of gambling advertisements repeatedly pairing sports with betting normalizes gambling, leading people to think of betting as an integral part of being a sports fan.
  • Increased availability of gambling and in gambling advertising are happening at a time when many people in Canada are more vulnerable to problematic gambling and gambling-related harms because of the lingering health impacts of COVID-19 and a rise in the cost of living.

“Over the last few years, we have witnessed some of the most significant changes in gambling policy since the 1970s,” explained Dr. Matthew Young, Chief Research Officer at Greo, Senior Research Associate at the CCSA and Adjunct Professor at Carleton University. “We have seen a massive increase in gambling advertising and opportunities to gamble. We can no longer watch sports with our kids or go online without being subjected to an overwhelming amount of gambling advertising. Canada is at a critical moment in how it manages gambling. A national strategy or framework — similar to what we have for alcohol, tobacco and cannabis — is critical to manage the expected increased in gambling harm, especially among youth and other vulnerable people.”

The report recommends developing a national strategy that will:

  • Develop national standards governing the promotion and availability of gambling;
  • Manage conflicts of interest among gambling stakeholders;
  • Address inadequate funding for gambling harm prevention and reduction initiatives and research;
  • Monitor systematic changes in gambling-related harm, including any assessments of the social and economic costs of gambling; and
  • Increase awareness of gambling-related harms among health and social service professionals and the public.

“Increased gambling among people living in Canada will undoubtebly result in increased harms and therefore increased societal costs. These include healthcare costs, criminal-justice costs, child welfare costs, increased unemployment and lost productivity costs because of gambling-related suicide,” says Dr. Pam Kent, Director of Research and Emerging Trends at CCSA. “We need to think about our approach and ensure that it considers not only short-term government revenue and economic activity but also the longer-term societal costs. That’s why we need a national strategy.”

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AGCO

Edict Egaming Secures Approval for Ontario Licence

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Edict egaming has received approval from the Alcohol and Gaming Commission of Ontario (AGCO) to provide its games for the online casino market in the Canadian province. This applies to both the German edict egaming GmbH and Edict Malta Limited. From now on, the Merkur Group subsidiary will be able to offer its popular Merkur slots in one of the largest North American markets.

“We are delighted to have received AGCO approval for our Merkur games in Ontario. This is definitely a big step for edict and we are very excited to showcase ourselves to new audiences on the global stage in this dynamic market,” Dominic-Daniel Liénard, CEO of edict egaming GmbH, said.

The AGCO is working with the Government of Ontario and iGaming Ontario (iGO) to establish a new online gaming market that helps protect consumers gambling through private gaming companies. This license certifies that edict operates within the framework of strict laws and meets the requirements for responsible gaming.

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