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EPIC’s Education Programme Reaches 35,000 Students in 2021/22

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Epic Risk Management’s betting education programme reached nearly 35,000 students from UK schools and colleges last financial year.

In 2021/22, the company said its curriculum was delivered to 34,759 students across all four home nations, a curriculum centred around responsible betting and funded independently of the gambling industry.

Sessions were delivered either face-to-face or via online resources, with 191 schools visited, including 84 state schools.

A total of 13,821 students at state schools received the programme for free as a result of the holistic Gambling Harm Education scheme, delivered in partnership with WHYSUP and Teen Tips.

Patrick Foster, head of delivery for education and CSR at EPIC Risk Management, said: “If that’s how many we’ve spoken to directly, goodness knows how many brothers, sisters and family members have heard it via that trickle effect – it’s probably far wider.

“For all of us who facilitate, the bit where it hits home the most is that pupil who comes up to you and says ‘I have somebody at home who really struggles with this and I now have an understanding of what they’re going through’ or ‘I’m struggling with this myself; this has made me think about my behaviours’ and we’re able to support them.

“That’s what we cherish the most, but I think what’s scary is how often that happens and emphasises the need and relevance for what we do.”

After a disrupted academic year 12 months ago, the 2021/22 term has provided a much safer platform for the delivery team to hit the road, with all but seven of the schools inviting the lived experience team to come and tell their powerful story in person – something that Foster believes is crucial in making the message hit home.

Foster said: “The impact of face-to-face delivery and having someone stood up in front of an audience has been so evident to us this year.

“Part of that is a legacy of Covid, with schools having had to digest so much material through online resources. As a result, we’re going to offer even more face-to-face sessions in future, but we understand that there is a place for digital dissemination too, because it offers so much additional reach and it’s instant.

“It also helps us to reach the parents because they need to be fully educated and informed on this; the onus is placed on the individual, but increased awareness for parents about the issue is huge.

“EPIC believe strongly that no one under the age of 18 should be able to gamble in any form, but regrettably this is not the case due to methods of gambling that sit outside the regulations. This needs addressing and makes education more important.”

An area in which EPIC hope to add even greater value to the programme in 2022/23 is to enhance the level of information provided on loot boxes within video games, which are undoubtedly the most accessible method for the 15 to 18-year-old audiences to interact with a form of gambling.

Foster added: “What we know from the work we do is that loot boxes are a huge issue; it’s providing a gateway to gambling and can’t be ignored. A lot of the pupils, parents and teachers that talk to us indicate that’s how it’s manifesting itself.

“It’s a message that we will continue to beat and look to incorporate more and more into our sessions, using lived experience. There is a real need for it and can’t be ignored – that’s the message that’s most pertinent to those age groups.

“The emergence of cryptocurrency trading and NFTs are new mediums in which young people are engaging with online risk-taking behaviours and the exposure and accessibility to them make them elements within the gambling landscape that cannot be ignored. The popularity of these types of gambling related activities are of huge concern to many parents and schools that we work with.

“People can have their opinions on whether they’re a form of gambling, but ultimately they can result in the same behaviours and carry the same dangers and pitfalls, so that’s something we’re particularly looking to keep adding into our delivery.”

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Win tickets to the BLAST Premier Fall Final: GG.BET is running a MEGA BLAST Competition for fans of СS2

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From 26 July, all GG.BET users can get involved in the new MEGA BLAST Competition with a €10,000 prize fund. The winner will receive two tickets to the BLAST Premier Fall Final CS2 tournament, taking place from 27-29 September in Copenhagen. To enter, you need to place bets on Counter-Strike 2 matches.

BLAST Premier Fall is a major series of Counter-Strike 2 tournaments which draws in millions of viewers from all over the world every year. The series consists of three stages: Groups, Showdown, and Finals. The Groups stage sees 16 Tier-1 teams duke it out. Only 6 of these can go on to compete in the final, while the rest will battle it out in the Fall Showdown for two additional spots in the final. BLAST Premier Fall Finals will be the concluding stage of the Fall series, and fans can look forward to electrifying action, heart-stopping twists and turns, and an epic $425,000 prize fund.

From 26 July to 4 August, as the Groups stage rages on, GG.BET will be holding its MEGA BLAST Competition. The winner will get their hands on two tickets to attend every day of the BLAST Premier Fall Finals. As well as these tickets, the bookmaker is also giving away a whopping €10,000 prize fund to the top 40 participants in the MEGA BLAST Competition.

How to take part in the MEGA BLAST Competition:

  1. Register an account with GG.BET or log in to an existing account.
  2. Go to the tournament page and press “Participate”.
  3. Place bets on Counter-Strike 2 matches. Every bet you place will earn you a certain number of points, based on the odds.
  4. Rack up points, keep an eye on the leaderboard, and wait for your winnings to roll in.

Bet on your favorites and get ready for some unforgettable fun! Head over to GG.BET right now so you don’t miss your chance to enjoy a festival of Counter-Strike action in Copenhagen.

 

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Latest News

MANCHESTER CITY TO MARK GLOBAL PARTNERSHIP WITH SUPER GROUP-OWNED BETWAY AT THE NEW YORK STOCK EXCHANGE

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Manchester City has today announced a new multi-year partnership with leading global online betting and gaming brand, Betway.

As part of the club’s pre-season tour of the United States, and to mark this significant deal, leading figures from Manchester City and Super Group will be on-site for the iconic NYSE bell-ringing ceremony later today. Ferran Soriano, CEO of City Football Group, along with Neal Menashe, Super Group CEO, will ring The Opening Bell at 9:30am EDT.

The agreement will see Betway become the club’s Official Global Betting Partner from the start of the 2024/25 season, as Manchester City joins the brand’s extensive sports sponsorship portfolio which includes teams from across the Premier League, La Liga, NBA and more.

Ferran Soriano, City Football Group CEO, said: “We are pleased to announce Betway as our Official Global Betting Partner today. As a globally recognised brand, Betway has a strong pedigree and history of working with high-profile brands within the sports space and we’re excited to work together throughout the partnership.”

Super Group CEO, Neal Menashe, commented: “We are absolutely delighted to become Manchester City’s Official Global Betting Partner. This agreement cements our place in the top tier of Premier League partners, ensuring that our Betway brand reaches fans in all corners of the globe.”

Throughout the duration of the partnership, Manchester City and Betway will collaborate on a number of activations and exclusive content opportunities, in addition to the brand featuring across digital and in-stadia assets.

Manchester City and Betway will also work together to provide all players, coaches, management and staff in-depth, industry leading training on all relevant codes of conduct relating to betting integrity and responsible gambling. This is in addition to the work Manchester City already does to support players and staff in this area.

The Opening Bell ceremony can be viewed live.

 

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Compliance Updates

Acquiring a Curacao Online Gaming License in 2024: Comprehensive Analysis of Financial & Procedural Aspects with Costs & Timelines Detailed

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The “Acquiring a Curacao Online Gaming License, 2024: Comprehensive Analysis of Financial & Procedural Aspects with Costs & Timelines Detailed” report has been added to ResearchAndMarkets.com’s offering.

This report includes valuable insights into the financial and procedural aspects, including detailed information on costs and timelines associated with acquiring a Curacao license.

In 2023, Curacao introduced the “Landsverordening op de kansspelen” (Ordinance on Games of Chance) to modernize and regulate gambling legislation. Since March 2020, the Gambling Control Board (GCB) has been authorized to regulate offshore gambling games and oversee the issuance of Curacao licenses. As of 2023, there are 16 companies providing legal services for registration and licensing in the territory of Curacao. The license fee, as per GCB regulations, is 36,000 ANG or 19,800 USD, payable upon license issuance.

Research Timeline and Data Relevance

The research was conducted in two stages. The first stage, studying the regulator and Open Data Search, took place in December 2023. The second stage, writing the report and partially updating the data from the first stage, took place from the end of April to the end of May 2024.

Goals and Objectives

  • Describe the information about the Curacao license and the issuing regulator.
  • Describe the requirements and conditions for obtaining a Curacao license.
  • Describe the costs and timelines for obtaining a Curacao license.
  • Briefly study the market, find and suggest the following lists:
    • Legal companies offering services for company registration and obtaining a Curacao license;
    • Communication agents and integrators working with the Curacao license;
    • Suppliers and vendors working with the Curacao license;
    • Payment systems working with the Curacao license.

Key Topics Covered:

1. Goals and Objectives

2. Research Timeline and Data Relevance

  • Document Markup
  • Raw and Combined Data
  • Terms & Glossary

3. General Information

  • The Regulator
    • Registration of Operators With Sublicense
    • Application for an Online Gaming License

4. Requirements and Conditions for Obtaining a License

License Conditions

  • General Prohibitions
  • Safe and Secure Environment
  • Equipment and Application Software
  • Player Registration
  • Payment Transactions
  • Games
  • Terms of Use
  • Resolution of Complaints
  • Administrative Responsibilities
  • Publicly Available Information
  • Reports
  • Policies and Procedures
  • Suspension and Revocation of License
  • Additional Conditions
  • Supervision

Recommendations or Minimum Requirements for the Business Plan

5. The Cost of the License

6. Decision Term and the Validity of the License

7. Application Method and Forms

8. Contact Information

9. Companies for Registration and Licensing

10. Integration Companies

11. Suppliers and Vendors

12. Payment Systems

13. META

14. Appendix: Terms & Glossary

For more information about this report visit researchandmarkets.com/r/izeo6g

 

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