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Global Gambling Market Report 2022: Market to Reach $876 Billion by 2026 – Blockchain Emerges to Change the Tide of Fortune for Gambling


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The “Gambling – Global Market Trajectory & Analytics” report has been added to ResearchAndMarkets’ offering.

Global Gambling Market to Reach $876 Billion by 2026

The global market for Gambling estimated at US$747.9 Billion in year 2022, is projected to reach a revised size of US$876 Billion by 2026, growing at a CAGR of 3.6% over the analysis period.

The popularity of gambling in the country can be put into perspective by the fact that over 80% of American adults gamble at least once in their lifetime. As a large number of people spending more time on mobile devices, remote gambling developers and platforms are using the option to expand their customer base. Smart devices available on the market allow users to access comprehensive spectrum of mobile gambling games on the go.

Lottery, one of the segments analyzed in the report, is projected to record a 2.8% CAGR and reach US$372.6 Billion by the end of the analysis period. After a thorough analysis of the business implications of the pandemic and its induced economic crisis, growth in the Betting segment is readjusted to a revised 4.4% CAGR for the next 7-year period.

The U.S. Market is Estimated at $267.5 Billion in 2022, While Asia-Pacific is Forecast to Reach $322.4 Billion by 2026

Given that tourists and locals are key revenue contributors for brick and mortar casinos, revenues plummeted significantly. Unemployment and reduced consumer discretionary income also remain key challenges to a speedy recovery. Also, since a significant amount of money spent on gambling is attributed to slot machines at locations such as hotels and airports, the closures of airports and hotels is affecting revenue generation from these areas.

Lockdowns have resulted significant revenues losses compared to the previous year. For instance, in New Orleans the gambling market has already witnessed more than 60% decline in revenues during the pandemic when compared to the previous years, due to the closures. The casino industry is also impacted by the fact that tourism and leisure sectors along with air travel, which are vital for the industry growth, have been hit hard by the pandemic.

Gambling market in the U.S. is estimated at US$267.5 Billion in the year 2022. Asia-Pacific (including China) is forecast to reach a projected market size of US$322.4 Billion by the year 2026 trailing a CAGR of 4.4% over the analysis period. Among the other noteworthy geographic markets are Canada and Europe, each forecast to grow at 3.1% and 3.5% respectively over the analysis period.

The post COVID-19 period will offer exciting opportunities for mobile gambling. As mobile devices support advances features and are easy to operate, mobile gambling is an enticing option for gamers. With majority of casino game providers offering plethora of options, it is easier for players to enjoy these platforms anytime, anywhere without waiting to access their personal computers.

Advances in the field of mobile technology coupled with better accessibility and connectivity have enabled a large number of players to participate in remote gambling. With rapid transition from console toward mobile, mobile gambling is poised to emerge a rapid growing platform.

Casino Segment to Reach $153.1 Billion by 2026

In the global Casino Segment, USA, Canada, Europe and Asia-Pacific will drive the 3.7% CAGR estimated for this segment. These regional markets accounting for a combined market size of US$116.3 Billion will reach a projected size of US$149.9 Billion by the close of the analysis period.

Asia-Pacific (including China) will remain among the fastest growing in this cluster of regional markets and is forecast to reach US$34.5 Billion by the year 2026.

What`s New for 2022?

  • Global competitiveness and key competitor percentage market shares
  • Market presence across multiple geographies – Strong/Active/Niche/Trivial
  • Online interactive peer-to-peer collaborative bespoke updates
  • Access to the digital archives
  • Complimentary updates for one year

Key Topics Covered:

I. METHODOLOGY

II. EXECUTIVE SUMMARY

1. MARKET OVERVIEW

  • Influencer Market Insights
  • Competitive Market Presence – Strong/Active/Niche/Trivial for Players Worldwide in 2022 (E)
  • Gambling: An Accepted & Fundamental Part of Human Culture
  • % Share of Top Destinations for Gambling Based on Visitor Influx
  • How the Gaming & Gambling Industries Are Impacted by the Pandemic & What’s the New Normal?
  • The Gaming Industry Finds Opportunity in Crisis
  • Gambling is One Segment of the Gaming Industry That is Experiencing Negative Impact of the COVID-19 Crisis. Here’s Why
  • The Close Relation Between Casinos & Tourism Sharpens the COVID-19 Blow on the Gambling Industry
  • COVID-19 Impact on Tourism Industry Affects Casino Revenues
  • Gambling: Definition, Scope & Types
  • Recent Market Activity
  • World Brands

2. FOCUS ON SELECT PLAYERS (Total 223 Featured)

  • 888 Holdings PLC
  • Bet365 Group Ltd.
  • Flutter Entertainment plc
  • Betsoft Gaming, LTD
  • Betsson AB
  • Boyd Gaming Corporation
  • Bwin.Party Digital Entertainment
  • Caesars Entertainment Corp.
  • Cherry Spelgladje AB
  • Chetu Inc.
  • City of Dreams Manila
  • Creatiosoft Solutions Private Limited
  • Crown Resorts Ltd.
  • Delaware Park
  • Elaunch Solution Pvt. Ltd
  • Evolution Gaming
  • Galaxy Entertainment Group
  • Golden Entertainment Inc.
  • Kindred Group PLC
  • Ladbrokes Coral
  • Las Vegas Sands Corp.
  • MGM Resorts International
  • Microgaming
  • NetEnt AB
  • Playson Limited
  • Scientific Games Corporation
  • SJM Holdings Limited
  • William Hill Plc

3. MARKET TRENDS & DRIVERS

  • Mobile Gambling Takes Center Stage
  • COVID-19 Accelerates the Evolution of Online Casinos
  • % Share Gross Gambling Yields (GGY) by Type of Gambling
  • Gambling Apps Contribute to the Rising Popularity of Online Casinos
  • Online Casinos Attract Broader Demographics
  • Demographic Structure of Online Casino Players
  • Cyberattacks Emerge as a Key Concern for Online Casinos
  • Use of Smartwatches for Placing Bets and Improve iGaming Experience Gains Traction
  • New Table Games Expand the Consumer Base at Casinos
  • Blockchain Emerges to Change the Tide of Fortune for Gambling
  • Big Data & IoT to Transform the Gambling Industry
  • VR Based Gambling, A Game Changer for the Gambling Sport
  • 5G to Revolutionize the Gambling Industry
  • 5G Emerges With the Promise to Transform the Gaming Experience: 5G’s Contribution to Global GDP (In US$ Trillion) for Years 2020, 2025 & 2030
  • Crypto Currency Based Gambling Rises in Popularity
  • Stricter Gambling Regulations Around the Globe Encourages Legal Gambling

4. GLOBAL MARKET PERSPECTIVE

III. REGIONAL MARKET ANALYSIS

 

Latest News

The Big Game: perfect target for cybercriminals?

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In 2022, the BlackByte ransomware group published a 292MB file containing sensitive information from the San Francisco 49ers. Like teams, venues and vendors, bookmakers are also in danger as they handle a large volume of personal data in the run-up to major events, during the events themselves and in the aftermath.

With the Big Game coming up soon in the US, Sumsub, an all-in-one verification platform that secures the entire customer journey with customizable KYC, KYB, transaction monitoring and AML solutions, has outlined what to expect and how to avoid threats associated with major events.

Expected traffic increases

Last year’s Big Game registered more than 101 million viewers according to the Nielsen consultancy. American fans avidly continue to bet on major sporting events as more and more states legalize gambling following the removal of a federal ban. By the end of 2022, the online betting industry registered a growth of two billion dollars, driven by sports pools.

Based on its experience with traffic spikes at major sporting events, Sumsub expects to see a traffic increase of more than 83% at sportsbooks around the last game of the American football season.

“Though major sporting events attract much-desired traffic to betting platforms, cybercriminals and scammers increase in number as well, so bookmakers need to take extra care. Manual verification is not optimal because, with the increased user traffic, onboarding time grows accordingly, so the best choice would be to find a trusted all-in-one verification provider offering an advanced automated solution for KYC, AML and anti-fraud,” said Andrew Sever, co-founder and CEO of Sumsub.

As user traffic increases and verification takes longer, it can be tempting for betting platforms to cut some expenses. This is especially true for bookmakers used to performing manual verification, which can take more than 24 hours under normal circumstances and much longer during big events. Bookmakers know that if verification takes too long, users will go to the competition. As a result, they may be willing to sacrifice verification accuracy for speed.

However, this type of compromise inevitably leads to regulatory sanctions. For example, Entain, the owner of Ladbrokes, was fined £17 million ($20.6 million)—the largest ever fine in the UK—for failing to enforce player security and anti-money laundering measures.

Surge in fraud

Fraud is increasing in the gaming sector. In Q1 2022, fraud increased 50.1% compared to Q1 2021. There was also an 85% increase in fake account registrations compared to Q4 2021. The upcoming Big Game is expected to attract even more fraudsters.

The list of fraud schemes that bookmakers experience is extensive:

  • arbitrage betting

  • multiple accounts

  • identity theft

  • account takeover

  • money laundering

  • affiliate fraud

 

Cybersecurity threats

“Big sporting events and hacking go hand in hand and the bigger the event, the more threats there are. Attackers can be individual hacker groups looking to make a quick buck or politically oriented groups wanting to steal sensitive information,” added Andrew Sever.

Cyberattacks range from hacking into match broadcasts and security cameras to stealing the personal data of athletes, organizers and spectators. More attention needs to be paid to collecting and storing user data securely, as well as increasing the overall resistance of betting platforms to hackers.

Best ways to avoid threats while enjoying high traffic?

During major sporting events, the challenge for bookmakers is to onboard users without reducing approval rates, all while remaining AML (anti-money laundering) compliant and maintaining security.

The solution is to create an automated verification flow that allows users to easily onboard and go through extra checks only where and when it really matters. Below is a list of checks bookmakers can employ at each stage of the customer journey. There are also some suggestions on how to make this flow even more agile:

Request a minimum number of checks at the time of registration. When a user registers for the first time, platforms may limit verification procedures to collecting names and checking phone numbers or email. This way, the user becomes familiar with the service and is more motivated to go through the full verification procedure when he really wants to place a bet.

Deploy simplified checks when appropriate. For low-risk users, bookmakers can introduce a simplified check using a single document, as long as it contains identity and address information. This allows users to avoid uploading additional documents to verify their address, thus increasing approval rates.

Add additional checks when users make their first deposit. This could include bank card verification and facial biometric check to ensure that the true cardholder is making a deposit.

Introduce facial recognition to prevent fraud. Doing this at the onboarding stage combats multi-accounting. Adding biometric verification when users log in or recover their account ensures that fraudsters can’t hack it. And it’s often even more important to use it at the stage of withdrawal of funds, which is where more fraud tends to occur.

“Adding these checks to the flow reduces verification time and still ensures security. For example, Kaizen Gaming moved from manual verification to Sumsub’s automated solution, reduced their average onboarding time to 1 minute 39 seconds and increased its overall performance by 350%, all while eliminating fraud,” concluded Sever.

Discussion: networking event for gambling professionals in London

In partnership with Sardine, an  industry leading fraud prevention platform, Sumsub announced Gambling Pros Party, a private networking event for gambling professionals which will take place at Clays Canary Wharf, London on February 6, 2023 at 18:30 UK time. This event will be useful for experts, businesspeople and professionals working in the betting and gambling companies.

Participation is free of charge and for gambling professionals only. To save your seat, please register with your business email: https://www.eventbrite.com/e/520357091067/?discount=Sumsub

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Gaming

Pascal Gaming’s Integration into Betshop Cashier Client

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Pascal Gaming’s GRAVITY solution is now available in the BETSHOP CASHIER CLIENT application.

Gravity betshop solution is a casino games created by Pascal Gaming for retail business. The Gravity betshop solution delivers on-demand and compelling games –  and now Double Wheel, Non-Stop Roulette, OddBall and Baccarat are available on the LAND BASED platform.

Pascal Gaming’s integration will add a new experience for players who want to choose their preferred land-based games, place bets and win exciting prizes.

The new functionality helps them follow the reports and manage everything from one location, including keeping track of balances and bet tickets.

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Gaming

Asia Mobile Gaming Market Analysis Report 2023: The Market is Approaching a Major Inflection Point Due Largely to 5G Connectivity – Forecasts to 2028

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The “Mobile Gaming in Asia by Technology, Platform, Stakeholder, Connectivity, Sub-Region and Countries 2023-2028” report has been added to ResearchAndMarkets .com’s offering.

This report represents must-have research for anyone focused on mobile entertainment and/or VAS applications in Asia. This report represents a comprehensive assessment of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities.

The report also addresses various demand drivers/factors including: Asian mobile gaming demographic analysis, Asian mobile game-play behavior, game-play preference and projection analysis.

The report also provides a comparative analysis of Asian mobile gaming demography and preferences including: Male vs. Female, Casual vs. Core, “Freemium” vs. Premium, Social vs. Traditional, Tablet vs. Mobile, Smartphone vs. Web Enabled vs. Standard Phone, Regular vs. Irregular, Time and Money Spending dynamics.

Mobile gaming is the fastest growing segment of digital entertainment with roots connected to the console-based platform era building upon lessons learned from the likes of Nintendo DS and PlayStation Portable. Initially, adaptive versions of popular console titles were offered for mobile. Incrementally, entertainment targeted towards smartphones and tablets made inroads, particularly in the casual gaming segment. Today, smartphone-based games lead the mobile gaming industry by users but tablets generate higher rates across paid monetization, micro transactions and advertising.

Mostly casual and non-complex genres are popular on smartphone platforms whereas tablets provide a better user experience due to greater hardware capabilities and a superior user interface. Tablets now represent an attractive mid-core gaming platform as they have started competing substantively with console devices and may overtake them in the near future.

The mobile gaming business has also exploded with emerging revenue models such as free-to-play (F2P), “advergaming” etc. Social and community dynamics are also a revolutionary factor that has enhanced viral growth, user targeting, customer acquisition, and monetization, driving substantial daily average revenue per paying user. The major growth drivers are many and varied including growth of data enabled mobile devices, F2P revenue model and in-game advertising that includes display banner, interactive, video ads and “advergaming” (brand sponsorship).

After acquiring millions of mobile users, gaming companies have realized that the emphasis should be focused on user retention rather than innovation. Therefore, the gaming industry is largely focused upon enhancing in-game experience on a periodic basis rather than creating entirely new games, which have proven to cause a drop in loyal users.

In addition, gaming business models have experienced a transition from free-to-play to freemium and also a focus on highly successful categories such as social casino style gaming and real money games.

Select Report Findings

  • Market for mobile gaming in the Asia region as a whole will reach $93.2 billion by 2028
  • Market for mobile game publishers and service aggregators in Asia will reach $51.3 billion by 2028
  • WiFi will continue to be the most extensive means of connectivity followed by LTE and 5G through 2028
  • While male gamers continue to dominate usage, female gamers are growing 62% faster, poised to reach parity within a decade
  • Mobile gaming business models have experienced a transition from free-to-play to freemium and also a focus on highly successful categories
  • Smartphones have the greatest user penetration but tablets represent the best user experience that competes well against the console market
  • Mobile gaming by device type is dominated by smartphone usage as other devices experience substantially slower growth and tablets are losing ground
  • Major growth drivers are explosion of data enabled mobile devices, F2P revenue model and in-game advertising that includes display banner, interactive, video ads and “advergaming”

Market Dynamic Analysis

Market Growth Driver Analysis

  • Cross Platform Game Play and Mobile Social Gaming
  • Growing Demand of Local Content
  • Freemium Monetization
  • Gaming Optimized Devices
  • Mobile Platform as Common Gaming Platform
  • Word of Mouth Preference
  • Local Gaming Platforms
  • Wearable Gaming Preference
  • Connected Console and Mobile Cloud
  • Advergaming
  • In-Game Transaction
  • Virtual go-to Community
  • Cross-Platform Publishing
  • Non-Facebook Social Gaming Platform

Regulation and Fraud Analysis

  • Mobile Game Piracy and Virtual Currency Scam
  • Kompu Gacha Mobile Social Gambling Ban in Japan
  • Geographic Implication of Antipiracy Law
  • Zynga with PrivacyVille
  • Cyber Criminal Attack on Mobile Social Games
  • In-Game Scam Debate in Mobile Social Games
  • Open Web to Save DMCA: MiniMega vs. TomKid Game
  • RMT and Gold Farming Regulation
  • Offshore Opportunity in Asia

New Entrants Role

  • Technical and Legal Role of Technology Provider
  • Virtual Goods and Currency Provider Role
  • Micro Transaction Solution Provider Role

Business Model Analysis

  • Key Mobile Gaming Strategies
  • Revenue Sources and Cost Items
  • Trendy Business Model
  • Tips for Economic and Gamification in Business Model
  • Advertising Model
  • Building Mathematical Model to Set Price
  • Market Challenge and Game Balancing Method

Technology and Application Analysis

Case Study

  • Grand Theft Auto
  • Nike and Sports Game
  • FitBit Casual Gaming
  • BMW Ultimate Drive App
  • Angry Birds
  • Fruit Ninja
  • Cut the Rope
  • Kompu Gacha Games
  • Colopula
  • Hostess Club Social Game
  • Social Horse-Racing Game
  • Smurf Village: Real Virtual Economy Success
  • Alchemy: Android Title Success Case in Korea
  • The Human Element
  • Half the Sky Movement
  • FoldIt: Research for Mankind and Community Patent
  • RecycleBank: Community Awareness
  • Miller Literacy Game: Education and Literacy
  • SPENT: Poverty Alleviation
  • Raise the Village: Constructing Village
  • WeTopia Case: Charities for Children
  • Charities for Animal: Joy Kingdom Case
  • Japan and Korea Success Story
  • Pretty Simple’s Criminal Case Lesson

Conclusions and Recommendations

  • Advertisers and Media Companies
  • Artificial Intelligence Providers
  • Automotive Companies
  • Broadband Infrastructure Providers
  • Communication Service Providers
  • Computing Companies
  • Data Analytics Providers
  • Immersive Technology (AR, VR, and MR) Providers
  • Networking Equipment Providers
  • Networking Security Providers
  • Semiconductor Companies
  • OEM Companies
  • IoT Suppliers and Service Providers
  • Software Providers (Game Developers and Publishers)
  • Content Aggregators
  • Payment Solution Provider
  • Social Media Companies
  • Enterprises and Governments
  • Gaming Investors

Mobile Gaming Company Analysis

Mobile Game Developers and Publishers

  • Halfbrick: Australia
  • Capcom: Japan
  • Electronic Arts: Japan
  • Namco Bandai: Japan
  • Gamevil (Com2uS): Korea
  • Zeptolab: Russia
  • Square Enix: Japan
  • Gameprom: Russia
  • Kairosoft: Japan
  • Konami: Japan
  • Disney Mobile: Japan
  • GREE: Japan
  • DeNA: Japan
  • Tencent: China
  • Mig33: China
  • Sina Weibo: China
  • Papaya Mobile: China
  • Mobygames
  • Games2Win: India
  • Hungama Games: India
  • Nazara: India
  • Anino mobile: Philippines
  • Socialpoint: Spain
  • Agate Studio: Indonesia
  • Toge Productions: Indonesia
  • Creacle Studio: Indonesia
  • Touchten Games: Indonesia
  • Maximize Games Studio: Indonesia
  • Tinker Games: Indonesia
  • Educa Studio: Indonesia
  • Altermyth: Indonesia
  • Nightspade: Indonesia
  • Alegrium
  • Kidalang
  • Menara Games
  • Own Games

Emerging Publisher Platform Analysis

  • Sina WeiBo
  • Tencent Network (Weibo, Qzone and Pengyou)
  • Renren
  • Kaixin001
  • 51 .Com
  • Mixi
  • Cyworld
  • Yahoo-Mobage
  • Ameba Pigg
  • Bebo
  • Twitter
  • Amazon
  • Gaia Online
  • Badoo
  • Tagged
  • Hi5
  • Habbo
  • Come2Play
  • Chillingo
  • Tencent QQ
  • KakaoTalk
  • Line
  • Tango
  • Kik Messenger
  • Zalo
  • Qihoo 360 Platform
  • Wandoujia
  • Baidu App Store
  • AppChina
  • D.cn Games Center
  • Gfan
  • VKontakte
  • Yonja

Application Store Analysis

  • Google Play Games
  • iOS Game Center
  • Facebook Games
  • Alternative Android Store
  • Slide ME
  • GetJar
  • CodeNgo
  • Apps UK Ltd.
  • Anzhi
  • F-Droid
  • Alternative iOS Store
  • Cydia
  • Cross Platform App Store
  • NVidia (Geoforce)
  • Nook App Store
  • Taobao App Market
  • Bemobi International
  • Mobango
  • Appitalism
  • Kongregate
  • Maopao
  • Alternative.To
  • Market
  • OEM Appstore
  • Xiaomi App store
  • Carrier AppStore
  • One Store Corp.
  • MTNPlay

Gaming Service Management Providers

  • WildTangent
  • iWin
  • Twitch.TV
  • Appia
  • XSplit

Communication Service Provider Analysis

  • NTT DoCoMo Japan
  • KDDI au, Japan
  • China Mobile, China
  • China Unicom, China
  • China Telecom, China
  • Airtel (Bharti), India
  • Vodafone Idea, India
  • SK Telecom, Korea
  • Telstra Mobile, Australia
  • Optus Mobile, Australia
  • Vodafone, New Zealand
  • MTS, Russia
  • MegaFon, Russia
  • Beeline, Russia
  • Chunghwa Telecom, Taiwan
  • Hong Kong
  • Mobicom, Mongolia
  • Telkomsel, Indonesia
  • Indosat, Indonesia
  • Viettel, Vietnam
  • MobiFone, Vietnam
  • Smart Communications, Philippines
  • Globe Telecom, Philippines
  • Maxis, Malaysia
  • SingTel Mobile, Singapore
  • AIS, Thailand
  • DTAC, Thailand
  • DSTCom, Brunei
  • Lao-telecom, Laos
  • Metfone, Cambodia
  • Turkcell, Turkey
  • Mobile Telecommunication Company of Iran
  • STC, Saudi Arabia
  • Etisalat, UAE
  • Cellcom, Israel
  • BATELCO, Bahrain
  • Cytamobile-Vodafone, Cyprus
  • Vodafone, Egypt
  • Zain, Jordan
  • Zain, Kuwait
  • Touch, Lebanon
  • Q-Tel, Qatar
  • Omantel, Oman
  • K’Cell, Kazakhstan
  • Beeline, Kyrgyzstan
  • Babilon Mobile, Tajikistan
  • Uzdunrobita, Uzbekistan
  • MTS, Turkmenistan
  • Grameenphone, Bangladesh
  • Dialog, Sri Lanka
  • Mobilink, Pakistan
  • Ncell, Nepal
  • Dhiraagu, Maldives
  • B-Mobile, Bhutan
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