Bede Gaming secures membership of the European Lotteries Association European Gaming Industry News
Bede Gaming secures membership of the European Lotteries Association
Bede Gaming, a software provider who has won the online game industry for the online game industry, has been approved as a sem i-member of the European lottery association (EL) and has become an important milestone to expand the lottery partner's portfolio.
The position of the sem i-members will be officially confirmed at the EL General Assembly in May 2019, which will be held during the 10th EL tournament hosted by Belgian Loterie Nations.
This announcement was followed by Bede as a digital platform partner of the Ontario Lottery and Gaming Public Corporation in 2018.
According to Bede Gaming's Managing Director of Alex Butcher, "being a quas i-member of the EL is an important ink to prove the quality and reliability of our lottery industry in the lottery industry, and its reputation in this field. It highlights the commercial momentum.
I am honored to have been selected as this prestigious organization to represent the high service level of EL. It is clear that lottery will be integrated with a powerful and expandable digital platform, and we look forward to expanding our services in the next few months. "
The Bede platform contains not only portfolios for more than 3, 000 games, including two major sportsbooks, Kambi and SBTech, but also a wide range of aggressive marketing tools.
Advanced tools for responsible gambling, such as the development of automated tools to identify players who indicate signs of payment restrictions and gambling addiction, mark the Bede platform as the safest place.
About Bede Gaming
Bede Gaming is a leading software provider in the online gambling industry and supports the industry's largest brand. Bede offers worl d-class solutions to operators aiming to realize a large digital ambition.
This platform processes hundreds of millions of transactions each month. With excellent expandability, module, and customizability, operators can integrate thir d-party software into platforms and use their own tools. This platform can be integrated into the ground system and provides a true omnichanel convergence solution.
Bede, a certified company certified by ISO27001, has a headquarters in Newcastle Apon Tine, the center of the northeastern UK. The company was licensed by the British Gambling Committee and is a official supplier of the Older Gambling Control Committee. www. bedegaming. com
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Playtika Reports Q2 2024 Financial Results
Reading time: 2 minutesPlaytika Holding Co., Ltd. announces financial results for the second quarter ended June 30, 2024.
Revenue was $627 million, down (3, 7)% compared to the previous quarter and down (2, 5)% compared to the same period last year. DTC platform revenue was $173. 7 million, up 1, 3% on a consistent calculation and up 5, 1% on a yearly basis. Net income was $86 million, up 63, 4% compared to the previous quarter and up 14, 4% on an annualized basis. The loan-adjusted EBITDA indicator was $191 million, up 2, 9% compared to the previous quarter and down (11, 2)% on an annualized basis. Cash, equivalents and short-term investments were US$1. 1 billion as of June 30, 2024.
"We are focused on the stability and potential of our leading games and strategic initiatives aimed at renewing our portfolio. We are actively researching opportunities to expand our game reach through mergers and acquisitions. Our focus is to find studios that complement our existing games and generate long-term costs.
"Our focus on the business, our focus on direct consumption and our disciplined approach to operating costs has resulted in notable quarter-on-quarter improvement in profitability. Our focus on execution remains unwavering while we take steps to ensure sustainable growth and profitability and maintain our commitment to creating long-term value for our players and shareholders," said Craig Abrahams, President and Chief Financial Officer.
Individual Management Indicators and Business Highlights
Average daily payment users were 298, 000, down (3. 6)% quarter-on-quarter and (2. 9)% annualized. The average conversion rate was 3. 7% (3. 5% in the same period last year, 3. 6% in the previous quarter). Casual games revenues decreased (4, 3)% sequentially and (1, 7)% annually. Social casino themed games revenues decreased (2, 9)% sequentially and (3, 4)% annually. Bingo Blitz revenues were $155. 7 million, down (1, 2)% sequentially and (0, 4)% annually. Travel revenues in June were $746. 0 million, down (2, 6)% sequentially and up 1, 9% annually. Slotmania revenues were $133. 8 million, down (1, 2)% sequentially and (7, 5)% annually.
Playtika announces quarterly dividend payment
Playtika's Board of Directors has declared to the registered shareholders at the end of the business on September 20, 2024, on October 4, 2024, for a $ 0. 10 dollar for issued ordinary shares per share. Future dividends will follow the market status and the approval of the Board of Directors.
Regarding 2024, sales are $ 2. 62 billion to $ 2. 62 billion, which is the lower limit of the scope of the report, and $ 730 million to 770 million to $ 730 million, which is in the scope of the report after adjustment before the loan. It is expected that $ 1024 will be from $ 95 million to $ 100 million.
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Navigating the iGaming Industry as a Start-Up
Completion time: 3 minutesPierre Mifsud, the highest merchant in Venturemax Group, says that the world of Igaming will provide a great opportunity for new companies full of rich ideas if they can avoid pitfalls.
The world's online gambling industry has always attracted people with excellent brains, creative talent, and strong entrepreneurs.
There are many success stories, such as acquiring boutique studios for hundreds of millions of dollars, merging and integrating Tier 1 operators and becoming an international leader recognized by everyone. However, some companies succeed, while others fail.
This is because the online gambling industry is difficult to navigate. It is a mine field, which means the end of the game if you make a mistake. To be the top, you need not only excellent ideas and wise products, but also financially backing, no matter how big.
Eventually, emerging companies need to master all aspects of business, from product quality and customer experience to regulation, differentiation, marketing, and funding. But success is not promised.
Look at some of these important areas and learn how to avoid the obstacles created by emerging companies.
Regulation, license, compliance
As the industry headed for the regulation, most of the maps changed from gray to white. This was a great opportunity for the organization, but at the same time it was a new challenge.
Businesses, suppliers, and other service providers have to obtain licenses and authentication under different requirements for each market to operate in a regulated jurisdiction, but this is easy to say. Is difficult.
Most organizations include specialized departments to obtain important approval for entering the market, and compliance teams that regularly monitor compliance. The cost of compliance violations is very high, which can be fatal for young companies.
Therefore, consider organizing a specialized team that meets all regulatory requirements, even if you are alone. That's because the lon g-term business is guaranteed.
Make a difference from others
This industry has revealed such abilities, and in fact it is not surprising that many emerging companies are pursuing this ability. This means that it is essentially necessary to provide something new to stand out.
Unprecedented game formats, new mechanisms, developments that solve problems, and best research to correct what is already being done.
Technology is a major driving force in innovation, and emerging companies that are very successful often have their own platforms, conclusions, and mechanisms that swallow the industry.
This is clearly an indispensable condition for success, and has seen many emerging companies that have been greatly successful by improving what they have already made.
In any case, the startup must talk about himself. So, take advantage of their originality and look for an original exit that provides new things.
Larg e-scale recruitment of buyers:
One of the most important jobs in any business, whether in B2B or B2C, is considered to be a larg e-scale buyer recruitment. To do so, it is important to have a group advertising strategy supported by a message that gathers buyers in the appropriate space at the right time and actually reacts.
In such a fierce competitive environment, it is important for companies and brands to make a clear voice to the real thing and the audience.
Therefore, for example, it is important for a company to have a clear identity and mission. It is also very important to identify a channel that can build a true relationship with the buyer.
Digital marketing is highly cos t-effective, high tracking, and easy to optimize in real time if it can be done correctly.
Therefore, this marketing tool is considered to be essential for B2B and B2C companies.
Acquisition of startup funds
Most young companies face the need for funding to realize their intentions. Organic growth is always possible, but it takes time, and the company may miss the right timing.
But finding a favorable investment partner can be easy to say. It provides capital but does not want to play an additional role in the company's daily management, while others may claim more control and role than the founder giving up.
Emerging companies have not yet considered how to become attractive to the appropriate investors. The Venture Max Group has an investment team, and there are specific aspects that companies should meet before considering the possibility of partnerships.
- We are in the early development stage with the possibility of a large upside.
- Being a business with revolutionary freezing ability
- Become a business with innovative technology
- With the powerful team of the founder
- Presence or absence of expandable and defensive market opportunities
The approach to our investment is that it should be a true partnership.
In addition to providing economic support to emerging companies, we want to share our abundant skills and help companies to succeed in this wonderful industry.
Despite the many issues to be overcome, companies that have achieved the prosperity of Igaming emerging companies will be able to get a great deal of reward.
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Maximising Game Success: The Advantages of Partnering with a Distribution Partner
Completion time: 6 minutesUntil the current cycle, video games pass through seven development milestones, including planning, pr e-production, production, testing, pr e-launch, launch, and post production. When a video game is released, competition to attract players has begun, and it can be difficult to attract attention because of the large number of games. Instead of relying on giant companies like Steam, cooperating with sales partners at the final stage of the game life cycle, the publisher can gain a strategic influence, and the game has been the same for months after the release. You can maintain the relevance.
Vadim Andreev, the CEO and c o-founder of Rokky of Rokky, which connects public and shops around the world, looks back on the first year of video game sales after launch, and is a distribution partner like ROKKY. It describes the excellent quality of cooperation.
How is the thir d-party distribution platform compete effectively with a huge company like Steam?
On average, pre-orders two months before the game's release account for within 1% of the total sales for the year. Then, this indicator increases to 4% of the total sales for the year 2-4 weeks before the release. The peak of pre-orders is one week before the release, at which stage publishers can plan for 12% of the total sales of the game in the first year. At the pre-order stage, Rokky prepares an average of 16% of the game's annual sales.
If we focus on the release date, Rokky will regulate another 8% of the annual sales. By comparison, VG Insights shows that an average of 12% of all sales are triggered on Steam during the game's release, which, thanks to the release of data accounting VG Insights, some realizations may flow on the first day. After this, according to the company's analysis, the first week after the release will generate another 15% of the total sales for the year. At the same time, Steam accounts for 22% of the cumulative sales in the first week.
Then the small implementations started to decrease, with Rokky dropping from 7% to 4% per week and Steam dropping from 14% to 5% in the first 2-4 weeks. Rokky's pre-orders, launch, and first month sales combined sold 56% of the game's copies for the year, while Steam was within 61%.
For the remaining 10 months, Rokky was at 43% and Steam at 38%, making up roughly the middle of the total sales for the year. At the same time, the rerouting of the schedule on the right actually shows that implementations by extreme distribution platforms as a whole are disappearing more slowly than Steam.
Third-party distribution platforms offer a more flexible and buyer-focused service
Because extreme distribution platforms allow you to expand your market reach, adapt to changes in demand, and minimize the risks associated with selling internationally:
- Market restrictions: Some states and regions impose strict restrictions on the resale of video games, in fact complicating direct distribution through platforms like Steam. Distributors like Rokky with the skills to operate in these markets have every chance to safely navigate similar obstacles and secure access to new audiences.
- The most flexible price setting: Steam is not every time, but it responds almost immediately to the configuration of the game demand and has the ability to provide bonuses and special offers in time. Distributors and visuals have all opportunities to use more flexible price strategies to adapt to more likely market conditions and promote sales growth.
- Localization and cultural adaptation: Distributors active in specific areas know the characteristics of local cultures rather than all other distributors, supporting games localization, advertising campaigns, and native language users. There are all the opportunities to provide customized content regarding to do.
- Advertising: Distributors often provide help ads as advertisements, PR campaigns, district events and exhibitions. This can enhance the recognition of the game and attract more users than the regular Steam ads.
- Pos t-support: In the case of physiological clone games, publishers are released from most of the organizational tasks and can focus on content development, in order to provide all necessary backdrops, such as production, storage, and delivery.
- Legal and economic support: Working in the international market may require knowledge about the laws and financial claims in each country. Distributors, which have practical skills in various jurisdictions, have all the opportunities to provide legal and economic support, minimize danger, and secure legal claims.
- Wid e-range public message: Distributors often establish connections and partnerships with district shops and online shops, so they can gain a wide range of audiences and play games through various channels. The implementation and awareness of the most can be enhanced.
In addition, there is a precedent that the proportion of sales tower via the agency for the total sales of steam increases over the period. The image on the right shows a change in sales to Rokuto so that the steam total sales will be high after 12 months. However, it lies on the feet to show that the dataset on the figure suggests the best games based on ROKKY data. In some cases, it is important to stand out for each game.
At the beginning of the release, the sales ratio via SMOKKY reached a peak of within 4 %. One week after the release, the sales ratio for the first month will drop to just under 1 %. Looking at the first month, the sales ratio begins to grow freely, reaching 0. 78 % at the end of the third month, 1. 02 % at the end of two months and one month.
After the third month, the sales ratio is visible, but it generally includes the focus of an increase, reaching the peak in the sixth month. In principle, this is when the first marketing promotion of the game begins. According to GeekyMinde, the average of up to one implementation of the game is 70 days.
From the 2nd, 87 % -6th month, the proportion of sales has reached a new peak in the ninth month, showing a significant increase. In the 10th month of the implementation, people are grateful for the fact that people actually use important bonuses in recent periods. At the end of the 12th month, the sales ratio via Rocky was stable to 1, 55%.
Despite the stagnation of the sales ratio, a general desire has increased the sales volume of ROKKY on the Steam platform for the total sales distributor on the STEAM platform. Increasing sales to sales agencies for total sales on the Steam platform will be justified for some reasons:
- Space} Price competition: Shops where the distributor noticed public games is actively competing with their own margins. They have the opportunity to provide all kinds of bonuses and promotions, and in fact they offer customers offer to customers to compare Steam's fixed rates.
- Promotion and Advertising: Dureabers and their partner shops often make all kinds of promotions, sales, and special offers, attract interest in products and boost sales.
- Localization and adaptation to local markets: Distributors have the chance to adapt their own offer to special claims and tastes in the regional market.
- Various payment methods and delivery standards: Distribution stores have more flexible, various payment methods, and even more advantageous delivery conditions.
- After the third month, the sales ratio is visible, but it generally includes the focus of an increase, reaching the peak in the sixth month. In principle, this is when the first marketing promotion of the game begins. According to GeekyMinde, the average of up to one implementation of the game is 70 days.
From the 2nd, 87 % -6th month, the proportion of sales has reached a new peak in the ninth month, showing a significant increase. In the 10th month of the implementation, people are grateful for the fact that people actually use important bonuses in recent periods. At the end of the 12th month, the sales ratio via Rocky was stable to 1, 55%.