Kalamba Launches New Bullseye Brand European Gaming Industry News
Kalamba Launches New “Bullseye” Brand
Kalamba Games has launched a new personal brand "Bullseye". This new brand includes a dedicated game server (RGS) and a marketing tool provided by Kalamba.
The launch of Bullseye is to strengthen its status as a new generation of suppliers, while Malta's company continues to invest in powerful brand construction and subsequent business expansion.
The new brands include many new Karanba Marketing tools, which will first use a directly integrated partner through Bullsia RGS. This development started in late 2020 and will be able to directly access the original Kalamba titles of 35 or more.
"Introducing the Bullseye brand into the market is a reflection of the team's hard effort to mature the company, and highlights our commitment to supporting a partner causing a great whirlwind. Steve Catler, a CEO and c o-founder of Kalamba.
"Bullsuai symbolizes the future period to execute the strategy and vision that will be the guidelines for 2016. Of course, we are looking forward to the development of the game portfolio in the future, but we are looking forward to the meta function. Steve Catler states that creating interconnected games with layer support can create slots that are preferred in all ages' market. "
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Playtika Reports Q2 2024 Financial Results
Reading time: 2 minutesPlaytika Holding Corp. has announced the second quarter cash settlement ending on June 30, 2024.
Sales were $ 627 million, decreasing (3, 7%) on the previous term (3, 7%), and decreased (2, 5%) of the previous year (2, 5%). DTC platform sales were $ 173 million, up 1, 3%yea r-o n-year, up 5, 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, a (11, 2) percentage of the previous year. As of June 30, 2024, the total of foreign exchange options, currency, and shor t-term investments was $ 1. 1 billion.
"We are focused on strategic initiatives focused on the endurance and potential of our flagship games and the bustle of our portfolio. We are actively exploring the ability to expand our game reach through mergers and acquisitions. Our focus is focused on finding studios that complement our play and make long-term costs," said Robert Antolol, Principal Executive Director.
"Our focus on direct buyers and strict alignment to control operational costs has led to notable improvements in alternative-based profitability characteristics. We are taking steps to ensure sustained increases and profitability and protect loyal from creating long-term prices for our players and shareholders, and this focus and our focus on execution remain unwavering," said Craig Abrahams, President and Chief Economic Officer.
Individual Business Characteristics and Key Business Drivers
The average daily paid users was 298 thousand, down alternately by (3, 6)% and (2, 9)% on an annualized basis. Average pay conversion was 3, 7% compared to 3, 5% in the first quarter and 3, 6% in the second quarter of 2023. Revenues from casual games were down (4, 3)% in the turn and down (1, 7)% in the year. Revenues from games in covered public casinos were down (2, 9)% and (3, 4)% on an alternating basis. Bingo Blitz revenues were $155. 7 million, down (1, 2)% and (0, 4)% on an alternating basis. Revenues from travel in June were $746. 0 million, down (2, 6)% in the turn and up 1, 9% in the year. Slotomania profits of $133. 8 million were down (1, 2)% in the turn and down (7, 5)% in the year. Playtika announced the payment of a quarterly dividend.
The Board of Directors of Playtika announced the payment of a debenture foreign exchange dividend equivalent to $0, 10 for the promotion of traditional promotions in the profession, to be paid on October 4, 2024 to promoters registered at the closing of the business day on September 20, 2024. Future dividends will depend on market standards and the promotion of the Board of Directors.
According to the results for 2024, the company is further expecting profits to be at the lower end of the previously indicated spectrum of $2, 52 - $262 billion, the EBITDA indicator after adjustment for loans will remain in the middle of the indicated spectrum of $730 million, and serious expenses are in the place spectrum of $95 - $100 million.
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Navigating the iGaming Industry as a Start-Up
Pierre Miksoud, director of the VentureMax Group, said: "The Igaming-universe reveals a wide range of skills for new companies full of luxurious ideas, as long as they can avoid the pebbles under the surface."The global industry of online gambling attracts enthusiastic minds, creative talents and those with a strong entrepreneurial spirit at every turn.
From the acquisition of boutique studios for hundreds of millions of dollars to the mergers and consolidations of first-class operators consisting of unconditionally international favorites, there is no end to stories of turmoil. But while some companies achieve great success, others get into trouble.
This is due to the fact that navigating the online gambling industry is not easy. This is because it is a mining background, and one wrong step can be a game changer. To rise to the top, you need not only a great idea or a clever product, but also financial backing.
Finally, startups are required to master all business areas, from product features and customer skills to customization, differentiation, marketing and fundraising. And in this case, victory is not a given.
Let's take a look at some data on key areas to know how startups can get around the barriers.
Customization, Licensing, Complaint Handling
At the same time that the chapters walk towards adaptation, most of the map has changed from grayish to snowy white. This opened up a wide range of skills for organizations, but also gave them new duties.
Operators, suppliers, and other proposal providers now have to obtain licenses and certificates to enter the bazaar in regulated jurisdictions.
Most organizations have specialized departments for obtaining the important licenses for market entry, as well as teams for providing the ratio, and they receive compliance complaints every day. The cost of non-compliance can be very high and even a fatal freeze for young companies.
Thus, even if you are alone, think about creating a specialized team that will be involved in all normative claims, due to the fact that you will be bidding your business for a long-term life.
Stand out from the crowd
In fact, it is not surprising that many startups are pursuing such skills. This basically means that in order to stand out, you have to offer something fresh.
This can be something innovative. It can be a never-before-seen format of a game, a vibrant mechanism, development, solving a problematic question, or a basic search for the best way to arrange something that actually runs.
Technology is a great driving force in innovation, and emerging companies that are very successful often have their own platforms, conclusions, and mechanisms, and swallow the industry.
Of course, this is not considered a condition that is essential for success, and we have seen many startups that have been greatly successful by improving what they have already made.
In any case, emerging companies need an impact, and imitating their predecessors does not work. So finding a unique sales proposal that is original and that evokes something new.
Recruitment of larg e-scale 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 have a real and clear voice to speak to the audience.
Therefore, for example, it is important for companies 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 tool 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, which can lead to the right timing.
However, finding a favorable investment destination can be difficult to say. Some companies provide capital but do not want to play an additional role in the daily management of the company, while others may claim their dominance and roles more than the founder wants to let go. There is.
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.
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- Our attitude towards investments is that it should be a true partnership.
We do not only want to provide financial support to start-ups, but also to distribute our own luxury skills and help companies safely navigate this great industry.
So, the fact that we do not pay attention to the many issues and act, but those who are able to achieve the prosperity of our own Igaming - start-ups will receive huge rewards.
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Maximising Game Success: The Advantages of Partnering with a Distribution Partner
In the current video game cycle, seven frontiers are followed: planning, pre-production, production, testing, pre-trial, launch and post-production. Then, video games start to compete for the attention of players, and at the same time, the number of games to choose from makes it difficult to maintain attention. In return for trusting a giant like Steam, working with a partner in the distribution of the actual step of developing the game in the final step gives the publisher a great strategic advantage and the relevance of the game until months later.Vadim Andreev, Managing Director and Co-founder of Rokky, a mass game distribution platform that connects publishers and shops around the world, is responsible for the first year of video game sales by Launch and explains the advantages of working with such distribution partners like Rokky.
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Taking into account the launch date, Rokky's annual sales are 8% of the total. In contrast, according to VG Insights, Steam generates an average of 12% of total sales during a game launch, so VG Insights' release data may realize some sales on the first day of the launch. After this, the company's analysis shows that the first week after release generates another 15% of total annual sales. At the same time, first week sales on Steam account for 22% of cumulative sales.
After launch, it started to drop little by little, from 7% to 4% per week on Rokky and from 14% to 5% on Steam in the first 2-4 weeks. If Rokky pre-orders, launch, and first month sales are combined, Rokky's annual sales reach 56% and Steam's annual sales reach 61%.
In the remaining 10 months, Rokky accounts for 43% and Steam for 38%, almost in the middle of the total sales for the year. At the same time, the rerouting of the right schedule actually shows that the implementation by extreme distribution platforms as a whole is disappearing more slowly than Steam.
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- The advantage of collaboration with the distribution partner has also been proven that the ratio of sales via the distribution partner to the total sales in Steam increases over time. The attached graph shows the sales via ROKKY via Rokky for 12 months after the game launched. It should be noted that the graph data is a total of the bes t-selling games 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 Rokky peaked at around 4 %. One week after the release, the turnover ratio has fallen to less than 1 %, and the first month has been stable. Looking at the first month, the sales ratio began to rise little by little, reaching 0, 78%at the end of the second month and 1, 02%at the end of the third month.
After the third month, the turnover fluctuates, but it tends to rise in general and peaks in the sixth month. In principle, the first marketing promotion of the game begins at this time. According to GeekyMinded, it takes 70 days for the game to be released. < SPAN> rear support: In the case of physiological game clones, the publisher is released from most of the organizational tasks to provide all necessary backdrops, such as creation, storage, and delivery, and dedicated to content development. can.
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Legal and Economic Support: Available in the international market may require knowledge of local laws and financial claims. Distributors, who have work experience in different jurisdictions, can provide legal and economic support, minimize danger, and ensure legal requirements.
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- The advantage of collaboration with the distribution partner has also been proven that the ratio of sales via the distribution partner to the total sales in Steam increases over time. The attached graph shows the sales via ROKKY via Rokky for 12 months after the game launched. It should be noted that the graph data is a total of the bes t-selling games based on Rokky data. In some cases, the meaning of each game may be significantly noticeable.
- After the third month, the turnover fluctuates, but it tends to rise in general and peaks in the sixth month. In principle, the first marketing promotion of the game begins at this time. According to GeekyMinded, it takes 70 days for the game to be released. Pos t-support: In the case of physiological game clones, publishers are free from organized tasks and can focus on content development, in order to provide all necessary backdrops, such as creation, storage, and delivery.
- Legal and Economic Support: Available in the international market may require knowledge of local laws and financial claims. Distributors, who have work experience in different jurisdictions, can provide legal and economic support, minimize danger, and ensure legal requirements.
- Reach to more users: Distributors often establish relationships and partnerships with local shops and online shops, so they reach more users and sell games through various channels. You can significantly improve sales and brand awareness.
- At the beginning of the release, the sales ratio via Rokky peaked at around 4 %. One week after the release, the turnover ratio has fallen to less than 1 %, and the first month has been stable. Looking at the first month, the sales ratio began to rise little by little, reaching 0, 78%at the end of the second month and 1, 02%at the end of the third month.
After the third month, the turnover fluctuates, but it tends to rise in general and peaks in the sixth month. In principle, the first marketing promotion of the game begins at this time. According to GeekyMinded, it takes 70 days for the game to be released.