UFC commits to American Gaming Association’s responsible betting campaign

Under the arrangement, UFC will use its own in-venue, digital and broadcast assets to promote co-branded marketing materials with UFC themes to help promote the AGA’s “Have A Game Plan. Bet Responsibly” public service campaign.

UFC joins the likes of Nascar, the National Hockey League and golf’s PGA Tour as among the sports organisations backing the project, while the AGA also recently secured FanDuel Group as a partner for the initiative.

“We have the most passionate, die-hard fans of any sport and they love to bet on UFC, but it’s important they do it responsibly,” UFC president Dana White said. “We’re proud to work with the AGA and get behind this campaign to encourage our fans to make smart decisions and promote responsible gaming.”

The AGA launched the “Have A Game Plan” campaign in 2019, with a focus on the core principles of responsible sports betting, including setting a budget, keeping betting social, knowing the odds and playing with trusted, licensed operators.

Read the full story on iGB North America.

US Congress to consider repealing 0.25% federal handle tax

HB2350, also known as HR2350, proposes amending the Internal Revenue Code of 1986, specifically chapter 35, which relates to taxes on wagering.

First introduced in 1951, the tax does not apply to horse racing or sports betting operated by state lotteries, though operators eligible for the tax must also pay a $50-per-head employee tax.

Representative Dina Titus of Nevada introduced the bill, while Representatives Mark Amodei and Steven Horsford also of Nevada, as well as Representative Guy Reschenthaler from Pennsylvania, are sponsoring the bill.

Titus and Reschenthaler introduced a similar bill in July last year, but this failed to progress past the committee stage.

Read the full story on iGB North America.

ESIC reveals GT Sports Leagues as latest member

GT Sports Leagues will now adopt and implement ESIC codes into its operations, and work with other ESIC members to promote competitive integrity. 

Active for over 10 years, GT Sports Leagues hosts gaming festivals, manages esports productions around the world and produces content to engage with the global esports community.

“Given the vast growth of the esports industry, we consider this membership of utmost importance since it will give us more trustworthiness and durability in the online gaming industry,” said GT Sports Leagues project manager, Rita Iordanidou.

“We are ready to take advantage of the benefits this collaboration will bring us in all aspects, and we are absolutely looking  forward to it.”

ESIC commissioner Ian Smith added: “Memberships like these allow esports participants to grow more confident in a unified and standardised presence of integrity in the industry.”

“We look forward to working with GT Sports Leagues to keep esports safe from threats of corruption and match manipulation.”

Last month, ESIC also added esports tournament operator ExeedMe to its membership base.

Illinois in-person registration requirement returns

From 4 April onwards, new customers for sports betting operators will be required to register in person before being able to place any bets online.

The order was first signed off by Illinois govenor J.B. Pritzker, initially brought into place due to the novel coronavirus (Covid-19), allowing players to register online rather than travelling to a physical sportsbook.

Read the full story on iGB North America.

The future of sports betting marketing in an evolving Europe

The future of sports betting marketing may now lie in non-traditional methods, so how do we restore the marketing reach while still maintaining a socially responsible focus?

With brand and reputation now cornerstones of industry success, this video will focus on leveraging new marketing strategies to try and avoid strict impositions in the future.

It brings together Betsson Group’s head of marketing for emerging markets Mattia Busuttil with Propus Partners’ Marc Thomas to discuss how this can be achieved.

Total Gamstop registrations pass 200,000 as sign-ups increase in early 2021

In February, registrations increased 21% year-on-year, with close to 6,500 people registering with the scheme. This followed a 14% increase in January, which saw over 7,000 new registrations.

Gamstop recorded its highest daily figure of registrations on 22 February, as 326 people signed up to the scheme within 24 hours.

The scheme said 71% of its registrants are male and 29% female, with the number of women registered recently surpassing 55,000. The majority of registrants come from the 18-34 age group, at 59%.

Gamstop’s registration of its 200,000th user, which it said was not expected until later in the year, coincided with the anniversary of a change to self-exclusion regulation brought in last year.

From 31 March 2020, it became a requirement for all online operators to be registered with Gamstop.

The charity said that in January 2021, 49,328 Gamstop users, out of a possible 177,038, attempted to gamble and were successfully blocked by the scheme.

This, Gamstop said, was evidence that “self-exclusion is not a silver bullet”, stating that it advocates a layered approach to tackling problem gambling including seeking treatment alongside self-exclusion.

Gamstop said this is part of the reason it is collaborating with GamCare and Gamban for the TalkBanStop campaign, which promotes the use of a range of tools and support via the National Gambling Helpline.

“We’re pleased that Gamstop is serving as an effective safety net, providing crucial breathing space to those who are struggling with their gambling,” said Fiona Palmer, the scheme’s chief executive.

“Awareness around self-exclusion schemes and blocking software has been increasing throughout the last year, and it is important that we continue to spread the message about what help is available to those who need it most.”

GambleAware report suggests link between loot boxes and problem gambling

While the researchers from the University of Plymouth and the University of Wolverhampton did not carry out a survey into relationships between loot boxes and harm themselves, they conducted a secondary analysis of various previous reports into loot boxes.

This included six surveys of a combined 7,771 loot box purchasers, which found that around 5% of those surveyed generated around half of overall loot box revenue by spending more than £70 per month each.

These higher-volume players were also found to show higher signs of risks of problem gambling, as around one-third of this group reported a Problem Gambling Severity Index (PGSI) score of eight or above, the level at which players are classed as problem gamblers.

In addition, the mean Problem Gambling Severity Index (PGSI) score for those who spend more than $400 in a month was above 10. 

“Our work has established that engagement with loot boxes is associated with problem gambling behaviours, with players encouraged to purchase through psychological techniques such as ‘fear of missing out’,” Dr James Close, senior research fellow at the University of Plymouth, said. “We have also demonstrated that at-risk individuals, such as problem gamblers, gamers, and young people, make disproportionate contributions to loot box revenues.

The research also suggested there was no correlation between spend levels and disposable income.

Reviews of these and other studies also led the researchers to determine that the size of the UK’s loot box market is around £700m.

The researchers carried out a survey of loot boxes purchasers that found these players are typically young males, with males aged 18-24 the most common group to use the feature. Those with lower levels of educational attainment, ethnic minorities and unemployed people were also over-represented among loot box purchasers.

Finally, the report offered a series of recommendations to improve loot box policy.

It said that while specifics of policy may be up for debate, any new loot box laws or regulations should have precise definitions, in order to encompass “all game related transactions with chance based outcomes”.

It added that new loot box policies should require various transparency features, such as odds disclosures and requirements to list prices in real money terms rather than in-game currency.

“Pricing items in ‘gold coins’ (with confusing and inconsistent exchange rates) is not acceptable practice in ‘bricks and mortar’ shops, and it shouldn’t be allowed in virtual shops, either,” it said.

In addition, the researchers argued that games should be clearly labelled as containing the feature, with appropriate age ratings.

Finally, the report said that new provisions for oversight and enforcement would be necessary, as current regulatory bodies in gambling are ill-equipped to regulate loot boxes.

GambleAware chief executive Zoë Osmond said the report revealed important findings ahead of the British government’s review of the Gambling Act and its concurrent review of loot boxes.

“This research is part of GambleAware’s continued commitment to protect children, adolescents and young people from gambling harms,” she said. “The research has revealed that a high number of children who play video games also purchase loot boxes and we are increasingly concerned that gambling is now part of everyday life for children and young people. 

“GambleAware funded this research to highlight concerns around loot boxes and problem gambling, ahead of the upcoming Gambling Act Review. It is now for politicians to review this research, as well as the evidence of other organisations, and decide what legislative and regulatory changes are needed to address these concerns.”

Genius Sports agrees multi-year exclusive NFL data partnership

Genius will now distribute the NFL’s play-by-play statistics and Next Gen Stats data internationally, while acting as the official betting data source for global media and sports betting operators.

Genius said the partnership will bolster the NFL’s efforts to address the legalized sports betting market by offering users licensed, real-time NFL content.

Read the full story on iGB North America.

The rise of mobile esports

By Kenneth Williams

Esports is a goldmine for sportsbook operators. A steady stream of new titles and a constantly churning fanbase presents an opportunity unique from traditional sports, and thousands of bookies have jumped on the esports train with confidence. While the 2020 pandemic cooled the industry down slightly, the next significant development in esports is already underway. 

Mobile games are already considered one of the most lucrative industries in the world. Smartphones capable of running high-definition games are commonplace among the global south, introducing billions to the phone gaming market. Inspired by their PC and console-based predecessors, a handful of phone apps have spawned competitive scenes with millions of fans and dollars driving competition.

Popular mobile esports

  • Fortnite Mobile: The phone-based port of the cartoony battle royale is incredibly popular in Europe and the United States. Epic Games’ 2020 Winter Royale paid out more than $3m throughout the competitive season. 
  • Clash Royale: A competitive card game played like a tower defence. Heavy developer support keeps a consistent schedule. The CR League 2020 World Finals paid out $380,000.
  • Call of Duty Mobile: Gaming’s most recognisable first-person shooter franchise is also a popular mobile esport. The COD Mobile scene is consistently active compared to other mobile titles.
  • Garena’s Free Fire: Originally popular in Southeast Asia, 50-man battle royale Free Fire is overwhelmingly popular in South America. The developers plan to break into Europe and North America eventually.
  • PUBG Mobile: Fortnite’s more serious predecessor has found great success on almost every continent, especially South Asia. The Pakistani government temporarily banned it for being too addictive.
  • Hearthstone: The Blizzard-developed card game is past its prime as an esport, but it paved the way for the titles listed above. Both esports-centric and casual players are still reasonably active.

What should betting operators learn about mobile esports?

From a bookmaker’s perspective, mobile esports carry many of the same risks as PC or console esports. Their logistical hurdles are exacerbated by their recency, but the potential audience is massive. Developing economies are particularly keen on smartphone gaming, so the pool of potential bettors amounts to anyone with a smartphone. However, accommodating mobile esports betting presents new challenges even for seasoned esports operators.

They’re the newest sector of the esports industry, so mobile esport data analysis and record keeping are nowhere near the level of League of Legends or Counter-Strike. While their player and fan bases are gigantic, mobile esports aren’t a popular choice for the hardcore betting crowd. They don’t have many tournaments compared to more established titles, and their secondary industries, including coverage and sponsorship, are lacking.

It’s hard to say if entering the current mobile esports betting market is worth it. There are many logistical hurdles to overcome, and most of the community isn’t old enough to gamble legally. With that in mind, there are very few industries scaling at the speed of mobile gaming. Between the proliferation of handheld technology and the growing scene for mobile games, the special interest could dominate the betting world one day. 

DraftKings finalises acquisition of BlueRibbon Software

Financial terms of the deal were not disclosed, but DraftKings said it would now use BlueRibbon’s jackpot functionality to improve customer experience for its players.

This, DraftKings said, will include personalised promotions and rewards tailored to individual customers and jackpots that pay out across its product offerings

BlueRibbon was founded in 2017 by its chief executive Amir Askarov and chief marketing officer Dan Fischer.

DraftKings said it intends to fully integrate BlueRibbon’s leadership and current employee base into its global workforce.

“Integrating BlueRibbon’s proprietary, proven technology will enable DraftKings to create dynamic incentives for our users as they engage with our products,” DraftKings’ co-founder and president of global technology and product, Paul Liberman, said.

“The team at BlueRibbon brings technical and gamification expertise and broad industry experience to DraftKings, and we are excited to leverage this technology to further differentiate our product offerings and engage customers in new ways.”

BlueRibbon’s Askarov added: “We created BlueRibbon to give companies the ability to differentiate themselves within the highly competitive sports betting and iGaming industries with unique and innovative marketing platform.

 “Joining DraftKings will allow us to continue to build our platform to enhance the player experience and to strengthen our Tel Aviv-based team.”

The deal comes after DraftKings last week also acquired US-facing multi-platform broadcast and content provider Vegas Sports Information Network (VSiN).

Image: World Poker Tour