Latest News
New GambleAware-commissioned Research Warns of High Risks from Gaming Machines, Online Casino Games and Loot Boxes
GambleAware, the leading charity and commissioner of gambling harms prevention and treatment services in Great Britain, has published a new report looking at which types of gambling pose the highest risks of harm.
GambleAware commissioned Bournemouth University to conduct research exploring the relative risks of harm associated with different types of gambling including land-based electronic gaming machines, online casino games, loot boxes and the National Lottery draw.
The research found that land-based electronic gaming machines in bookmakers and casinos and online casino games, which both offer the possibility of quick rewards and a fast pace of play, were associated with the highest level of risk. Usage of electronic gaming machines was the biggest predictor of someone going on to experience future gambling harms and those using land-based electronic gaming machines were found to be over 10 times more likely than average to be experiencing “problem gambling” while those using online casino games were four times more likely than average to experience harm.
The report calls for more restrictions on the availability and design of electronic gaming machines, including reducing the number of machines in venues, lowering stakes and implementing mandatory breaks. More restrictions are also called for on online casino games, to focus on responsible design, as well as for gambling operators to continue to develop and enhance systems to provide personalised support for online customers displaying signs of risk indicators such as spending large amounts of time or money.
The research also looked at other products which are often not viewed as traditional gambling including loot boxes and the National Lottery.
Loot boxes, which often feature in games aimed at children, can blur the lines between gaming and gambling, and were also found to carry risks. The research discovered that fifty percent of people who use loot boxes in computer games are at any level of risk. Those who used loot boxes exhibited a high likelihood of experiencing “problem gambling”, as using them inherently increases the risk due to their accessibility, immersive nature, and the blending of gaming and gambling environments. The report recommends that the effects of gambling-like elements in video games, such as loot boxes, should be investigated and more should be done to restrict their use among young people aged under 18.
The research also showed the National Lottery draw has a high reach into communities experiencing gambling harms. An estimated 600,000 people experiencing “problem gambling” were found to be using the National Lottery draw, while 500,000 people experiencing “problem gambling” use scratch cards. The report recommends that the National Lottery should signpost people to support services such as GambleAware, to help any lottery players who may be experiencing gambling harms.
The number of different types of gambling people take part in was also found to have a major impact on the risk of gambling harm. The report showed that the level of “problem gambling” increases in line with the number of types of gambling activities people participate in, and increases more after two activities. Therefore the report also calls for gambling operators to create shared databases to identify people doing several different types of gambling who are at an increased risk of gambling harms.
Zoë Osmond, CEO of GambleAware, said: “No form of gambling is completely without risk. However this new research shows that there are some particular types of gambling which can lead to an increased chance of experiencing gambling harm, which can have a corrosive effect on people’s lives, finances, careers and relationships.
“The research also brings into question some of the measures outlined in the Gambling White Paper such as relaxations in land-based gambling , which could lead to an increase in electronic gaming machines in venues, and having different online slot stake limits for those aged over 25 – we believe people over 25 should have the same lower limits as those who are younger. The report suggests the measures do not go far enough to protect people. This is why we are calling for the recommendations in this report to be adopted as they will help ensure that people can be better protected.”
Dr Ruijie Wang, from Bournemouth University, said: “This research was designed to explore the risks of harm from different types of gambling in the context of regulatory changes that were proposed within the UK government’s Gambling White Paper. The results highlight the need for more stringent gambling regulation, particularly in online slots and land-based electronic gaming machines due to their high risk of harm to young adults. More regulation is also needed to limit gambling-like practices in video gaming, such as loot boxes, to individuals aged over 18 years as the interaction between video gaming and gambling should not be ignored.”
The post New GambleAware-commissioned Research Warns of High Risks from Gaming Machines, Online Casino Games and Loot Boxes appeared first on European Gaming Industry News.
Industry Awards
SOFTSWISS Named Online Casino Innovator in CEE 2025

SOFTSWISS, a global tech provider, won the Online Casino Innovator in CEE title at the GamingTECH CEE Awards 2025 with its forward-thinking Game Aggregator. The award celebrated companies that drive innovation, excellence, and leadership in the iGaming and tech landscape across Central and Eastern Europe.
SOFTSWISS continues to lead online casino innovation in the CEE region with its Game Aggregator – one of the largest and most advanced game hubs in the iGaming industry. The solution offers over 27,800 exclusive games from 280+ leading providers, supporting more than 1,250 brands. Operators can integrate it via a one-time API as a standalone product for any third-party platform or as part of the SOFTSWISS Casino Platform.
The Game Aggregator offers a vast portfolio of RNG and live games for desktop and mobile, including slots, table games, crash, and casual games – many optimised for crypto gameplay. The content is fully localised to suit operators’ target markets, supporting multiple languages, currencies, and regional preferences.
The Game Aggregator is certified to operate across key markets in Europe, Africa, and Latin America, with licenses or compliance in countries like Greece, Romania, Spain, Brazil, Nigeria, and South Africa. The platform provides powerful innovations that help operators grow their business effectively:
- Tournament Tool: A versatile tool that enables operators to launch custom competitions in five simple steps. With mechanics like total bets, highest multiplier, and total wins, this solution saw an 80% growth in adoption by operators in 2024.
- Crash Games in Tournaments: A new integration that elevates engagement.
- Non-Monetary Prizes: Enhances reward variety with trips, gadgets, and more.
- GGR Report Builder: Aggregates performance data across all games and providers.
- Jackpots for Crash and Live Games: Implemented via the Jackpot Aggregator integration, leading to over 50% growth in average total player value.
Alena Bekus, Deputy Head of SOFTSWISS Game Aggregator, comments on the win:
“This award is a meaningful recognition of our team’s continuous efforts to build not just a product, but a powerful ecosystem that supports our partners’ growth. We constantly listen to our clients, innovate based on their needs, and work to deliver a flexible, scalable, and forward-thinking solution that meets the evolving demands of the iGaming market.”
By focusing on operator success, player engagement, and industry adaptability, SOFTSWISS continues to deliver forward-thinking solutions that set new benchmarks. Winning this award reaffirms the company’s role as a true innovator in iGaming.
About SOFTSWISS
SOFTSWISS is an international technology company with over 15 years of experience in developing innovative solutions for the iGaming industry. SOFTSWISS holds a number of gaming licences and provides comprehensive software for managing iGaming projects. The company’s product portfolio includes the Online Casino Platform, the Game Aggregator with over 27,800 casino games, the Affilka Affiliate Platform, the Sportsbook Software and the Jackpot Aggregator. In 2013, SOFTSWISS revolutionised the industry by introducing the world’s first Bitcoin-optimised online casino solution. The expert team, based in Malta, Poland, and Georgia, counts over 2,000 employees.
The post SOFTSWISS Named Online Casino Innovator in CEE 2025 appeared first on European Gaming Industry News.
Latest News
BAFTA and DCM release star-studded cinema trailer to celebrate the art of video game storytelling
- Actress Susan Wokoma stars alongside Baldur’s Gate 3 duo, Samantha Béart and Neil Newbon, Doug Cockle (Witcher 3), Jane Douglas (games presenter), and Sir Ian Livingstone, co-founder of Games Workshop.
- The trailer launches in cinema ahead of the 21st BAFTA Games Awards on Tuesday 8 April.
- Research conducted by BAFTA found young adults say video games are important to their wellbeing and a form of social connection (YouGov)
BAFTA and DCM (Digital Cinema Media) have teamed up with award-winning actress Susan Wokoma to create a national cinema advertising campaign that promotes and celebrates the art of storytelling in video games. It’s the third campaign delivered by the partnership and is releasing in cinemas ahead of the 21st BAFTA Games Awards on Tuesday 8 April 2025.
The 105 second trailer was produced by Common People Films and DCM Studios, with Jennifer Sheridan directing the film. Susan features alongside famous faces from games – such as Samantha Béart and Neil Newbon from Baldur’s Gate 3 – who share their love for video games with cinema audiences nationwide.
Jeremy Kolesar, Creative Director, DCM Studios, “We’ve seen a flourishing intersection between games, film and TV in the UK. Whether it’s a franchise-inspired series or film, a narrative-driven game, or an engaging acting performance, each medium strengthens the other. We’ve tried to capture this in our third cinema campaign with BAFTA, which draws from the diverse UK games industry to inspire the next generation of talent with an adventurous cinematic experience.”
World-renowned for its annual Film Awards, BAFTA has been celebrating the craft, skill and creativity of the games industry for over 20 years, spotlighting the best games and talent in its annual Games Awards ceremony.
The cinema trailer explores the connectivity between film, games and TV, highlighting the depth of video game storytelling and the many varied games that captivate audiences worldwide.
Tony Roberts, Founder/ EP, Common People Films: “This is the second time BATFA and DCM have asked us to bring their brand and message to life and we’re incredibly proud of the work we deliver for both of them. Having a diverse roster of talent, it was exciting to get our directors to write with a focus in games this time round and we think Jennifer has captured something very special. The games industry is a jewel in the crown of British industry and should be celebrated. Another great collaboration.”
BAFTA and YouGov research
As an arts charity, BAFTA supports the next generation of screen talent through various initiatives, bursaries and scholarships. Three alumni of BAFTA’s programmes were given paid roles on the production of this trailer – Jade Fabiyi (camera), Reece Grant (Art Department) and Shona Hart (Stagehand).
This ethos is reflected in the UK cinema placement of the campaign, which targets 16-34 year-olds during the preshow for multiple blockbuster releases. This includes the new A Minecraft movie, based on one of the best-selling video game franchises of all time.
Recent research conducted by BAFTA with YouGov found that:
- Adults aged 18-34 consider video games as important to wellbeing, with a third (31%) citing video games as a form of self-care (higher than Film – 28% or TV – 27%) and 39% of 18-34s consider video games as a form of social connection (compared to 30% Film/TV).
- Over half of UK adults see games as ‘a form of entertainment’ (54%). However, only 1 in 5 consider games as great storytelling (20%) and there is lower awareness that games contain meaningful messages about today’s world (9%) compared to TV (33%)
- Over half (53%) of 18-34s would trust the quality of a game that has been nominated or won a BAFTA Games Award.
- Two thirds (62%) of UK adults were not aware that some of the world’s most celebrated games are made in the UK, and 1 in 5 would be more likely to play a game made in the UK (21%).
Donna Mathews, Executive Director of Engagement, Marketing and Communications at BAFTA said: “BAFTA is known for celebrating excellence in the screen arts and games are no exception. Our members recognise the craft, skill and creativity that goes into making every game and our Awards showcase the incredible variety of games on offer. Like TV and film, games are a way to explore stories and learn about the world around us and young adults see games as more than a form of entertainment, with many considering games important to their wellbeing and social connection. The UK games industry is a world-leading creative force, with talented people making games up and down the country, so with thanks to DCM and Common People Films we are putting games on the big screen to share our appreciation of this art form with audiences nationwide too.”
Susan Wokoma said: “Film, TV and games are connected by the passion of the people who make it. It takes so many people to make these things and seeing people really take ownership of their story and their passion, that’s the thing that threads throughout all of those mediums.”
Jennifer Sheridan, director, said: “What makes gaming so captivating is its ability to fully immerse you in the story. It invites you to engage with the narrative interactively. The beauty of storytelling in games lies in how your experience can be completely unique, even if you’re playing the same game as someone else. This film celebrates that diversity and the incredible journeys that games can take you on.”
The post BAFTA and DCM release star-studded cinema trailer to celebrate the art of video game storytelling appeared first on European Gaming Industry News.
Amusnet
Amusnet to Participate in the Third Edition of SiGMA Americas

Amusnet, a leading international provider of all-casino solutions, has announced its participation in the third edition of SiGMA Americas, taking place from April 8 to 10 at the Transamerica Expo Center in São Paulo, Brazil. With over 18,000 delegates expected, the event stands as one of the region’s most important gatherings for the gaming industry. Brazil plays a pivotal role in the global gaming landscape and is a central focus in Amusnet’s expansion strategy. In line with this commitment, the company will showcase its latest products and actively contribute to the event.
“SiGMA Americas is a key moment for us to reinforce our long-term commitment to Brazil. With over 180 games already certified for the newly regulated sector, we are fully prepared to support our partners and deliver top-notch products and entertainment to local players. At the event, we will showcase a strong mix of top-performing and exciting new releases set to differentiate in the dynamic and rapidly growing region,” said Georgi Izov, Head of Business Development LATAM at Amusnet.
As part of the official agenda at SiGMA Americas, Marco Pequeno, Amusnet’s Country Manager for Brazil, will join the discussion panel “Excitement in Real Time: How Live Games Transform the Gaming Experience.” His participation underscores Amusnet’s strategic focus on Brazil’s evolving gaming landscape and the company’s commitment to driving meaningful conversations around the future of the industry in regulated markets.
Among the player-favorite titles to be showcased is the video slot 20 Golden Coins. Visitors can explore the vibrant cascade slot Candy Palace, bursting with colorful visuals and additional features, along with Hot Deco, a stylish fusion of classic fruit slot aesthetics, smooth graphics, and a captivating soundtrack.
Amusnet will showcase top-performing Live Casino titles, including Dynamic Roulette 120x, and three next-generation Virtual Roulette games: Virtual Monaco Roulette 72x, Virtual Space Roulette 120x, and Virtual Vegas Roulette 500x. They offer thrilling gameplay, excellent-quality graphics, captivating themes and soundtracks. Inspired by iconic casino destinations, they feature additional multipliers of up to x500 and have gained significant recognition in many European markets.
Join the Amusnet team at Stand L145 to explore its latest gaming offerings, experience high-quality entertainment, and discover partnership opportunities in Brazil’s fast-evolving gaming market.
The post Amusnet to Participate in the Third Edition of SiGMA Americas appeared first on Gaming and Gambling Industry in the Americas.
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