Quickspin enters Italy with important Pokerstars deal European Gaming Industry News
Quickspin enters Italy with important Pokerstars deal
Sweden's Quickspin slot, a member of the PlayTech group, can now be played in the regulated Italian market of Pokerstars, one of the world's leading online brands.
The most popular games of QuickSpin include SAKURA FORTUNE, DRAGON SHINE, PHOENIX SUN, WILD CHASE, Second Strike, and more games will appear in the coming months.
Quickspin's CEO Daniel Lindberg said the contract was one of the most important things for suppliers these days. I am very happy that I have signed a contract with Pokerstars. The start of partnerships with Pokerstars is an exciting development for us and our continuation of our expansion plan.
"We love slots and live. Our mission is to create games that are loved by players, and we look forward to creating a whirlwind in this country with our most exciting games. "
Stockholm and Malt a-based suppliers have spent a record year, including the release of Eastern Emeralds, a game of the year registered in the EGR.
The QuickSpin, established in 2011, quickly established a position as a major development studio for games and real money social casinos, and was acquired by PlayTech in March 2016.
The company is currently acquiring a license in multiple laws, and its awar d-winning content has made a contract with a long list of major operators.
About Quickspin: Quickspin develops an innovative video slot for online gambling in a Swedish game studio, providing real money and free play in the social market. The goal of a veteran team in the game industry with a history of 70 years is to create a game that we want to play, which will change the market in terms of quality and innovation. Quickspin games are integrated into your casino through our own platforms, including groundbreaking promotion tools for attracting and maintaining players.
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Playtika Reports Q2 2024 Financial Results
Reading time: 2 minutesPlaytika Holding Corp. announced the second quarter of the fiscal year ending June 30, 2024.
Sales were $ 627 million, decreasing (3, 7 %) of the previous quarter (3, 7 %), declining yea r-o n-year (2, 5 %). DTC platform sales were $ 173. 7 million, up 1, 3 % yea r-o n-year, 5 or 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, cash, cash equivalent, and shor t-term investments were $ 1. 1 billion.
"We are focusing on sustainability and future potential of the main game, and strategic initiatives to renew portfolio. We are actively seeking opportunities to expand the game portfolio through m & amp; A. The focus is to complement existing games and find a studio that creates lon g-term value, "said Robert Antocol, CEO.
"With the focus on the consumer direct sales business and the thorough management cost management, the profitability has improved significantly compared to the previous quarter. We are taking measures to achieve sustainable growth and profitability. We are working hard to provide lon g-term value for players and shareholders.
Main sales statistics and business highlights
The average number of paid users per day was 298. 000, a lower (3, 6)%of the previous quarter, and a (2, 9)%of the previous year. The average payer was 3, 7%, 3, 5%in the first quarter, and 3, 6%in the second quarter. Casual gaming sales were reduced from the previous quarter (4, 3) percent (1, 7) percent of the previous year. Sales of social casino games decreased from the previous quarter (2, 9) and reduced the same period of the previous year (3, 4). Bingo Blitz sales were $ 1555. 7 million, a decrease in the previous quarter (1, 2), and decreased from the previous year (0, 4). Juns Journey's sales were $ 7, 46 million, an increase of the previous quarter (2, 6%), and increased the same period (1, 9%) of the previous year. Slotomania's sales of $ 133, 8 million were reduced by the previous quarter (1, 2), and the yea r-o n-year (7, 5) was reduced.
PlayTika announces the quarterly dividend payment
The PLAYTIKA Board of Directors has declared to the registered shareholders at the end of the business on September 20, 2024, on October 4, 2024, a 0-dollar dividend of $ 10 per share issued per share. Future dividends are based on market status and approval of the Board of Directors.
Based on the results of 2024, the company anticipates that profits will be the lower end of the previously presented 2, 52 to 2, and $ 62 billion, and after adjusting the loan, EBITDA was previously presented 730-770. Predicted to be in the middle of the million dollar range, the serious cost is $ 95 to 100 million.
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Navigating the iGaming Industry as a Start-Up
Reading time: 3 minutesVenturemax Group Director Pierre Miffsugu said that if the Igaming world could avoid pitfalls, it would provide great opportunities to new companies with great ideas.
The world's online gambling industry has always attracted people with a intelligent brain, creative talent, and a strong entrepreneur spirit.
From the acquisition of hundreds of millions of dollars to boutique studios to the merger and integration of to p-notch operators, which have become recognized by everyone, the uproar is not enough. However, some companies succeed, while others fail.
This is due to the fact that the online gambling industry is not easy. This is the background of mining, which means the end of the game if you make a mistake. To reach the top, you need not only excellent ideas and smart products, but also economic support.
As a result, emerging companies need to master all aspects of business, from product characteristics and customer skills to regulations, differentiation, marketing, and funding. And in this case, victory is not a matter of course.
Look at some of these important areas and see how to avoid the disability facing emerging companies.
Regulation, license, compliance
When the transition to regulation began, most of the maps turned white to snow. This was a great opportunity for the organization and a new task.
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 have specialized departments to obtain important approval to enter the market, and the compliance team checks the compliance every day. The cost of compliance violations is very high, which can be fatal for emerging companies.
Therefore, let's consider organizing a specialized team that meets all regulatory requirements, even if you are alone. That's because it leads to lon g-term business.
Stand from the crowd
In fact, it's not surprising that many emerging companies pursue such skills. This basically means differentiating and providing fresh things fundamentally.
This has the potential to be truly innovative. Unprecedented format, fresh mechanism, development, problem solving, or the best way to arrange what is already being done.
Technology is a great driving force in innovation, and new companies that have reached Big Sports often have a patented platform, conclusions, and mechanisms, and swells the industry.
Of course, this was not considered to be unable to access due to the turmoil, and we saw many of the startups that improved what was already created and harassed huge sports.
In any case, emerging companies need to be affected, as a result, searching for unique transactions that invites something fresh, copy and move forward. I can't.
Larg e-scale customer acquisition:
Whether you are B2B or B2C, one of the most important tasks in your business is considered to be a larg e-scale acquisition. To do so, group advertising strategies are important, and at the right time, you can attract buyers with the support of notification that truly reacts to the appropriate space.
At the same time, for companies and brands, being basically real and having their own voices is the highest level of competition.
This is because, for example, this is a single way to make it sound in the background of noise created by rivals, just as the company has a clear identity and task. 。 Modifying a channel that can introduce a true relationship with customers is still very basic.
Digital marketing is truly economically effective if it is done correctly, is perfectly controlled and easy to optimize in real time if it is planned and analyzed.
Therefore, this marketing method is considered unstable for B2B and B2C companies.
Securing initial funds
Most emerging companies face the need for funding to realize their intentions. The organic rise is probably every time, but it is boring, which has the potential for the company to actually miss the right timing.
However, finding an advantageous researcher has the ability to explain what is easier to arrange. Some traders are ready to provide capital, but they do not want to play unnecessary roles in the company's daily management, while others have more controls and roles than founders.
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.
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Maximising Game Success: The Advantages of Partnering with a Distribution Partner
Reading time: 6 minutesIn 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. After that, two to four weeks before the release, it 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 stage, Rocky accounts for an average of 16%of the annual game sales, highlighting the importance of reservations for games.
Taking into account the launch date, Rokky will account for another 8% of all sales this year. In comparison, according to VG Insights, an average of 12% of all sales on Steam are triggered around the time of the game's release. This is probably because VG Insights' accounting function already pushes some sales on the first day of release. Furthermore, the company's analysis shows that another 15% of all sales for the year are made in the first week after launch. At the same time, Steam accounts for 22% of annual sales in the first week.
After that, sales start to gradually decrease, from 7% to 4% per week for Smoky and 14% to 5% for Steam in the 2nd to 4th weeks after launch. If we combine pre-orders, launch, and first month sales, Rokky accounts for 56% of annual sales and Steam for about 61%.
For the remaining 10 months, Rokky accounts for 43% and Steam for 38%, accounting for almost half of annual sales. At the same time, the trend lines in the graph below show that sales via third-party distribution platforms are disappearing more slowly overall than sales via Steam.
Third-party distribution platforms offer a more flexible, consumer-focused approach
Working with a distribution partner like Rokky gives publishers many strategic benefits. Using a third-party distribution platform can expand market reach, respond to changes in demand, minimize the risks associated with selling internationally, and more:
- Market constraints: Some countries and regions have strict government regulations on the sale of video games, making direct sales through platforms like Steam difficult. Distributors like Rokky, who have experience in these markets, can successfully overcome such barriers and provide access to new audiences.
- Less pricing flexibility: Steam is not always able to respond quickly to changes in game demand and provide timely discounts and special offers. Distributors, on the other hand, can increase sales by responding quickly to market conditions and adopting more flexible pricing strategies.
- Localisation and cultural adaptation: Distributors operating in specific regions have a better understanding of the local culture and can therefore provide customised content in the local language, including game localisation, marketing campaigns and user support, to better appeal to local players.
- Advertising: Distributors often help advertisements, such as advertising, PR campaigns, district events and exhibitions. This can enhance the recognition of the game and attract more users than the regular Steam ads.
- Logistic support: In the case of physiological clone games, publishers are released from the organized work and can concentrate on content development to provide all necessary logistic support, such as creation, storage, and delivery.
- Legal and economic support: Working in the international market may require knowledge of local laws and financial claims. Distributors, which have practical skills in various jurisdictions, have all the opportunities to provide legal and economic support, minimize danger, and secure legal claims.
- Wide to the audience: Agency is often the largest audience and the largest audience, and the games can be implemented through various channels that enhance the brand implementation and recognition, and the district shops. We have established connections and partnerships with online shops.
The advantage of working with sales partners is also a precedent, and the ratio of sales tower has increased over time through the steam in steam, and it is actually there. The image on the right shows a change in sales in Rokusha, which is a steam total sales 12 months later. However, it is on the feet to indicate that the dataset on the figure suggests the highest tallying of the game based on the Rokky data. In some cases, it is important to make it stand out for each game.
At the beginning of the release, the sales ratio via SMOKKY reached a peak of within 4 %. One week after its release, the sales ratio for the first month will decrease to less than 1 %. Looking at the first month, the sales ratio begins to grow freely, reaching 0. 78 % at the end of the third month, 1. 02 % at the end of two months and one month.
After the third month, the sales ratio changes in a visible, but generally peaks in the sixth month, including the focus of an increase. In principle, this is when the first marketing promotion of the game begins. According to GeekyMinde, an average of 70 days is generated in one game implementation. < SPAN> Ads: Distributors often help ads, such as ads, PR campaigns, roles in district events and exhibitions. This can enhance the recognition of the game and attract more users than the regular Steam ads.
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Logistic support: In the case of physiological clone games, publishers are released from the organized work and can concentrate on content development to provide all necessary logistic support, such as creation, storage, and delivery.
- Legal and economic support: Working in the international market may require knowledge of local laws and financial claims. Distributors, which have practical skills in various jurisdictions, have all the opportunities to provide legal and economic support, minimize danger, and secure legal claims.
- Wide to the audience: Agency is often the largest audience and the largest audience, and the games can be implemented through various channels that enhance the brand implementation and recognition, and the district shops. We have established connections and partnerships with online shops.
- At the beginning of the release, the sales ratio via SMOKKY reached a peak of within 4 %. One week after its release, the sales ratio for the first month will decrease to less than 1 %. Looking at the first month, the sales ratio begins to grow freely, reaching 0. 78 % at the end of the third month, 1. 02 % at the end of two months and one month.
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Legal and economic support: Working in the international market may require knowledge of local laws and financial claims. Distributors, which have practical skills in various jurisdictions, have all the opportunities to provide legal and economic support, minimize danger, and secure legal claims.