UK Gambling Commission to ban use of credit cards for all gambling from April 2020

As part of its overall commitment to responsible gaming, the UK Gambling Commission announced in January 2020 that all credit cards will be banned for any online or offline gambling from 14 April 2020. Read more

Social Media Overtakes TV as a Source of News for Young People

A report published by Reuters Institute for Journalism Research has highlighted how consumer practices are beginning to undermine traditional business models. Read more

Apple TV and The Gaming Industry

When the fourth generation of Apple TV was launched last year, ‘gaming’ was the word on everyone’s mind as it was the first generation that allowed users to install apps themselves. The news that it would have access to third party apps and act as a miniature console was enough to energize the gaming industry. Read more

How UK bookmakers have acquired and retained customers throughout Euro 2016

The UEFA European Championship is now in full swing, and the international sporting event is an enormous opportunity for the sports betting industry. Customers have placed millions of bets predicting which team will win the tournament, who will score the most goals, which teams will qualify for various stages, and so on. Read more

360 Degree Videos on Facebook

360 degree videos are gaining a mass of attention recently as Facebook have recently improved the format of the immersive videos on their main news feed. The concept of the video itself is not a new phenomenon as in March 2015 YouTube introduced the functionality for Android devices and HTML 5-enabled browsers on its site. A few months later, in August 2015, Facebook followed by announcing its support for 360 degree videos. Read more

Why Google Glass Has Vanished from Social Media?

The first Google Glass prototype was initially launched to specially selected ‘Glass Explorers’ in April 2013. It then became available to the public just over a year later, in May 2014 for $1,500. The technology within the optical head mounted display allowed users to see smartphone information, in a hands free format. Read more

Social Gamers: Who, How Long and How Much

Social Gamers cannot be summed up by one demographic. Although the average gamer is repeatedly categorised as 40 years old and female, it is much dependent on the type and genre of the games. A report from Superdata (a provider of market intelligence on digital games) found that Read more

Emotion Tracking – The Science Behind The Art of Advertising

As Web 2.0 technologies developed, and audiences fragmented, the new form of targeted social and digital advertising took over. It was easier to measure the impact of these media as the technology helped us understand the amount of people who viewed or interacted with the adverts. However despite this, it was not until the advert was released that the results could be gained. Read more

Snapchat – A Marketing Tool You Simply Can’t Ignore

Although the app was launched in 2011, Snapchat didn’t start selling advertising space until October 2014. In the last year and a bit, Snapchat have made numerous alterations to its advertising offerings including ‘sponsored lenses’ and targeting of age, device and location; but recently, it’s finally started to settle. Read more

ICE 2016 is almost here

The most successful, international and award winning gaming event of the year is returning to London on the 2nd -4th of February 2016, as attendees and exhibitors are invited to ‘Enter the Gaming Technopolis’. ICE Totally Gaming is held annually at the ExCel Centre in East London, and this year it’s going to be bigger than ever before! Read more