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UKGC Data Shows British Gambling Participation Falls in June

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The UK Gambling Commission (UKGC) has published further data showing how online gambling behaviour is reacting to the easing of lockdown measures in Great Britain.

The data reflects the period between March 2020 and June 2021, inclusive, and covers both online and, where relevant, some offline gambling operator data, noting that land-based premises have only recently been able to open since closing in December. Overall activity in the online market slowed down in June, with gross gambling yield (GGY) and total bets both decreasing 7% and 10% respectively.

The number of active players increased by 4%, likely to be a result of occasional players’ interest in the Euro 2020 tournament. Slots GGY decreased 14% to £181m during the period from May to June. The number of spins decreased 10% while active players increased by 1%. The number of online slots sessions lasting longer than an hour decreased by 9% (to just above 2.3m). The average session length decreased to 19.3 minutes, with nearly 8% of all sessions lasting more than one hour.

The UKGC said: “We recognise that the country is now entering a different phase as we continue to ease out of lockdown. We continue to expect extra vigilance from operators as consumers are impacted in different ways by the circumstances. Many people will still feel vulnerable as a result of the length of the pandemic period and further uncertainty about their personal or financial circumstances.

“It is likely some have picked up new gambling routines and habits during lockdown that may be hard to change as things return to normal, even as normal spending on other things resumes. This could be challenging for some and important for operators to identify through their monitoring.

“We know that some consumers, such as highly engaged gamblers who play a range of products, are likely to spend more time and money gambling and with high level sporting events taking place over the summer there are more opportunities for betting customers to gamble.”

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Karnataka Govt to Introduce New Law to Regulate Online Betting and Gaming

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The Karnataka government has announced that it will introduce a new law to regulate online betting and gaming.

Home Minister G Parameshwara said a committee of senior officials and industry representatives has been constituted and it has been given a month’s time to submit a draft of the proposed bill.

“I chaired a meeting regarding online betting and gambling yesterday along with the IT Minister. Representatives from the industry were called. There is nothing to regulate them so far. They have agreed to the introduction of a licence system and a regulation as per law,” he said.

The state government held a high-level meeting to discuss a legal framework for regulating online gaming.

IT-BT Minister Priyank Kharge said that the intent of the legislation is to curb online gambling, betting and games of chance, and protect consumers from fraud while supporting innovation and the sustainable growth of the skill-based gaming industry.

Karnataka is set to introduce a legal framework to ban gambling while permitting skill-based games following a model similar to that of Chhattisgarh.

Kharge said he held a detailed meeting with the state home minister, senior government officials, members of online gaming federations, and industry experts to discuss the proposed framework.

“The legitimate online skill-based gaming industry in India is a sunrise sector worth USD 4 billion, contributing Rs 12,000 crore in taxes and creating over 1.5 lakh jobs. Karnataka alone accounts for 25 percent of the market and contributes Rs 1350 crore annually in taxes, making it a key hub,” he said.

The minister also raised concerns over the growing underground market of offshore gambling and illegal betting.

“Alongside the legitimate sector, there is a parallel underground market that is expanding rapidly, posing risks such as predatory money collection practices, dubious shell companies, financial fraud, data breaches, and cybercrimes,” he said.

Kharge also held discussions with representatives of the E-Gaming Federation (EGF), the All India Gaming Federation (AIGF) and the Federation of Indian Fantasy Sports (FIFS) regarding their collaborative “Code of Ethics” for the industry.

The post Karnataka Govt to Introduce New Law to Regulate Online Betting and Gaming appeared first on European Gaming Industry News.

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Flutter Entertainment Receives Regulatory Approvals for Snai Acquisition

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Flutter Entertainment has announced that it has received all necessary antitrust, gaming and regulatory confirmations to acquire Snaitech S.p.A. (Snai), one of Italy’s leading omni-channel operators.

The acquisition of Snai fully aligns with Flutter’s strategy to invest in leadership positions in attractive international markets, creating value through providing access to Flutter’s market leading products and capabilities. Adding Snai to the Flutter portfolio will consolidate Flutter’s leadership position in Italy and create a position of increased scale to capitalise on the growth opportunity in Europe’s largest regulated market.

As previously announced, Flutter will acquire Snai from a subsidiary of Playtech plc, for cash consideration based on an enterprise value of €2.3b. Flutter expects the transaction to be completed by the end of April and will provide a further update as part of is first quarter results on May 7, 2025.

The post Flutter Entertainment Receives Regulatory Approvals for Snai Acquisition appeared first on European Gaming Industry News.

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BC.GAME Upgrades to @bcgame Telegram Link for Unified Access and Increased Security

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BC.GAME, a prominent cryptocurrency entertainment platform, announced the official upgrade of its Telegram group with a new link: https://t.me/bcgame. This shift represents an important step forward for the platform in terms of brand unification, community operations and user identification paths.

BC.GAME, one of the most active platforms in the crypto entertainment market, has a sizable user base spread across channels such as Telegram, Discord and Twitter. The Telegram community alone has millions of members from many critical areas. Behind each time zone, a committed group of gamers and community administrators keeps the community alive by sharing gaming experiences, uploading the most recent event announcements and assisting new users in swiftly integrating into the distinctive “BC community culture”.

Unifying the group link is both a way to make the platform’s design more consistent and a way to improve the user experience. It’s easier and faster for new players to remember t.me/bcgame than any of the other subdomain names. For current players, it means a clearer official entry point, which makes it less likely that they will run into fake groups.

The post BC.GAME Upgrades to @bcgame Telegram Link for Unified Access and Increased Security appeared first on European Gaming Industry News.

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