Dreamtech Gaming joins growing YGS Masters European Gaming Industry News

Dreamtech Gaming joins growing YGS Masters

Yggdrasil has announced that Dreamtech Gaming will become a new member of its flagship YGS Masters program, a semi-open platform where Yggdrasil manages, develops and distributes content from the world's leading independent game studios.

Dreamtech Gaming is two years old and based in Malta with offices in Asia and Australia. Led by a team of seasoned industry professionals, Dreamtech pays special attention to combining detailed design with balanced gameplay in all of its slots.

As part of the partnership, Dreamtech will develop Asian-themed games and will also have access to Yggdrasil's signature collection of in-game marketing tools, BOOST®.

Yggdrasil's YGS Masters program is currently in production with six partner studios. Dreamtech joins AvatarUX, 4ThePlayer, Fantasma, Rabcat and Northern Lights in this innovative program. The first YGS Masters game, Niagara Falls, is scheduled for release in Q2 2019. Stuart McCarthy, head of studio partnerships at Yggdrasil, said: "We are delighted to welcome Dreamtech Gaming to the YGS Masters family. Their original Asian-themed content will greatly enhance our studio's growing portfolio.

"Adding Dreamtech to our growing platform is in line with our strategy to be the best mainstream content publisher in the market, and we look forward to the continued emergence of YGS Masters."

Thomas Lu, commissioner at Dreamtech Gaming, said: "We are thrilled to be part of YGS Masters, which is rapidly establishing itself as the industry's leading content curation program.

"This puts us in a unique position to combine our cutting-edge graphics and design with Yggdrasil's market-leading tools and strong market reach.

"We look forward to introducing our new game to all our future partners and look forward to a long and fruitful partnership with Yggdrasil."

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Playtika Reports Q2 2024 Financial Results

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

The profit was $ 627 million, a decrease in the previous quarter (3, 7%), a decrease in the same period (2, 5%) of the previous year. DTC platform sales were $ 173. 7 million, up 1, 3 % yea r-o n-year, 5 and 1 % yea r-o n-year. Net income was $ 86 million, up 63, 4%yea r-o n-year, up 14, 4%yea r-o n-year. Before the loan adjustment, EBITDA was $ 1911 million, an increase of 2, 9%yea r-o n-year, an increase of 11, 2%(11, 2%). As of June 30, 2024, the total of foreign exchange options, currency, and shor t-term investments was $ 1. 1 billion.

"We are focusing on the strength and possibility of core games and strategic efforts to pack reforms. We are actively exploring the opportunity to expand the game portfolio through m & amp; A. Our focus is. Finding a studio that complements existing games and creates permanent value.

"With the focus on the consumer direct sales business and the strict management of sales costs, the profitability has been continuously improved. We are taking measures to ensure sustainable growth and profitability. The commitment to the execution is not shaking, promised to create permanent value for players and shareholders, "said the president and the highest economic government official Craig Abrahams.

Main business characteristics and main business drivers

The average number of paid users per day was 298, 000, decreasing yea r-o n-year (3, 6 %), and decreased from the previous year (2, 9 %). The average billing conversion is 3, 7 % (3, 5 % in the first quarter, 3, 6 % in the second quarter of 2023). Casual gaming sales were (4, 3)%on rolling bases, and (1, 7) percent of the previous year. Income from the community casino was reduced (2, 9) percent (3, 4) compared to the same period of the previous year on a rolling basis. Bingo Blitz's revenue was $ 1555. 7 million, down (1, 2) percent of the previous quarter, and (0, 4) from the same period of the previous year. Journey's sales in June were $ 74. 6 million, a decrease of the same month (2, 6%) of the previous year (2, 6%), an increase in the same month (1, 9%). Slotomania's profit $ 133, 8 million was reduced by the previous quarter (1, 2) and decreased from the same period of the previous year (7, 5).

PlayTika announces the quarterly dividend payment

Playtika's Board of Directors is $ 0 to $ 10 for each promotion of regular promotions paid to the promotion holder at the end of the business on September 20, 2024 on October 4, 2024. Announced the payment of currency dividends. Future dividends will follow the market standards and the incentive of the Board of Directors.

Based on 2024 performance, the company expects profits to be at the lower end of the previously presented range of $2, 520-2, 620 billion, loan-adjusted EBITDA to be in the middle of the previously presented range of $730-770 million, and serious expenses incurred to be between $950-1000 million.

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Navigating the iGaming Industry as a Start-Up

VentureMax Group Director Pierre Mifsud says the iGaming world offers great opportunities for new companies with big ideas, provided they can avoid the pitfalls.

The global online gambling industry has always attracted bright minds, creative talent, and people with a strong entrepreneurial spirit.

From the acquisition of boutique studios for hundreds of millions of dollars to the mergers and consolidations of top operators that have become undisputed global favorites, the list is endless. However, while some companies succeed, others fail.

This is due to the fact that the online gambling industry is not easy. This is the background of mining, where one wrong step means the end of the game. To reach the top, you need not only a great idea and a smart product, but also financial backing.

As a result, startups need to master all aspects of the business, from product features and customer skills to regulations, differentiation, marketing and fundraising. And even in this case, victory is not taken for granted.

Let's look at some of these key areas and see how startups can avoid the obstacles they face.

Regulation, Licensing and Compliance

As the regulatory transition began, much of the map went from grey to snowy white. This was both a huge opportunity and a new challenge for organizations.

Operators, suppliers and other providers need to obtain licenses and certifications to operate in regulated jurisdictions, and the requirements vary from market to market, but this is easier said than done.

Most organizations have dedicated departments to obtain important approvals to enter the market, and compliance teams check for compliance on a daily basis. The cost of non-compliance is very high and can be fatal for startups.

Therefore, even if it is just one person, consider forming a dedicated team to meet all regulatory requirements. This is what will make your business viable in the long run.

Stand out from the crowd

In this industry, such abilities have been revealed, and it is not surprising that many emerging companies are pursuing such abilities. In other words, it is important to provide new things to stand out.

It is a truly innovative, an unprecedented game format, a new mechanism, a development that solves problems, or a study of the best ways 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.

Of course, this is not considered to be a prerequisite for success, and we have seen a number of startups that have been greatly successful by improving the ones that have already been created.

In any case, emerging companies need an impact, and imitating their predecessors does not work. Therefore, it is to find a unique sales proposal that is original and attracts new ones.

Larg e-scale buyer recruitment

Whether you are B2B or B2C, one of the most important issues in every business is a larg e-scale buyer. To do so, a group advertising strategy supported by a message that collects buyers in the right space and actually causes reactions.

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 cos t-effective, tracking, and easy to optimize in real time, as long as the appropriate data is collected and analyzed if it is performed correctly.

This is why this marketing method is essential for B2B and B2C companies.

Securing entrepreneurship funds

Most emerging companies face the need for funding to achieve their intentions. Organic growth is always possible, but it takes time, so the company may miss the right time.

But finding a favorable investment partner can be easy to say. Some companies provide capital but do not want to play an additional role in daily management, while others may claim more control and role than founders.

Startup companies need to consider how to arrange themselves for appropriate investors. The Venture Max Group has an investment dependence and various aspects, and before that, we need to answer how to consider the possibility of a partnership with a company.

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  • The attitude toward our investment is that it should be a true partnership.

We want to not only provide economic support to emerging companies, but also distribute our own luxury skills and support companies to safely navigate this wonderful industry.

Therefore, it is not the fact that we act without paying attention to many issues, but those who can achieve our own Igamin g-Emerging Companies will receive a huge reward.

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

The seven development borders continue to the current cycle of video games: planning, pr e-production, production, testing, pr e-trial, release, and post production. And video games start competition to get the interest of players, and at the same time, the number of games for choices is not easy to distract. In return that depends on giants like Steam, cooperating with distribution partners at the final stage of the actual cycle of the game gives a lot of relevance to the strategic advantage of publishers and their concerns. A few months later depending on the games.

Vadim Andrieev, a massive director and c o-founder of ROKKY, a mass game distribution platform that connects shops around the world, is in charge of the first year of the launch of video game game, and this distribution like ROKKY. Determine the excellent quality of work with a partner.

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Considering the release date, Rokky's annual sales will be 8%of the total. Compared to this, according to VG Insights, average 12 % of all sales are triggered by Steam while the game is on sale, so some realization can be achieved on the first day thanks to the release data accounting VG INSIGHTS. High sex. After this, the company's analysis will result in 15 % of the first week after the release. At the same time, in the data, Steam accounts for 22 % of the annual total sales in the first week.

Later, smoky drops from 7 % to 4 % per week, and steam falls from 14 % to 5 %. Rokky reservations, release, and sales of the first month of sales will sell 56 %of the game copy for one year, and Steam will be less than 61 %.

In the remaining 10 months, Rokky accounts for 43 % and 38 % in Steam, while the middle sales are almost in the middle of the annual sales. At the same time, the route change on the right schedule actually indicates that the implementation using an extreme distribution platform has disappeared slowly than Steam.

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  • In addition, the proportion of sales via a sales agency, which accounts for the total sales in Steam, has increased over time, proving the advantage of partnership with the sales agent. The attached graph indicates a change in sales via Rokky on Steam 12 months after the game is released. It should be noted that the data shown in the graph contains the meaning of the bes t-selling game based on ROKKY data. In some cases, the meaning of each game may be significantly noticeable.

At the beginning of the release, the sales ratio via smoky peaked around 4 %. After one week after the release, the sales ratio will fall to just under 1 %, and this state will continue in the first month. Looking at the first month, the sales ratio gradually rises, reaching 0, 78%at the end of the second month and 1, 02%at the end of the third month.

After the third month, although there are fluctuations, it is generally rising, peaking in the sixth month. In principle, this is when the first marketing promotion of the game begins. According to GeekyMinded, it takes 70 days for the game to be released.

After the sixth month, the sales ratio increased even more, reaching a new peak of 2. 87% in the ninth month. In the tenth month, sales recovered as people took advantage of the large discounts made in the previous month. At the end of the twelfth month, the sales ratio via Roppongi stabilized at 1. 55%.

Although the sales ratio fluctuates, the overall trend is that the sales ratio via Roppongi is increasing in the total number of units sold on the Steam platform one year after launch. The increase in the proportion of sales via distributors to the total number of units sold on the Steam platform is due to several factors:

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  • Thus, Rokky has successfully competed with the Steam platform, increasing its share of revenue in the overall structure with a more flexible and directional approach. Demand for games through third-party distribution platforms like Rokky declines much more slowly than demand through Steam, which brings stable and long-term revenues to publishers. Shops that offer price competition and various promotions can maintain interest in games for several months after launch.

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Elim Poon - Journalist, Creative Writer

Last modified: 27.08.2024

Yggdrasil Gaming's partnership with Dreamtech Gaming has seen another exciting addition to its rapidly-growing YG Masters offering with the. In fact, Northern Lights in the first independent developer to utilise the Yggdrasil Game Server (YGS) Masters for its platform. The company may still have a. Swedish game changers and Maecenas of gamification in the iGaming industry, Yggdrasil have recognized a Hong Kong-based studio as its sixth.

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