According to the latest figures, professionals trained through YGAM and GamCare’s Young People’s Gambling Harm Prevention Programme are expected to reach two million young people.
Both the YGAM and GamCare charities have now trained a combined 24,000 professionals, who will use educational resources and intervention training when teaching young people.
Delegates trained by YGAM and GamCare include teachers and youth workers, all of whom will deliver evidence-based materials on the harms of gambling in a range of environments.
So far, the charities have revealed their joint education programme has reached over 48,000 young people.
Of the 24,000 professionals trained, 10,000 are teachers, and teachers can deliver the Young People’s Gaming Harm Prevention Programme through the latest PSHE school curriculum.
According to YGAM data, 99% of delegates trained to teach the programme feel confident about spotting the signs of gambling harm.
Furthermore, 97% of trained delegates expressed confidence about talking to young people about the topic of gambling, while 97% could signpost and support young people if they had any concerns.
In addition, 97% of those trained through GamCare say they now have a better understanding of how gambling harm impacts young people.
Kyle Riding, Head of the National Education Programme at YGAM, said: “It’s another fantastic milestone reached for the programme. The team delivering this programme includes former teachers, safeguarding leads, youth leaders and individuals with lived experience of gambling harms, so it is so rewarding to see the impact of their hard work. There continues to be huge interest and demand for the training and resources and I’m confident we will continue to achieve our objectives to effectively safeguard and support millions of young people.”
Alexa Roseblade, Senior Manager at GamCare, said: “Alongside YGAM, we passionately believe that education on the risks associated with gambling is an essential part of tackling gambling-related harms, and that every young person in the UK should receive at least one education session on it. The key to helping young people make informed choices about their participation in gambling and preventing gambling harms is to give them the facts about gambling and gaming and build their critical thinking skills and digital resilience.”
The Big Game: perfect target for cybercriminals?
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:
“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
Pascal Gaming’s Integration into Betshop Cashier Client
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.
Asia Mobile Gaming Market Analysis Report 2023: The Market is Approaching a Major Inflection Point Due Largely to 5G Connectivity – Forecasts to 2028
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
- 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
- Grand Theft Auto
- Nike and Sports Game
- FitBit Casual Gaming
- BMW Ultimate Drive App
- Angry Birds
- Fruit Ninja
- Cut the Rope
- Kompu Gacha Games
- 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
- 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
- Menara Games
- Own Games
Emerging Publisher Platform Analysis
- Sina WeiBo
- Tencent Network (Weibo, Qzone and Pengyou)
- 51 .Com
- Ameba Pigg
- Gaia Online
- Tencent QQ
- Kik Messenger
- Qihoo 360 Platform
- Baidu App Store
- D.cn Games Center
Application Store Analysis
- Google Play Games
- iOS Game Center
- Facebook Games
- Alternative Android Store
- Slide ME
- Apps UK Ltd.
- Alternative iOS Store
- Cross Platform App Store
- NVidia (Geoforce)
- Nook App Store
- Taobao App Market
- Bemobi International
- OEM Appstore
- Xiaomi App store
- Carrier AppStore
- One Store Corp.
Gaming Service Management Providers
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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