Playzido Signs Partnership with Lottoland European Gaming Industry News
Playzido Signs Partnership with Lottoland
Playzido, a B2B game platform, has concluded a partnership with Gibraltar operator Lottoland.
As part of the contract, Playzido enables the use of games on the Lottoland website from a library with a rich title, such as Deal or No Deal, 3 Lucky Pots of Endemol Shine Gaming.
"This is a revolutionary start for PLAYZIDO. Entering the Gibraltar market is an essential strategic goal for Playzido, and it is great to be able to launch with a lucky operator like Lottoland. "Rotland is one of the most popular lottery brands in the industry, its unique and bran d-branded content portfolio," said Stuart Banks, Managing Director of Playzido. I am convinced that it will be valuable to join the growing slot content.
"I'm very happy to be able to tie up with Playzido. Our fas t-growing game portfolio is a great deal to provide the highest jackpot," said PLAYZIDO's manager Managing Director Stuart Banks. With this partnership, our customers can get more options.
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Playtika Reports Q2 2024 Financial Results
Reading time: 2 minutesPlateka Holding Corporation announced its second quarter performance on June 30, 2024.
Sales were $ 627 million, down (3, 7%) of the previous quarter (3, 7%), and decreased (2, 5%) in the previous year. 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 focusing on the strength and possibility of core games, and strategic initiatives aiming to revitalize the bag. We are actively exploring the opportunity to expand the games provided through M & Amp; A. The focus is on finding a studio that complements existing games and creates permanent value.
"Our concerns about the business focusing on strict alignment for direct use and operation costs have led to a remarkable improvement in alternativ e-based profitability. We are sustainable. We are taking measures to protect faithfulity by creating long prices for players and shareholders, and our focus on execution is "Craig--". Abrahams said, President and Sea Economic Officer (CCO).
Individual business characteristics and major 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 $ 1557 million, decreasing (1, 2) % (0, 4) percentage in annual calculation. The income from the travel in June was $ 74, 000, decreasing (2, 6) %(2, 6), an annual calculation increased by 1, 9 %. Slotomania's $ 133, $ 8 million profits decreased (1, 2) percentage (1, 2), and (7, 5) percentage (7, 5) per year.
PlayTika claims to pay a quarter dividend
The PlayTika Board of Directors is 0, 10 for the conventional promotion of the conventional promotion discovered in appeal paid on October 4, 2024 for shareholders registered at the end of business days on September 20, 2024. Announced the payment of cash dividends on the bucks amount. Future dividends will depend on market standards and promotion of the Board of Directors.
$ 7. 7 billio n-According to the result of 2024, the company is waiting for the lower end of the spectrum previously to be $ 2, 52 -$ 262 billion, after adjusting the loan, the eBitDa index is 7. 3. It will remain in the middle of the $ 100 million spectrum, and the serious cost is $ 95 in the location -$ 100 million.
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Industry News
Navigating the iGaming Industry as a Start-Up
Reading time: 3 minutesDirector of Venturemax Group, Pierre Mixty, actually states that the world of Igaming will reveal a wide range of skills for new companies full of luxurious thinking, unless the pebbles underwater can be avoided.
Each time the world's online gambling industry needs excellent brain, creative talent, and a strong entrepreneur spirit.
There is no end to sparing, from the acquisition of Boutique Studios for hundreds of millions of dollars to the merger and integration of to p-popular popular popular operators. However, some companies are suffering from a major turbulence, while others are in trouble.
Because the online gambling industry is hard to navigate. It’s a minefield, and one wrong step can mean game-ending. To get to the top, you need not only a great idea and a clever product, but also financial backing, no matter how big.
Ultimately, startups need to master every aspect of the business, from product quality and customer experience to regulation, differentiation, marketing and fundraising. But success is not guaranteed.
Let’s look at some of these key areas and learn how startups can get around the obstacles they create.
Regulation, Licensing and Compliance
As the industry moves in the direction of regulation, much of the map has turned from grey to white. This has opened up huge opportunities for organizations, but also presented new challenges.
Operators, suppliers and other service providers need to obtain licenses and certifications to operate in regulated jurisdictions, and the requirements vary from market to market.
Most organizations have a dedicated department to obtain the necessary approvals to enter the market, as well as a compliance team that constantly monitors compliance. The cost of non-compliance is very high and can be fatal for a startup.
So consider forming a dedicated team to handle all legal requirements, even if it’s just one person. Doing so will ensure the long-term viability of your business.
Stand out from the crowd
There is so much opportunity in this field that it is no wonder that many startups pursue it. That means that to stand out, you need to offer something new.
It can be something truly innovative, whether that be a never-before-seen game format, a new mechanic, technology that solves a problem, or finding a better way of doing something that is already being done.
Technology is a big driver of innovation, and the most successful startups often have their own unique platform, solution, mechanism, etc. that takes the industry by storm.
Of course, this is not a prerequisite for success, and we have seen many startups that achieve great success by improving on what is already being done.
Either way, startups need to make a name for themselves, and copying their predecessors won't do the trick.
Acquisition of large buyers
It is thought that one of the most important tasks in any business, whether in B2B or B2C, is to gather buyers on a large scale. 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. It provides capital but does not want to play an additional role in the company's daily management, while others may claim more control and role than the founder giving up.
Emerging companies have not yet considered how to become attractive to the 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 potential of a large upside
- It is a business with revolutionary freezing capabilities
- Become a business with innovative technology
- With the powerful team of the founder
- Presence or absence of expandable and defensive market opportunities
The approach to our investment 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 help companies to succeed in this wonderful industry.
Although there are many issues to be overcome, companies that have achieved the prosperity of Igaming emerging companies will be able to get great rewards.
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Maximising Game Success: The Advantages of Partnering with a Distribution Partner
Reading time: 6 minutesThere 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.
Vadim Andreev, CEO and co-founder of Rokky, a global game distribution platform that connects publishers and shops around the world, talks about the first year of video game sales after launch and explains the benefits of working with a distribution partner like Rokky.
How third-party distribution platforms can effectively compete against giants like Steam
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%.
In the remaining 10 months, 43% of annual sales are implemented on Rokky and 38% on Steam, almost in the middle. At the same time, the change in the schedule on the right shows that the implementation of extreme distribution platforms is actually disappearing more slowly than Steam as a whole.
Third-party distribution platforms offer more flexible and buyer-focused services
Cooperation with this distribution partner, such as Rokky, can provide publishers with a strategic advantage, since extreme distribution platforms allow them to expand their market reach, adapt to changes in demand, and minimize the risks associated with international sales:
- Market restrictions: In some states and regions, there are strict municipal restrictions on the resale of video games, which in fact complicates direct deployment through these platforms such as Steam. Sellers like Rokky have the skills to operate in such markets and have every opportunity to safely overcome these obstacles and secure access to new audiences.
- Inflexible pricing: Steam has the ability to react almost instantly to the composition of demand for games, but not every time, and to offer bonuses and special offers in time. Distributors, visuals, have every opportunity to adapt to market conditions, more likely and more flexible pricing strategies that will drive sales growth.
- Localization and cultural devices: Distributors operating in a particular region know the features of the culture of the district better than everyone else and have every opportunity to provide customized content related to the game localization, advertising campaigns, and help users in their native language, which will actually increase the appeal of the game to players in the district.
- Advertising: Distributors often provide help advertising as a role in advertising, PR campaigns, and district events and exhibitions. This can increase the awareness of the game and attract more users than regular advertising on Steam.
- Logistical support: In the case of physiological clone games, the distributor provides all the necessary logistical support, including production, storage, and delivery, so that the publisher is freed from a large part of the organizational work and can focus on content development.
- Legal and financial support: Working in international markets can require knowledge of the laws of each country and financial claims. Distributors with practical skills in various jurisdictions have every opportunity to provide legal and financial assistance, minimize risks and ensure compliance with legal claims.
- The advantage of working with distributors is also proven by the fact that the percentage of sales made through distributors in total sales on Steam has increased over time. The attached graph shows the change in sales made through Rokky compared to total sales on Steam over the 12 months after the game's release. However, it should be noted that the data in the graph is a compilation of best-selling games based on Rokky data. In some cases, the spread of meaning for each game can be quite noticeable.
The sales ratio through Smokey peaks at around 4% at the beginning of the release. After one week after the release, the sales ratio drops sharply to just under 1%, and remains flat for the first month. Looking at the first month, the sales ratio starts 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, there are fluctuations, but the overall trend is upwards, reaching a peak in the sixth month. As a rule, this is when the first marketing promotion of the game begins. According to Geekyminded, it takes an average of 70 days for a game to be released.
After the sixth month, the sales ratio increases even more significantly, reaching a new peak of 2. 87% in the ninth month. In the tenth month, sales resume, due in part to the use of important bonuses during the previous period. At the end of the twelfth month, the ratio of sales through Rokky stabilizes at 1. 55%.
Although the sales ratio fluctuates, the general trend is that the proportion of sales through the distributor Rokky in the total number of sales on the Steam platform increases during the first year after the game's release. There are several reasons for the increase in the percentage of sales through distributors to total sales on the Steam platform:
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- In this way, Rokky succeeded in competition with the Steam platform, and has increased sales share in the overall structure with a more flexible and focused approach. The demand for games through thir d-party distribution platforms like ROKKY is much more slow than the STEAM demand, so the publisher has a stable and lon g-term revenue. Shops that provide price competition and various promotions can maintain interest in games for several months after the release. < SPAN> Price competition: Shops where distributors sell public games will actively use margins to compete. They can provide a variety of discounts and promotions and make more attractive proposals for buyers compared to Steam's fixed price.
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