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UK Gambling Commission publishes new report on children and gambling trends

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UK Gambling Commission publishes new report on children and gambling trends
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The Gambling Commission has said stronger partnerships are needed to protect children following a new report published today. The gambling regulator has called for regulators and businesses across industries to work together, but the research also shows the important influence parents can have on children’s gambling behaviour.

This year’s Young People and Gambling report reveals that gambling participation by 11 to 16 year olds has increased in the last 12 months but remains lower compared to all previous years. However, the research indicated that more children are at risk of being harmed by gambling.

The report identifies the most common gambling activities that children are engaging in are often outside of the Gambling Commission’s direct regulatory control – such as bets between friends, lottery scratch cards purchased by parents and playing of fruit machines in pubs. It highlights the need for a more collaborative proactive approach to protect young people.

Despite the increase in problem gambling rates the report found that only 19% of children said their parents had set strict rules about gambling.

Tim Miller, Executive Director at the Gambling Commission, said: “Protecting children from the harms that can come from gambling remains one of our highest priorities. In the areas we have regulatory control, we continue to strengthen the protections in place to prevent underage gambling, such as our recent proposals for enhanced age verifications checks for online gambling.”

“But regulation alone cannot address all of the risks that young people may face from gambling. Our latest research shows that the most common forms of gambling by children do not happen in gambling premises. Some of these are legal, such as bets between friends; some of these are unlawful, such as gambling on machines in pubs. But all of them present risks to young people as there is no form of gambling that is risk-free. It is therefore vital that all those with a part to play in protecting children and young people – parents, businesses and regulators – work together.”

Last week, the Commission called on the pubs industry to take urgent action following serious failures to stop children playing on 18+ gaming machines. In addition, in September 17 global gambling regulators teamed up with the Commission to work together to address the risks created by the blurring of lines between video games, social gaming and gambling. The Commission is also currently consulting on strengthening age verification processes.

Key findings

  • 14% of 11-16 year olds had spent their own money on gambling in the past week, this is up from 12% in 2017 but still lower than rates seen prior to 2017
  • This compared to 13% who had drunk alcohol in the past week, 4% who had smoked cigarettes and 2% who had taken illegal drugs
  • The principal forms of gambling in the past week are placing a private bet for money with friends (6%), National Lottery scratchcards (4%), fruit/slot machines (3%) and playing cards for money with friends (3%)
  • Young people who have gambled in the past week spent an average of £16 on gambling during this period
  • Over the past 12 months, 39% of 11-16 year olds have spent their own money on gambling
  • 6% have gambled online using a parent or guardian’s account
  • 31% have ever opened loot boxes in a computer game or app, to try to acquire in-game items, while 3% claim to have ever bet with in-game items (so called ‘skins’ gambling)
  • 59% agree that gambling is dangerous and only 14% agree that it is OK for someone their age to gamble
    • Around half (49%) of respondents said that someone had spoken to them about the problems that gambling can lead to, with the conversation typically taking place with a parent (40%) or teacher (21%).
    • 60% of young people think their parents would prefer them not to gamble at all, however only 19% stated that their parents set strict rules about gambling with no negotiation
  • 1.7% of 11-16 year olds are classified as ‘problem’ gamblers, 2.2% as ‘at risk’
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Gaming Corps to launch with lotteries in the USA via EQL games deal

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In-demand content provider extends reach into largest iGaming market in the world with its full suite of games made available via iLottery aggregation platform

Gaming Corps, a publicly-listed game studio based in Sweden renowned for creating industry-leading games, has made its debut in the US market through a breakthrough agreement with leading lottery provider, EQL Games.

The distribution agreement will see Gaming Corps’ full suite of games made available to EQL Games’ powerful iLottery Aggregation Platform, developed to provide lottery operators across America with direct access to a portfolio of proprietary and third-party games.

Following the integration, EQL Games’ lottery operator partners will be offered proven Slots, Table Games, Multiplier Games, Mine Games and Plinko Games, as well as titles under Gaming Corps’ innovative and trademarked Smash4Cash™ series.

The deal and integration come at a time of growing demand among online lottery operators in the US for non-traditional content, a format that Gaming Corps has excelled in, especially with its Smash4Cash™ games, which have been a hit with players in global markets.

EQL’s aggregation platform has been developed to allow online lottery operators to quickly and easily access content from multiple game studios simultaneously through one integration and one commercial agreement.

Its iLottery Aggregation platform simplifies the process of adding new games to an online lottery brand across regulated states. In addition to the third-party content provided via its aggregator platform, EQL Games has a portfolio of in-house titles.

This includes games produced under licence with Team USA which were rolled out by several state lotteries for the Olympic and Paralympic Games in Paris this year, with new titles being planned ahead of the Winter Games in Milan (2026) and the Olympic and Paralympic Games in Los Angeles (2028).

Juha KauppinenCEO of Gaming Corps, said: “The USA has always been somewhat of the holy grail for game developers like us, which has been further emphasised as markets in several states have become regulated. The potential in the American market is enormous, and the impact for us is a bit difficult to assess, but we have great hopes for the collaboration with EQL Games, which has an impressive platform towards U.S. lotteries.

“We believe it will have a significantly positive impact on our revenues. I would like to personally take the opportunity to thank EQL Games and Brad Cummings for the collaboration, and we are now working hard to complete the integration so that all our games will be offered to EQL’s customers via their platform.”

Brad CummingsCEO of EQL Games, added: “Including Gaming Corps as a supplier to the EQL Games iLottery Aggregator is an exciting step forward in our mission to offer unique, high-quality content to state lotteries. Gaming Corps’ expertise in iGaming, along with their unique game portfolio, fits perfectly with our vision of enhancing the lottery experience through dynamic and engaging content.”

 

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Industry News

Public Voting Starts for Ortak x B.F.T.H. Arena Awards 3.0

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The highly anticipated Ortak x B.F.T.H. Arena Awards 3.0 has officially entered the public voting phase as submissions are closed.

More than 70 game providers have turned in over 160 submissions, including Tom Horn Gaming, Pragmatic Play and RubyPlay. Public voting involves enthusiasts casting their votes to pick the winner of the Game of Public Choice category.

The Public voting phase ends on December 1st 23:59 GMT+4.

Concurrent to public voting, the first phase of private voting also starts during which all participants who have submitted entries get the chance to vote for one favourite in each category. An international auditing company oversees this phase to eliminate duplicate votes and self-votes. This phase ends on November 19, 23:59 GMT+4.

The second phase of private voting will also take place with a jury of industry experts making their decisions based on the shortlist picked by participants during the first phase.

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BC.GAME Launches Exclusive Airdrop for Polymarket Users, Rewarding Participation in U.S. Election Prediction Markets

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Following the frenzy surrounding the 2024 U.S. presidential election, global leading crypto igaming platform BC.GAME has officially announced an exciting airdrop campaign aimed specifically at Polymarket users. This initiative will bring BC.GAME’s gaming entertainment together with the wisdom of Polymarket users, offering a much-needed opportunity for those who actively participated in the election prediction market.

Airdrop Frenzy Amid the Hype: Special Rewards for Polymarket Users

Following the intense activity during the 2024 U.S. presidential election, Polymarket saw an unprecedented surge in user participation. Thousands of individuals placed bets on the election results, turning this prediction market into a major financial event.

To capitalise on this momentum, BC.GAME is launching an exclusive airdrop for Polymarket users. The campaign will reward active participants with exclusive prizes and access to BC.GAME’s expansive gaming ecosystem, creating an exciting opportunity for those who took part in one of the most talked-about prediction markets in history.

Exclusive Airdrop: A Chance to Turn the Tide

The BC.GAME airdrop campaign will offer Polymarket’s active users unique rewards, creating an exciting and unparalleled experience in the crypto gaming space. By leveraging the buzz surrounding Polymarket, BC.GAME aims to bring its innovative gaming ecosystem to more users, giving them the opportunity to earn substantial rewards through this airdrop. Polymarket users will not only enjoy exclusive games on the BC.GAME platform, but also have the chance to claim specially designed rewards. The BC.GAME team guarantees a transparent and fair process throughout the event, ensuring that every participant receives maximum benefits.

BC.GAME: Igniting the Future of Crypto Communities

BC.GAME has always been at the forefront of innovation, providing users with a never-before-seen gaming experience. According to data from 1ml .com, BC.GAME is ranked 14th globally in the crypto gaming space and supports hundreds of cryptocurrencies, including Poly, providing users with diverse payment and gaming options.

In addition, BC.GAME actively participates in the development of the crypto community by investing in NFTs and supporting the growth of the metaverse. For example, BC.GAME has invested 700 ETH into various NFT projects to foster growth in the metaverse and iGaming sectors. By engaging with Polymarket users, BC.GAME is lighting up new possibilities in the crypto world and paving the way for the future of digital entertainment.

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