Skyrocket Acquires The Games Company European Gaming Industry News
Skyrocket Acquires The Games Company
Skyrocket Entertainment has acquired casino game studio the Games Company in a private amount.
The studio's product portfolio includes 10 games, including Hippie Chicks, CASH COWBOY, and SUPER 7 WILDS, and can be used in the market that provides services from the UK and Gibraltar, and has a large number scheduled in late 2019. Includes new launch.
"We are very pleased with the acquisition of the lon g-awaited milestone for Skyrocket. TGC has a wealth of experience in developing and launching online games, and a new partnership with online game operators. The CEO of Sky Rocket, CEO, has brought the opportunity and expanding ordinary revenue, "said Sky Rocket, CEO.
SEAN O. KELLY, CEO of Skyrocket, said: "I am looking forward to cooperating with Hans and TGC professional teams to integrate the existing brands of Skyrocket and IP. In cooperation with Hans and TGC professional teams, the existing Skyrocket brands and IPs. I am looking forward to integration.
"By participating in TGC in Skyrocket, the ability to provide attractive games in excitement by utilizing our comparable media through the Gam e-only game server and existing partnerships of TGC is enhanced. 。
Hans Vinkelman, a c o-founder of TGC, will cooperate with Skai Rocket management as a Chief Product Officer to promote a new business strategy.
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Playtika Reports Q2 2024 Financial Results
Reading time: 2 minutesPlateka Holding Corporation has announced the second quarter cash settlement on June 30, 2024.
Sales were $ 627 million, down (3, 7 %) of the previous year (3, 7 %), fell (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. The total of currency options, cash equivalent and shor t-term investment as of June 30, 2024 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 Playtika Board of Directors announced the payment of a reverse dividend for the exchange rate of $ 0, 10 for the promotion of the traditional promotion, which will be paid on October 4, 2024, to be made by the promoters registered at the close of business on September 20, 2024. Future dividends will depend on the market criteria and promotions of the Board of Directors.
According to the results for 2024, the company expects that the profits at the bottom of the previously indicated spectrum will be $ 2, 52 - 262 billion, the adjusted EBITDA indicator will stand in the middle of the previously indicated spectrum $ 73 - 770 million, and serious expenses will be in the spectrum $ 95 - 100 million.
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Navigating the iGaming Industry as a Start-Up
Pierre Mixoud, 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 brains, creative talent, and strong entrepreneurs.
There is no end to the turmoil, from the acquisition of a boutique studio for hundreds of millions to the merger and integration of the firs t-class operators consisting of unconditional international popular companies. However, some companies are very successful, while others are in trouble.
This is due to the fact that navigating the online gambling industry is not easy. This is the background of mining, and if you make a mistake, you have the potential to be a game changer. To jump to the top, you need not only great thoughts and wise products, but also economic support.
Eventually, emerging companies are required to master all business areas, from product features and customer skills to customization, differentiation, marketing, and funding. And in this case, victory is not natural.
Look at some of the main fields of data and know how to avoid barriers.
Customization, license, complaints
At the same time as the branch walked towards adaptation, most of the map changed from a grayish color to a white color like snow. This has opened a wide range of skills in the organization, but also imposed a new mission.
Businesses, suppliers, and other proposers need to receive licenses and certificates to enter the bazaar in the regulated jurisdiction, while the request varies from market to market.
Most organizations have specialized departments to get important licenses to enter the market, and some teams to provide the ratio, and focuses on compliance every day. The price of failure can be very high, and there is even a fatal freezing for young companies.
Therefore, even if you are alone, consider creating a specialized team involved in all normative claims for the fact that you bid your business for a lon g-term life.
Stand from the crowd
In fact, it's not surprising that many emerging companies pursue such skills. This basically means that you must provide fresh things to stand out.
This may be innovative. Unprecedented format, lively mechanism, development, problematic questions, or the basic exploration of the best way to arrange something actually executed.
Technology is a great environment for innovation, and startups that reach the big sports often have patented platforms, reasoning, mechanics, etc.
Of course, this is not considered an independent condition for a splash, and we have seen many startups that improve on what has already been created and harass the big sports.
In any case, startups must be influenced, they look for a unique trade proposition that is original and invites something fresh, and as a result, they will not be able to copy and proceed what was before them.
Large-scale customer acquisition:
One of the most important tasks of a business - whether B2B or B2C - is considered to acquire customers of a scale. For this, a group advertising strategy is important, allowing you to attract buyers in the right space at the right time.
At the same time, the competition of companies and brands is at the highest level to be fundamentally genuine, and to have a clear voice, with the support of speaking to their own audience.
It is therefore true that, for example, a company has a clear identity and task, as one way to hear the noise that rivals make. It is important to know what channels to use to build a real relationship with customers.
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 fundraising 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 running 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 of investment dependence, and before that, it is mandatory to answer the company how to consider the possibility of partnering with the company.
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- Our attitude towards investments is that it should be a true partnership.
We want not only to provide financial assistance to startups, but also to distribute our own luxurious skills and help companies safely navigate this great industry.
Thus, the fact that we are acting against many problems, not solved, will receive huge rewards - those who can achieve the prosperity of our own IgAming - the startups.
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Maximising Game Success: The Advantages of Partnering with a Distribution Partner
Towards its own current cycle of video games, seven development frontiers cover planning, pre-production, creation, testing, pre-trial, launch, post-production and continue. 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 actual step of developing the game in the final step of distribution gives publishers a great strategic advantage and the relevance of the game until months later.Vadim Andreev, managing director and co-founder of Rokky, a game distribution platform that connects publishers and shops around the world, is responsible for the startup's first year of video game sales and explains the advantages of working with a distribution partner like Rokky.
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Taking into account the release date, Rokky's annual sales amount to 8% of the total. By comparison, VG Insights shows that on average 12% of all sales are triggered on Steam during a game's release, with some realization likely flowing on day 1 thanks to VG Insights' accounting of release data. After this, the first week after release generates another 15% of all sales for the year, according to the company's analysis. At the same time, first week sales on Steam account for 22% of cumulative sales.
Sales began to decline gradually, and for the first two to four weeks after the release, Rokky was 7 % to 4 % a week and 14 % to 5 %. Rokky sold 56 % of the annual sales, and Steam sold about 61 % during the first month sales period.
In the remaining 10 months, almost half of the total sales are sold each year, accounting for 43 % for Rokky and 38 % of Steam. At the same time, the trend line of the following graph indicates that the sales of the third distribution platform as a whole has disappeared slowly than Steam.
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- In fact, there is a precedent for the advantage of partnership with sales partners, in fact, the ratio of sales of steams via the agency for the total sales agency has increased over time. The correct graph shows changes in the sales tower via Rokky for the total sales volume on Steam 12 months after the game is released. However, it is the feet that indicate that the dataset on the figure suggests the aggregate meaning of the best game based on Rokky data. In some cases, it is important to be standing out for each game.
At the beginning of the release, the sales ratio via ROKKY reached its peak and was within 4 %. One week after the release, measuring the first month, the sales ratio will drop to just under 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.
From the third month, the percentage of turnover ratios will be visible, but in general, the focus is on the increase, reaching the peak in the sixth month. In principle, this is when the first marketing promotion of the game begins. According to GeekyMinde, one implementation occurs from the average of 70 days of the game. < SPAN> rear support: In the case of physiological clone games, publishers are released from the organized work to provide all necessary backdrops, such as production, storage, and delivery, and dedicated to content development. can.
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Legal and economic support: Working in the international market may require knowledge about the laws and financial claims in each country. Distributors, who have the skills of active jurisdictions in jurisdiction, can provide legal and economic support, minimize danger, and obtain any opportunities to ensure legal claims.
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- In fact, there is a precedent for the advantage of partnership with sales partners, in fact, the ratio of sales of steams via the agency for the total sales agency has increased over time. The correct graph shows changes in the sales tower via Rokky for the total sales volume on Steam 12 months after the game is released. However, it is the feet that indicate that the dataset on the figure suggests the aggregate meaning of the best game based on Rokky data. In some cases, it is important to be standing out for each game.
- From the third month, the percentage of turnover ratios will be visible, but in general, the focus is on the increase, reaching the peak in the sixth month. In principle, this is when the first marketing promotion of the game begins. According to GeekyMinde, one implementation occurs from the average of 70 days of the game. Pos t-support: In the case of physiological clone games, publishers are released from most of the organizational tasks and can focus on content development, in order to provide all necessary backdrops, such as production, storage, and delivery.
- Legal and economic support: Working in the international market may require knowledge about the laws and financial claims in each country. Distributors, who have the skills of active jurisdictions in jurisdiction, can provide legal and economic support, minimize danger, and obtain any opportunities to ensure legal claims.
- Cover the audience wider: Distributors often establish connections and partnerships with district shops and online shops, so they can grab the largest audience and implement games through various channels. You can.
- At the beginning of the release, the sales ratio via ROKKY reached its peak and was within 4 %. One week after the release, measuring the first month, the sales ratio will drop to just under 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.
From the third month, the percentage of turnover ratios will be visible, but in general, the focus is on the increase, reaching the peak in the sixth month. In principle, this is when the first marketing promotion of the game begins. According to GeekyMinde, one implementation occurs from the average of 70 days of the game.