Spigo And Bethard Go Hard In An Exciting New Deal European Gaming Industry News

Spigo And Bethard Go Hard In An Exciting New Deal

Extraordinary casual game Spigo and gambling company Bethard have entered into a partnership.

Bethard, which already has consulates in Scandinavia, the UK and other European countries, and is home to football legend Zlatan Ibrahimovic, is keen to expand its portfolio to a new level with its new partnership with Spigo, and is targeting Denmark as well.

Bethard's ambitious project to become Europe's leading sportsbook includes optimizing its iGaming catalog by adding a ton of visually stunning, modern games. Spigo has managed to do this thanks to its unique approach to developing casual games and slots for casinos.

Spigo's wide catalog features a wide range of games, from traditional to advanced games like Yatzy, Diamonds and Tropicana, from single to multiplayer, which are not only amazingly imaginative, but are also developed using HMTL5. This basically means that all the games Spigo makes are compatible with both desktop and mobile devices.

Bjørnar Heggernes of Bethard said: "Spigo holds a unique position in the online gaming industry, which is why we have come to this conclusion. Thanks to the creativity and quality of their games, we have a high-quality and strong portfolio that our players will enjoy."

Caroline Maciel of Spigo said: "We are very happy with our new partnership with Bethard. Bethard is undoubtedly one of the leading companies in the European gambling industry, and we are happy that a company like Bethard has taken an interest in our casual casino games. But most importantly, they see the potential of casual games and their growing relevance in the ever-changing online casino games market."

About Spigo

Spigo is a privately owned Danish company, based in Malta and Denmark. The Spigo CATALOGUE features a large selection of slots and casual games developed with the needs of the online casino industry in mind. Our extensive catalog (comprised of jackpots, free spins, bonus games, etc.) is built in HTML5 and is compatible with both desktop and mobile!

For more information, please contact us at: [email protected].

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Playtika Reports Q2 2024 Financial Results

Reading Time: 2 Minutes

Playtika Holding Corp. announced cash results for the second quarter ended June 30, 2024.

Sales were $ 627 million, decreasing (3, 7 %) of the previous year (3, 7 %), and decreased from the previous 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 the sustainability and future of the main game, and strategic efforts to revitalize the portfolio. We are actively seeking opportunities to expand the game portfolio through M & Amp; A. Our focus is to find a studio that complements existing games and creates lon g-term value.

"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. The attitude of continuing to create lon g-term values ​​for players and shareholders, and focusing on execution is not shaking, "said Craig Abrahams, president and highest finance officer (CFO).

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 announced on October 4, 2024 that the registered share holder at the end of the business on September 20, 2024 will pay a $ 0, 1 0-dollar dividend per share issued. Future dividends will follow the market status and the 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 minutes

Venturemax 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 (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 even in this case, victory is not natural.

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 done correctly, is perfectly controlled and easy to optimize in real time, as long as 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.

Startups need to think about how to become attractive to the right investors. VentureMax Group has an investment team and there are certain aspects that companies need to meet before considering a possible partnership.

  • We are in the early stages of development with huge upside potential.
  • Being a business with revolutionary freeze capabilities
  • Being a business with innovative technology
  • With a strong founder team
  • Having a scalable and defensible market opportunity

Our investment mindset is that it should be a true partnership.

We don’t just provide financial support to startups, we want to share our vast skills and help companies navigate this amazing industry.

Despite the many challenges they have to overcome, companies that succeed in enabling their iGaming startups to thrive will reap great rewards.

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

Reading time: 6 minutes

In the current cycle, video games go through seven development milestones: planning, pre-production, production, testing, pre-launch, launch, and post-production. Once released, video games start competing for players' attention, and with the number of games to choose from, it can be hard to distract them. Working with a distribution partner, rather than relying on a giant like Steam, at this final stage of a game's lifecycle gives publishers strategic leverage and helps keep their games relevant for months after release.

Vadim Andreev, CEO and co-founder of Rokky, a huge game distribution platform that connects publishers and shops around the world, reports on video game sales one year after release and talks about the superior quality of working with a distribution partner like Rokky.

How do third-party distribution platforms fare against giant distribution platforms like Steam?

On average, pre-orders account for 1% of total annual sales two months before a game's release. This figure rises to 4% of total annual sales two to four weeks before release. Pre-orders peak one week before release, at which point publishers can plan for 12% of their total first-year game sales. The pre-order stage accounts for an average of 16% of annual game sales, highlighting the importance of pre-ordering a game.

Considering the release date, Rokky will account for another 8 % of this year's total sale. Compared to this, according to VG Insights, average 12 % of all sales on Steam are being caused during the game. Probably, the data accounting function of the VG Insights has caused some of the sales on the first day after the release. According to the company's analysis, 15 % of all sales of the year are being released one week after release. At the same time, Steam accounted for 22 % of the annual sales in the first week.

After that, sales began to decrease gradually, recorded 7-4 % a week for 2-4 weeks after the release, and 14 to 5 % in steam. Combined with reservations, release, and first month of sales, Rokky is within 56 % of annual sales and Steam is within 61 %.

Rokky is 43 % and Steam is 38 % for the remaining 10 months. At the same time, looking at the trends in the corresponding graph exchange rate, it can be seen that sales via the third party distribution platform tend to be slower than STEAM sales.

Thir d-party distribution platform provides more flexible and custome r-oriented distribution

Cooperation with distribution partners such as Rokky can have many strategic benefits. Thir d-party distribution platforms provide the ability to expand the reach to the market, respond to changes in demand, and minimize the dangers related to international sales:

  • Market constraints: Some states and regions have strict regulations on resale of video games, making it difficult to sell directly through platforms like Steam. Rokk y-like distributors, familiar with such markets, may overcome these obstacles and ensure access to new viewers.
  • The most flexible price setting: Steam does not necessarily provide bonuses and special offers in a timely manner, almost immediately responded to changes in game demand. Distributors and counter parts have any opportunities to quickly adapt to the market situation and adopt a more flexible price strategy, which helps to increase sales.
  • Localization and adaptation to culture: Distributors active in specific areas are more familiar with the specialty of the local culture than anyone, and have customized content, such as localization of games, advertising campaigns, and user support. There are all opportunities to provide in the language.
  • Advertising: Distributors often support advertisements, PR campaigns, district events and roles, and other advertisements. This can enhance the recognition of the game and attract more users than the regular Steam ads.
  • Pos t-support: In the case of physiological clone games, the distributor is released from most of the organizational tasks and can concentrate 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, which have practical skills in various jurisdictions, have all the opportunities to provide legal and economic support, minimize danger, and secure legal claims.
  • Cover the audience wider: Distributors often establish connections and partnerships with districts and online shops, so they can acquire a wide range of spectators and play games through various channels. The implementation and awareness of the most can be enhanced.

In addition, the advantage of collaboration with the sales partner is that there is actually a precedent in which the ratio of sales tower via the agency for the total sales of steam increases over the period. The image on the right shows a change in sales to Rokugen so as to increase the 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 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.

After the third month, the proportion of sales will be visible, but in general, it will peak in the sixth month, focusing on the increase. In principle, this is when the first marketing promotion of the game begins. According to GeekyMinde, the average time to implement one game is 70 days. < SPAN> Advertising: Distributors often support advertisements, PR campaigns, 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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Pos t-support: In the case of physiological clone games, the distributor is released from most of the organizational tasks and can concentrate 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, which have practical skills in various jurisdictions, have all the opportunities to provide legal and economic support, minimize danger, and secure legal claims.
  • Cover the audience wider: Distributors often establish connections and partnerships with districts and online shops, so they can acquire a wide range of spectators and play games through various channels. The implementation and awareness of the most can be enhanced.
  • 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.
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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, which have practical skills in various jurisdictions, have all the opportunities to provide legal and economic support, minimize danger, and secure legal claims.

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Elim Poon - Journalist, Creative Writer

Last modified: 27.08.2024

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