Global Gaming Appoints Tobias Fagerlund as Acting CEO European Gaming Industry News

Global Gaming Appoints Tobias Fagerlund as Acting CEO

Sweden's gaming company Global Gaming has appointed Tobias Fargalanda as President. Today's Director Joa Kim Müller immediately leaves his personal status in the group.

Mr. Tobias has a deeper in operation and a wide range of skills that worked in the Board of Directors, such as the gaming industry and companies that are promoted on exchanges, and has a wide range of skills that work in the Board of Directors. I have a perception.

According to the Board of Directors, global gaming is a fundamentally powerful company with great potential for this to continue to be a major Swedish market. To do so, it is necessary to increase the company's equipment. The Board of Directors believes that new instructions are needed to meet great work and progress and move forward.

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Playtika Reports Q2 2024 Financial Results

Reading time: 2 minutes

The second quarter of cash financial results, which ends on June 30, 2024, will be announced on June 30, 2024.

Sales were $ 627 million, down (3, 7 %) of the previous year (3, 7 %), fell (2, 5 %). Profit from the DTC platform increased by $ 173. 7 million, 1, 3 %, 5, and 1 % yea r-o n-year. 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 strategic initiatives focusing on the endurance and possibilities of our main games and the ease of livability of our bags. We have M & Amp; A We are actively exploring the possibility of expanding, "Robert-Anthol, the main executive officer, focuses on searching for long costs. I mentioned it.

"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, President and Sea Economic Officer (CCO).

The characteristics of individual companies and main business

The average daily paying users was 298, 000, down (3, 6)% quarter-over-quarter and (2, 9)% annualized. The average conversion rate was 3. 7% (3. 5% quarter-over-quarter and 3. 6%). Casual games revenue was down (4, 3)% quarter-over-quarter and (1, 7)% annualized. Social casino themed games revenue was down (2, 9)% quarter-over-quarter and (3, 4)% annualized. Bingo Blitz revenue was $155. 7 million, down (1, 2)% quarter-over-quarter and (0, 4)% annualized. Travel revenue in June was $746 million, down (2, 6)% quarter-over-quarter and up 1, 9% annualized. 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 announced a cash dividend of $0. 10 per outstanding common share payable on October 4, 2024 to holders of stock of record as of the business day following September 20, 2024. Future dividends are subject to market conditions and Board of Directors approval.

In line with its 2024 financial results, Playtika expects revenues to be in the range of $252 billion to $226 billion, at the low end of its previously indicated range, loan-adjusted EBITDA metrics to be in the range of $730 million to $770 million, at the midpoint of its previously indicated range, and capital costs to be in the range of $950 million to $100 million.

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Navigating the iGaming Industry as a Start-Up

Reading time: 3 minutes

Pierre Mefsud, Commercial Director at Venturemax Group, says that the igaming world opens up huge opportunities for new companies full of rich ideas, provided they can avoid the pitfalls.

The online gambling world has always attracted brilliant minds, creative talents and people with a strong entrepreneurial spirit.

The success stories are endless, from the acquisition of boutique studios worth hundreds of millions of dollars to the mergers and consolidations of top operators that have become undisputed international leaders. But while some companies succeed, others fail.

The reason for this is the difficulty of navigating the online gambling industry. It is a minefield, and one wrong step means the end of the game. To rise to the top, you need not only a great idea and a clever product, but also financial backing, regardless of size.

Finally, startups need to master all areas of the business, from product quality and customer experience to regulation, differentiation, marketing and fundraising. And even in this case, success cannot be taken for granted.

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

Regulation, license, compliance

As soon as the regulation was switched, most of the map changed from gray to white covered with snow. It provided a wide range of opportunities to the organization and also made new tasks.

Businesses, suppliers, and other providers need to obtain licenses and authentications to perform business in the regulated jurisdiction, and their requirements vary from market to market, but this is difficult to say. 。

Most organizations include specialized departments to acquire important approval to enter the market, and a compliance team that checks daily compliance. The cost of compliance violations is very high, which can be fatal for emerging companies.

Therefore, we will consider organizing a specialized team that meets all regulatory requirements, even if alone.

Stand from the crowd

In this industry, these abilities are being revealed, and it is not surprising that many emerging companies pursue it. This basically means that the introduction of something new is urgent as a prominent method.

It may be truly innovative. Unprecedented game formats, new mechanisms, developments that solve problems, or research on the best ways to fix what has already been 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 acquisition. 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 competition environment, it is important that companies and brands are real, and it is necessary to have a clear voice to talk to the audience.

This is because, for example, in fact, this is one way to counter the noise created by rivals so that the company has a clear identity and task. It is still very fundamental to qualify the channels through which a real relationship with the customer can be introduced.

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 startups face the need for funding to realize their intentions. Although an organic rise is likely every time, it is a tedious period, and this has the potential to result in something that the company actually misses the right time.

However, finding a favorable researcher has the ability to explain what should be arranged 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.

Startups need to think about how to arrange themselves well for the right investor. Venture Max Group has various aspects with investment dependence, and before that, it is essential to answer the company how you think about the possibility of collaboration with the company.

  • Large upside potential at the early stage
  • Being a company with the ability to harm
  • Being an innovative technology issue
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Being a scalable and protected market opportunity

Our attitude towards investment is that it should actually be a true partnership.

We do not only want to provide financial support to startups, but also to distribute our own luxury skills and help companies navigate this wonderful industry safely.

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

Therefore, those who do not put it into action, do not pay attention to the many problems, and realize the prosperity of their own igaming startups will have huge rewards.

Reading time: 6 minutes

There are seven stages in a game's life cycle: planning, pre-production, production, testing, pre-launch, launch, and post-production. Once launched, video games start competing for players' attention, and with so many games to choose from, it becomes difficult to maintain interest. Working with distribution partners later in a game's life cycle, rather than relying on giants like Steam, gives publishers many strategic advantages and helps keep their games relevant months after release.

{ROKKY}

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On average, pre-orders account for about 1% of total sales from two months before a game's launch through the entire year. Then, 2-4 weeks before launch, it rises to 4% of total annual sales. Pre-orders peak a week before launch, during which publishers can expect to make 12% of their total first-year game sales. During the pre-order period, Rokky captures an average of 16% of a game's annual sales, highlighting the importance of pre-orders.

Based on launch day, Rokky would generate another 8% of total annual sales. In contrast, according to VG Insights, an average of 12% of all sales on Steam are triggered around the time of the game's launch. Perhaps this is because VG Insights' accounting function already funnels some sales on the first day of launch. And according to the company's analysis, another 15% of all annual sales are made in the first week after launch. At the same time, first-week sales on Steam account for 22% of annual sales.

After that, sales begin to gradually decline, with Rokky earning 7-4% per week and Steam earning 14-5% per week in the 2-4 weeks after launch. Combining pre-orders, launch, and first month sales, Rokky made 56% of annual sales, while Steam made about 61%.

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Cover more users: Distributors often establish connections and partnerships with local shops and online shops, so they cover more users and sell games through various channels. You can improve sales and brand awareness.

In addition, the merit of a partnership with sales partners has also been proven that the ratio of sales via the Steam's total sales has increased over time. The following graphs have shown a change in sales share via Rokky for the total sales of 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 beginning of the release, the sales ratio via Rokki reached a peak, about 4 %. One week after the release, it will descend to less than 1 %, then flat for one month. It gradually grows from the month, 0, 78 % in the second month, and 1, 02 % in the third month.

After the third month, the sales ratio fluctuates considerably, but it is generally increasing, reaching the sixth month. It is usually at this time that the first advertising share of the game begins. According to GeekyMinde, it takes 70 days to sell the game first.

After the sixth month, the sales ratio showed even more significant growth, reaching a new peak in the 9th mont h-2, 87 %. In the 10th month, sales will be resumed due to a significant discount during the period. At the end of the 12th month, the sales ratio via Rocky was stable to 1, 55%.

  • {Space} Cover more users than < SPAN>: Distributors often have a connection and partnership with local shops and online shops, so they cover more users and through various channels. You can sell games and improve sales and brand awareness.
  • At the beginning of the release, the sales ratio via Rokki reached a peak, about 4 %. One week after the release, it will descend to less than 1 %, then flat for one month. It gradually grows from the month, 0, 78 % in the second month, and 1, 02 % in the third month.
  • After the sixth month, the sales ratio showed even more significant growth, reaching a new peak in the 9th mont h-2, 87 %. In the 10th month, sales will be resumed due to a significant discount during the period. At the end of the 12th month, the sales ratio via Rocky was stable to 1, 55%.
  • Cover more users than {Space}: Distributors often establish connections and partnerships with local shops and online shops, so they cover more users and sell games through various channels. You can improve sales and brand awareness.
  • At the beginning of the release, the sales ratio via Rokki reached a peak, about 4 %. One week after the release, it will descend to less than 1 %, then flat for one month. It gradually grows from the month, 0, 78 % in the second month, and 1, 02 % in the third month.

After the third month, the sales ratio fluctuates considerably, but it is generally increasing, reaching the sixth month. It is usually at this time that the first advertising share of the game begins. According to GeekyMinde, it takes 70 days to sell the game first.

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Elim Poon - Journalist, Creative Writer

Last modified: 27.08.2024

Nasdaq Stockholm-listed Global Gaming has confirmed that Joacim Möller has left his role as chief executive and appointed Tobias Fagerlund. 24hPoker AB is a Swedish gaming company that develops proprietary software systems for online gaming. The company operates gaming activities through its. Global Gaming had offered lottery games not permitted under Tobias Fagerlund, who was recently appointed permanent CEO of the company.

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