Betclic takes on Relax Gaming content European Gaming Industry News
Betclic takes on Relax Gaming content
Expanding the reach of its ever-growing portfolio of own and affiliated content, new content provider and distribution platform Relax Gaming has signed an agreement with Betclic Everest Group.
The terms of the Relax Gaming Game Agreement, which includes Caveman Bob and Temple Tumble, will make them available across all operator brands, including major Betclic sites.
Betclic Everest Group will also have access to Relax Gaming's wide range of affiliate content as part of its innovative partnership program, Silver Bullet, powered by.
Daniel Eskola, General Manager of Relax Gaming, said: "We are very pleased to conclude this agreement with Betclic and to enhance the value of such a respected operator and partner.
"The operator has a reputation for offering players an attractive and diverse experience in regulated markets, which is in line with our strategic goal of rapidly expanding our already extensive distribution reach."
François Dogon, Casino Specialist at Betclic Everest Group, said: "Relax Gaming has an excellent reputation as one of the most forward-thinking developers of high-quality content in the gaming industry and we are very pleased to be able to offer its services.
"We look forward to working with the Relax Gaming team to complete the integration and look forward to a long and fruitful cooperation."
Relax Gaming is a new type of provider offering new content and more than 570 games. In recent months, the provider has significantly expanded its commercial presence and signed a number of agreements with the industry's most renowned companies.
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Playtika Reports Q2 2024 Financial Results
Reading time: 2 minPlaytika Holding Co., Ltd. announces financial results for the second quarter ending June 30, 2024.
Revenues amounted to $627 million, down 3, 7% quarter-on-quarter and down 2, 5% year-on-year. DTC platform revenues amounted to $173. 7 million, up 1, 3% quarter-on-quarter and up 5, 1% annually. Net income amounted to $86 million, up 63, 4% quarter-on-quarter and up 14, 4% annually. The loan-adjusted EBITDA indicator amounted to $191 million, up 2, 9% quarter-on-quarter and down (11, 2)% annualized. As of June 30, 2024, cash, equivalents and short-term investments were $1. 1 billion.
"We are focusing on strategic initiatives aimed at the stability and potential of leading games, and the resurrection of the portfolio. We are actively considering the opportunity to expand the range of games through M & Amp; A. Our. The focus is to find a studio that complements existing games and creates lon g-term costs.
"By focusing directly on business for consumers and strictly working on sales costs, profitability has improved noticeable compared to the previous quarter. It ensures sustainable growth and profitability, and for players and shareholders. We are taking measures to maintain a commitment to create lon g-term values.
Individual management indicators and business points
The average daily settlement user was 298, 000, decreasing (3, 6) percent of the previous quarter, and (2, 9) percent of the annual basis. The average conversion rate was 3. 7 % (3. 5 % in the same period of the previous year, 3. 6 % of the previous fiscal year). Sales in casual games decreased (4, 3) %compared to the previous quarter, and (1, 7) percent of the annual basis. The profits of games, based on social casinos, were reduced (2, 9) %compared to the previous quarter, and (3, 4) %of the year. Bingo Blitz's income was $ 155. 7 million, decreasing (1, 2) in the previous quarter, and a percentage of (0, 4) per year. Travel revenue in June was $ 746 million, decreasing (2, 6) from the previous quarter, increasing by 1, 9 % a year. Slot enthusiasts were $ 133. 8 million, decreasing (1, 2) in the previous quarter (1, 2), and (7, 5) percent of the year.
Playtika announced the quarterly dividend payment.
Plateka's Board of Directors, which has been issued on October 4, 2024, has a $ 0. 10 cash dividend per share, to holders of shares registered as of the business date on September 20, 2024. We announced that we would pay. Future dividends will follow the market status and the approval of the Board of Directors.
According to the 2024 financial results, the sales were 2, 520 to 226 billion, the lower limit of the previous range, and after adjusting the loan, the EBITDA indicator was $ 730 to 770 million, which is in the middle of the previous scope. The cost is expected to be 95 to 100 million dollars.
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Industry News
Navigating the iGaming Industry as a Start-Up
Reading time: 3 minutesPierre Mefsud, a commercial director of Venturemax Group, states that if the Igaming world can avoid pitfalls, a new company full of rich ideas will have a great chance.
The global industry of online gambling draws enthusiastic brains, creative talents, and strong entrepreneurs.
There is no end to the turmoil, from the acquisition of a boutique studio for hundreds of millions to the merger and integration of the firs t-class operators consisting of international popular companies. However, some companies are very successful, while others are in trouble.
This is due to the fact that navigating the online gambling industry is not easy. This is the background of mining, and if you make a mistake, you have the potential to be a game changer. To jump to the top, you need not only great thoughts and wise products, but also economic support.
Eventually, emerging companies are required to master all business areas, from product characteristics and customer skills to customization, differentiation, marketing, and funding. And in this case, victory is not natural.
Look at some of the main fields of data and know how to avoid barriers.
Customization, license, complaints
At the same time as the branch walked towards adaptation, most of the map changed from a grayish color to a white color like snow. This has opened a wide range of skills in the organization, but also imposed a new mission.
Operators, suppliers, and other proposal providers had to obtain licenses and certificates to enter Bazar in the regulated jurisdiction.
Most organizations have specialized departments specializing in acquiring important licenses to enter the market, and teams that provide a ratio of observing complaints every day. The price of compliance violations can actually be very expensive, and it has the potential for young companies to be fatally freezed.
Therefore, for example, for the fact that you will bid your own business for a lon g-term life, even if it is only once, create a specialized team involved in all your normative claims. Please consider.
Stand from the crowd
In fact, it's not surprising that many emerging companies pursue such skills. This basically means that you must provide fresh things to stand out.
This may be innovative. Unprecedented format, lively mechanism, development, problematic questions, or the basic exploration of the best way to arrange something actually executed.
Technology is a wonderful environment of innovation, and the startup that reaches big sports often has a patented platform, reasoning, and structure, and has a brunch with a fierce attack.
Of course, this was not considered to be unable to access due to the turmoil, and we improved what we had already created, harassing huge sports, and saw a lot of startups.
In any case, emerging companies need to be affected, as a result, search for unique transactions that invite something fresh, copy, copy and move forward. I can't do it.
Larg e-scale customer acquisition:
Whether it is a B2B or B2 C-One of the most important tasks in business is considered to acquire customers. To do so, group advertising strategies are important, and you can invite buyers into the right space at the right time.
At the same time, the competition of companies and brands is basically real, and the highest level is to have a clear voice with the support of talking to their own audience.
This is, for example, because the company has a clear identity and task, this is a single method for listening to noise made by rivals. It is still very basic to modify a channel that can introduce a true relationship with customers.
Digital marketing is truly economically effective if it is done correctly, is perfectly controlled and easy to optimize in real time if it is planned and analyzed.
Therefore, this marketing method is considered unstable for B2B and B2C companies.
Securing initial funds
Most emerging companies face the need for funding to achieve their intentions. It is likely that there is an organic rise every time, but it is a boring time, which has the potential for the company to actually miss the right time.
However, finding a favorable researcher has the ability to explain what to arrange. Some traders are ready to provide capital, but some traders do not want to play unnecessary roles in the company's daily management, while others have all the opportunities that require more control and role than the founder wants. 。
Emerging companies need to think about how to arrange themselves for appropriate investors. The Venture Max Group has some aspects of investment addiction, and it is essential to answer companies before that, how to think about the possibility of a partnership with a company.
- Find a significant increase in lifting and injured for formation
- Being a problem with revolutionary freezing ability
- Being a brand with innovative technology
- Space} The existence of a powerful founder team
- The existence of a scalable and defensible market opportunity
Our investment approach is that it should be a true partnership.
We don’t just want to provide financial support to startups, but also share our extensive skills and help companies navigate this amazing industry.
Despite the many challenges to overcome, those who manage to enable their iGaming startups to thrive will reap great rewards.
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Maximising Game Success: The Advantages of Partnering with a Distribution Partner
Reading time: 6 minutesIn the current cycle, a video game goes through seven development milestones: planning, pre-production, production, testing, pre-launch, launch, and post-production. Once a video game is launched, the competition for players’ attention begins, and with the sheer number of games, it can sometimes be difficult to get noticed. Working with a distribution partner rather than relying on a giant like Steam at the final stage of a game’s development cycle gives publishers greater strategic influence and helps keep their games relevant for many months after release.
Vadim Andreev, CEO and co-founder of Rokky, a mass game distribution platform connecting publishers and shops around the world, talks about video game sales in the first year after launch and the great cooperation with distribution partners like Rokky.
How can third-party distribution platforms effectively compete with giants like Steam?
On average, two months before a game's release, pre-orders account for 1% of total sales for the year. Then, 2-4 weeks before the release, this rises to 4% of total annual sales. Pre-orders peak one week before the release, and at this stage publishers can plan for 12% of total game sales in the first year. At the pre-order stage, Rokky accounts for an average of 16% of annual game sales, highlighting the importance of pre-selling games.
Looking at the release date, Rokky will account for another 8% of total sales this year. In comparison, VG Insights found that an average of 12% of all sales on Steam are induced during a game's launch, likely due to VG Insights' data accounting function that allows a portion of the revenue to flow on the first day after launch. The company's analysis also found that 15% of annual revenue occurs in the first week after release. At the same time, first week sales on Steam account for 22% of annual revenue.
Sales began to decline gradually, and in 2-4 weeks after the release, Rokky was 7-4 % per week and 14 to 5 % for Steam. When reservations, release, and first monthly sales are combined, Rokky's annual sales are 56 % and Steam is about 61 %.
In the remaining 10 months, Rokky is 43 % and Steam is 38 %, accounting for almost half the annual sales. At the same time, the trend line of the following graph indicates that sales via the third party distribution platform have disappeared overall over the sales via Steam.
The thir d-party distribution platform offers a more flexible and consume r-oriented approach.
By cooperating with a distribution partner like ROKKY, publishers can get many strategic benefits. By using the thir d-party distribution platform, you can expand the reach to the market, respond to changes in demand, and minimize the risks related to international sales:
- Market restrictions: Depending on the country and region, there are strict regulations on the sales of video games, and it may be difficult to sell directly through platforms such as Steam. Rock y-like distributors, which have gained experience in such markets, can overcome such barriers and provide access to new audiences.
- Low price setting: Steam may not be able to respond quickly to changes in game demand and may not be able to provide timely discounts or special offers. On the other hand, distributors can quickly respond to the market situation and adopt a more flexible price strategy, which can increase sales.
- Localization and adaptation to culture: Distributors, which develop business in specific areas, have a deeper understanding of local cultures, so they are based on local languages, such as localization of games, marketing campaigns, and user support. It can be provided and enhances your appeal to local players.
- Marketing Support: Distributors often provide additional marketing resources, such as advertising, PR campaigns, participation in local events and exhibitions. This greatly improves the recognition of the game than Steam's standard marketing activities and attracts more users.
- Pos t-support: In the case of physical copies of games, the distributor is released from most of the organizational work to provide all necessary logistics, such as production, storage, and delivery, and will concentrate on content development. You can.
- Legal and financial support: international market activities may require knowledge of local laws and financial requirements. By providing legal and financial support in different areas experience, you can minimize risk and ensure legal requirements.
- A wide range of viewers: Distributors often establish connections and partnerships with local shops and online shops, so they can cover more viewers and sell games through various channels. You can improve sales and brand awareness.
In addition, the merit of a partner with sales partners is also proven that the ratio of sales partners to the total sales of Steam increases over time. The following graphs have shown a change in sales share via ROKKY for total sales 12 months after the game release. It should be noted that the data shown in this graph is a total of the best games in the Rokky database. In some cases, the distribution of each game may vary significantly.
At the time of release, the sales share via ROKKY peaked at about 4 %. One week after the release, it has fallen to less than 1 %, and after that, it has been flat for one month. It gradually grows from the first month, 0. 78 % in the second month, and 1. 02 % in the third month.
After the third month, the turnover rate fluctuates considerably, but it generally rises, reaching the peak in the sixth month. It is usually at this time that the first advertising share of the game begins. According to GeekyMinded, it takes 70 days to sell the game first. < SPAN> rear support: In the case of the physical copy of the game, the distributor is free from the organizational work to provide all necessary rear support, such as production, storage, and delivery You can concentrate on.
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Legal and financial support: international market activities may require knowledge of local laws and financial requirements. By providing legal and financial support in different areas experience, you can minimize risk and ensure legal requirements.
- A wide range of viewers: Distributors often establish connections and partnerships with local shops and online shops, so they can cover more viewers and sell games through various channels. You can improve sales and brand awareness.
- At the time of release, the sales share via ROKKY peaked at about 4 %. One week after the release, it has fallen to less than 1 %, and after that, it has been flat for one month. It gradually grows from the first month, 0. 78 % in the second month, and 1. 02 % in the third month.
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- In addition, the merit of a partner with sales partners is also proven that the ratio of sales partners to the total sales of Steam increases over time. The following graphs have shown a change in sales share via ROKKY for total sales 12 months after the game release. It should be noted that the data shown in this graph is a total of the best games in the Rokky database. In some cases, the distribution of each game may vary significantly.
At the time of release, the sales share via ROKKY peaked at about 4 %. One week after the release, it has fallen to less than 1 %, and after that, it has been flat for one month. It gradually grows from the first month, 0. 78 % in the second month, and 1. 02 % in the third month.