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The Digital Asset Market Clarity Act, a long-hyped piece of legislation establishing a federal framework for cryptocurrency, failed to clear a key Senate vote this week and now looks dead for 2026. It represents a resounding defeat for crypto stakeholders with multiple ramifications for the gaming industry.
At least 60 “yes” votes were needed to move the legislation towards passage, but the final tally of 49-50 didn’t even reach a majority after four Republican lawmakers broke ranks to oppose the market structure bill. With critical midterm elections approaching in November, there is little chance that the issue will be picked back up in the balance of the Congressional session.
Notably, ethics concerns may have played a critical factor in the rejection of the bill. Lawmakers from both sides did not feel that an updated version of the text released on Sunday went far enough in addressing concerns related to senior officials maintaining or endorsing crypto business ties. However, a group of Republicans claimed they made a series of concessions when US President Donald Trump agreed to modifications on Sunday night that contained stronger ethics measures, the Associated Press reported. The 11th hour concessions were not enough to appease potential swing voters among Senate Democrats.
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“We are committed to minimising the impact on our people and are exploring all avenues to reduce the number of redundancies,” the spokesperson said. “As a first step, we are planning a programme of voluntary redundancies.
“Our colleagues are our priority. We understand the concerns many will have. Impacted staff have been informed and are being fully supported throughout this process.”
Bet365 noted the impact of the UK government’s near doubling of the remote gaming duty, which increased from 21% to 40% on 1 April this year.
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The proposition is already being tested commercially. Live casino supplier Eeze has become the first supplier to utilise Studio in a Box as it looks to expand its proprietary content into slots. Using Yggdrasil’s framework also gives Eeze access to its wider distribution network.
The first games are expected towards the end of the year, with the partnership ultimately targeting a release cadence of two games per month. For Curwen, Eeze demonstrates the demand among established gaming businesses for greater ownership of their content strategy without the cost and complexity of creating a conventional development operation.
The implications could extend well beyond companies already established in other areas of gaming.