Betsoft Gaming Extends Spanish Footprint with VERSUS European Gaming Industry News

Betsoft Gaming Extends Spanish Footprint with VERSUS

Betsoft Gaming strengthens its presence in the Spanish-speaking market with its latest deal with VERSUS.

Having passed two ISMS audits and obtained licenses to operate in Spain and Colombia, Betsoft is focused on expanding its coverage and availability in these markets.

With over 200 RNG games in its portfolio, the award-winning content provider is able to offer some of its best releases translated and localized for Spanish-speaking players. This further increases the company's appeal to new demographics.

VERSUS is considered part of Orenes Group, Spain's leading leisure and hospitality company. Formerly known as Vivalasuerte, the online casino was renamed VERSUS in 2019 to reflect the change to a first and important destination for exports and iGaming.

Licensed by the DGOJ and operating in compliance with Spanish remote gambling regulations, VERSUS is committed to technological innovation as a driver of corporate social responsibility. VERSUS continues its three-year charity agreement with Atlético Madrid, Spain's leading football club, in accordance with the Royal Decree on Paid Gaming Communications.

"Strengthening our presence in the Spanish market is very important for us. VERSUS is a well-known and influential brand among Spanish-speaking players and we look forward to working closely with them in the near future.

Working with a mobile-first content provider like Betsoft is very important for us to continue offering our players the best slots on the market. We are sure of a seamless integration and a successful partnership.

Related

Related Topics Anna McNeeBetsoft GamingJuan Jose LopezOrenes GroupVERSUS

Tekkorp Capital adds Cool Gaming chief Steve Shrier to its team.

Kambi Group plc Q1 2022 Report

Read more Advertisement

You may like

Slot machine releases for week 31/2024 Betsoft Gaming has announced the launch of the game "A Big Catch - Hold & amp; amp; WinTM". Betsoft Gaming Partners with GoldnLuck Week 28/2024 Slot Machine Releases Betsoft Gaming Releases "Coins of Alkemor - Hold & WinTM" Betsoft Gaming Increases Brand Awareness Through iGP Gaming Aggregator, iGaming Deck Click to comment

Industry News

Playtika Reports Q2 2024 Financial Results

Reading time: 2 minutes

Playtika Holding Corp. announced its cash financial results for the second quarter ended June 30, 2024.

Profits were $ 627 million, declining yea r-o n-year (3, 7 %) and the previous term (2, 5 %). Profit from the DTC platform was $ 173. 7 million, an alternate increase, 1, 3 % yea r-o n-year, to 5 and 1 %. Failure of $ 86 million increased 63, 4 % yea r-o n-year, up 14, 4 % in annual ratio. After adjusting the loan, EBITDA increased 2, 9%yea r-o n-year to $ 1911 million, a (11, 2) percentage (11, 2) percentage. As of June 30, 2024, the currenc y-constructed accommodation facilities and their equivalent and shor t-term investments were $ 1. 1 billion.

"We are focusing on the endurance and possibilities of our main games, and the strategic initiatives that focus on the livability of our bags. We are actively expanding the range of games through M & A. We are looking for our abilities, which complements our theaters and focuses on searching for long costs.

"Our concerns about the business that focuses on direct buyers and the strict alignment to manage operating costs has led to a remarkable improvement of alternativ e-based profitability. We are sustainable. We are taking measures to ensure an increase and profitability, we commit to make a long profit for players and shareholders, our concerns for execution remain unwavering. Abrahams stated, CEO, the CEO of the highest executive officer and the highest economy.

Main business characteristics and main business factors

The average number of paid users per day was 298, 000, and in annual calculations, (3, 6) %and (2, 9) %alternately decreased. The average billing conversion was 3, 7 %, 3, 5 %in the first quarter, and 3, 6 %in the second quarter of 2023. Profit from casual games decreased (4, 3) %in turns, and (1, 7) %of the year. The income from the target public casino games decreased alternately (2, 9) % (3, 4) percent. Bingo Blitz's income was $ 155. 7 million, and (1, 2) %and (0, 4) %alternately decreased in annual calculations. The income from travel in June was $ 746 million, decreasing (2, 6) percentage (2, 6), an annual calculation increased by 1, 9 %. Profit from slot enthusiasts reached $ 133, $ 8 million, decreased (1, 2) percentage, and decreased (7, 5) per year.

Playtika has announced the quarterly dividend payment.

Plateka's Board of Directors is a promoter registered on October 4, 2024 to the promoting promoter, which was registered at the completion of business days on September 20, 2024, 0 for the promotion of a conventional promoter. Announced a $ 10 foreign exchange dividend payment. Future dividends will be the market standards and the promotion of the Board of Directors.

According to the achievements in 2024, the company was hoping that the profit would be the lower end of the range presented before $ 2, 52 -$ 2, 62 billion, and the EBITDA was presented after coordination before the loan. A serious cost of $ 730 in the center of the range -$ 770 million -$ 95 to 100 million dollars.

Related

Industry News

Navigating the iGaming Industry as a Start-Up

Reading time: 3 minutes

Venturemax Group Director Pierre Mixudo says that the world of Igaming will reveal a wide range of skills for new companies full of luxurious ideas unless they can avoid pebbles under the water.

The global online gambling industry draws enthusiastic brains, creative talent, and strong entrepreneurs every time.

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 in the online gambling industry is not easy. This is the background of the mining, which has the potential to change the game if you make a mistake. In order to jump to the top, it is not only necessary to have a wonderful thought and wise product, but also the economic assistance is definitely only useful at this point.

After all, emerging companies are required to master all business fields, from product features and customer skills to customization, differentiation, marketing, and funding. And in this case, victory is not natural.

Look at some important fields and know how emerging companies can avoid barriers.

Customization, license, complaints

When the brunch ran to the adaptation, most of the map turned white to snow. As a result, a wide range of skills were opened to the organization, but new tasks occurred at the same time.

Operators, suppliers, and other proposals are currently needed to receive a license and certificate for booting in the regulatory jurisdiction, but the demands vary from market to market- and what they regulate. It is easier to do.

Most organizations have a team to observe their compliance and satisfy the complaint every day, not only in dedicated departments to receive major licensing to enter the market. Has a very high possibility, which is actually fatal to emerging companies.

Therefore, for example, for the fact that you provide your own business for a lon g-term life, even if it is only once, a specialized team involving all your normative claims. Consider making it.

Stand from the crowd

In fact, it is not surprising that many startups pursue such skills. This basically means to differentiate, to offer something radically fresh.

This has the potential to be something truly innovative: a new format for the game, a fresh mechanism, development, solving a problem, or even a rudimentary search for the best way to arrange something that is already being done.

Technology is a great driver of innovation, and startups that reach the big sports often have patented platforms, conclusions, mechanisms, etc., and take the industry by storm.

Of course, this is not considered to be inaccessible due to the hustle and bustle, and we have seen many startups that improve on what has already been created and harass the big sports.

In any case, startups need to be influenced, and as a result, they will not be able to move forward by copying what came before them, being original and looking for a unique deal proposal that invites something fresh.

Large-scale customer acquisition:

One of the most important tasks of a business, whether B2B or B2C, is considered to be large-scale customer acquisition. For this, a group advertising strategy is important, allowing you to attract buyers at the right time, in the right space, with the support of notifications that really cause a reaction.

At the same time, for companies and brands, it is basically the highest level of competition to be authentic and to have a unique voice.

This is the reason, for example, that in reality, this is the single way to be heard against the background of the noise created by rivals, so that the company has a clear identity and task. It is still very fundamental to qualify the channels that allow you to introduce a true relationship with the customer.

Digital marketing, if done correctly, is indeed economically effective, perfectly controlled and easily optimized in real time, provided the right data is planned and analyzed.

That is why this marketing technique is considered precarious for B2B and B2C companies.

Securing initial funding

The majority of start-ups are faced with the need to raise funds to realize their intentions. The organic rise is probably every time, but it is at a boring time and this has the potential to bring about what the company will actually miss the right timing.

However, finding favorable researchers has the ability to explain what to arrange more easily. Some traders are ready to provide capital but do not want to play an unnecessary role in the day-to-day management of the company, while others have every opportunity to demand more control and role than the founders want.

Startup companies need to think about how to become an attractive company for 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 stages of development with the possibility of a large upside.
  • Being a business with revolutionary freezing ability
  • Become a business with innovative technology
  • With a powerful founder team
  • There is an expandable and defensive market opportunity

Our way of investing 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 support companies to get through this wonderful industry.

Despite many issues that need to be overcome, companies that have succeeded in fulfilling the prosperity of their Igaming emerging companies will be able to get a great deal of reward.

Related

Industry News

Maximising Game Success: The Advantages of Partnering with a Distribution Partner

Reading time: 6 minutes

In the current cycle, video games pass through seven development milestones: planning, pr e-production, production, testing, pr e-launch, launch, and pos t-production. Once released, video games may begin to compete for players to attract attention, and it may be difficult to distract them with the number of games you choose. In the final stage of the game life cycle, rather than relying on a huge company like Steam, cooperating with the distribution partner can have a strategic influence, and for months after the release, games related. You can keep your sex.

Vadim Andreev, a CEO and c o-founder of ROKKY, a huge game distribution platform that connects the world and shops around the world, focusing on the sale of video games for one year since its release and cooperating with a distribution partner like ROKKY. It describes the quality.

How to effectively compete with a huge distribution platform like Steam, such as a third party

On average, two months before the game release, reservation sales account for 1 % of the annual sales. Two or four weeks before the release, this number rises to 4%of the annual sales. The peak of reservation sales was one week before the release, and at this stage, Publishers can plan 12 % of the entire game sales in the first year. At the reservation order, Rokky accounts for an average annual sales of 16%, highlighting the importance of making reservation orders.

Considering the release date, Rokky accounts for another 8%of the annual sales. According to VG Insights, an average of 12%of the total sales is triggered by Steam during the game, probably because sales will flow on the first day of the release of the VG Insights Data Accounting Function. According to the company's analysis, an annual sales of 15 % have been released by one week after release. At the same time, Steam accounts for 22 % of the annual sales in the first week.

Sales began to decline gradually, 2-4 weeks after the release, SMOKKY from 7 % to 4 % per week, and Steam from 14 % to 5 %. Rokky sold 56 %of the annual sales, and Steam sold about 61 %during the first month's sales period.

In the remaining 10 months, almost half of all sales are sold every year, 43 % for Rokky and 38 % of Steam. At the same time, the trend line of the following graph indicates that the sales of the third distribution platform as a whole has disappeared slowly than Steam.

The thir d-party distribution platform provides more flexible and direct approach to consumers

Cooperation with distribution partners like ROKKY gains many strategic benefits. By using a thir d-party distribution platform, you can expand market cover, respond to changes in demand, minimize risk associated with international sales: More and more and more.

  • Market restrictions: Some countries and regions have severe national regulations on the sales of video games, and direct sales through platforms such as Steam are complicated. ROKK Y-like distributors, which have gained experience in such markets, can overcome such barriers and provide access to new audiences.
  • Low price settings: Steam constantly responds to changes in game demand and cannot propose timely discounts or special offers. Distributors, on the other hand, responding quickly to the market situation and can adopt a more flexible price strategy, contributing to increasing sales.
  • Localization and cultural adaptation: Distributors active in specific areas can better understand the characteristics of local culture and provide customized content in local languages, such as games localization, marketing campaigns, and user support. , The attractiveness of the game is enhanced for local players.
  • Advertising: distributors often help with advertising, including advertising, PR campaigns, and roles in regional events and exhibitions. This increases the awareness of the game and may attract more users than regular advertising on Steam.
  • Logistical support: For physiological clone games, distributors provide all the necessary logistic support, including creation, storage, and delivery, so that publishers are freed from most of the organizational work and can focus on content development.
  • Legal and financial support: Working in international markets may require knowledge of local laws and financial claims. Distributors with practical skills in various jurisdictions have every opportunity to provide legal and financial support, minimize risks, and ensure compliance with legal claims.
  • Wider public message: Distributors often have established connections and partnerships with regional and online shops, which allows them to reach a wider audience and implement the game through various channels, thus most effectively increasing the implementation and awareness of the brand.

Also, the advantage of working with a sales partner is that there is actually a precedent for the percentage of sales towers via a sales agent to the total number of units sold on Steam to increase over time. The image on the right shows the change in sales to Rokky to the total sales of Steam after 12 months, later games. However, it is on a foot to hand to show that the dataset in the figure suggests the total meaning of the best games based on Rokky's data. In some cases, it is important to stand out for each game.

At the beginning of the release, the sales ratio via Rokky peaked, within 4%. When measuring the first month after the release, the sales ratio plummets 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 and 1. 02% at the end of the second and first months.

After the third month, the sales ratio becomes visible, but generally the focus is on the increase, reaching a peak in the sixth month. As a rule, this is when the first marketing promotion of the game begins. According to geekyminde, it takes an average of 70 days to implement one game.

From the sixth month, the percentage of turnover showed an even more significant rise, reaching a new peak of 2, 87% in the ninth month. In the tenth month after the introduction, it was confirmed that the bonuses had increased significantly in recent months. At the end of the twelfth month, the proportion of sales through Rokky stabilized at 1, 55%.

Despite the stagnation of the sales proportion, the general aspiration speaks of the increase in sales to distributors of Rokky in relation to the total sales on the Steam platform in the first year after the release of the game. The increase in the volume of sales to distributors relative to the total volume of sales on the Steam platform is justified for several reasons:

  • Price competitiveness: Shops where distributors have noticed the publisher's games are actively competing with their own margins. They have the chance to offer all kinds of bonuses and promotions, and in fact prepare offers for customers to compare with the fixed rates of Steam.
  • Promotions and advertising: Distributors and their partner shops often carry out all kinds of promotions, sales and special offers to attract interest to their products and increase sales.
  • Localization and adaptation to the local market: distributors have more opportunities than others to adapt their own offer to the special claims and tastes of the local market, allowing for a draft deployment even in places where there is no demand for Steam or the necessary advertising help is not included.
  • Diversity of payment methods and delivery standards: distributors have every opportunity to offer more flexible and various payment methods and even more favorable delivery conditions, making the purchase cheaper and more comfortable for all types of customer categories.
  • Investment in customer service: distributors often invest in increasing their customer service capabilities, providing more quality assistance, which can actually reduce customers and increase sales.

So Rokky can safely compete with the Steam platform and expand its own share in the collaborative structure due to a more flexible and buyer-focused situation. Demand for games through third-party distribution platforms like Rokky is declining much more slowly than through Steam, which brings long-term revenues for most publishers. Shops that compete on cost and offer all kinds of promotions may be able to keep the attention on this irge for a period of time after its withdrawal.

avatar-logo

Elim Poon - Journalist, Creative Writer

Last modified: 27.08.2024

IGT's foray into casino gaming operates in a wide spectrum of areas, such as retail supply, interactive gaming, individual game software, as. · Seven Star Digital: UKGC still 'falling short of the mark' with Safer Gambling initiatives · Call for evidence Down Under · Thanos Marinos: Building Betsson. Booming Games is thrilled to announce that its high-quality content is now available for players in Spain on casino.

Play for real with EXCLUSIVE BONUSES
Play
enaccepted