$5 Crash Gambling Games Now Available in Canada

In Canada’s vibrant online gambling world, a thrilling trend is emerging: crash gambling games have launched and are rapidly carving out a niche. Their unique blend of strategy and suspense, already a major hit in Latin America, is captivating a growing audience in Canada, further amplified by the accessibility of $5 deposit options. This potent combination is transforming the digital gaming landscape in Canada, making high-energy gaming experiences more attainable for a wider audience.

What Exactly are Crash Gambling Games?

Crash gambling games are an innovative fusion of strategy and luck, where players are engrossed in a game of nerve and timing. The objective is simple yet thrilling: players must cash out before a randomly timed ‘crash’ occurs. These games, represented by upward-moving elements like soaring aircraft in FlyX, offer a gripping balance of risk and potential reward, drawing players into a world where quick decisions can lead to multiplied stakes.

The Growing Fascination with Crash Gambling

These games have transcended being a mere gaming option to become a phenomenon, particularly in Latin America, where they have become one of the most popular forms of online gambling. Now, with their compatibility with minimal deposits, this allure has spread to Canada. The real-time gameplay, where each moment can escalate the potential rewards, is now accessible with just a $5 deposit, opening the doors to a broader spectrum of Canadian players.

Jackpot City’s Exclusive Offer: 40 Free Spins for $5 Deposit

Jackpot City Casino is contributing to this excitement with an exclusive offer for crash game enthusiasts. Their FlyX game, already popular for its dynamic gameplay, becomes even more enticing. Players can unlock 40 free spins for $5 on FlyX, allowing for extended play and increased chances of winning, making the crash gambling experience more accessible and rewarding.

Leveraging Small Deposits for Big Excitement

The $5 deposit casino platforms are a game-changer, enabling more players to engage in crash gambling’s thrill. This low entry barrier means players can experience the exhilaration of potentially multiplying their stakes without the risk of a significant financial commitment. It’s an ideal blend of risk and reward that’s attracting a diverse Canadian audience.

Crash Gambling: A New Era of Accessible Thrills

The integration of low deposit options has revolutionized the way Canadians engage with crash gambling games. Titles like ‘JetX’ and ‘Space XY’ are now within reach for those who may not have large funds to spare, offering the same thrilling experience as higher-stakes games.

A Diverse Playground of Low-Stakes Gaming

With the inclusion of $5 deposit options, crash gambling games present a variety of experiences. Each title offers its unique set of challenges and rewards, ensuring that there’s something for every player, regardless of their budget or gaming preference.

Building Wins from Modest Beginnings

The appeal of crash gambling in this new era is its potential for turning small investments into significant returns. Players begin with a humble $5 stake, but the dynamic nature of these games can transform modest bets into substantial winnings, proving that in online gaming, investment size doesn’t always dictate the return.

Conclusion

Crash gambling is fast becoming a staple of the Canadian online gambling scene, blending affordability with exhilarating gameplay. The introduction of $5 deposit options has broadened these games’ appeal, inviting more players to experience the thrill. As this trend continues to evolve, it’s set to redefine online gambling in Canada, demonstrating that high-octane gaming excitement is accessible to all, regardless of budget.

Mapping the Worlds Most Popular Video Games Infographic

Mapping The World’s Most Popular Video Games

The world has reached a golden age of video game development. But what types of games do people play the most?

Most Popular Video Games By US State (2023)

AlabamaNCAA Football
AlaskaHalo
ArizonaGame of Thrones: Winter Is Coming
ArkansasMario Odyssey
CaliforniaUndisputed
ColoradoMarvel’s Spider Man
ConnecticutMinecraft
DelawareThe Last of Us
FloridaTwisted Metal
GeorgiaThe Last of Us
HawaiiThe Last of Us
IdahoHogwarts Legacy
IllinoisHigh on Life
IndianaFIFA
IowaLEGO Indiana Jones
KansasLegend of Zelda: Tears of the Kingdom
KentuckyStarfield
LouisianaStreet Fighter
MaineStarfield
MarylandOutlast
MassachusettsPGA 2K23
MichiganHigh on Life
MinnesotaHades
MississippiMortal Kombat
MissouriHogwarts Legacy
MontanaLEGO Star Wars
NebraskaMLB The Show 23
NevadaDOOM
New HampshireStray
New JerseyStarfield
New MexicoHogwarts Legacy
New YorkNHL 23
North CarolinaNCAA Football
North DakotaSuper Mario
OhioPortal
OklahomaSouth Park: Phone Destroyer
OregonHigh on Life
PennsylvaniaLegend of Zelda: Tears of the Kingdom
Rhode IslandThe Last of Us
South CarolinaThe Last of Us
South DakotaNCAA Football
TennesseeStarfield
TexasEvil Dead: The Game
UtahStarfield
VermontThe Sims 4
VirginiaIt Takes Two
WashingtonWarhammer 40,000
West VirginiaUndertale
WisconsinMortal Kombat
WyomingSuper Mario

Video games aren’t strictly an American phenomenon — millions of people around the world love kicking back with their favorite games.

A Look At The World’s Top 5 Video Game Genres

  • First Person Shooter (like Duck Hunt – 28.3 million copies sold)
    • Popularity by age group
      • 16 – 24: 66%
      • 25 – 34: 64%
      • 35 – 44: 56%
      • 45 – 54: 43%
      • 55 – 64: 32%
  • Action adventure (like The Last of Us – 20 million copies sold)
    • Popularity by age group
      • 16 – 24: 62%
      • 25 – 34: 60%
      • 35 – 44: 54%
      • 45 – 54: 44%
      • 55 – 64: 33%
  • Simulation (like Minecraft – 230 million copies sold)
    • Popularity by age group
      • 16 – 24: 43%
      • 25 – 34: 43%
      • 35 – 44: 38%
      • 45 – 54: 29%
      • 55 – 64: 22%
  • Multiplayer online battle arena (MOBA) (like Honor of Kings – 100 million daily players)
    • Popularity by age group
      • 16 – 24: 42%
      • 25 – 34: 43%
      • 35 – 44: 35%
      • 45 – 54: 24%
      • 55 – 64: 18%
  • Sports (like FIFA – 325 million copies sold)
    • Popularity by age group
      • 16 – 24: 41%
      • 25 – 34: 44%
      • 35 – 44: 42%
      • 45 – 54: 31%
      • 55 – 64: 24%

Mapping The Most Popular Video Games In The World (2023)

  • France: Pokémon Legends: Arceus
  • Germany: Mario Kart 8 Deluxe
  • United Kingdom: Call of Duty: Modern Warfare II
  • US: Madden NFL
  • Japan: Pikmin 4
  • China: Honor of Kings
  • Russia: God of War Ragnarök
  • Canada: Remnant II
  • Australia: The Legend of Zelda: Tears of the Kingdom

What Video Game Genres Are Breaking New Ground?

  • AR and VR gaming
    • Augmented reality and virtual reality games have taken the world by storm
      • In 2023:
        • There are 98 million people using VR
        • There are 23 million using AR
      • By 2027:
        • Both AR and VR are may surpass 100 million users worldwide
    • Globally, the most popular AR and VR games on Steam include:
      • War Thunder (all-time peak of 113,250 players)
      • Phasmophobia (all-time peak of 112,717 players)
      • VR Chat (all-time peak of 46,814 players)
  • Fitness gaming
    • There’s a renaissance of ‘exergaming’ for players who want to get off the couch
      • The VR fitness market may grow 40% between 2023 and 2029
    • Globally, the most popular fitness games include:
      • Wii Fit (82.9 million copies sold)
      • Ring Fit Adventure (15 million copies sold)
      • Just Dance (80 million copies sold)
  • Casino gaming
    • There are now 4,792 online gaming businesses located worldwide
      • That’s a 29.25% growth rate since 2018
    • Globally, the most popular casino games and platforms include:
      • Coin Master ($61.58 million in revenue)
      • Bingo Blitz ($19.38 million in revenue)
      • Jackpot Party Casino Slots ($17.82 million in revenue)

For gamers of any country or creed, the global gaming industry has never looked brighter.

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Sources

The Future of Payments in the Digital Age is Upon Us

The world has evolved rapidly over the past few decades and so has transacting. Payment methods have seen an extraordinary shift from paperback to digital and by 2025, projections are that 53% of all ecommerce transactions globally will use digital wallets. By 2030, analysts expect cashless transaction volumes to more than double.

Cash is Going the way of the dinosaur

Paper money and physical transactions have lost relevance across the world, paving the way for the modern consumer – who prefer online buying, love throwing virtual goods into their e-shopping carts, and thrive on ‘drop at the door’ delivery options.

The global shift online

What accelerated this immense growth of digital payments was the COVID-19 pandemic, which forced companies and industries online, making room for a new, efficient, and secure way of transacting.
From the finance industry, to entertainment, sports, healthcare, and tourism – all sectors of society around the world were affected by the shift, which now also makes way for crypto and fiat currencies. One of industries most affected by the changing payment methods was online casinos. Did you know that 26% of people around the world gamble online on any given day? These are the people heavily reliant on safe online deposits and withdrawals. The great payment options that came into play broadened the transacting choices for people in different regions. Suddenly, there were many ways to send and receive money online. But the common are digital wallets (49%), credit or debit cards (32%), or account to account (9%).

Cryptocurrency and PayPal

And still new payment methods are coming in at lightning speed. In fact, already on the horizon are cryptocurrency payments (which includes digital currency kept on blockchain). For online gamblers these include crypto coins (like Bitcoin, Ethereum, Tether; crypto tokens; and NFTs (non-fungible tokens). These support smart contracts and are autonomous, unmodifiable, and irreversible payments from one account to another. For casinos, these methods ensure an elevated level of safety for players.

Cryptocurrency Payments that are popular

In 2023, 3.3 million US adults used crypto currency for payments. Globally crypto payments reached around $9.28 billion, while NFTs surpassed $1 billion.

Another growing payment method globally is PayPal. According to Statista, it had 431 million users by the end of Q2 2023. The value of the transactions processed reached US$337 billion. PayPal saw incredible growth over the past few years and as of March 2023, 91% of online users in Germany and 84% in Brazil were using PayPal for online casino payments. For United States, the figures stood at 81% and Canada at 85% respectively. By 2023, PayPal became legal in specific areas within Europe, India, Ireland, Japan, Latin America, Malaysia, North America, Netherlands, and Sweden. It relies on a Bank ID, Trustly and Plaid.

Payments at Online casinos that offer bonuses for using paypal

Another type of payment method on the horizon is Central Bank Digital Currencies (CBDC). These include DCash (Eastern Caribbean); e-CNY (China); eNaira (Nigeria); e₹ or eINR (India); and Digital Ruble (Russia).

Central Bank digital currencies that are popular around the world

By 2023, some 11 countries had adopted CBDC including Nigeria, Anguilla, Jamaica, The Bahamas, Saint Kitts and Nevis, Antigua and Barbuda, Montserrat, Dominica, Saint Lucia, Saint Vincent and the Grenadines, as well as Grenada. Another 53 countries are already in advanced planning stages to adopt CBDC, while 46 others are still researching the topic.

The Predictions for Payments Has Never Been Brighter

Average RTP rates on casino games that accept digital currencies

Nearly all global regions have seen increases in all payment revenues. APAC in 2020 stood at $611 billion in payment revenue and by 2025 this is expected to increase by 42% to $932 billion. North America’s payment revenue of $459 billion in 2020 is expected to hit $609 billion by 2025 (a 28% increase). Europe’s $237 billion in 2020 is projected to balloon by 26% to $307 billion by 2025, while LATAM’s $127 billion in 2020 will increase by 40% to $190 billion by 2025. The MEA region’s 2021 payment revenue of $64 billion is expected to grow by 27% to $84 billion by 2025.

Predictions for digital payments

What this means is that the days of paper money have gone the way of the dinosaur. Physical transactions are long behind us and by 2030, analysts expect cashless transaction volumes to increase rapidly.

Paper and physical payments are long behind us

Companies and industries need to prepare for the future of digital payments or risk falling behind their competitors who are paving the way for the modern consumer. All industries and societies are affected, including online casinos and igaming enthusiasts. So, get in gear and do not be left behind. The future of digital payments is already upon us. Are you ready?

Outside forces sculpting the environments of digital payments

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About MDC

MDC stands as a pioneer in the digital payment revolution, offering a leading resource for online casino enthusiasts. With digital wallets becoming increasingly prevalent in global e-commerce transactions and cashless transactions on the rise, MDC remains agile in adapting to these transformative changes. Rooted in responsible gaming, MDC provides a secure and welcoming space for the growing community of online gamblers worldwide.

References:

Observing the Online Gambling Habits and Health Concerns in the UK, Canada, New Zealand, and the US

Gambling player Survey Respondent Demographics
Gambling Traits Across the Different regions Data Visualisation

Executive Summary

Objective

The study’s main objective was to investigate online gambling habits and health concerns within the UK, US, CA, and New Zealand.

Methodology

The quantitative research methodology was employed in the survey; data was collected using a survey platform in which participants aged 18 and above from the United Kingdom, Canada, New Zealand, and the United States who had reported having participated in an online gambling activity for more than once were recruited. A total of 404 participants were recruited and split among the four countries. The data collected was coded in Excel Spreadsheet and imported to SPSS for analysis. Descriptive data were analysed and presented using tables and figures.

Key Results

Overall, the majority of online gamblers in the four countries (UK, CA, NZ, and US) were women; however, the prevalence of men was slightly higher in the US and CA than it was in the UK and New Zealand. As per the results, most participants were aged between 18 and 29 years and commonly used mobile devices to carry out their online gaming activities. The results also revealed that the use of online gaming was highly associated with health concerns, such as headaches, anxiety and depression and others.

Conclusions and Recommendations

In conclusion, the study revealed that expected trends regarding age, device type, and health concerns emerged from the analysis; however, the proportion of women was slightly higher than that of men. In addition, the survey also established that there was a higher likelihood of using mobile phones than laptops/PC. Online gambling was found to have greater impacts on the participant’s health. The findings recommended that a more appropriate method of collecting data should be used to promote and enhance sample representativeness.

Background and Objectives

Technological innovation and advancement have been essential in the growth and development of the online gambling industry (Liu et al., 2021). By the end of 2020, the online gambling industry had grown by 13.7%, expected to increase with a compounded annual growth rate of 10.7% by 2025. The historic and rapid growth and development in the industry have resulted from technological innovations and the increased use of smartphones, new markets, and digital payments. The United Kingdom has emerged as one of the largest online gambling industries, with gross revenue of 6.44 billion GBP (Statista, 2023).

Online gambling platforms include lottery, betting, casinos, bingo, and others regulated by the country’s gambling commission. In the US, the market size in 2021 was 9.5 billion, a significant increase from 8.7 billion USD in 2020. Like the UK and the US, the online gambling industry is growing fast in Canada and New Zealand. Past studies have revealed that online gambling is significantly associated with poor physical, mental, and emotional health problems (Gainsbury, 2015).

Research Rationale

Throughout the survey, it will be crucial to understand the demographics of the population involved in gambling activities. As indicated, the target audience for the survey is comprised of online gamblers from the UK, Canada, the US, and New Zealand. A survey questionnaire method was used to collect data from the respondents; a quantitative research methodology was also used in the study.

Research Questions

  • Below are the key research questions that the survey seeks to address.
  • What are the typical demographics of online gamblers in the UK, Canada, the US, and New Zealand?
  • What are the common health issues that are associated with online gaming?
  • What are the typical demographic differences between the UK, Canada, the US, and New Zealand?
  • What are the differences in age or gender in the gambler’s experiences?

Expected Outcomes

Previous research has revealed that online gaming is positively associated with health problems for gamblers (Wong et al., 2020). In addition, it has also been revealed that men are more likely to be involved in gambling activities than women. Conversely, studies have established that gamblers under 30 are more likely to use digital devices to carry out gambling activities (Catania & Griffiths, 2021).

Methodology

Introduction

The survey questionnaire technique was appropriate for the study; the technique helped access information from a large audience for a short period. In addition, the rationale behind using the survey approach is that it also helped the respondents remain anonymous. Notably, using the survey approach was cost-effective since a large amount of data was collected from gamblers drawn from different countries, namely, the UK, the US, Canada, and New Zealand.

Research Questions

  • What are the typical demographics of online gamblers in the UK, Canada, the US, and New Zealand?
  • What are the common health issues that are associated with online gaming?
  • What are the typical demographic differences between the UK, Canada, the US, and New Zealand?
  • What are the differences in age or gender in the gambler’s experiences?

Target Audience

As described, the target audience for the research was drawn from four countries, the US, the UK, Canada, and NZ. The study aimed to recruit over 400 participants split evenly across the given countries, who were 18 years old and had reported being involved in different online gambling activities.

Participants

As per the data provided, 404 participants were recruited for the study; females and males were recruited from the UK, the US, Canada, and New Zealand.

Methods of Data Collection

In the current research, data was collected through primary sources; in this regard, it is important to understand that an online survey platform was used to recruit participants for the study. The participants answered over 10 questions comprising different texts, multiple choices, and Likert Scales were used to ask different questions where necessary.

Anonymity and Confidentiality of Data

Ethical consideration is essential when carrying out a quantitative research methodology; in the current research, the participants were not asked to provide their identifiable data, including address, telephone numbers, places of work, email, or name. Therefore, it is evident that the study remained anonymous, and that confidentiality was maintained. Additionally, the information obtained from the participants was shared appropriately, as provided by the data protection protocols, to ensure it was not leaked.

Survey Limitations

The participants were comprised of both males and females. However, there was a disproportional between the males (46.9%) and females (53.1%), which illustrates that the final results from the analysis could be skewed towards the females. However, due to how the data was collected, it is evident that each participant was allowed to answer the survey based on their understanding. Hence there could be a high rate of non-response which could affect the results’ validity, accuracy, and reliability.

Study Results

Introduction

As described, a sample of 404 participants was recruited in this survey that was evenly drawn across the four countries (UK, US, NZ & CA). Different questions with varied texts were used in the study and were critical in providing a detailed understanding of the research objective. The data was collected and coded in Excel (Spreadsheets). However, the data was imported to SPSS for analysis. Appropriate statistical methods and tests were used in the analysis; in this regard, it is important to understand that a descriptive analysis was conducted in which tables and figures were used for presentation. The analysis of the results is explained below.

Bar Chart of Players by region and Gender

Gender Results

Based on the above figure, most respondents were females in the United Kingdom and New Zealand. However, the figure illustrates that most respondents were males in the US and Canada. Cumulatively the figure shows that females were the majority in the study; this is contracted to the expected outcomes, which established that males are more likely to be involved in online gambling activities than women.

Age Difference

Bar Chart of Players by age and Region

The above figure illustrates a significant and huge age variance among the participants in the given countries. Previous studies reveal that most online gamblers are between 20 and 30 years old. Based on the analysis, most of the participants involved in online gambling were aged between 18 and 29 years, followed by 30 to 44 years, replicating the findings as per the previous studies. Additionally, the results reveal that the largest number of gamblers aged 18 to 29 years were from New Zealand, while a substantial number aged between 45 to 60 or more years above were from the United States. These results illustrate that most of the individuals involved in online gambling in the US were from an older population.

Type of Device Used

Device type Frequencies
Device TypeResponses% of Cases
#%
💻Laptop/PC14926.0%37.5%
📱Mobile Device32456.5%81.6%
📱Tablet6811.9%17.1%
🎮Consoleb325.6%8.1%
Total573100.0%144.3%
a. Dichotomy group tabulated at value 1.
b. Play station, Xbox, smart tv etc.

In determining the type of device that was commonly used by the gamblers, the participants were required to select from the given items, thus based on the findings above, 56.5% of the participants revealed that they mostly used mobile devices to undertake their online gaming activities, 26% used Laptop/PC, 11.9% used tablets and 5.6% used Console (Play Station, Xbox, Smart Tv and others. The results can be explained through the figure below. The figure below illustrates that mobile devices were universally used across the four countries; this is a true reflection of the previous studies, which reveal that most online gamblers use mobile devices to conduct their online gambling activities. However, the figure illustrates that the use of laptops was high in Canada compared to other countries.

Bar Chart of Gambling devices by region and device

Introduction to Gambling

Participants Online Engagement

How often do you engage in online gambling?
Valid#%Valid %Cumulative %
About once a week7117.617.617.6
A few times a month5413.413.430.9
A few times a week12330.430.461.4
Every day4611.411.472.8
Less than once a month7719.119.191.8
Once a month338.28.2100.0
Total404100.0100.0 

The survey sought to establish, on average, how often did the participants engage in online gambling activities; as per the results, 17.6% stated that they engaged in online gambling about once a week, 13.4% a few times a month, 30.4% a few times a week, 11.4% every day, 19.1% less than once a month, and 8.2% once a month. Hence based on the majority of online gamblers stated that they engaged in online gambling a few times a week. The results are well-explained and tabulated in the figure below.

Bar chart of How often players engage in Gambling by region

Based on the figure above, the majority of the participants stated that they engaged in online gaming a few times a week, however across the different countries, i.e., Canada, the UK, the US and New Zealand, a majority of the participants from the US stated that they engaged in online gaming less than once a month.

Hours Spent on Online Gambling

On average, how many hours do you spend online recreationally a week (gaming, social media, or gambling)?
Valid#%Valid %Cumulative%
1-2 hours10325.525.525.5
3-4 hours9824.324.349.8
5-10 hours5513.613.663.4
10+ hours5714.114.177.5
Less than an hour9122.522.5100.0
Total404100.0100.0 

On average most of the participants 25.5% stated that they spent 1-2 hours on gambling or social media, 24.3% spent 3-4 hours, 13.6% 5-10 hours, 14.1% 10 hours and above and 22.5% of the participant spent less than an hour on online gambling. In addition, the figure below illustrates differences between the hours gamblers spend across the four countries on social media or gambling.

Bar chart of how many hours players spend gambling recreationally per week by region

In comparison to the number of hours spent on gambling, the findings reveal that in the United Kingdom, gamblers spent less than an hour on social media; however, in the United States, most gamblers spent approximately 3-4 hours on social media.

Health Concerns and Experiences

The survey sought to establish whether online gambling had essential impacts on the health of the gambler. Based on the table below, the participants identified some of their health experiences with online gambling. Previous studies have proven that online gambling is highly associated with health problems, which include physical, social, and mental concerns. As per the results, some of the health experiences that the participants mentioned include; eye strain or vision problems, neck or back pain, headaches or migraines, wrist or hand pain, sleep disorders or insomnia, anxiety or depression, social isolation, extreme levels of stress, acne or other skin issues and others (Gainsbury, 2015). The analysis of the survey found that of the responses given by the participants, some of the common health experiences were eye strain or vision problems (10.7%), neck or back pain (14.4%), headaches or migraines (14.1%), sleep disorders or insomnia (11.4%), anxiety or depression (15.9%), and extreme levels of stress (10.3%). Consequently, the survey sought to find out the health experiences of the participants across the given countries; the results are shown in the figure below.

Health experiences Frequencies
Health ExperiencesResponses% of Cases
#%
Eye strain or vision problems11910.7%35.6%
Neck or back pain16014.4%47.9%
Headaches or migraines15614.1%46.7%
Wrist or hand pain928.3%27.5%
Sleep disorders or insomnia12611.4%37.7%
Anxiety or depression17715.9%53.0%
Social isolation827.4%24.6%
Extreme levels of stress11410.3%34.1%
Acne or other skin issues847.6%25.1%
Total1110100.0%332.3%
a. Dichotomy group tabulated at value 1.
Bar chart of how many health concerns by players by region

The figure above illustrates the participants’ health concerns in the respective countries. According to the results, a few participants reported having experienced acne or other skin issues, social isolation, and wrist or hand pain. However, most of the respondents in the four countries revealed that they experienced high levels of anxiety or depression, neck or back pains and headaches or migraines.

Bar chart of Players health experience by age

The above figure illustrates the age difference of the participants about the participant’s health experiences. According to the results, as shown in the above figure, many participants aged between 18 to 29 years reported having experienced anxiety or depression, headaches, or migraines. However, those aged between 30 and 44 years reported that they mostly experienced headaches, migraines, neck or back pain, and anxiety or depression. However, those aged between 45 and 60 or above reported having experienced minimal health issues from online gambling.

Response to the Research Questions

Gender

Based on the earlier studies’ results, it was expected that males would have a higher prevalence of online gambling than women; however, based on the findings, overall, women had a higher prevalence than males. However, regarding the differences across the given countries, in this regard, females had a higher prevalence in UK and NZ than males, while in US and CA, males had a slightly higher proportion.

Age

Previous studies had revealed that the average age involved in online gambling was between 20 to 30 years; the survey results revealed a significant variance and difference between the age of the participant in the given countries. However, the findings are consistent with the results of the previous studies, which revealed that most of the participants involved in online gambling are aged between 20 and 30 years; this is because the survey found that the highest number of online gamblers is between 18 and 29 years.

Online Gambling Device

Previous results revealed that the common device used in online gambling was the mobile device; thus, across all the countries, the survey established that the most common device the participants used was the mobile phone.

Health Concerns

As expected, the current survey revealed that participants across the given countries stated that online gambling brought about huge health concerns, including headaches, neck pains, social isolation, anxiety and depression and others.

Limitations and Caveats to Data and Results

One of the major limitations of the data and results is that the data obtained for the survey was not proportional to the target population because some of the participants involved in the study may not be gamblers. Some of the participants may not be gamblers, or they may also not have any gambling experience, and this may affect the validity of the final results. A further limitation may be derived from how the data was collected, as indicated that an anonymous survey was used to collect data from the participants; even though this is a good approach, the results may lead to a disparity based on the age and gender disparities that may result from participants signed in for the survey. Therefore, this means there is no sample representative. Hence the findings will not be generalized to represent the total population or may not be replicated for use in other future studies.

Conclusions and Recommendations

In conclusion, outcomes were expected in age; device use, and health concerns and implications associated with online gambling. However, based on the findings, it was generally established that females had a higher prevalence of online gaming than males; however, a higher prevalence of females to males was experienced in the UK and CA. Additionally, the study established that most participants involved in online gambling were between 18 and 29 years old and that the mobile phone was the common device used.
Most of the participants also revealed that they spent 1-2 hours on online gambling about once a week; this implies that most of the participants involved in the study were not addicted to online gambling activities. Concerning health issues related to online gambling, most participants reported having different health issues, including headaches, social isolation, anxiety and depression and others. The health concerns were proportionally equal across the four countries.
One of the recommendations, results from the data collection method, is to enhance sample presentation. It would be important to use a different method to ensure that data is not skewed to a particular population; this means that the questionnaires can be designed and sent to different organizations using emails, and this may enhance sample representativeness.

References

  • Catania, M., & Griffiths, M. D. (2021). Understanding online voluntary self-exclusion in gambling: An empirical study using account-based behavioural tracking data. International Journal of Environmental Research and Public Health18(4), 2000.
  • Gainsbury, S. M. (2015). Online gambling addiction: the relationship between internet gambling and disordered gambling. Current addiction reports 2, 185–193.
  • Liu, M. T., Dong, S., & Zhu, M. (2021). The application of digital technology in the gambling industry. Asia Pacific Journal of Marketing and Logistics33(7), 1685-1705.
  • Statista. (2023, January 13). Topic: Gross gambling yield (GGY) of the online (remote) betting, bingo and casino industry in Great Britain from April 2010 to March 2022. Statista. https://www.statista.com/statistics/467885/ggy-of-the-remote-gambling-industry-in-great-britain-uk/
  • Wong, H. Y., Mo, H. Y., Potenza, M. N., Chan, M. N. M., Lau, W. M., Chui, T. K., … & Lin, C. Y. (2020). Relationships between internet gaming disorder severity, problematic social media use, sleep quality and psychological distress. International journal of environmental research and public health17(6), 1879

Easter Holiday Smackdown: UK Players Crush Canadian Rivals in Online Gambling Survey!

Easter weekend just got more exciting for UK gamblers as survey reveals they gamble more than Canadians!

Get ready for some thrilling news from Minimum Deposit Casinos – the premier iGaming company that reviews new online casinos and keeps you updated on the latest trends in the industry. We recently conducted a survey, and the results are in! Brace yourselves: a whopping 33.64% of players in the UK love to gamble during Easter Weekend, while only 20% of Canadian players indulge in the same way. This information gives us a fascinating insight into the habits and preferences of online casino players, and we’re thrilled to share these findings with you.

The UK boasts the world’s largest online gambling industry, generating an impressive gross revenue of over $12.5 billion for the year ended 2022. Meanwhile, Canada is quickly becoming one of the most prominent emerging online gambling markets globally, with over 10 million players. In March 2023, Minimum Deposit Casinos conducted an anonymous survey targeting individuals aged 18 and above who have participated in online gambling in the UK and Canada.

Our goal was to collect responses from 220 participants, with 110 from each country. By conducting this survey, we aim to gain valuable insights into the preferences and behaviours of online casino players in both markets. This information will enable us to continue providing the best possible service to our customers and keeping them informed on the latest trends in the industry.
We dug deep with our survey research – and the findings will blow you away!

  • Friends are the biggest influence on UK and Canadian gamblers, with 44.55% and 47.27% respectively being introduced to online gambling by their friends.
  • Age is just a number? Think again! The average age of gamblers starting in the UK is 24.17 years, while in Canada it’s 25.95 years.
  • Can’t decide what to bet on? Sports betting and slots are the top two forms of gambling in the UK and Canada, according to a recent survey.
  • Betting providers: how many is too many? 50% of respondents from both regions use 1-3 betting providers for online gambling. Are you one of them?
  • Are you in favour of stricter online gambling regulations? If you’re a Canadian gambler, then over 77.27% of your fellow gamblers agree with you.
  • The face of online gambling: Over 60% of male respondents aged between 30-44 years old participated in our recent survey. What do these results say about online gambling demographics?

As Easter weekend approaches, it’s interesting to note that our recent survey found that 33.64% of UK players gamble during this holiday, compared to only 20% of Canadian players. While Christmas was the most gambled-on holiday in both regions, the discrepancy in Easter gambling habits between the two countries is certainly noteworthy. With Easter just around the corner, online casino enthusiasts in the UK may be looking forward to indulging in some extra holiday gaming time. As always, Minimum Deposit Casinos will keep our customers informed on the latest trends and developments in the online casino industry, providing them with the best possible service and experience.

About Minimum Deposit Casinos

Minimum Deposit Casinos is your go-to destination for everything related to the world of online casinos. Developed by a team of seasoned experts, our website provides you with the latest news and insights on the booming online casino industry. Plus, we offer detailed reviews of the top casino operators around the globe, making it easier for you to find your ideal gaming platform.
Unlock the full scoop on these jaw-dropping results by delving into our comprehensive report!

UK vs Canada: Observing the Trends in Different Online Gambling Markets

EXECUTIVE SUMMARY

OBJECTIVE

The purpose of this study was to investigate the prevalence of gambling in within the United Kingdom (UK) and Canada and to establish any trends which may affect this at an individual level.

METHODOLOGY

An anonymous multiple-choice survey was conducted using a survey platform, with individuals over 18 from the UK and Canada, who reported partaking in gambling activities at least once before, invited to participate. A total of 220 participants were involved in the study, split equally between the UK and Canada; but those from Ontario, Canada, were excluded from the study since the province is semi-regulated.

Key Results

The typical demographic of an online gambler in the UK or Canada, is a male between the ages of 30-44 with a distinct preference for Sports Betting. Strikingly this demographic is extremely similar for both countries, with the nuances only developing when you dig deeper into the age, gender, and personality type preferences.

Conclusions

Expected trends were observed with regards to both gender and device type, with there being a slightly higher prevalence of males than females, and those under 30 more likely to use a mobile than a desktop PC. However, while it was expected that the age demographic would be lower in Canada than the UK, this was not observed within the research.

Recommendations

One recommendation is for further research in young Desktop PC users, since those who reported the lowest introduction to gambling age, also reported their preferred device to be a Windows Desktop PCs. This raises significant safeguarding concerns and may require intervention. Additionally, whilst it was expected and observed that mobile devices were the preference, there was a higher-than-expected prevalence of desktop users in Canada which must also be accounted for.

COMMISSIONED

The research was commissioned and fully funded by Minimum Deposit Casinos.

BACKGROUND & OBJECTIVES

MARKET SIZE

Within the UK, gambling is legal and regulated by the Gambling Commission, which ultimately reports to the Department for Digital, Culture, Media and Sport (DCMS) within the UK government. As of March 2022, the gambling industry within the UK is estimated to be in excess of £14 billion, an increase of 10% from the previous years’ figures. Online gambling specifically is responsible for £6.4 billion but reported a small decrease of 6% for the same time-frame, likely reflecting the impact of the COVID pandemic (Statista, 2022).
Within Canada, gambling is regulated by each local province. It is generally allowed, except for in the province of Ontario where the Ontario Lottery and Gaming Corporation is the sole legal vendor. As of 2021, the gambling market in Canada was valued at $12.5 billion (USD), a 2% decrease from the previous year but it’s estimated that there are still approximately 19.3 million active online gamblers (Statista, 2022).

RATIONALE

It is crucial to understand what demographic of the population are the most frequent and active users, alongside what barriers those out-with that typical demographic may be facing in order to improve the experience for all. These metrics can also assist with helping to identify problem gambling and target interventions where required.

RESEARCH

As per the rationale, the key questions that this survey hopes to address are;

  1. What is the typical demographic of online gambler in the UK?
  2. What is the typical demographic of online gambler in Canada?
  3. How does the typical UK demographic differ from the Canadian demographic?
  4. Are there any variances in how different ages or genders experience gambling?

OUTCOMES

GENDER

From previous research, it’s estimated that the gender divide will be moderately proportional with a slightly higher prevalence of males than females (Gambling Commission, 2020; Williams, et al., 2021).

AGE

There’s expected to be a large average age variance between the UK and Canada for online gambling; previous research has indicated that the largest age demographic of online gamblers in the UK is 35-54 years, whereas in Canada this is significantly lower with most being under 25 (Statista, 2022; Williams, et al., 2021).

FREQUENCY

It’s expected that most respondents will report partaking in gambling activities once a month, regardless of whether they are based in the UK or Canada (Gambling Commission, 2020; Williams, et al., 2021).

DEVICE

It’s expected that those under 30 will be more likely to use a mobile device such as a phone or tablet to access online gambling platforms then those over 30 (Gambling Commission, 2020).

METHODOLOGY

INTRODUCTION

It is crucial to understand what demographic of the population the most frequent and active users are, alongside what barriers those out-with that typical demographic may be facing in order to improve the experience for all. These metrics can also assist with helping to identify problem gambling and target interventions where required.

As per the rationale, the key questions that this survey hopes to address are:

  1. What is the typical demographic of online gambler in the UK?
  2. What is the typical demographic of online gambler in Canada?
  3. How does the typical UK demographic differ from the Canadian demographic?
  4. Are there any variances in how different ages or genders experience gambling?

TARGET AUDIENCE

The research aimed to recruit 220 participants with an even split between the UK and Canada, who were over 18 and reported partaking in online gambling at least once previously. Those from Ontario, Canada, were excluded from the study since the province is semi-regulated.

PARTICIPANTS

A total of 220 participants were recruited as planned; from the UK there were 43 females and 67 males, and from Canada, 31 females and 79 males.

DATA COLLECTION

Participants were anonymously recruited through a partnership with an online survey platform. Following this, the participants answered 13 (UK) or 14 (Canada) questions which comprised a variety of free-text, multiple choice and Likert scales on gambling habits, political afflictions, and general demographics (see Appendix B – Survey Questions).

DATA PROTECTION

At no point during the survey were participants asked to provide Personally Identifiable Information such as name, address or postcode. The anonymous nature of this survey remained of upmost importance to the research team throughout the study, and the data which was collected was shared on a needs-basis only, in compliance with strict data protection protocols.

LIMITATIONS

Due to the anonymous nature of the survey, it’s expected that any response bias would be minimal – since the participants would receive no gain from targeting their answers any particular way. However, due to the disproportional split between male (66.4%) and female participants (33.6%) the data may be skewed in favour of male behaviours. Similar proportions are a concern for age, with 48% falling into the 30-44 demographic.

RESULTS

GENDER

Gambling Gender Results

Most respondents across both countries were male, with the total proportional split approximately 2:1. Considering that previous studies have indicated a majority of online gamblers are male (Gambling Commission, 2020; Williams, et al., 2021) and the pre-requisite of previously partaking in online gambling activities, this is not unexpected. this may feature as a limitation of the study since it is not proportionate to the general population.

AGE

Ages of Survey participants

While there was expected to be a large average age variance between the UK and Canada for online gambling, with previous research indicating the largest age demographic in the UK is 35-54 years, compared to under 25s in Canada (Statista, 2022; Williams, et al., 2021) these findings were not replicated. This could be for several reasons, including the method of participant recruitment, or it may be a genuine demographical shift.

DEVICE TYPE

Figure 3 – Device types used for onling gambling
Android MobileiOS MobileOther MobileALL MobileMac DesktopWindows DesktopALL Desktop
Canada322836374047
18 – 294711235
30 – 44151623331619
45 – 6011411622022
Over 6021311
UK524519811112
18 – 2961712433
30 – 4428225044
45 – 601562122
Over 6033123
Grand Total8473416185159

The most popular device type for accessing online gambling is mobile devices, however desktops do account for a greater proportion of participants in Canada than the UK. Since websites require to be optimised for mobile or desktop, this is an important finding for improving the users’ experience, particularly for companies operating within Canada.

INTRODUCTION TO GAMBLING

Most participants, regardless of country, reported that they were introduced to gambling by their friends. There are no significant differences or trends between countries for this metric with reports remarkably even across all mechanisms of introduction.

First Gambling Experience

The average age at which participants reported having their first gambling experience was slightly younger for the UK (24) than Canada (26). There were 13 participants from the UK and 15 from Canada that reported their first gambling experience taking place below the age of 18, with three Canadian and one British participant reporting their first experience as young as 8. Interestingly, each of these 4 participants also report that they use Windows Desktop PCs for online gambling, and that they were introduced by either their parents or friends.

Current Age Group18 – 2930 – 4445 – 60Over 60
Canada18.525.328.342.8
Female19.027.238.450.0
Male18.424.126.040.3
UK21.922.428.932.2
Female20.224.535.4
Male23.221.223.832.2
Grand Total20.623.828.536.4

Gambling Game Preferences

Gambling Game Preferences
Do you enjoy:BingoeSportsSlotsCard GamesLive CasinoTable GamesSports Betting
Canada33166354454468
Female1862016141412
18 – 292111111
30 – 44134139888
45 – 603165553
Over 601
Male15104338313056
18 – 2931668410
30 – 44971613111324
45 – 60321917121120
Over 602222
UK34144323331791
Female208191018632
18 – 297446529
30 – 448311310314
45 – 605141319
Male1462413151159
18 – 2942545213
30 – 445313810830
45 – 602141112
Over 60324
Grand Total6831107787962160

The game which most respondents reported enjoying regardless of country was Sports Betting; in Canada, this was closely followed by Slots. This may be a consequence of brick-and-mortar institutions comprising a larger proportion of the overall gambling market in Canada than the UK (Williams, et al., 2021), however it is not possible to draw that as a direct conclusion.

When taking gender and current age range into account, in addition to country, it becomes apparent that the Canadian preference towards Sports Betting and Slots is heavily weighted towards the male contingent – with females preferring Slots then Bingo. This trend is not observed in the UK, as the preference for both males and females are Sports Betting, followed by Slots for males and Bingo for females (see Figure 7).

Quantity of Providers Tried

Different Providers Tried1-34-67-1010+
Canada693065
18 – 29115
30 – 44311443
45 – 60241022
Over 6031
UK5637107
18 – 291953
30 – 44192357
45 – 601571
Over 60321
Grand Total125671612

The majority of participants reported using between 1 and 3 different websites or betting providers in the past, with the frequency decreasing for each incremental increase. There are slight differences between each country, with those in the UK being slightly more likely to try 4 or more providers than their Canadian counterparts. However, overall the results to follow the expected trends.

Biggest Wins

Smaller wins were reported with a far greater frequency, with most participants reporting their biggest win as being under £1,500 (UK) or $1,500 (Canada). There were slightly less Canadians in the first category, with more in the second, however this may be accounted for by the difference in value when taking exchange rates into account (as of March 2023, $1500 USD equates to approximately £1212 GBP).

Personality Traits

BingoeSportsSlotsCard GamesLive CasinoTable GamesSports Betting
Canada33166354454468
Extroverted1262826212327
Introverted21103528242141
UK34144323331791
Extroverted7616910629
Introverted2782714231162
Grand Total6831107787962160

Most participants from both countries reported that they would classify themselves as more introverted than extroverted. With regards to gambling game preferences and the influence of introvert or extrovert personality traits, the preferences remain the same in Canada with both Sports Betting and Slots taking the top spots, and within the UK with Sports Betting taking the top spot. However, within the UK, the second-place position is split between Bingo and Slots for introverts – similar to the gender divide previously discussed.

Social Activities

Respondents reported partaking in a variety of social activities, with the most popular being dining out with friends or family. There were two participants who reported being both introverted and not enjoying partaking in any of the suggested or other activities; both participants were from Canada. However, there were no other significant differences between social activity participation between the UK and Canada.

Opinion on Regulations & Political Leaning

Should there be more or fewer regulations for online casinos, in your opinion?What is your personal political leaning?
Canada0.77-0.16
18 – 290.94-0.44
Female0.000.67
Male1.15-0.69
30 – 440.52-0.17
Female0.450.00
Male0.56-0.28
45 – 601.00-0.21
Female0.570.00
Male1.10-0.26
Over 601.251.50
Female0.00-1.00
Male1.672.33
UK0.77-0.01
18 – 290.850.04
Female0.83-0.25
Male0.870.27
30 – 440.81-0.02
Female0.90-0.10
Male0.760.03
45 – 600.480.00
Female0.00-0.30
Male0.850.23
Over 601.17-0.17
Male1.17-0.17
Grand Total0.77-0.09

When asked whether there should be more or fewer regulations for online casinos on a Likert scale of -3 (less) to +3 (more), the average score for both UK and Canadian participants was 1. This indicates that there is a lean towards more regulation in both countries.

To eliminate an element of participant bias, respondents were asked which way they were swayed politically from -3 (left-leaning) to +3 (right-leaning). Although there were slightly more left-wing views from Canadian respondents with a cumulative total of -18 compared to -1 in the UK, the average for both nations was almost neutral (-0.16 for Canada, and -0.01 for the UK).

Generally, the over 60s from both countries reported that there should be more regulations, although political affliction does not appear to be a driver for this – since it’s right-leaning within Canada (1.5) and left-leaning in the UK (-0.17).

Gambling on Religious Holidays

Only 64 participants, evenly split between the UK and Canada, recorded never having bet on any religious holidays. This is most likely the most reliable statistic, as it may be difficult to recall exactly what days you have and have not partaking in gambling – particularly if you don’t celebrate that event.

Response to Research Questions

The typical demographic of an online gambler in the UK or Canada, is a male between the ages of 30-44 with a distinct preference for Sports Betting. Strikingly this demographic is extremely similar for both countries, with the nuances only developing when you dig deeper into the age, gender, and personality type preferences.

Review of Expected Outcomes

Gender

From previous research, it was both expected and observed that the gender divide would be moderately proportional with a slightly higher prevalence of males than females (Gambling Commission, 2020; Williams, et al., 2021), although this was more prominent in Canada than the UK.

Age

There was expected to be a large average age variance between the UK and Canada for online gambling, since previous research has indicated that the largest age demographic of online gamblers in the UK is 35-54 years, whereas in Canada this is significantly lower with most being under 25 (Statista, 2022; Williams, et al., 2021). Unfortunately, as age was only recorded as a range it was not possible to calculate an average, but the most frequently selected age group for both countries was 30-44. However, there were also fewer respondents aged between 18-29 from Canada (16) than the UK (27) so it appears that the opposite of what was expected has been observed.

Device

It was expected that those under 30 would be more likely to use a mobile device such as a phone or tablet to access online gambling platforms than those over 30 (Gambling Commission, 2020), and this was observed for both Canada and the UK.

Research Limitations

Since a pre-requisite for participation was prior participation in online gambling, the data is automatically skewed and not proportional of the total population – as some will be non-gamblers. There will be a segment of society who do not partake in gambling at all, and although not relevant to the experience of gamblers, what barriers they may face to entry (for example, adaptations for blindness) may be crucial for improving the overall online gambling experience.

A further limitation of the research was the data collection method, using Survey Monkey as a recruitment mechanism. Whilst this was for good reason and likely provided more benefit than harm, the difference in age demographic compared to previous research indicates there may be some disparity. It’s possible that the findings are not representative of the gambling population, based on what age demographic are more likely to be signed up to Survey Monkey, or take the time to participate in research.

Conclusion & Recommendations

In conclusion, expected trends were observed with regards to both gender and device type, with there being a slightly higher prevalence of males than females, and those under 30 more likely to use a mobile than a desktop PC. However, while it was expected that the age demographic would be lower in Canada than the UK, this was not observed within the research.

There were some limitations within the research, including a skew towards participants who have gambled previously, and a recruitment mechanism which favoured individuals more likely to take the time to respond to online surveys.

One recommendation, particularly taking safeguarding into account, is for further research in young Desktop PC users, since each of the 4 participants who reported partaking in gambling at the youngest age of 8 also reported their preferred device to be a Windows Desktop PCs. This may require intervention of some description, particularly within Canada, to prevent underage gambling, particularly considering the reported age for first gambling experiences decreasing generationally.

In terms of immediate actions to improve user experience, a primary difference in device type with Desktop PCs taking a larger contingent within Canada (43%) than the UK. So, whilst it was expected and observed that Mobile devices were the preference and therefore may attract more tailored experiences, there was a higher-than-expected prevalence of Desktop users in Canada which must also be accounted for. With regard to preferences, there is a Canadian preference towards Sports Betting and Slots but this is heavily weighted towards the male contingent – with females preferring Slots then Bingo. This trend is not observed in the UK, as the preference for both males and females are Sports Betting, followed by Slots for males and Bingo for females. Further research may be able to identify whether these preferences are as a direct result of better user experience in these games, or due to habits and hobbies – and the subsequent outcomes from this would enable targeted user experience improvements.

References

Gambling Commission, 2020. Taking a more in-depth look at online gambling. [Online]
Available at: https://www.gamblingcommission.gov.uk/statistics-and-research/publication/taking-a-more-in-depth-look-at-online-gambling
[Accessed 25 03 2023].

Statista, 2022. Gross gambling yield (GGY) of the online (remote) betting, bingo and casino industry in Great Britain from April 2010 to March 2022. [Online]
Available at: https://www.statista.com/statistics/467885/ggy-of-the-remote-gambling-industry-in-great-britain-uk/
[Accessed 25 01 2023].

Statista, 2022. Market size of the gambling sector in Canada from 2011 to 2021 with a forecast for 2022. [Online]
Available at: https://www.statista.com/markets/409/topic/438/gambling/#overview
[Accessed 25 03 2022].

Statista, 2022. Share of the public who gamble online in Great Britain from 2017 to 2021, by age group. [Online]
Available at: https://www.statista.com/statistics/543361/online-gambling-participation-united-kingdom-uk/
[Accessed 25 03 2022].

Williams, R. J. et al., 2021. Gambling and problem gambling in Canada in 2018: Prevalence and changes since 2002. The Canadian Journal of Psychiatry, 66(5), pp. 485-494.

 
 
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