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New Research Shows Nearly Half of Student Gamblers are Gambling More than they can Afford

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Nearly one in two university students who gamble say they are staking more than they can afford, the latest Annual Student Gambling Survey has revealed.

The survey of 2,000 students across the United Kingdom found that student gamblers are losing £35.25 a week on average. To fund their gambling, 32% are dipping into their savings, 23% are using their student loan, 10% are using money from their parents and, concerningly, 8% are using their overdraft.

The findings have been released after the government announced that 18 to 24-year-olds will be limited to a maximum £2 per spin for online slots. Gambling operators will perform ‘passive’ checks on players with a net loss above £125 each month or £500 per year.

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The survey also incorporated the Problem Gambling Severity Index (PGSI) to measure at-risk gambling behaviour. It revealed 28% of students who gamble are at ‘moderate risk’ with 21% in the ‘problem gambling’ category.

The independent research, in its third year, was jointly commissioned by GAMSTOP, the national online self-exclusion scheme, and Ygam, a leading education charity that delivers harm prevention programmes aimed at safeguarding children and young people against gaming and gambling harms.

Six out of ten students say they have gambled in the last twelve months and 48% of that group admit they have staked more than they can afford in that period. Nearly half of those who gamble say they do it to make money (46%) and one in four enjoy the risk (24%).

Friends remain the biggest influence on student gambling (34%) followed closely by sports events (26%) and social media (25%). This demonstrates the need to educate young people on safer gambling habits. Four out of ten have been criticised by other people for their gambling or have been told they are gambling too much and more than half admit feeling guilty about their gambling.

Gambling also has wider implications with 46% saying it has affected their university experience including trouble paying for food, attempting to access hardship loans and missing social activities and work deadlines. One in 16 student gamblers reported that they have deferred or considered dropping out of university due to their gambling.

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Over the past twelve months GAMSTOP and Ygam have visited more than 30 university campuses across the United Kingdom to raise awareness of gambling harms among students and the support that is available. Ygam has also delivered training to university and student union staff. Reassuringly, 60% of students say they feel comfortable accessing university gambling support; an increase on last year.

The survey has been published immediately after National Student Money Week 2024, which was themed ‘Less Risk, More Reward – Maintaining your Financial Wellbeing at University’ and included advice on risky behaviours such as gambling.

This year’s research also investigated student attitudes to spending money on microtransactions in video games. Critics argue that monetised features such as loot boxes share clear similarities with traditional forms of gambling. While 70% of student gamers have paid real money for these random chance items in games, only 51% recognise this as gambling.

“Whilst millions of people gamble safely and without harm, we know that young adults can be more vulnerable to gambling related harms, which is why we recently introduced online slot limits specifically for 18 to 24-year-olds,” Stuart Andrew MP, Gambling Minister, said. “Alongside this, we are introducing a host of measures this year that will better protect young people from gambling harms including financial risk checks, tighter controls on advertising, and marketing and a statutory levy on gambling operators.”

“This is the third year that we have run research and insights into the student gambling landscape, which underpins our Gambling Support University Tour, educating students about gambling risk and signposting them to support,” the Chief Executive Officer for GAMSTOP, Fiona Palmer, said. “We have seen a significant spike in the number of young people registering for self-exclusion, with 16 to 24-year-olds making up around in one in four of GAMSTOP registrants, and this shows the importance of educating them about risk before they develop a problem.”

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“Since last year’s report, students have faced increased financial strain amidst the ongoing cost of living crisis,” the Chief Executive Officer for Ygam, Dr Jane Rigbye, said. “Despite a notable decrease in gambling participation rates among students over the past three years, problem gambling prevalence rates remain stable, significantly higher than those in the general population. We know the multifaceted harms associated with gambling extend beyond financial implications and any level of harm is unacceptable.

“With gambling seemingly entrenched in university culture and participated in by the majority of students, the importance of our educational programmes with students and universities cannot be overstated. There is a growing demand for our training and resources from universities that recognise the necessity of implementing harm prevention measures. We encourage all those working in university settings to work to implement harm prevention strategies on campus and we are ready to support them to do this effectively.”

Censuswide surveyed 2,000 university students in the United Kingdom (18+) with a 50/50 gender split from December 8 to December 20, 2023.

If you’re worried about your own or someone else’s gambling, the National Gambling Support Network provides free help and support 24 hours a day, seven days a week. If you have care or influence over a child or young person and want more information about gambling harms and how to prevent them, you can register for a free online workshop through www. Ygam. org.

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Compliance Updates

PGA of America Joins AGA’s Have A Game Plan.® Bet Responsibly.™ Campaign

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The PGA of America is partnering with the American Gaming Association’s (AGA) Have A Game Plan.® Bet Responsibly. public service campaign to promote responsible sports wagering.

Announced ahead of the 2024 PGA Championship—May 16-19 at Valhalla Golf Club in Louisville, KY—the partnership will feature co-branded responsible gaming content, educational materials and strategic activations across PGA of America’s digital and social platforms.

“As the PGA of America welcomes ESPN BET as the Official Sports Betting Sponsor of the 106th PGA Championship, it is core to our values to ensure golf fans have the right tools in their bag to bet responsibly,” said PGA of America Chief Commercial Officer Jeff Price. “Activating AGA’s Have A Game Plan campaign during this year’s PGA Championship and beyond will be an integral part of our strategy as interest in golf wagering grows.”

Launched in 2019, Have A Game Plan brings legal gaming operators, sports teams, leagues, media companies and other organizations together around a common consumer education message, focusing on the core principles of responsible wagering:

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  • Set a budget and stick to it.
  • Keep it social—sports betting is a form of entertainment for adults.
  • Know the odds.
  • Play with legal, regulated operators.

“We look forward to our partnership with the PGA of America amplifying Have A Game Plan’s principles with golf enthusiasts and bettors across the country,” said AGA Senior Vice President of Strategic Communications Joe Maloney. “Together, we’re driving the message home: set a budget, stick to it, and wager responsibly.”

Other league Have A Game Plan partners include the MLB, NASCAR, NBA, PGA TOUR, NHL and WNBA. For more information about the Have A Game Plan initiative and resources on responsible gambling, visit HaveAGamePlan.org.

 

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Scientific Games Partnership Wins 2024 Gutenberg Award for Sustainability

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Scientific Games, in partnership with Loto-Québec, Sustana Papers and Recyc-Québec, won the 2024 Gutenberg Award for sustainability at the 42nd Gala Gutenberg. The Gutenberg Awards are the Québec printing industry’s premier event, highlighting the talent, creativity and expertise of printing artisans.

The partnership’s winning entry was the Le Billet Vert (The Green Ticket) lottery instant scratch game launched by Loto-Québec in April 2024. The game was printed on 100% recycled board provided by Sustana Papers, with 100% water-based inks. Scientific Games enhanced the sustainability of the production process by packing completed games in boxes containing 60% recycled fiber and delivering them on reused European Pallet Association pallets.

The game promotes the recycling of lottery tickets, inviting players to download Recyc-Québec’s Ça va où? (Where Does It Go?) mobile app. The app teaches users to correctly sort recyclables and shows them drop-off locations for various types of household waste.

Isabelle Jean, Executive Vice-President and Chief Operating Officer of Lottery Games for Loto-Québec, said, “Since our first scratch game printed on 100% recycled paper stock debuted in 2021, our sustainability efforts have only increased. Congratulations to our team members from Loto-Québec, Scientific Games, Sustana Papers and Recyc-Québec for their vision. Together, we are reducing the environmental footprint of our games.”

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The sustainable materials and game production techniques used for Le Billet Vert saved 110 mature trees, the equivalent of 326 10-minute showers, and the electrical power of 882,587 60-watt lightbulbs in one hour (Sustana Solutions eco calculator).

Marc-Andre Doyon, Vice President Canada for Scientific Games, said, “Through this collaboration, Scientific Games and our partners lead the global lottery industry in instant game sustainability. It’s truly an honor to win the Gutenberg Award for our efforts.”

Le Billet Vert is the thirteenth 100% recyclable game created for Loto-Québec since 2021 when Scientific Games and the Lottery began collaborating on a project to bring sustainable instant games to the lottery industry. Another game from this collection, Folie des plantes (Plant Madness), won the Gutenberg Award for sustainability in 2022. Other 100% recyclable Loto-Québec games produced by Scientific Games include Evasion (Escape), Code secret (Secret Code), SLINGO 10X and C’est quoi ton signe? (What’s Your Sign?).

Scientific Games is Loto-Québec’s primary instant game partner, producing the Lottery’s first instant game more than 50 years ago. The company has employed generations of Québécois professionals from their Montréal production facility, which produces instant games for Canadian and European lotteries.

With products that generate more than 70% of global instant game retail sales, Scientific Games is the world’s largest instant games creator, producer and services provider, and the primary provider to nine of the Top 10 performing instant game lotteries in the world (La Fleur’s 2024 World Lottery Almanac).

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Press Releases

BLAST expands into Dota 2 with five events set to be rolled out in 2024/25

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BLAST expands into Dota 2 with five events set to be rolled out in 2024/25

  • BLAST to start hosting regular Dota 2 tournaments in 2024/25
  • First studio event to take place in November 2024
  • BLAST.tv will become new home of Dota 2 esports, platform will allow fans to tailor their viewing experience, get closer to the action and impact the entertainment unfolding before their eyes

Esports entertainment company BLAST has revealed plans to enter Dota 2 with a full schedule of events to be rolled out in 2024/25. BLAST will become the new home of Dota 2 esports through arranging a tournament series focused on unparalleled production quality and game changing fan-first moments.

The tournament organiser will host a first Dota 2 studio event in November, ahead of four events taking place in 2025. The full extent of the new Dota 2 tournament series will be revealed in the summer, where further information on format, prize pool and locations will be shared.

Andrew Haworth, VP of Ecosystems, Valve & Riot Games, said: “We are delighted to be entering Dota 2 and have plans for BLAST to bring a new level of production and excitement that Dota fans haven’t seen before. It’s a game we love as fans and players, we’ve been following closely as an interested tournament organiser for the last few years. As we’ve grown as a business and expand into further titles, Dota has always been on our wish list.

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With the recent changes to the Dota ecosystem we feel it’s the perfect opportunity for BLAST to come in, provide the community with the next level of tournaments and become the new home of Dota 2.

“BLAST prides itself on unparalleled production quality and game changing fan-first moments while bringing together the very best teams and biggest superstars to fight it out for glory on the server. We look forward to bringing this approach to the world of Dota 2 and providing fans with the best esports entertainment on offer.”

This strategic move marks a significant expansion of BLAST’s tournament portfolio, further diversifying its offerings beyond its successful ventures in Fortnite (FNCS), Rocket League (RLCS), Counter-Strike, and Rainbow Six Siege.

BLAST.tv, a custom made esports live viewing platform, will add Dota 2 to its offering meaning fans will be able to enjoy a tailor made competitive esports viewing experience and platform. Fans will never miss a key moment of the action with the BLAST.tv interactive timeline feature, which catalogues standout highlights to be replayed instantly on the playback timeline.

The platform has a custom built video player with 4K capabilities and a moderated live chat feature that will enable fans to connect with a like-minded community, where fans will be able to impact the events unfolding before their eyes through interactive polls.

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Outside of the live experience, BLAST.tv will be a one-stop-shop for Dota 2 esports fans. Providing them with the latest player stats, team standings, mini-games, news and exclusive content and experiences.

Sign up to BLAST.tv for all the latest news, updates and BLAST’s future plans for Dota 2.

 

The post BLAST expands into Dota 2 with five events set to be rolled out in 2024/25 appeared first on European Gaming Industry News.

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